Dispel
Spells · Abjuration
- Countermagic
- Debuff
You unravel hostile magic, either ending a spell already in effect or countering one as it is cast.
- Cast (2 AP): target one active spell within range.
- Counter (Reaction, 2 RP): when a creature within range begins casting a spell, try to counter it.
Resolve it as an opposed check: your Mysticism (Channeling) against the other caster's Channeling total (a creature that casts innately rolls a Charisma save and uses that as its total). If you win, the targeted spell ends, or the spell being cast fails. If you beat their total by 15 or more, the caster treats their spell as a Critical Failure.
Area deliveries cost double Strain for this spell.
Optional Modifiers
- Multiple Spells (+1): If you dispel the target successfully, you also end every other spell it currently has active.
- Power (+2): Target a magic item instead of a spell or creature. Your Channeling check takes 1 level of Disadvantage (2 for an uncommon item, 3 for a rare one; GM's call). On a success the item's magic is suppressed for 1 round. Critical success with Power (requires School Mastery (Abjuration) and 5+ ranks): Dispel gains Concentration and a duration of 5; the item stays suppressed while you concentrate, up to the duration, and you can sustain it normally. If your Concentration breaks, the item works again.
- Push (+2*): For every 2 extra Strain spent on this modifier, gain 1 level of Advantage on the Mysticism check to dispel. You can take it more than once.
- ★ Anti-Magic Field (+6): Create a 10-foot-radius sphere centered on you that lasts while you concentrate, up to 3 rounds. Spells, magical effects and magic items have no effect inside it. A summoned creature that enters must make a Charisma save against your Channeling total or gain 1 level of Exhaustion. This modifier can't be combined with any other. [School Mastery, 7+ ranks]