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Abjuration spell guide · three-edition rules

Dispel Magic — Arcane Revocation

End what should not continue, and strip power from the moment that holds it.

Dispel Magic is not destruction. It is revocation. Other spells impose force, transformation, concealment or control. This one does something quieter and more severe: it declares that an active working no longer has the right to persist.

Quick Rules Reference

D&D 5.5e / 2024

Spell level decides the result

Choose one creature, object or magical effect within 120 feet. Ongoing spells at or below the slot-level threshold end automatically; make a separate spellcasting-ability check against each higher-level spell.

Pathfinder 1e

One uncapped dispel check

Use targeted dispel or counterspell. Roll 1d20 + caster level with no listed cap. A normal targeted use ends no more than one spell, and the base spell has no area-dispel mode.

D&D 3.5e

Targeted, area or counterspell

Roll 1d20 + caster level, maximum +10, against DC 11 + the opposing caster level. The spell can target one subject or use a 20-foot-radius area dispel.

Edition Rules

D&D 5.5e / 2024

Level and school
3rd-level Abjuration
Casting time
1 Action
Range
120 feet
Components
V, S
Duration
Instantaneous
Target
One creature, object or magical effect
Save or attack
None
2024 core classes
Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Additional current access: the current D&D Beyond spell listing also includes Artificer when that 2024-compatible class is in use.

Effect

Choose one creature, object or magical effect within range. An ongoing spell on the target ends automatically when its level is 3 or lower. For each ongoing spell of level 4 or higher on the target, make a separate ability check using your spellcasting ability. The DC is 10 + that spell’s level. The spell ends on a successful check.

Using a higher-level spell slot

The slot level becomes the automatic-ending threshold. An ongoing spell on the target ends automatically when its level is no higher than the slot used; make separate checks against any higher-level spells that remain.

Scope: this version ends ongoing spells. It does not suppress an item’s inherent magical properties, erase a creature trait, remove every curse or disable a supernatural feature merely because that feature is magical.

Rules interactions and exceptions

  • Several spells on one target: resolve the automatic threshold, then make a separate check for each higher-level ongoing spell.
  • Instantaneous effects: an instantaneous spell is no longer ongoing and therefore offers nothing for Dispel Magic to end.
  • Magic items: a spell affecting an item can end, but the item’s built-in magic is not switched off.
  • Casting in progress: this spell is not a Reaction and does not interrupt a spell as it is cast. That is the role of Counterspell.
  • Specific wording wins: read the affected spell. Wall of Force states that Dispel Magic cannot end it, and Antimagic Field states that Dispel Magic has no effect on its aura.

Pathfinder 1e

School
Abjuration
Casting time
1 standard action
Components
V, S
Range
Medium (100 ft. + 10 ft./level)
Target or area
One spellcaster, creature or object
Duration
Instantaneous
Saving throw
None
Spell resistance
No

Complete class levels

Antipaladin 3, Arcanist 3, Bard 3, Cleric 3, Druid 4, Hunter 4, Inquisitor 3, Magus 3, Medium 3, Mesmerist 3, Occultist 3, Oracle 3, Paladin 3, Psychic 3, Shaman 3, Skald 3, Sorcerer 3, Spiritualist 3, Summoner 3, Unchained Summoner 3, Warpriest 3, Witch 3 and Wizard 3.

Targeted dispel

Make one dispel check: 1d20 + your caster level. Pathfinder’s base spell gives this check no listed maximum. Compare the result with the ongoing spell of the highest caster level on the target; the DC is 11 + that spell’s caster level. If the check fails, compare the same result with the next-highest caster-level spell. Continue until one spell ends or every spell resists. A normal targeted dispel ends no more than one spell.

You may instead name one particular spell affecting a creature, object or area. Make one check against that spell only. Failure does not transfer the result to another effect.

Conjured creatures, magic items and the caster’s own spells

  • Targeting a creature or object created by an ongoing conjuration can end the spell that produced it.
  • Targeting a magic item uses DC 11 + the item’s caster level. Success suppresses all its magical properties for 1d4 rounds; its physical properties remain unchanged.
  • An interdimensional opening such as that of a bag of holding closes temporarily while the item is suppressed.
  • Artifacts and deities are unaffected.
  • You automatically succeed against a spell you cast yourself.
  • Spell-like abilities can be dispelled, but they cannot be countered with this spell.

Counterspell

When used as a counterspell, target the opposing spellcaster and make the same dispel check. Success is not automatic.

Edition boundary: Pathfinder 1e’s base Dispel Magic has targeted-dispel and counterspell modes only. The 20-foot-radius area dispel belongs to Greater Dispel Magic. Do not import D&D 3.5e’s +10 caster-level cap or its base area mode.

An instantaneous spell cannot be dispelled because its magical effect is already over before the dispel can take effect.

D&D 3.5e

School
Abjuration
Levels
Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Sorcerer/Wizard 3
Casting time
1 standard action
Components
V, S
Range
Medium (100 ft. + 10 ft./level)
Target or area
One spellcaster, creature or object; or 20-ft.-radius burst
Duration
Instantaneous
Save / resistance
None / No

Choose targeted dispel, area dispel or counterspell. A dispel check is 1d20 + caster level, maximum +10, against DC 11 + the opposing spell’s caster level.

