If you haven't banned Mage's Disjunction, how have you house-ruled it?


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I dropped it to a 30-foot radius and made the following changes:


Disjunction functions like dispel magic except as noted below.

Targeted Dispel: Disjunction automatically dispels any single spell or effect of non-divine origin and lower caster level. Against spells with a higher caster level, the caster must make a dispel check. Magic items must make a Will save or be rendered permanently nonmagical. Artifacts cannot be affected by a disjunction. Items inside an antimagic field cannot be targeted.

Area Dispel: There is no maximum caster level for the caster level check to dispel ongoing spells and effects. Unlike dispel magic, disjunction has a chance to dispel multiple spells active on a creature - it checks for every spell. Magic items must make Will saves or have its magical properties suppressed for 1d4 rounds. The caster has a 1% chance per caster level of destroying an antimagic field. If the field survives, no items within it are subject to the dispel effect.

Counterspell: Disjunction automatically succeeds when used as a counterspell, unless the other caster is also casting a disjunction, in which case caster level checks must be made as normal. Disjunction can be used to counterspell an epic spell, but the caster must make a caster level check.
 

IMHO the only thing you really have to do is determine what exactly counts as an artifact. I wouldn't count something like the Staff of the Magi as one - only something created by a deity's SDA, and often not even then. OTOH something like Pharanme's Urn in Sepulchrave's Wyre would, being outside creation, simply be unaffected.
 

The only game I saw it used in, the DM ruled it lasted 1 day/caster level.

Well, that was the second time it was used. The first time he just used it as is.

The real problem is that when Disjunction hits your 24th level party, it's the end of the evening, as it takes over an hour of rolling saves and recalculating the sheet. Not the most fun session ever...

PS
 

As is, except it suppresses instead of destroying items. Alternately, it *might* destroy one item.

This is primarily because the characters who are least likely to make the save are boned the most. I don't particularly enjoy having to powerbuild my rogue so he can take one of these and still be able to do anything ever.

In a previous game, where the DM had started to use disjunction, my psion started research on a power that would bounce the effect back to the caster (through a spacetime inversion, handwaving, etc).

Brad
 

maggot said:
First, I removed the part about undoing artifacts, otherwise the spell becomes "destroy plot".

Oddly, I consider that part a plot hook. Using Mordenkainen's Disjunction is one way of SOME PC parties to complete a mission of destroying an artifact, but the price is... 95% chance of starting another adventure!

I know that it can potentially remove ideas like "you can only destroy this artifact by travelling to Mordor", but I have no problems with SOME archwizards in the world being able to attempt doing it with the spell.

Fact is, if the party knows how to cast the spell, I won't probably bother using an artifact as a mean to trigger the next adventure (the Mordor case). I will simply use another hook. One or the other hook doesn't really matter, they are all usually trite ideas anyway.

By the way, I see this spell as a "last resort" that a wizard would never use repeatedly, but only when all other options have failed.

And also I rarely play games that high level, which I reserve to an incredibly few PC/NPC in the world. Because of that, I do not even expect 9th level spells to be very balanced. ;)

maggot said:
Otherwise the spell is too brutal and takes too long to resolve.

That could actually been seen as a deterrent :D
 

A party of 12th level or higher should expect Disjunction to be used against them at least once per level. Apart from anything else it provides a good excuse to churn the magic items. Individual items can be restored with a Wish, of course, and if someone were to Wish that the enemy had miscast that spell...

Further, nothing provides more glee - or despair - than when Disjunction is reflected by Spell Turning.

The recalc business is a red herring: you simply do it all - or as much as you can - ahead of time. You've got copies of the character sheets, so simply pre-roll and note the failures. Then calculate the results. You can even do the buff spells in advance.
 

The game needs more spells and effects like this, to keep the proliferation of magic items under control. :)

The only thing I might change would be to introduce a lower-level version of it that would merely dampen artifacts and high-power stuff for a short time but could still take out minor magic e.g. scrolls, potions, low-plus stuff, permanently.

Lanefan
 



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