Nazzer's Nullification (True Dweomer)

This is essentially the 10th-level version of dispel magic. As noted in the spell statistics, there are two different versions of this spell; the second is referred to as Nazzer's nullification cloak. Both spells share some common elements, however.
Once cast, all spells and spell-like effects in the area of effect have a chance to be dispelled. Unless noted otherwise, it functions as the 3rd-level wizard spell dispel magic.
Spells of levels 1–9 have a base 100% chance to be dispelled. True dweomers have a base chance of 50% to be dispelled (a roll of 11 or higher on a d20). If the caster of the effect is of higher level than the caster of Nazzer's nullification, subtract one from the chance of success for each level of difference. If the caster of the effect is of lower level, add one to the chance of success for each level of difference. For example, a 25th-level wizard's stoneskin that is the target of this spell cast by a 21st-level wizard would reduce the chance for success to a roll of 15 or higher on a d20. No matter what the adjustments, a roll of 1 is always a failure, and a roll of 20 is always a success.
Nazzer's nullification can be cast on a magical item to permanently render the item nonmagical. Most standard magical items are susceptible to this spell, since their effective level is 12th in most instances. Even if not successful, the item is rendered nonoperational for 1d4 rounds. Artifacts are not subject to this effect.
The material components for this spell are dust from a burned out ioun stone that has been ground to powder, a fire opal worth precisely 1,200 gp, and a dagger of the finest quality (an exceptional weapon). All are rare components.
Nazzer's nullification cloak: The secondary version of this spell remains in operation for one full turn after it has been cast, disrupting all magic entering it. Magic within the area of effect at the time the spell is cast is dispelled as described above, but magical items continue to function.
If a spell succeeds in resisting the dispel, it is immune to the remaining nine rounds' worth of dispelling unless it somehow exits the area of effect and then reenters. All magic that enters the area of effect after the initial round is subject to dispelling.
Spell and spell-like effects cannot be used within the area for the duration of the spell. If the caster is within the area of effect, his spells also fail. Neither version of this spell has a visible effect.
In addition to the material components detailed above, this spell also requires the dust gathered from an awakened demilich's lair.
Category:True Dweomers
Category:Priest Spells
Category:Wizard Spells
Category:Spells from Dungeon Master Option: High-Level Campaigns
Category:Spells