Targeted dispel

  • Against a creature or object, make a separate dispel check against each ongoing spell on it. Every successful check ends that spell.
  • You may instead target one particular ongoing spell and make one check against that effect.
  • A creature or object produced by an ongoing conjuration can be targeted to end the creating spell.
  • A targeted magic item is suppressed for 1d4 rounds after a successful check against DC 11 + the item’s caster level. Its physical qualities remain; artifacts and deities are unaffected.
  • You automatically succeed against a spell you cast yourself.

Area dispel

The spell affects a 20-foot-radius burst. For each creature or nonmagical object in the area, begin with the ongoing spell of the highest caster level and continue downward until one spell is dispelled or every check fails. A creature’s or object’s magic items are not affected by the area mode.

You may also check ongoing area or effect spells whose point of origin lies inside the burst, end an overlapping effect only within the overlap, and attempt to dismiss creatures or objects produced by ongoing conjurations within the area.

Counterspell and limits

Used as a counterspell, Dispel Magic targets the caster and requires a dispel check. It can dispel spell-like effects but cannot counter them. Instantaneous effects cannot be dispelled, and an individual spell description may declare itself immune.

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.

Cross-Edition Interactions and Exceptions

The three versions share a name and purpose, but their procedures are not interchangeable.

What changes between the three rules systems
Question D&D 5.5e / 2024 Pathfinder 1e D&D 3.5e
What determines difficulty? The target spell’s level The target spell’s caster level The target spell’s caster level
Check Spellcasting-ability check; DC 10 + spell level 1d20 + caster level, no listed cap; DC 11 + caster level 1d20 + caster level, maximum +10; DC 11 + caster level
Several spells on one target Automatic threshold applies to each qualifying spell; check separately for each higher-level spell One roll descends by caster level and normally ends no more than one spell Separate targeted checks can end several spells
Area mode No No; it belongs to Greater Dispel Magic Yes; 20-foot-radius burst
Magic-item suppression No general suppression rule Targeted item suppressed for 1d4 rounds on success Targeted item suppressed for 1d4 rounds on success
Counterspell mode No; use Counterspell Yes, with a dispel check Yes, with a dispel check
Universal caution: identify the rules edition first, then read the target spell. Specific spell wording can override the general dispelling procedure.

Arcane Revocation

A ward fails. A blessing releases its hold. An illusion ceases to convince because it ceases to be there. The spell need not arrive as a duel of beams or a violent shattering; its force lies in the sudden absence of something that had seemed secure.

That makes Dispel Magic one of the clearest expressions of magical authority. It does not need to outshine another working. It ends that working’s claim to continue.

It does not overpower magic. It rules that the magic is over.

Best Uses and Tactics

  • Break the spell defining the encounter. Target the barrier, transformation, control effect or concealment doing the most strategic work.
  • Remove layered protections. Strip active defences before allies commit their strongest attacks or limited resources.
  • Free an ally precisely. End a hostile ongoing spell affecting them, but do not assume every condition, curse, possession or supernatural affliction is itself a dispellable spell.
  • Collapse magical terrain only when its rules allow it. A wall, zone or trap must be an ongoing spell that can be dispelled; effects such as Wall of Force state their own exceptions.
  • Upcast for certainty in 2024 rules. The higher slot raises the automatic threshold. In Pathfinder 1e and D&D 3.5e, a higher spell slot does not improve the dispel check unless another rule says it does.
  • Force reinvestment. Even when the spell does not win the scene outright, it can make an enemy spend actions and resources rebuilding a lost advantage.
A hooded mage breaks crackling magical bonds around a seated prisoner while witnesses recoil.
Dispel Magic can free an ally when the restraint is itself an ongoing spell.

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.

A hooded mage dispels glowing runes sealing a heavy fortress gate as armoured guards take cover.
Every magical fortification remains vulnerable if its ward can be identified and revoked.

DM Notes

Run Dispel Magic as quiet finality. A shimmer goes flat. A glow withdraws. A pressure in the room is suddenly absent. The cleaner the ending, the more absolute it feels.

Keep the rules boundary firm. Ask four questions: Which edition is in use? Is the target an ongoing spell or a valid edition-specific subject? What procedure does that edition require? Does the affected spell contain an exception? That sequence prevents the spell from becoming a universal answer to anything described as magical.

Let information matter. Characters who identify the right effect, learn its spell level or caster level, or recognise a protected exception should feel that knowledge improve their decisions even when it does not alter the die roll.

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.

Mythological Parallels

Odysseus, Circe and moly

In the Odyssey, Hermes gives Odysseus the herb moly so Circe’s enchanted potion cannot transform him. This is closer to protection from a spell than to ending an existing one, but it shares the central idea that one correctly chosen magical authority can deny another.

Perseus Digital Library: Odyssey, Book 10

Thoth’s restoration of Horus

Egyptian magical stelae invoke the healing of the infant Horus through authoritative recitation. Water poured over the inscribed words and images could carry their protective force. This is closer to restoration than dispelling, but it presents affliction as something magical speech can overturn.

The Metropolitan Museum of Art: Magical Stela with Horus the Child

The recurring pattern

These traditions do not describe the tabletop spell’s exact procedure. Their useful parallel is narrative: harmful magic is not always defeated by greater violence. It may fail because the defender possesses the right herb, name, rite, text, knowledge or authority.

Rules Sources and Licensing

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