Doom of Disenchantment
When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.
The spell also suppresses other magical properties of the attack. A [sword of wounding]({{ base_url }}/magicitems/sword-of-wounding), for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast [counterspell]({{ base_url }}/spells/counterspell), using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.
Classes
slugdoom-of-disenchantment
higher_level
page
rangeSelf
target_range_sort0
componentsV, S
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsNo
material
can_be_cast_as_ritualNo
durationUp to 5 rounds
requires_concentrationYes
casting_time1 action
level_int3
spell_level3
schoolabjuration
dnd_classCleric, Sorcerer, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/