A set of heavy, iron restraints designed to bind spellcasters and magical creatures who would otherwise be able to teleport themselves free of ordinary bonds. Typically, they can bind a Small or Medium creature, although larger sets do exist. Escaping the manacles requires a successful DC 25 Dexterity check. Breaking them requires a successful DC 25 Strength check. Each set of manacles comes with a single, unique key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 20 Dexterity check. Antimagic Manacles have an AC of 10, 20 hit points, and immunity to all forms of magical damage.
A creature bound in Antimagic Manacles is cut off from the weave, and is unable to use magic by any means. This includes attuning to, or using magical items, the use of any spellcasting trait, and innate forms of teleportation. A shapechanger is trapped in whatever form they are in while wearing the manacles, unable to change shape, even if their form would ordinarily be subject to a time limit. They may still make use of, or be targeted by magical effects caused by other creatures, such as walking through a dimension door, or benefitting from the protection of an ally’s mage armor spell.
Notes: Control, Debuff
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