Dweomer Divest (Wizard Spell)

This is perhaps the most infamous spell in a rhabdomancer's possession. Using this powerful magic, the wizard can steal away the dweomer from an enchanted object and use it for their own ends. The caster must aim their dowsing rod at the magical item and intone this spell. Then they must make a saving throw vs. magic adjusted as listed below: 
Item 	Adjustment
wand or rod 	none
staff 	-2 on save
potion 	-2 on save
ring 	-4 on save
miscellaneous	-4 on save
arms/armor 	-6 on save
artifact 	spell fails
The rhabdomancer's saving throw determines the spell's effects. An abysmal failure, a roll of 1 (which may be a modified roll), means that the magic was stolen, but the power cannot be contained or controlled by the caster, and the magic “detonates” on the caster. Offensive spells are resolved normally, though the rhabdomancer still receives any relevant saving throws. Other magical effects are twisted so as to be detrimental in some fashion to the mage (for example, an invisibility spell divested from a ring may only cause the caster to be invisible to their own sight!). A failed saving throw, but not an abysmal roll, results in no power being divested, and the caster suffers a -2 on all saves against that item should it later be used against them for a period of 24 hours. A successful saving throw indicates that a small portion of that item's power is taken by the rhabdomancer. Defensive magic (like that of a cloak of protection) is automatically applied to the caster. All other magic is released immediately in the segment following the dweomer divest, with the subject/target of the spell at the rhabdomancer's whim. All stolen magic functions at a level of ability equal to 6th for wands, 8th for rods, 12th for potions, rings, staves, and miscellaneous items; this affects duration, range, and possible inflicted damage (though some offensive spells, like fireball, will still have an instantaneous effect).
A phenomenal success, a natural roll of 20, means that the rhabdomancer has greater control of the magic. As long as the dweomer is not from the schools of conjuration/summoning or illusion, and the DM can assign it a spell level that has been already mastered by the mage, the caster may choose to memorize the magic rather than immediately cast it. Of course, if the rhabdomancer has already in mind their full complement of 2nd-level spells and lifts the dweomer from a continual light sphere, they cannot choose to memorize that stolen spell. A potion that has been divested loses the equivalent of one dose, while charged items lose one charge with each successful casting of this spell. All other items become non-operational for 1d4 rounds following the casting should their dweomer be lifted.
Category:Wizard Spells