Dojo Darelir, the School of Xenograg the Sorcerer

Tag: anti-magic

The Sands of Nisanti

May 7, 2023
The Sands of Nisanti
Doctor Strange:
…Please, do you honestly want to have a wizard’s duel with me?
Nicodemus West:
Not in the least.
Vrak par hensargini!
Doctor Strange:
The…the Sands of Nisanti?
Nicodemus West:
…For the next three minutes, neither of us will be able to use magic in any form….

— “Doctor Strange: The Oath” #5 (2007)

Used without permission.

Anti-magic

September 14, 2022

A roleplaying game topic I see regularly is the effect magic’s existence has/should have on historical architecture and, more specifically, their defenses against various threats. Namely, magic’s existence rendering those defenses irrelevant. Some essays include how game masters should rethink/redesign castles, treasure vaults, prisons, et. al.

To me, the solution is obvious: add a nullification of all magic effects to the mundane defenses of any object or location. In short, anti-magic. For this to work, anti-magic needs to be available proportionate to the level of magic in a campaign world. Thus so, historical defenses require no rethinking at all.

The simplest, most elegant solution is most likely the correct one.

Personal magical defense will be the subject of a later post.

ADDENDUM 1: While I do see a viable market for spell-casters to specialize in creating anti-magic wards for third parties, non-casters would—rightly—be concerned about the potential conflict of interest in the hired mage. An option that does not require one mage to stop other mages would be preferable.

I recently came upon a blogpost about an example of just this option: Voidstone and Voidsteel.

ADDENDUM 2: Here is another blogpost describing a substance, Orichalcum, with anti-magic properties.