Disjunction

Twinkle

Disjunction is a new school of magic that specializes in destroying things. It was created by a race of evil outsiders that once wrecked havok upon the world. Though some of the lower-level ones can be beneficial, the school is looked on with distate or hatred by most of the world. Those who practice it (or, heaven forbid, specialize in it) should take care to do it in private, unless they happen to like angry mobs crying for their blood.

In case a DM doesn't want to include an entirely new school in his campaign, each spell includes a suggestion for an alternate school of magic from which the spell could be available.

Disjunction specialists are called disjoiners. They choose two schools to become their prohibited schools.

Spells are presented as they are in the Player's Handbook. You can choose to sort by spell name, spell level, suggested alternate school, or descriptor (Sonic, Mind-Affecting, Evil, etc.) Spells are sorted according to your primary choice below. If two spells have the same school/level/whatever, they are sorted according to your secondary method.

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Secondary sort:

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NameLevelAlternate SchoolDescriptor
Disjunction [Mind-Affecting]
Suggested Alternate School: Enchantment (Compulsion)
Level:
Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Target:
One spellcaster
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell, based on the ability of the mythical land of Toruna to prevent spellcasting, is designed to hamper spellcasters. It creates a slight imbalance in the target's mind, forcing her to make a concentration check (DC 15 + the level of the spell being cast) each time she casts a spell. Failure indicates that the spellcasting was botched.

Material Component: Any monothot.

All or part of this spell is open game content, as described here.

Affliction of Toruna, The3Enchantment (Compulsion)Mind-Affecting
Disjunction [Death]
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 7
Components:
V,S,M
Casting Time:
1 round
Range:
Medium (100 ft + 10 ft/level)
Effect:
A breach in reality
Duration:
1 round/level
Saving Throw:
See below
Spell Resistance:
No

This spell creates a movable breach of the fabric of the universe (referred to as The Lock) keyed to a certain creature or person (referred to as The Key). It is utterly insubstantial and can pass through any physical obstacle, except for force effects and an antimagic field. The only other spells that can affect it are wish and limited wish. The Lock always initially appears within 10 feet of the caster and looks like a formless "hole" in midair.

By concentrating (and doing nothing more strenuous than moving at half speed), the caster can cause The Lock to move at double his normal speed, and make a touch attack versus The Key. If it succeeds, The Key is allowed a reflex save vs. DC 25 to avoid The Lock. If it fails, The Key is pulled into The Lock, sealing it up and killing The Key instantly. Only a wish can revive or contact the target, as it is now part of the fabric of the universe.

This spell temporarily halves the caster's constitution, which returns at a rate of 1 point/day. The caster may not attempt the spell again before all of his points return, or he will die. The verbal component of the spell must incorporate the true name of The Key, or it fails.

This spell is named for the only use Amberlei ever put it to- the assassination of Emperor Antonio I of Aldeemah-Ruhl. It made Amberlei, a specialist disjoiner, one of the most reviled men in history, and practically hammered the last nail in the school of disjunction's coffin. Even hundreds of years later, people still burn "disjoiners" at the stake in "retaliation" for that assassination.

Material Component: A hair from a displacer beast and a hair, nail clipping or other severed body part from The Key.

All or part of this spell is open game content, as described here.

Amberlei's Imperial Assassin7TransmutationDeath
Disjunction
Suggested Alternate School: Necromancy
Level:
Sor/Wiz 7
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Target:
One living creature
Duration:
Permanent (D)
Saving Throw:
Fortitude partial
Spell Resistance:
Yes

Creatures immune to critical hits are immune to this spell.

When you cast this spell, choose a limb and a disease. The limb on the target shrivels and blackens, becoming lifeless, dessicated flesh. Damage is dealt according to the limb chosen. Vital "limbs", such as humanoid's head, cannot be chosen. However, the head of a Hydra could be destroyed with this spell.

LimbInitial DamageHacking Damage
Leg or Arm2d6 + 1 pt/caster level1d8
Shin or Forearm2d4 + 1 pt/caster level1d6
Foot or Hand1d6 + 1 pt/2 caster levels1d6
Toe or Finger1d4 + 1 pt/2 caster levels1d3-1 (min 0)

The above stats are geared for humanoids. The DM may use different values for different creatures or limbs. However, damage should never exceed 12 points + 1 per caster level, nor should damage be less than 1 point per two caster levels.

Initial damage is dealt when the limb withers. It must then be hacked off before the end of the next round (causing the extra hacking damage) or the victim contracts the chosen disease, whose incubation period is shortened to 1 day. Leaving the limb on even longer may cause gangrene or other debilitating effects. And if it isn't removed before the onset of the disease, the victim will die rather than show symptoms.

