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Mordenkainen's Disjunction/sandbox
Mordenkainen's Disjunction | |
Spell | |
Spell LevelSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.: |
Sorcerer 9, Warlock 6, Wizard 9 |
---|---|
Spell SchoolEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.: |
Abjuration |
ComponentsEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates{{V}} , {{S}} , and {{M}} , respectively.:
|
VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components. |
Spell Point CostThe number of Spell Points used to cast the spell.: |
50 |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Embolden, Enlarge, Quicken |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
One Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Standard |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Special, see text |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
No |
DurationThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.: |
Instantaneous for dispel, 2 minutes for equipment disabling |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
6 seconds (Wiz), 3.5 seconds (Sor) |
DebuffA harmful effect other than physical damage.: |
Debuff |
Description
A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes.
If cast on a spell ward trap, this spell will reduce the level of the trap by 1 to 8 (1d8 levels). If the level of the trap is reduced to 0, the trap is disabled.
Notes:
- Casting Speed: Very slow.
- This spell serves little actual purpose in Player versus Monster combat, as no Monsters wear equipment. It will still function as a greater dispel without the CL cap, but with a very slow cast time and higher SP cost, you are almost always better off using Greater Dispel Magic.
- It removes an average of 2 more (4.5 vs 2.5) levels from spell wards per cast versus Greater Dispel.
- Lowering the level of Spell wards will reduce the damage they do, the save required for them, and the disable check check required to disable them.
- Bugs
- Bug: Mordenkainen's Disjunction will occasionally disable visual effects on equipment after the debuff has expired.
- Bug: Mordenkainen's Disjunction can rarely disable certain gameplay-affecting effects on equipment after the debuff has expired.