When you cast doom of disenchantment, your armor
and shield glow with unholy light. When a creature
hits you with an attack, the spell counters any
augmenting magic granting the attack a bonus to hit
(but not advantage) or bonus damage. For example,
a +1 weapon would still be considered magical but
it gets neither +1 to hit nor damage against a target
under a doom of disenchantment. The doom also
momentarily suppresses other magical abilities or
spell-like abilities of the attack. A sword of wounding,
for example, can't cause ongoing wounds on you and
you recover hit points normally. If the attack was a
spell or spell-like ability, it's affected as if you'd cast
counterspell, using Charisma as your spellcasting
ability. Spells with a duration of instantaneous,
however, are unaffected. |