Level
9th
Casting Time
24 Hours
Range/Area
Self
(40 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect
9th-level Abjuration (Bard, Cleric, Sorcerer, Warlock, Wizard)
- Casting Time: 24 hours or Circle Spell option
- Range: Self (40-foot-radius emanation)
- Components: V, S, M (Two finger bones from archmages and 250,000 gp, which the spell consumes)
- Duration: Permanent
You emanate a pulse of anti-magic forces. A translucent amber wave erupts from you, filling a 40-foot-radius emanation that moves with you. The wave bypasses all cover lower than total cover. When you cast this spell, all ongoing magical effects within the area immediately cease. This completely unravels and ends high-level abjurative structures such as an Antimagic Field, Globe of Invulnerability, Prismatic Wall, or Wall of Force.
Though it only strikes effects longer than instantaneous, any active magical standard (like area-of-effect spells or magical fields) intersecting the emanation is instantly unraveled. Only the area intersected by the dweomerbanish is cleaned; this can leave massive external effects reduced in area without being outright eliminated. Some permanent, multifold effects (such as wardmists and mythals) are not destroyed, but are instead completely suppressed for 1 hour. The spell is entirely ineffective against any magic cast directly by deities.
Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to successfully decouple the targeted lattice of magic without absorbing the shock. On a failure, you suffer backlash as the spell automatically fails; you take 99 (18d10) psychic damage, and your material components are wasted. After this spell is cast, you gain 2 levels of Exhaustion due to the irreversible toll on your life force. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.
True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Dweomerbanish ever again.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes 1 hour. Also, every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).
When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:
When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:
- 2–5 Casters Rite: The radius expands to 120 feet.
- 6–8 Casters Rite: Permanent multifold effects (wardmists and mythals) are suppressed for 24 hours instead of 1 hour.
- 9 Casters Rite: The spell can successfully unravel or suppress magic cast directly by lesser deities.
Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails.
* - (Two finger bones from archmages and 250,000 gp, which the spell consumes)
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Posted Oct 4, 2026## Lore Appendix: Dweomerbanish
1. The Creator: The forbidden magic of dweomerbanish was originally researched and formulated by an ancient, unnamed [Magister of Mystra] whose records were preserved within the sacred archives of [Secrets of the Magister]. Driven by the absolute mandate to police mortal spellcraft, preserve the stability of the Weave, and humble arrogant wizards who sought to build indestructible magical fortresses, this champion of the Goddess of Magic engineered an ultimate abjuration capable of stripping away any active enchantment.
2. The Turning Point: The historic crisis that necessitated this true dweomer was the rampant proliferation of persistent, overlapping high-magic defenses—such as rogue mythals and weaponized wardmists—which threatened to permanently warp local geography across Faerûn. Ordinary mortal abjurations failed completely against these layered, multi-fold arcane lattices, forcing Mystra's chosen representative to create a raw, reality-cleansing anchor capable of overriding even the most absolute protective wards.
3. The Most Devastating Casting: The most horrific historical invocation occurred when a desperate Magister was cornered by a cabal of power-hungry archmages wielding an array of legendary artifacts and overlapping defensive spheres. Unleashing dweomerbanish, the caster unraveled every active epic ward in a blinding amber wave, but the immense metaphysical friction fractured their own soul. The backlash permanently drained the caster's vital life force and reduced their physical form to a hollow shell, leaving behind a scarred, dead-magic zone littered with the brittle finger bones of the disintegrated cabal.
4. Suppression & Loss: The spell was systematically purged from mortal memories and hidden away by [Azuth], the God of Wizards, who judged the physical cost of casting it—and its potential to accidentally destabilize divine structures—far too dangerous for common mortal use. To ensure it could never be cast casually, the formula was bound to a horrific material component requirement: the physical finger bones of deceased archmages, transforming the act of learning the spell into a direct desecration of the multiverse's greatest wizards.
5. The Modern Legacy: Today, dweomerbanish exists only as a myth whispered among high-level abjurers and members of the Dweomerkeepers. The exact formula is fiercely guarded within the shifting, spectral vaults of [Mystra's] personal realm in the plane of Nirvana, though rumors persist that a singular, encrypted transcription remains hidden within a forgotten, trapped tomb deep beneath the ruins of Myth Drannor.