Spells need to protect wizards tower

Delak

Explorer
I am looking for spells that can be used to protect the inside of a wizards tower from intruders. Any help would be great.


Delak
 

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Hjorimir

Adventurer
Quick and Dirty List:

Alarm
Arcane Lock
Explosive Runes
Fire Trap
Dimensional Lock
Guards & Wards
Private Sanctum
Magic Mouths
Permanent Illusions
Look at the spells subject to permanency
In one of the books (I think Complete Arcane) there are spells to block, detect, or redirect teleportation as well
 

Jdvn1

Hanging in there. Better than the alternative.
Stronghold Builder's Guide and Draconomicon have useful ideas (and "items") for protecting one's residence.
 

Romnipotent

First Post
Daerns Instant Clutter Ball: Before Daern learnt how to make a tower he learrn how to make a ball of spikey steel and rock. When you utter the command word, or anyone else does, its expands in a 15ft radius stabbing all those around. Melee Atk +16 for 4d6 damage. Subjects hit must make a reflex save to avoid being pinned. Detects as an Instant Fortress. Most crafters use a common word for activation like "What is it?"

Summoning spells

A Ring of Baleful Polymorph: This ring turns the wearer into an animal, if it fails it tries again! and Again! at dusk and dawn each day it keeps on trying! untill the "person" changes. Detects as a Ring of Animal Speech.

Binding spells

"Lets do that again" 'trap' (not really a trap): As you go up the stairs you feel a change in the air. This room has a barrel in the middle and a stair case leading up one more floor. As you go up the stairs you feel a change in the air. You can see the back end of your party, they are probably panicked since you just disappeared in front of their eyes. You are in a repeating space. Now, a nice mage has a series of major images programmed in to the room, so each "floor" looks different. meanwhile the party is never really progressing up the tower.
Detect the magic, dispel the GATES, and disbelieve the illusion!
 

ashockney

First Post
Delak said:
I am looking for spells that can be used to protect the inside of a wizards tower from intruders. Any help would be great.


Delak

A complete list:
1st Level Arcane Alarm, Hold Portal, Rope Trick
2nd Level Arcane Arcane Lock, Continual Flame, Misdirection
3rd Level Arcane Non-detection
4th Level Arcane Detect Scrying, Hallucinatory Terrain,
5th Level Arcane Mage's Private Sanctum, Mage's Faithful Hound, Wall of Stone, Symbol of Sleep, Mirage Arcana, False Vision, Symbol of Pain
6th Level Arcane Guards and Wards, Symbol of Persuasion, Symbol of Fear
7th Level Arcane Mage's Magnificient Mansion, Phase Door, Symbol of Stunning, Symbol of Weakness
8th Level Arcane Dimensional Lock, Screen

Here's an example of a spell I've concocted to be used by wizards for protection, that seems to be missing. I have another "greater" version usable as a high level Guards and Wards.

Stronghold Security. Mental alarm if stronghold security is compromised.
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Turn
Range: Touch
Target: Stronghold touched
Duration: 1 Week
Saving Throw: None
Spell Resistance: No

Stronghold Security notifies the caster if their stronghold is threatened by danger, and provides minor protection to the stronghold.

A spellcaster that uses Stronghold Security to protect their stronghold, must first prepare the appropriate materials for the casting of this spell. The stronger the focus that is used for the spell, the better the protection that is provided. The caster must create or procure a dagger, that is used as the focus for the spell. The dagger must be of at least masterwork quality, and it must remain in the stronghold throughout the duration of the spell, as a focus for the spell. The other versions of this spell that can be cast require one of the following as a focus for the spell: a masterwork enchanted dagger, a mithral masterwork enchanted dagger, and an adamantine cold iron masterwork enchanted dagger. Upon preparing the focus, the caster must crush gemstones, attuned with the focus which marks the boundaries of the stronghold to be protected. The attunement takes up to an hour, and marking the boundaries of the stronghold must be complete before the spell is begun to cast. Once the spell is complete, the caster will become aware, regardless of location of the approach of any intruder into his stronghold. In addition, the Stronghold Security will make a series of loud noises, such as dragon’s roars, the charge of an army approaching on horseback, or the muffled voice of a wizard casting a powerful spell. These things are all done to scare off any intruders that may wish harm to the stronghold or any of its inhabitants.

To prepare the focus item for the spell, the caster must spend 10d6 turns (10 – 60 turns), preparing the focus for this spell. They must also have previously crushed gemstones, with a total net worth of 150gpv, which will be consumed by the spell. Upon completion of the final incantation, which requires a full turn of casting, the caster will be mentally alerted if anyone enters the stronghold. This mental alert will happen instantly, without disrupting the caster, so long as the caster is anywhere on the same plane. In addition, if the dagger used as the focus for this spell is enchanted, the caster will be notified if anyone attempts to cast a spell with the intent of harming or hindering the stronghold, or anyone in the stronghold. In addition, if the focus dagger for this spell is mithral, then it will also provide a mental alert if anyone attempts to pass into the stronghold in an incorporeal or ethereal form, with the intent of harming or hindering the stronghold or anyone within the stronghold. In all of these instances, the spell, once triggered will also sound audible alarms in an attempt to scare away the intruders. The audible alarms will first be that of the guard being raised, alarm being called throughout the stronghold. This will also alert anyone within the stronghold that they are under assault. The spell will continue with the alarm being raised outside the stronghold, and to all within, it will sound as though an entire militia is surrounding the keep. Finally, on the third round after being triggered, the sounds of a wizard, casting a powerful incantation, will follow the intruder(s). Another protection granted by this spell, should the focus be an adamantine enchanted masterwork dagger is that the entire stronghold will be protected from outsiders entering it, as if the entire stronghold were protected by the protection from evil spell.
 

kirinke

First Post
The various walls of (ice, fire, good etc) would be good. I especially like the wall of dispel magic in the forgotten realms supplement. :]

Invest in a rust monster and put him in someplace conspicuous. Maybe in an room full of illusionary magical goodies? If you're feeling especially rat-bastardly, put an illusion on the rust monster to fool the silly adventurer's.

Let a goblin or kobold horde take up residence in the lower levels of your complex. As long as you keep the silverware locked up good and have a very binding mutual defense agreement with em you should be ok. Make sure those goblins/kobolds are kept fairly happy, don't abuse them, but don't let em get away with anything and they'll be fair loyal.

Rust Monster. Idiot adventurer's hate em. :) :]

Cloakers are always fun for laughs. Mimics are good too. Fill the greenhouse with noxious flora. Look through the monster manuals and pick and choose. It doesn't have to be outright magical in order to be annoying and deadly, but it helps.

Did I mention rust monster? :D :uhoh:
 

Vascant

Wanderer of the Underdark
hmm.. I posted several Ward based spells on wizard's forum a few years back. Though think it was during the 3e days. Maybe I can find them again..
 

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