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Dimeritium

A
rare blue-green metal with a unique and sought Explosives
after property of supressing and nullifying
magical energies. The ore is rare on a level with A bomb can be crafted that is capable of scattering
adamantine, if not more so, and is similarly dimeritium in an area, temporarily causing magic to be
difficult to work with, as the metal itself is suppressed
somewhat brittle before being made into an This explosive requires a dexterity attack to target an area,
alloy. and creates a 15ft-radius of suppressed magic. The effect is
Sufficiently powerful magic users and creatures are able to only temporary, lasting for 1d6+1 rounds. Any spells that are
overcome the nullifying effects, however, and tend to regard active in the area when the explosive detonates are
anyone bearing weapons or armor made from the material as suppressed, but will resume upon exiting the radius.
enemies to destroyed. Spell casters standing in the area who attempt to cast a
spell must make a DC 15 Constitution save or the spell fails.
Manacles Lastly, spells that enter the area or that must past directly
The most commonly found example of dimeritium is in the through the area (such as the line effect from a Lightning
creation of magic suppressing shackles. These shackles Bolt) either grant advantage on the saving throw or impose
prevent any spellcaster from easily using their magic, disadvantage on the attack role to hit.
requiring a DC 20 Constituion save to overcome the
nullification effect. Magical Creatures
Additionally, the manacles restrict the use of ones hands,
limiting their mobility and forcing any spell that requires the Magical creatures that come into contact with
use of somatic components to succeed at a Dexterity save dimeritium can have a number of unpleasent
(DC 13+Spell Level) to complete the casting. effects and thus is normally avoided by them when
possible. These side effects can ranage from simple
pain to other effects such vulnerability to weapons
Weapons made from dimeritium, bypassing damage
Weapons crafted with dimeritium can not be enchanted and reduction, or status effects, as decided by the DM.
any attempts to do so fail. Any spellcaster that is damaged
with a dimeritium weapon and who is concentrating on a
spell makes their save to maintain concentration at
disadvantage.
Armor
The amount of dimeritium in the armor determines the
protection from magic that is granted to the wearer.
Dimeritium armor is extremely rare, as the amount of metal
needed to make them is difficult to procur and thus making
them invaluable. Armor made from dimeritium can not be
enchanted.
Light Armor
Light armor that includes dimeritium grants it's wearer
advantage on any saves vs. magic.
Medium Armor
Medium armor grants the wearer limited magic immunity
(Level 1 and Level 2 Spells) as well as advantage on saves
against any higher level magical effects.
Heavy Armor
Heavy grants limited magic immunity to spells from 1st to 4th
level, as well as conferring advantage on saves vs. magic.

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Closing Notes/Credits:
This is loosely based off dimeritium that is present in the
Witcher 3 "The Wild Hunt" video game, developed by CD
Projekt RED. The Witcher Series is based off the novels by
Andrezej Sapkowski, so I honestly am not sure who precisely
I should be crediting here. I own neither, and only attempted
to show an interpretation for use with 5th Edition Dungeons
and Dragon rules to be used in a home game.
The concept itself is not a new one, and could be renamed
any number of things, or even be included in other materials
(in some versions of D&D, I recall Mithril being resistant to
magic, for example) so the name could be changed to suit the
world and setting as needed. I left it as Dimeritium for simple
expedience, and may rename it if I can come up with
something I actually like more.
I debated actually having the material be poisonous or
lethal over longer periods of exposure, or have other side
effects, and may in a future version include that kind of
optional rule. Because why not.

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