Mage's Disjunction > Wish


Pathfinder First Edition General Discussion


Does anyone disagree?

I think it's basically the best spell in the game. It's the only spell that can affect artifacts. Sure, it's only purpose is to undo magic. But, it can even undo wish. It's like the magical trump card. At just a verbal component, you can be limbless and still cast it. I can easily see a wizard having just it prepared in their 9th level slots laughing as an opposed wizard wastes hundreds of thousands of gold trying to work major magic all for free just by uttering a few words.

Gaze upon its glory.

Mage's Disjunction wrote:

School abjuration; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration 1 minute/level

Saving Throw Will negates (object); Spell Resistance no
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


This is pretty much what happens when the Abjuration mage gets pissed off...

He got tired of all his little buddies always making fun of him since he focused on Prot from X spells instead of the "good" spells like Obscuring Mist and Wish. So once he got up in power (thanks to his ability to not get hurt), he decided "F*(& those guys and their magic!" Then went and put AMF on his familiar, and prepared lots of Dispel Magics, GDM, this spell, and Aroden's Spellbane to pretty much just S*&# all over everyone else's parade xD


AMF= Anti-magic Field, not Amulet of Mighty Fists lol

Because nothing is funnier than running around with the Inevitable familair who is pretty much indestructable and making him a floating anti-magic field and fly him over to the enemy mage xD


Yes! I just made an abjurer. I'm looking forward so much to getting this spell at level 17.


I'd place Time Stop or even Gate above either of those two. Granted, I do like Mage's Disjunction, and I think it's underrated.


Time Stop is special, yes. It's probably more "reality altering" than wish depending on what you do with it.


Aroden's Spellbane is a very very nice spell.

Que it to Antimagic Field, Mage's Dysfunction, and 2 more bothersome spells of your choice.

GAZE UPON IT'S GLORY!

SPELLBANE! wrote:

School abjuration; Level sorcerer/wizard 9
CASTING

Casting Time 1 standard action
Components V, S, F (cold iron scepter worth at least 1,000 gp)
EFFECT

Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance see text

DESCRIPTION

This spell creates an area within which spells selected by you simply do not function.

Select one spell per five caster levels at the time of casting. The spells selected cannot be changed after the spell is cast. This spell otherwise functions like antimagic field, except its emanation only prevents the functioning of the selected spells. Only the exact spells mentioned are affected—a spellbane set to prevent the casting of summon nature’s ally II would not prevent castings of summon nature’s ally I or summon nature’s ally III. If you move into an area where a previously cast spell you have selected as a banned spell is in effect, that spell is affected as if by antimagic field. If the spell affects a summoned creature that has spell resistance, you must make a caster level check against the creature’s spell resistance to make it wink out.

This spell can even negate an antimagic field, another instance of this spell, or any spell that specifies immunity to antimagic field (such as wall of force, prismatic sphere, and prismatic wall). Multiple spellbane effects can overlap. Their effects stack, preventing the functioning of every spell targeted by any of the multiple spellbane emanations. Spell effects created by artifacts or deities cannot be suppressed by this spell.


Time stop

(lets say you got luck and got 5 rounds)

Delayed Blast Fireball

Delayed Blast FIreball

Delayed Blast Fireball

Delayed Blast Fireball

Delayed Blast Fireball

GO! (before any shenanigans that can be upward of 100d6+200 damage (assuming you took a 1 level dip into Crossblooded sorcerer and got the Orc and Dragon Bloodline AND you got the Magical Knack trait).


Like others have said, there are plenty of strong options at 9th level, some of which may be preferable to Disjunction. That said, Disjunction is an excellent spell. Likely a superior option against any foe which relies significantly on magic, such as an NPC or a casty monster.

Aroden's Spellbane is, heh, wow.


K177Y C47 wrote:

Time stop

(lets say you got luck and got 5 rounds)

Delayed Blast Fireball

Delayed Blast FIreball

Delayed Blast Fireball

Delayed Blast Fireball

Delayed Blast Fireball

GO! (before any shenanigans that can be upward of 100d6+200 damage (assuming you took a 1 level dip into Crossblooded sorcerer and got the Orc and Dragon Bloodline AND you got the Magical Knack trait).

Doing damage is SO gauche. And fire, really? By the time Time Stop or Wish are an option, actual elemental damage is pointless. In fact, an argument could be made that the only important roll is the initiative check - or, if you prefer, the Scrying weeks in advance. Which is where Gate comes in. Having henchpeople for the legwork is nice.

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