True Dweomers in Play (HLC)

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True dweomers follow most of the standard rules for spells, with the following exceptions:
Saving Throws: Most true dweomers allow a saving throw vs. spell, check the descriptions for the individual spell types for details. The saving throws by character level optional rule (see page 144) is always used for true dweomers; bonuses for high ability scores apply normally.
If a true dweomer's difficulty has been lowered, the target's saving throw improves; however, the automatic saving throw failure rule (page 142) still applies.
Creatures with magic resistance are entitled to a normal resistance roll against a true dweomer, according to the limitations explained in Chapter 9 of the Player's Handbook.
Protective Devices: Items such as rings of protection work normally against 10th-level spells. True dweomers cannot be stored or absorbed. Pale lavender and lavender and green ioun stones are ineffective against true dweomers, as are rods of absorption and the absorption powers of staffs of the magi.
Dispel Effects: The 3rd-level dispel magic spell is of limited use against 10th-level spells. To be effective, dispel magic must be directed solely against the true dweomer to be dispelled. If it succeeds, the true dweomer is rendered nonoperational for 1d4 rounds. A dispel magic spell cannot disrupt a true dweomer whose area of effect is larger than the dispel magic spell's area of effect.
Mordenkainen's disjunction has a 1% chance per caster level of disjoining any true dweomer. If any portion of the enchantment is disjoined, the entire true dweomer is disjoined.
A wish automatically dispels a true dweomer, but that is the only effect the wish has.
A limited wish spell can temporarily negate a true dweomer for 1d8 hours. Also, see the explanation of the dispel true dweomer on page 122.
Magical Barriers: A dispel true dweomer instantly destroys any wall spell or magical barrier created by a 1st-9th level spell or magical device if it succeeds, including wall of force, prismatic wall, prismatic sphere, antimagic shell, and the cube of force.
A destroy true dweomer eliminates a wall of force, prismatic wall, or prismatic sphere if its area of effect is large enough to encompass the whole spell effect.
If not destroyed or dispelled, any barrier that keeps out magic keeps out a true dweomer unless the true dweomer's area of effect is large enough to circumvent the barrier. For example, a flat wall of force cannot keep out a province-sized true dweomer. Spherical barriers cannot be circumvented in this manner.