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.

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.