Natural or magical regeneration cannot be used to restore the lost limb until the latent magical energy is removed with either dispel magic or remove curse. The caster may also dismiss this energy as a free action.

The target is entitled to a Fortitude save to save his limb. If he succeeds, he still suffers the full initial damage, but may roll the "hacking damage" die and subtract that roll from the damage dealt. (Example: Tordek survives an attempt by 20th-level Amberlei to destroy his leg. He rolls 2d6 (4+2), adds 20 for Amberlei's level, then subtracts 1d6 (5), for a total of 21 points of damage.) The target must also make a second Fortitude save with a +5 luck bonus to his roll, or contract the disease.

This spell is also known as The Harlot's Curse, as a wiley female disjoiner, about 200 years back, frequently used this spell on men who had crossed her, relieving them of the rather important limb they had below their waist.

All or part of this spell is open game content, as described here.

Amberlei's Hideous Decay7Necromancy 
Disjunction
Suggested Alternate School: Necromancy
Level:
Sor/Wiz 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
One creature with a specific, recent wound (see below)
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes

The target of this spell is a creature who the caster saw become injured (lost at least 1 hit point) within the last 10 minutes. The caster mentally chooses the wound and focuses the spell energy upon it, festering the wound and turning it into a critical hit. (If the wound was caused by something with no critical modifier, treat it as if the modifier was x2.) Any special effects of the implement that caused the wound are ignored.

Example: An ogre hits Tordek with its vorpal battleaxe and rolls 1d8, causing 6 points of damage. With the help of a spectral hand, Amberlei focuses on this wound and casts fester wound. The critical damage (x3) is applied, causing 12 points of new damage. The vorpal effect does not kick in, so Tordek gets to keep his head.

The caster need not be able to touch the specific wound, only the target creature. Creatures immune to criticial hits are immune to this spell. If the wound has been healed through regeneration, magic, or some other method, the spell fails (assume that wounds heal in the order they were received). Wounds that were caused by normal (rolled) critical hits are immune to this spell. This spell cannot be used twice on the same wound.

Material component: A single, whole bone, which must be broken into two pieces as the somatic component of the spell.

All or part of this spell is open game content, as described here.

Fester Wound2Necromancy 
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 1
Components:
V,M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

The object touched radiates a magical field out to 20 feet that disjoins light. Complete darkness is unaffected. Light below the level of a light spell is reduced to complete darkness. Full daylight is reduced to the level of a light spell. Other areas equal to or greater than light in brightness are made dark enough so that normal sight is rendered useless, but not dark enough that darkvision kicks in (low-light vision functions normally).

Material component: A stone colored half white and half black.

All or part of this spell is open game content, as described here.

Scatterlight1Transmutation 
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 0
Components:
V,M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

The object touched radiates a magical field out to 20 feet that disjoins shadows. Complete darkness becomes light enough to render darkvision and normal sight useless, but allows low-light vision to function. Light below the level of a light spell is magnified to replicate that level of brightness. Areas equal to or greater than light in brightness are unaffected, except that creatures and objects do not cast shadows.

Material component: A stone colored half black and half white.

All or part of this spell is open game content, as described here.

Scattershadow0Transmutation 
Disjunction [Mind-Affecting]
Suggested Alternate School: Enchantment (Compulsion)
Level:
Sor/Wiz 5
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100ft + 10ft/level)
Target:
One arcane spellcaster
Duration:
Instantaneous
Saving Throw:
Will partial
Spell Resistance:
Yes

Scattermind is the bane of every arcane spellcaster that comes against it, disjoining their minds and the spell potential within.

The caster can choose to target the highest, lowest, or random spells. If the target fails the save, the target loses 2d4+1 prepared spells (for wizards and other prepared-spell casters) or usable spell slots (for sorcerers, bards and other spontaneous casters). The caster can choose to affect the target's highest-level spells, lowest-level spells, or randomly-chosen spells. If the random option is chosen, randomly determine which spells are removed from all of the target's spell levels. Otherwise, randomly determine which ones are lost from the furthest spell level. If that spell level is depleted, move on to the next level and continue until the maximum number of spells are removed. (If the target has fewer spells than scattermind would purge, she loses them all with no further effect.)

Example: Mialee has three seventh-level spells and four sixth-level spells when Amberlei casts scattermind on her, seeking her highest spells. She fails the save, then rolls 2d4+1, resulting in 6. She loses all three seventh-level spells, and three randomly-chosen sixth-level spells.

