...sorry for the thread necromancy...
-Contingencies can save your hide as well. Wizard's and Clerics with Time domain can get it as a sixth level spell, which has no XP cost, only a focus. Stupendously good. The only real problem is that you can only have one contingency up at any given moment. What's that? Oh yeah, there's a feat Craft Contigency Spell in Complete Arcane. Let's you craft contingencies and there's no limit how many you can have active. All of a sudden, the sword of the charger turns into dust when your contingency goes off and a Disintegrate hits it. Too bad.
There is a limit to the number of Craft Contingent Spells you can have on you.
Complete Arcane, page 139: "At any one time, a creature can bear a number of contingent spells equal to its Hit Dice. Attempts to apply additional continent spells beyond this limit simply fail."
Also, from reading the example of disintegrating an attacker's sword, I initially thought that it implied that the disintegrate was the contingent spell (which wouldn't work)... but after thinking about it a bit, I suppose it would work if the contingent spell was Time Stop or Celerity or somesuch thing.
I appologize if I misunderstood, but if contingent-disintegrate was meant, here is why it wouldn't work:
PHB, page 213: "The spell to be brought into effect by the contingency must be one that affects your person..."
Complete Arcane, page 139: "Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer's square if the spell affects an area)."