Bard Magic • Spell Reference

Dispel Magic Spell

Arcane Revocation

A grey-haired mage unravels a fiery horned summoned creature within a glowing ritual circle
A summoned being loses coherence as the spell sustaining it is revoked.

Dispel Magic ends ongoing spellwork. It is a 3rd-level Bard spell in all four editions, but its checks, number of affected spells, and additional uses differ.

Dispel Magic at a Glance

5.5e / 2024Bard 3 • Abjuration • Action • 120 feet • Spellcasting ability check
5e / 2014Bard 3 • Abjuration • 1 action • 120 feet • Spellcasting ability check
Pathfinder 1eBard 3 • Abjuration • 1 standard action • Medium range • Caster-level check
D&D 3.5eBard 3 • Abjuration • 1 standard action • Medium range • Caster-level check, maximum +10
BrowseBard class and spells • Cleric spells • Cleric class

Spell Rules by Edition

Dispel Magic — 5.5e / 2024

Rules source: System Reference Document 5.2.1.

SpellLevel 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
Casting TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Dispel Magic — 5e / 2014

Rules source: System Reference Document 5.1.

Spell3rd-level abjuration (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
Casting Time1 action
Range120 feet
ComponentsV, S
DurationInstantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Dispel Magic — Pathfinder 1e

Rules source: Pathfinder Core Rulebook — Dispel Magic.

Schoolabjuration
LevelBard 3, Cleric 3, Druid 4, Paladin 3, Sorcerer/Wizard 3 (Core Rulebook list)
Casting Time1 standard action
ComponentsV, S
Rangemedium (100 ft. + 10 ft./level)
Target or Areaone spellcaster, creature, or object
Durationinstantaneous
Saving Thrownone
Spell Resistanceno

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. 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 a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) 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 automatically succeed on your dispel check against any spell that you cast yourself.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Dispel Magic — D&D 3.5e

Rules source: D&D 3.5 SRD — Dispel Magic.

SchoolAbjuration
LevelBard 3, Cleric 3, Druid 4, Magic domain 3, Paladin 3, Sorcerer/Wizard 3
ComponentsV, S
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
Target or AreaOne spellcaster, creature, or object; or 20-ft.-radius burst
DurationInstantaneous
Saving ThrowNone
Spell ResistanceNo

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, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: 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 three ways: a targeted dispel, an area dispel, or a counterspell:

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 (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the 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 (such as a bag of holding) 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 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. 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 by an area dispel.

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 (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

What Changed Between Editions

2024 and 2014Choose one creature, object, or magical effect at 120 feet. End qualifying spells automatically through level 3, and check separately for each higher-level spell using your spellcasting ability against DC 10 + spell level. A higher slot raises the automatic threshold. 2024 adds Ranger to the base spell’s class list.
Pathfinder 1eThe targeted version makes one caster-level check against DC 11 + the effect’s caster level and normally ends one spell, trying from the highest caster level downward with the same result. It can instead target one named spell, suppress a magic item for 1d4 rounds, or be used as a counterspell. The base spell has no 3.5-style area-dispel mode.
D&D 3.5eCaster-level dispel checks are capped at +10. A targeted dispel checks each ongoing spell; an area dispel uses a 20-foot-radius burst and its own ordering and overlap rules. Magic-item suppression and counterspelling are additional legacy uses.
What Dispel Magic can endThe modern spell ends spells rather than every supernatural or magical feature. Instantaneous magic has already finished and cannot normally be undone by dispelling. Special rules in a spell or item may override the general procedure.

Using Dispel Magic in Play

Identify the working that matters: a protective spell, an enchantment influencing a witness, a magical barrier, or the spell sustaining a summoned creature. Read its specific dispelling restrictions before assuming it can be ended.

In modern play, choosing a creature with several ongoing spells allows the spell’s normal procedure to address all qualifying spells on that target. Casting with a higher slot can guarantee more endings, but a spell above the slot’s level still requires its own check.

For Pathfinder and 3.5, caster level drives the opposed difficulty. Pathfinder’s base targeted spell normally removes one effect; 3.5’s targeted and area modes resolve differently. Magic-item suppression is a legacy option, rather than a general modern way to switch off any item.

The modern spell is an action used on existing magic. Interrupting a spell as it is cast normally requires a separate Counterspell ability or spell. Legacy Dispel Magic can counter a spell only through that edition’s counterspelling procedure, rather than as an unrestricted reaction.

Why This Spell Is Dangerous in the World

Dispel Magic makes established magic conditional. A protected chamber is not secure merely because it is warded. A noble is not safe merely because they are blessed. A prison is not reliable merely because sorcery seals it. If an effect can be ended, every institution built upon that effect must prepare for interruption.

Courts need witnesses who can recognise revoked disguises and compulsions. Fortresses need mundane locks behind magical seals. Guilds need procedures for deciding whether a failed ward was sabotaged, exhausted or lawfully dismissed. Rulers who depend on enchanted authority must reckon with specialists able to withdraw it in a single action.

The spell does not merely oppose power. It makes power provisional.

Historical and Occult Development

The tabletop spell is a modern game mechanic rather than the direct survival of one historical rite. Its underlying idea—answering a hostile working with trained knowledge, authoritative words, protective objects or a counter-ritual—has deep historical parallels.

Mesopotamian counter-working

First-millennium Mesopotamian specialists used ritual knowledge against ghosts, demons, curses and hostile sorcery. Court-supported practices became standardised in technical handbooks, while the Maqlû tradition preserved anti-witchcraft rites across centuries. This resembles dispelling as trained correction rather than raw magical force.

The Metropolitan Museum of Art: Mesopotamian Magic in the First Millennium B.C.

Egyptian protective technology

Ancient Egyptian amulets could draw efficacy from shape, material, colour, inscription, spoken words and ritual acts. Textual amulets carried written spells. The principle is not identical to dispelling, but it treats hostile influence as something that correctly prepared magical knowledge can resist or reverse.

The Metropolitan Museum of Art: Ancient Egyptian Amulets

From rite to game rule

Modern fantasy compresses many distinct apotropaic, healing and anti-sorcery traditions into one portable rule: identify an active working, contest its authority and end it. The game abstraction is broader and faster than its historical inspirations, which were culturally specific and often required objects, recitations and extended ritual action.

Rules Sources and Licensing

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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