On a successful save, the target still loses 1d4 spells or spell slots, always chosen randomly from all spell levels.

This loss is not permanent; spells and spell slots lost in this way are treated as if they were cast normally.

Material component: A Torunish monothot. The caster must be within its aura and overcome it for this spell to work.

All or part of this spell is open game content, as described here.

Scattermind5Enchantment (Compulsion)Mind-Affecting
Disjunction
Suggested Alternate School: Abjuration
Level:
Sor/Wiz 6
Components:
V,S,M
Casting Time:
1 minute
Range:
Touch
Target:
One creature
Duration:
See below
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

This spell wards the creature against a single spell or spell-like ability that directly affects it. A fireball flames around the warded creature without damaging it, and an acid arrow fizzles uselessly, but an earthquake still damages the recipient (although it can still face a finger of doom next round without fear).

Any spell that allows spell resistance is nullified with regards to the recipient of this spell. Any other effects of the spell still occur. For example, a sunburst will still damage and blind others, and multiple magic missiles can be fired at both the recipient and other creatures, damaging the others normally.

The recipient cannot choose to accept a spell that allows resistance. A fly spell, for example, will discharge the scatterspell, rendering it useless.

Material component: A ring made up of the woven hair of a creature with natural spell resistance. It must be worn by the target until the spell discharges. The spell ends early if the ring is removed or destroyed.

All or part of this spell is open game content, as described here.

Scatterspell6Abjuration 
Disjunction [Mind-Affecting]
Suggested Alternate School: Enchantment (Compulsion)
Level:
Sor/Wiz 2
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25ft + 5ft/2 levels)
Target:
One creature
Duration:
1d4+1 rounds
Saving Throw:
See below
Spell Resistance:
Yes

This spell disjoins the target's thoughts so that it becomes hard for her to think clearly. Each round, the target may make a Will save to act normally. A failed save causes a state of inaction equal to that caused by Daze for that round, only.

A successful save does not end the spell; the target must still attempt saving throws each round. However, SR is checked only when the spell is initially cast.

All or part of this spell is open game content, as described here.

Scatterthought2Enchantment (Compulsion)Mind-Affecting
Disjunction
Suggested Alternate School: Necromancy
Level:
Sor/Wiz 5
Components:
V,S,M
Casting Time:
1 standard action
Range:
Close (25ft + 5ft/2 levels)
Target:
One creature or solid object
Duration:
Instantaneous
Saving Throw:
Fortitude half or Will negates (object)
Spell Resistance:
Yes and Yes (object)

This spell may target a single, solid object, regardless of composition, that weighs up to 15 pounds, and causes it to be instantly eaten by decay. Swords will rust and break apart, food will rot and stink, small trees will become lifeless rotting shafts of wood, and stones will crumble into dirt. Magical and psionic items gain a +4 bonus to their save to resist the effect, but are otherwise vulnerable.

If a creature is targeted, the spell deals 4d4 damage (half that on a successful Fortitude save). If this damage is enough to bring the target to -10 hit points or fewer, the creature's body is instantly eaten by decay, becoming a rotten, smelly pile of muck and bones.

Material component: A chunk of rotten wood.

All or part of this spell is open game content, as described here.

Speed Decay5Necromancy 
Disjunction [Death]
Suggested Alternate School: Necromancy
Level:
Sor/Wiz 9
Components:
V,S,M
Casting Time:
8 hours
Range:
Touch
Area:
10 ft/level strong radiation
Duration:
1 day/level
Saving Throw:
None
Spell Resistance:
No

REWRITE STILL IN PROGRESS.

This spell, sadly, readily accepts permanency (must be 17th level or higher, costs 4,500 XP). The area affected by this spell becomes disjoined to the extent that one demi-human race, or one species of animal (magical or not) cannot enter the area, under penalty of death. The fabric of that portion of the universe can no longer support that type of creature's soul. Creatures so affected will sense that the area is "not all right" and will seek to avoid it. If approached cautiously, the spell delivers 4d10 points of damage to the creature that it wards against. If the internal warnings go unheeded, or the creature cannot prevent itself from entering the area, it is killed outright. Charmed creatures told to go into a dangerous Jalakala are immediately uncharmed due to the oposition felt in the core of their beings.

There cannot be any living examples of the race or species to be warded from in the area when the spell is cast, or it fails. Only one Jalakala spell can be operating in one area at a time. A second Jalakala attempt will always fail.

