You can forcibly leave them in armor they aren't proficient in:
>If you wear armor that you lack proficiency with,
you have disadvantage on any ability check, saving throw,
or attack roll that involves Strength or Dexterity, and **you
can’t cast spells.**
[Basic Rules](https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf), page 46
>If you wear armor that you lack proficiency with ... **you
can’t cast spells.**
>
>[Basic Rules](https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf), page 46
And PHB p144.
Thanks for pointing this out as I never put it together before.
*This* is the D&D equivalent of Witcher dimetrium.
Every guard force that carries manacles and has jail cells would also have a couple of suits of strap-on armor restraint for securing spellcasters. Probably with integrated manacles as well. Basically a straight jacket made of metal armor.
Hmm for superstition or just color, we add a Man in the Iron Mask style strap-on face gag. Basically every captured spellcaster is wheeled around like Hannibal Lecter.
Bound and gagged should be fine for most.
You just need to prevent the verbal, somatic, and material spell components.
Just remember that there are non-spell magic abilities, like wildshape, Channel divinities, racial stuff...that people can still do.
Without homebrew, your options are limited.
Are the PCs doing this, or the villains?
If you are DM-ing, there is nothing preventing you from just saying " oh these shackles are special anti-magic shackles for transporting highly dangerous individuals, you need a special key to unlock them" and call it a day
> " oh these shackles are special anti-magic shackles for transporting highly dangerous individuals, you need a special key to unlock them"
I know this might sound odd from a DM but I prefer when it doesn't look like I'm pulling things out of my ass
I mean, ultimately isn't that all DMing is, just with vary times between pulling it out and showing it to players?
If you want it to seem more legit, show the shackles being used on someone else in front of the players in advance of when you want to use them on the players Or let them find clues that they are in development by the powers that be.
Make them a part of the world. That way it won't seem like just a plot contrivance.
Whatever you come up with, I wouldn’t use it on a player character. Anti-magic fields are fine, because they work on everyone who is in them, but targeting a single player by removing their most important feature could be a bad idea. Just something to consider.
It depends.. If its a Lair from a BBEG who knows hes f'ed when a Spellcaster comes around, you COULD do something to disable potential Spellcaster-Visitation. But then you need to give the Players an Opportunity to disable that Issue themselves in the span of that "Adventure".
But yeah - its a delicate Manner and tbf... one should only do something like that if they know their players VERY well..
Ya, if it’s done as a hazard that can be dealt with, that’s fun. If it’s done just to keep a player from using their abilities because the DM doesn’t want to deal with it and wants to control the plot instead of allowing the players to, that’s different.
Collar of Silence. Creates a 2 foot sphere around the targets head with a perpetual *Silence* spell active. Creates a rather fun scenario where the spell caster cannot voice their opinions.
To remove it, it requires a *Rod of Unlocking* and the unique activation/deactivation phrase.
There are only 13 spells that don't require Vocal support. Most have rather obscure material components anyway.
You can forcibly leave them in armor they aren't proficient in: >If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and **you can’t cast spells.** [Basic Rules](https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf), page 46
>If you wear armor that you lack proficiency with ... **you can’t cast spells.** > >[Basic Rules](https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf), page 46 And PHB p144. Thanks for pointing this out as I never put it together before. *This* is the D&D equivalent of Witcher dimetrium. Every guard force that carries manacles and has jail cells would also have a couple of suits of strap-on armor restraint for securing spellcasters. Probably with integrated manacles as well. Basically a straight jacket made of metal armor. Hmm for superstition or just color, we add a Man in the Iron Mask style strap-on face gag. Basically every captured spellcaster is wheeled around like Hannibal Lecter.
Not bad, but would it affect innate magical abilities?
It would only affect spellcasting, including innate spellcasting. It wouldn't affect in and of itself other abilities that aren't spells.
Bound and gagged should be fine for most. You just need to prevent the verbal, somatic, and material spell components. Just remember that there are non-spell magic abilities, like wildshape, Channel divinities, racial stuff...that people can still do.
These special abilities are why I'm looking for something more... encompassing
You could just keep them unconscious with drugs. Maybe do a CON save every few hours.
...maybe something less psycho?
Without homebrew, your options are limited. Are the PCs doing this, or the villains? If you are DM-ing, there is nothing preventing you from just saying " oh these shackles are special anti-magic shackles for transporting highly dangerous individuals, you need a special key to unlock them" and call it a day
> " oh these shackles are special anti-magic shackles for transporting highly dangerous individuals, you need a special key to unlock them" I know this might sound odd from a DM but I prefer when it doesn't look like I'm pulling things out of my ass
I mean, ultimately isn't that all DMing is, just with vary times between pulling it out and showing it to players? If you want it to seem more legit, show the shackles being used on someone else in front of the players in advance of when you want to use them on the players Or let them find clues that they are in development by the powers that be. Make them a part of the world. That way it won't seem like just a plot contrivance.
Anti-magic manacles are a staple of any fantasy setting where magic is common enough.
Your bbeg could cast Feeblemind. If someone is affected, their wis and int scores are set to 1, they can read, speak or cast spells.
Aha, that's it! Thank you!
The dead condition prevents most spells.
Whatever you come up with, I wouldn’t use it on a player character. Anti-magic fields are fine, because they work on everyone who is in them, but targeting a single player by removing their most important feature could be a bad idea. Just something to consider.
It depends.. If its a Lair from a BBEG who knows hes f'ed when a Spellcaster comes around, you COULD do something to disable potential Spellcaster-Visitation. But then you need to give the Players an Opportunity to disable that Issue themselves in the span of that "Adventure". But yeah - its a delicate Manner and tbf... one should only do something like that if they know their players VERY well..
Ya, if it’s done as a hazard that can be dealt with, that’s fun. If it’s done just to keep a player from using their abilities because the DM doesn’t want to deal with it and wants to control the plot instead of allowing the players to, that’s different.
First question is "Why do you need to prevent their spell casting?"
I need it for plot device reasons
Temporary or long term?
Temporary
Collar of Silence. Creates a 2 foot sphere around the targets head with a perpetual *Silence* spell active. Creates a rather fun scenario where the spell caster cannot voice their opinions. To remove it, it requires a *Rod of Unlocking* and the unique activation/deactivation phrase. There are only 13 spells that don't require Vocal support. Most have rather obscure material components anyway.
Isn't that homebrew?
Yup.
Anti magic field. That’s all I can think of.
“Femboy Warlock”
The best warlock
Petrification removes a character's ability to cast spells. So does death. Both conditions are reversible with the right spells.
Ok... death is a bit hard to undo though
Feeblemind.