Maladweomer (Wizard Spell)

By means of this spell, an wizard causes any and all spells and spell-like powers cast or wielded by a target creature, including items used, to be at the nadir of their effectiveness; that is, any damage caused by offensive magics will be the minimum possible, saving throws against such magics are enhanced by a +4 bonus, and spells that are extant (such as magi­cal charms) and ongoing at the time the maladweomer takes effect are reduced in efficacy. For instance, a charmed individual who had previously failed to save against the spell might immediately be allowed another saving throw, with the +4 bonus.
The material component of this spell is a small, clear glass or crystal prism, which is smashed (with a weapon-blow, or against a wall, rock, or floor) in the spellcasting.
The reverse, dweomerboost (also called empradweomer) permits all magic cast or wielded by the recipient creature to be of maxi­mum efficacy (maximum damage and effects) for one round. If the caster makes a saving throw vs. spell at the end of the first round, the dweomerboost lasts a second round.
While the material component is the same as for maladweomer, the crystal need not be smashed; rather, it vanishes when spellcasting is complete.
Both forms of the spell can be cast upon the wizard, so that maladweomer would enable a wizard to lessen his powers when compelled to work magic against his wishes.
Notes: Very rare in the Forgotten Realms setting (mostly by a special wizard type, the incantrix); otherwise virtually unknown. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spell from Cult of the Dragon
Category:Spells