Lesser Disjunction

Lesser Disjunction

6th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an emerald worth at least 500gp)
Duration: Instantaneous

A weakened version of disjunction, this spell disrupts the magic of a single creature. You choose a single creature within range that you can see, and that creature makes a Dexterity saving throw. On a failure, all magical effects on the creature end, and all of the creature’s carried magical items are stripped of their magic. Sentient items and artifacts are only temporarily depowered, and regain their magic after a short rest.
Attuned magical items affected by this spell can be re-energized by spending a long rest re-attuning to the item. However, non-attuned items (like potions of healing or spell scrolls) are permanently rendered non magical.

At Higher Levels. This spell affects one additional creature per level above 6th.
Usable by: Bard, Druid, Wizard

Disjunction

Disjunction

9th-level Abjuration

Casting Time: 1 action
Range: Self (60ft sphere)
Components: V, S, M (an emerald worth at least 1000 gp, which the spell consumes)
Duration: Instantaneous

When cast, all magical effects within 60 feet of the caster are dispelled, and any magical weapons within range are rendered non magical Sentient items and artifacts are only temporarily depowered, and regain their magic after a short rest. Any magical effects or items on the caster, or any creature they touch during the casting of the spell are not affected by this spell.

This spell even has a chance to dispel an antimagic field. This chance equals 1% per level of the caster of disjunction. If the antimagic field isn’t dispelled, any magical effects or items suppressed within the field are unaffected by disjunction.

Certain magic items can be repaired after being the subject of a disjunction or lesser disjunction spell Magic items such as potions or scrolls are permanently destroyed Other magical items with non-recharging uses (such as a chime of opening or a deck of illusions) are also permanently rendered non magical Magic items with recharging uses will regain a single charge after twice the normal recharge time. Finally, an attuned magical item may be repaired by spending a long rest re-attuning to the item.

Usable by: Bard, Druid, Wizard

Protection From Cantrips

Protection From Cantrips

3rd Level Abjuration

Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 hours

By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spells. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. Any spell cast against the caster is dispelled if its primary or secondary effect has any effect on him.

Usable by: Bard, Warlock, Wizard

Explosive Runes

Explosive Runes

3rd Level Abjuration

Casting Time: 1 Action
Range: Touch
Components: V, S, M (10 gp worth magical ink)
Duration: Until Discharged

By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The rune is difficult to detect and it requires a Intelligence saving throw to detect. If undetected and item is examined, or read the rune activates explosion 10 feet radius causing a 8d6 fire damage destroying the item if not immune to fire. The reader is not allowed a saving throw and always receives full rolled damage, creatures in blast radius are allowed Dexterity saving throw, and on successful save receives only half damage.

The caster who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you add an additional 1d6 damage for each spell slot above 3rd level.

Usable by: Bard, Wizard

Ablative Sphere

Dark Bead

3rd-level Abjuration

Casting Time: 1 Action
Range: Self
Components: V, S, M (a crystalline sphere worth 10 gp)
Duration: 10 minutes, or until discharged

An immobile, crystalline, web-like globe surrounds you. When the ablative sphere winks into existence, it provides you with three-quarter cover (+5 to Armor Class). The barrier does not impede a casters line of sight. You gain 25 temporary hit points, and sphere lasts as long as temporary hit points are not lost.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add an additional 5 temporary hit points per spell slot level used above 3rd.

Usable by: Sorcerer, Wizard