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:
  • 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)

Available For: Bard Cleric Sorcerer Warlock Wizard

Alpizarai

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