Level: Bard 3, Blackguard 3, Cleric 3, Paladin 3, Sor/Wiz 3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: Creature, object, or spell; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Spell Resistance: No
Spell Points: 5
You undo the knots that tie the spell together.
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic, or can be ended only if you cast dispel magic at a high enough caster level. Dispel magic can end spell-like effects just as it does spells (but not supernatural abilities).
The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or an area dispel.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell or is under the effect of an ongoing spell, you make a dispel check to end the spell or its effect. In the case of spells affecting multiple targets, the spell is partially dispelled, only dispelling it with respect to the targets against which you have succeeded on the appropriate dispel check. If an object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You can choose to automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level (in case multiple spells fit, roll randomly). If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell is in the area, you can make a dispel check to end the spell that created that object or creature in addition to attempting to dispel spells targeting the creature or object.
Except in the case of spells that establish a particular bond between two or more targets (such as Shield Other, spells that affect multiple targets are dispelled with respect to only one target at a time.
You can choose to automatically succeed on dispel checks against any spell that you cast yourself.
Augment: For every additional spell point you spend, you gain a +2 bonus on your dispel check. You may spend no more than five additional spell points in this way.