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Castles are worthless against armies with mages?
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<blockquote data-quote="Ydars" data-source="post: 5532820" data-attributes="member: 62992"><p>I also want my games to remain as 'pseudo-medieval' as possible and so use some home-brewed mundune non-magical materials to achieve this.</p><p></p><p>1) Weaveshatter powder is a non-magical explosive material (worth 4000 gp), made from a number of uncommon components, that when ignited results in a loud sonic boom that rips a temporary hole in the magical weave in a 1d6 x 500 foot radius centered on the blast. This blast immediately dispels/ends ALL non-permanent magical effects in its radius and results in a dead magic zone that lasts 1d4 rounds (ending all permanent magical effects) before the weave re-establishes itself. Repeated uses of the powder in the same area can result in a permanent dead magic zone. There is also a chance that any spellcaster in the blast radius loses the ability to cast spells for 24 hours (DC14 Fort save)</p><p></p><p>2) Kervor is a soft stone, mined from deep underground, that creates local antimagic/dispel effects, centered on the stones location. For Kervor to work, at least 500lbs of material is required. The presence of this amount of material creates an antimagic zone of 50 radius, that interrupts all permanent and non-permanent magic effects below 4th level spells.</p><p></p><p>Cities and towns in my world are often cited near concentrations of Kervor, because it is safer; the humans who live their don't rely on magic for defence whereas most of the monsters that might attack them do. </p><p></p><p>So some castles in my world will have 1-2 vials of Weaveshatter powder to deal with mages who want to attack whilst flying and will also have Kervor incorporated into their walls. Indeed, by ancient custom, before any massed battle, weaveshatter is used. Hence castles become a viable defensive structure again and major battles rarely include mages.</p><p></p><p>PCs are free to use these items, although they rarely do so since they tend to be placed at a greater disadvantage by their effects than many of those they are fighting. One common usage is that Kervor is always incorporated intp door arches and gateways into the PCs' strongholds.</p><p></p><p>Indeed, because of these materials, Mages themselves hunt down anyone of their ilk using magic to gain temporal power because they fear another war with the mundane folk; one that they would most likely lose because of their small numbers.</p><p></p><p>Let me be clear though; Kervor is not present everywhere. In fact it is rather rare, but because it could be present it is something the PCs have to take account of. I don't use it to 'foil' the PCs; it is a tool to allow mundane societies to exist in a world where magic is real. It is also a tool to balance magical classes out at higher levels.</p></blockquote><p></p>
[QUOTE="Ydars, post: 5532820, member: 62992"] I also want my games to remain as 'pseudo-medieval' as possible and so use some home-brewed mundune non-magical materials to achieve this. 1) Weaveshatter powder is a non-magical explosive material (worth 4000 gp), made from a number of uncommon components, that when ignited results in a loud sonic boom that rips a temporary hole in the magical weave in a 1d6 x 500 foot radius centered on the blast. This blast immediately dispels/ends ALL non-permanent magical effects in its radius and results in a dead magic zone that lasts 1d4 rounds (ending all permanent magical effects) before the weave re-establishes itself. Repeated uses of the powder in the same area can result in a permanent dead magic zone. There is also a chance that any spellcaster in the blast radius loses the ability to cast spells for 24 hours (DC14 Fort save) 2) Kervor is a soft stone, mined from deep underground, that creates local antimagic/dispel effects, centered on the stones location. For Kervor to work, at least 500lbs of material is required. The presence of this amount of material creates an antimagic zone of 50 radius, that interrupts all permanent and non-permanent magic effects below 4th level spells. Cities and towns in my world are often cited near concentrations of Kervor, because it is safer; the humans who live their don't rely on magic for defence whereas most of the monsters that might attack them do. So some castles in my world will have 1-2 vials of Weaveshatter powder to deal with mages who want to attack whilst flying and will also have Kervor incorporated into their walls. Indeed, by ancient custom, before any massed battle, weaveshatter is used. Hence castles become a viable defensive structure again and major battles rarely include mages. PCs are free to use these items, although they rarely do so since they tend to be placed at a greater disadvantage by their effects than many of those they are fighting. One common usage is that Kervor is always incorporated intp door arches and gateways into the PCs' strongholds. Indeed, because of these materials, Mages themselves hunt down anyone of their ilk using magic to gain temporal power because they fear another war with the mundane folk; one that they would most likely lose because of their small numbers. Let me be clear though; Kervor is not present everywhere. In fact it is rather rare, but because it could be present it is something the PCs have to take account of. I don't use it to 'foil' the PCs; it is a tool to allow mundane societies to exist in a world where magic is real. It is also a tool to balance magical classes out at higher levels. [/QUOTE]
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