# Dimeritium
A rare blue-green metal with a unique and sought after property of supressing and nullifying magical energies. The ore is rare on a level with adamantine, if not more so, and is similarly difficult to work with, as the metal itself is somewhat brittle before being made into an alloy. 

Sufficiently powerful magic users and creatures are able to overcome the nullifying effects, however, and tend to regard anyone bearing weapons or armor made from the material as enemies to destroyed.

### Manacles
The most commonly found example of dimeritium is in the creation of magic suppressing shackles. These shackles prevent any spellcaster from easily using their magic, requiring a DC 20 Constituion save to overcome the nullification effect. 

Additionally, the manacles restrict the use of ones hands, limiting their mobility and forcing any spell that requires the use of somatic components to succeed at a Dexterity save (DC 13+Spell Level) to complete the casting. 


### Weapons

Weapons crafted with dimeritium can not be enchanted and 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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### Explosives 

A bomb can be crafted that is capable of scattering dimeritium in an area, temporarily causing magic to be suppressed

This explosive requires a dexterity attack to target an area, and creates a 15ft-radius of suppressed magic. The effect is only temporary, lasting for 1d6+1 rounds.  Any spells that are active in the area when the explosive detonates are suppressed, but will resume upon exiting the radius.

Spell casters standing in the area who attempt to cast a spell must make a DC 15 Constitution save or the spell fails.

Lastly, spells that enter the area or that must past directly through the area (such as the line effect from a *Lightning Bolt*) either grant advantage on the saving throw or impose disadvantage on the attack role to hit. 


>### Magical Creatures
>Magical creatures that come into contact with dimeritium can have a number of unpleasent 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 made from dimeritium, bypassing damage reduction, or status effects, as decided by the DM. 

<img src='https://vignette4.wikia.nocookie.net/wowwiki/images/8/8d/TrueIronOreNode.png/revision/latest?cb=20150130184606' style='position:absolute;bottom:50px;right:30px;width:280px' />

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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.