The spell can be keyed very specifically or very broadly, though not extremely broadly. For example, an Elf Jalakala would turn away Drow and Grey Elves, but a Sylvan Elf Jalakala would turn away and affect neither. An All Undead Jalakala is acceptable, as is an All Wolf Jalakala, but an All Canine Jalakala transcends species boundaries too much to be used. Hybrids are only affected by Jalakala's aimed specifically at them. Hence, a Half-Sylvan Elf would not fear the Sylvan Elf Jalakala spoke of above.

A version of this spell, now long lost, was used by the Demio to render the once-gleaming city of Ruhl into a monster-ridden hellhole. The spell was cast after the city was sacked and all its inhabitants removed, and it was powerful enough to prohibit the entry of every major human, humanoid, and demi-human race, save the Demio. Some unconfirmed reports even indicated that the city was not devoid of every inhabitant, and that those who were inside when the spell was cast were either killed or transformed into some of the grotesque monstrosities that now live there. Thankfully, the secret of this spell was lost when the Demio were defeated.... though some doom cultists say it can be found again.

A few spells exist that counter the effects of Jalakala, most notably Protection From Jalakala.

Component? (a specially crafted gem worth no less than 5000gp engraved with the name of the race or species that will be affected, and a dead corpse of the race or species)

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Jalakala9NecromancyDeath
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No

This spell disrupts an area of water, making it rougher and choppier. Swimming checks and other checks made by vessels or creatures in the area of effect take a -2 penalty. This is in addition to any other bonuses or penalties in effect due to the nature of the water.

Concentration checks (for spellcasting, etc) may now be required for people aboard ships and in the water, or if they were already required, have a -2 penalty.

Note that the surface of a body of water blocks line of effect, so a caster casting from above can only target a point on the surface. Casters who are underwater may pick any spot within range that they can see.

This spell has no effect on a body of water that is less than 40 feet in every dimension, or less than 5 feet in any dimension.

Scattercalm counters and dispels Scatterwave.

Material component: A handful of sand, tossed towards the center of the emanating spread.

All or part of this spell is open game content, as described here.

Scattercalm4Transmutation 
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No

This spell disrupts the motion of a body of water, making it calmer. Swimming checks and other checks made by vessels or creatures in the area of effect gain a +2 bonus. This is in addition to any other bonuses or penalties in effect due to the nature of the water.

Concentration checks (for spellcasting, etc) for people aboard ships and in the water, if required, are made with a +2 bonus.

Note that the surface of a body of water blocks line of effect, so a caster casting from above can only target a point on the surface. Casters who are underwater may pick any spot within range that they can see.

This spell has no effect on a non-moving body of water. The body of water must be at least 40 feet in one dimension, and at least 5 feet in all dimensions.

Scatterwave counters and dispels Scattercalm.

Material component: A flat rock, tossed towards the center of the emanating spread.

All or part of this spell is open game content, as described here.

Scatterwave4Transmutation 
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 6
Area:

As Scattercalm, but the penalty increases to -4.

Concentration checks (for spellcasting, etc) will now be required for people aboard ships and in the water, or they were already required, they have a -5 penalty.

This spell has no effect on a body of water that is less than 80 feet in every dimension, or less than 5 feet in any dimension.

Greater Scattercalm counters and dispels both Scatterwave and Greater Scatterwave.

All or part of this spell is open game content, as described here.

Scattercalm, Greater6Transmutation 
Disjunction
Suggested Alternate School: Transmutation
Level:
Sor/Wiz 6
Area:

As Scatterwave, but the bonus increases to +4.

Concentration checks (for spellcasting, etc) for people aboard ships and in the water, if required, are made with a +5 bonus.

This spell has no effect on a non-moving body of water. The body of water must be at least 80 feet in one dimension, and at least 5 feet in all dimensions.

Greater Scatterwave counters and dispels both Scattercalm and Greater Scattercalm.

All or part of this spell is open game content, as described here.

Scatterwave, Greater6Transmutation 
Disjunction
Suggested Alternate School: Abjuration
Level:
Sor/Wiz 8
Components:
V,S
Casting Time:
1 standard action
Range:
Touch
Target:
One magic item
Duration:
Instantaneous
Saving Throw:
Will (object, see below)
Spell Resistance:
No

This spell releases some of the energy of a wand, staff, or other magic item that holds charges. If the item is held, it can use the Will save of its holder, if that would be better than it's own. On a successful save, the item loses 1d3 charges instantly. Otherwise, the item loses 1d6 charges. In both cases, the item is supressed for 1d4 rounds, as if dispel magic had been successfully cast on it.

All or part of this spell is open game content, as described here.

Trigger8Abjuration