![]() ![]() The lore is vague on these, but in theory, a defensive charm could be developed to protect passively against high-velocity projectiles. Not the best option, but tough to aim a weapon while you're getting down like it's Saturday Night Fever. This cushioning charm could theoretically erect an invisible "sandbag" upon the wizard's clothes that would cause incoming fire to rapidly lose velocity when it hit a certain point. Cast on the gun, it could prevent bullets from leaving the chamber, leading to dangerous malfunction that would surely ruin the weapon. Could be used either to confuse the attacker or, perhaps more usefully, to bewitch the gun and make it unwieldy. Could be cast on magazines or carried explosives to make it more difficult for an attacker to make use of them by concealing them from view. While not a direct counter, it could be used to pre-emptively protect a wizard at war from covert attacks that would negate any of these other methods. Cast on carried grenades, the effect would be even worse. Cast upon the magazine of an attacker's weapon, this could trigger a dangerous explosion that would ruin all ammunition, the weapon, and the attacker's hand in an instant. This charm could be used to occlude the wizard and blind an attacker briefly, buying the wizard seconds. A cloud of birds is a great way to intercept gunfire and occlude the wizard, and those that made it through could confound the attacker long enough for the wizard to cast a more lengthy spell. Another quick charm that could be used against things like grenades to send them away quickly. If each individual bullet would require its own casting this would be useless. This second-year charm could theoretically slow incoming bullets such that they lose their ability to penetrate, though the mechanics are a question. This short and sweet charm could massively amplify the volume of gunfire to the point that it could be made to disorient the attacker. Let's look at a few more that already exist in-universe: A powerful gush of water could render further incoming fire ineffective, and the stream could easily be tuned into a cutting jet if required. This is why most people, especially those with training, will rush to cover before attempting to return fire.Ī wizard under threat could take cover, draw his wand, and utter the phrase "Aqua Eructo" in little time at all. If the fastest hands in the world require nearly a full second, we can assume that it would take at least a second and a half to draw a weapon and put accurate shots on target in most dangerous situations. The accuracy isn't really the question here, it's the draw speed. Consider this: The fastest draws in the world can draw and put an accurate shot on an apple at very close range in 0.75 seconds. ![]() Neither is magic "slow" nor "vulnerable". And that's not even touching on all the spells that already do the job in the Harry Potter universe. There are dozens upon dozens of ways to render guns completely useless using magic, all a wizard would have to do is invent the spell. White Wolf's Mage TTRPG series reveals several ways this might work. I'm sure wizards have considered the necessity to protect themselves from guns in a worst case scenario, it probably jumped to mind back in 1450. Ursprünglich geschrieben von Lockfågel, Paradoxriddaren:Magic has limitations, but new spells can and have been invented. ![]() Allow me to quote a post I made elsewhere: There are too many ways to counter muggle weaponry with magic. There are so many potential spells that learning any number of their methods would never be enough to predict a wizard's tactics. As we established, there's no reliable way for muggles to comprehend the plethora of methods utilized by wizards. A wizard's weapon, the wand, is largely unaffected by all of these (apart from wear and tear, to some extent). Jamming, wear and tear, recoil, and materiel consumption all contribute to the course of a battle. Why do I say this? There are a few factors: I say numbers for obvious reason, and I say surprise because I firmly believe that a muggle army, overall, would have difficulty pinning down a tactical team of wizards without it. The short overview here is that Muggle Britain's ability to fight battles depends entirely on two factors: The element of surprise, and numerical saturation. ![]()
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