Anti-Magic Pulsar

After learning from that failure of the Spell Plague, Shar learned that her Shadow Weave was combined and interwoven with the Weave. The Weave, controlled by Mystrya or one of her successors, was a way through which raw magic was accessed, tapped into and used by casters of magic. The Weave was the way in which magic presented itself to beings for their use, and it flowed throughout the world, touching almost every corner of existence, with exception of dead-magic zones. (https://forgottenrealms.fandom.com/wiki/Weave). Shar realized that she could not remove the Weave, but she could supress it leaving the Shadow Weave still functioning. In a dead magic zone, the only magic that would work was the magic that flowed through the Shadow Weave.

Through manipulation of events, Shar developed a culture where people began to distruct the misuse of magic. Her followers developed a device that would hold back access to the Weave. This device was created by using a special ritual call the Rite of Unwinding, adamantine filaments, refined electrum and the bodily fluids of a Time Dragon.

An Anti-Magic Pulsar is a powerful item usually in the shape of a black, entirely opaque, non-reflective cylinder roughly six inches in length, by two inches in diameter. The object itself is disturbing and unnerving to both see and hold as it clearly exists and yet has an aura of non-existence about it. When seen the object is hard to focus on for any extended period of time and causes exponentially painful head-aches if observed for longer than a minute. When touched, the object feels as though it has no mass or weight, texture or temperature and casts no shadow. Because of these properties, they are often disguised as other items, such as a Scroll Case or incorporated into a rod or staff, making them usable but not distracting.

When the Pulsar is activated it projects a spherical dead magic zone with a radius of two miles central on the device itself. Any magical effect that enters the Pulsar's field is suppressed. Summoned creatures and any type of extraplanar entities immediately wink out if they enter the Pulsar's field. Spells are presenvents from being cast or maintained. Magic items lose their abilities while in the dead magic zone. Only artifacts and divine magic that come from the deities themselves are able to function. Clerics, although they recieve the power to cast from their dieities, use the Weave to put together the spells they cast and thus lose their abilities in the dead magic zone. Paladins retain thier divine strike abilities.

For more information look up the Weave (https://forgottenrealms.fandom.com/wiki/Weave), Shadow Weave (https://forgottenrealms.fandom.com/wiki/Shadow_Weave), and Dead Magic Zones (https://forgottenrealms.fandom.com/wiki/Dead-magic_zone) on the Forgoteen Realms Wiki.

There are larger, less portable Anti-Magic Pulsars being developed with plans of these being placed in key areas that will disrupt all the Weave throughout the world, leaving all magic users without access to the raw magic of the Weave. Only those who commit themselves to Shar, will be able to use magic through the Shadow Weave.

The Pulsar has an AC of 14 with 30 HP. It regenerates 1 HP a round. Because of its incorporal nature, the Pulsar is under the effect of displacement, causing the attacker to attack at disadvantage. If destroyed, the Pulsar's unstable core is vented into the surrounding area causing many unpredictable effects. To determine these effects roll a 1d100 and consult the table on the next page.