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Dead-magic zone

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A dead-magic zone was an area of space in which magic ceased to function. They were one of the lasting effects of the Time of Troubles in 1358.[1]

Contents

FunctionsEdit

A dead magic zone was a zone of anti-magic or null-magic that disabled enchantments or prevented spells from being maintained or cast. A dead magic zone could also be created from the use of items imbued with the dead-magic field.[citation needed]

In the Year of the Gauntlet, 1369 DR, Calispar Delgorth, working at the Vipers' Nest zone, discovered that plants grown within it could retain magic-resistant properties. He hypothesized that such plants "soaked up" the essence of the dead-magic zone.[2]

Famous dead-magic zonesEdit

The northern quarter of the city of Tantras was a single, huge dead-magic zone of some 400 acres. It was the site of a battle between the avatars of Bane and Torm during the Time of Troubles.[3] It became a haven to those who had offended vengeful mages.[4]

There was also one on the isle of Caerwich. A blind, old hag lived in a cave within the dead-magic zone.[citation needed]

Dead-magic itemsEdit

A certain sapphire radiated an anti-magic field similar to a dead-magic zone. It was kept in a specially shielded box to block its effects. Errtu gave this sapphire to a demon summoned by Matron Mother Yvonnel Baenre. When exposed, the spells protecting Yvonnel disappeared and Drizzt's magical items temporarily lost their enchantments.[5]

The same sapphire was again employed by Errtu when the powerful artifact, Crenshinibon, was exposed to the sapphire and was damaged, at least temporarily.[6]

Using ingredients from plants grown with a dead-magic zone in 1369 DR, Calispar Delgorth was able to concoct poisons that were resistant or immune to magical cures.[2]

ReferencesEdit

  1. Ed Greenwood, Jeff Grubb (April 1998). Cormyr: A Novel (Paperback), p. 287. Wizards of the Coast. ISBN ISBN 0-7869-0710-X.
  2. 2.0 2.1 Matthew G. Adkins (July 1999). Into the Nest of Vipers, Dungeon #75, p. 66-82. TSR, Inc..
  3. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures, p. 8. TSR, IncISBN 0-8803-8828-5.
  4. Troy Denning (July 2003). Waterdeep, p. 338. Wizards of the CoastISBN 0-7869-3111-6.
  5. R.A. Salvatore (November 2006). Siege of Darkness. Wizards of the Coast.
  6. R.A. Salvatore (August 2008). Passage to Dawn (Mass Market Paperback). Wizards of the CoastISBN 978-0786949113.
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