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20th level Sorcerer vs the world
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<blockquote data-quote="Hohige" data-source="post: 8169888" data-attributes="member: 7019463"><p>Read the Strategy against the Lore Bard.</p><p></p><p>1) "Your sorcerer still has to rest. It has to land to do so"</p><p></p><p>It looks like the bard is going to try to invade the Sorcerer's fortress. Well, that doesn't seem like a good idea.</p><p>[ATTACH=full]131170[/ATTACH]</p><p></p><p>[SPOILER="Temple of Gods"]</p><p>You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.</p><p>You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.</p><p>The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.</p><p>The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.</p><p>In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.</p><p>Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).</p><p>The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.</p><p>Casting this spell on the same spot every day for a year makes this effect permanent.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Mighy Fortress"]</p><p>A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.</p><p>The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.</p><p>A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.</p><p>A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.</p><p>The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.</p><p>After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.</p><p>Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Private Sanctum"]</p><ul> <li data-xf-list-type="ul">You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<br /> When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:<br /> Sound can’t pass through the barrier at the edge of the warded area.<br /> The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.<br /> Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.<br /> Creatures in the area can’t be targeted by divination spells.<br /> Nothing can teleport into or out of the warded area.<br /> Planar travel is blocked within the warded area.<br /> Casting this spell on the same spot every day for a year makes this effect permanent.<br /> At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.</li> </ul><p>[/SPOILER]</p><p></p><p>[SPOILER="Guards and Wards"][URL unfurl="true"]https://roll20.net/compendium/dnd5e/Guards%20and%20Wards#content[/URL][/SPOILER]</p><p></p><p>[SPOILER="Hollow"]</p><h3>Hallow</h3><p></p><p></p><p>You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> a hallow spell. The affected area is subject to the following <a href="https://roll20.net/compendium/dnd5e/Designing%20Simple%20Traps#h-Effects" target="_blank">Effects</a>.</p><p></p><p>First, <a href="https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Celestials" target="_blank">Celestials</a>, <a href="https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Elementals" target="_blank">Elementals</a>, fey, <a href="https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Fiends" target="_blank">Fiends</a>, and <a href="https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Undead" target="_blank">Undead</a> can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Charmed" target="_blank">Charmed</a>, <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Frightened" target="_blank">Frightened</a>, or possessed by such a creature is no longer <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Charmed" target="_blank">Charmed</a>, <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Frightened" target="_blank">Frightened</a>, or possessed upon entering the area. You can exclude one or more of those types of creatures from this <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a>.</p><p></p><p>Second, you can bind an extra <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> to the area. Choose the <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> from the following list, or choose an <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> offered by the DM. Some of these <a href="https://roll20.net/compendium/dnd5e/Designing%20Simple%20Traps#h-Effects" target="_blank">Effects</a> apply to creatures in the area, you can designate whether the <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or <a href="https://roll20.net/compendium/dnd5e/Gnolls#h-Trolls" target="_blank">Trolls</a>. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a <a href="https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Charisma" target="_blank">Charisma</a> saving throw. On a success, the creature ignores the extra <a href="https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect" target="_blank">Effect</a> until it leaves the area.</p><p></p><p>Courage: Affected creatures can't be <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Frightened" target="_blank">Frightened</a> while in the area.</p><p></p><p>Darkness: <a href="https://roll20.net/compendium/dnd5e/Darkness#h-Darkness" target="_blank">Darkness</a> fills the area. Normal light, as well as magical light created by <a href="https://roll20.net/compendium/dnd5e/Spells#h-Spells" target="_blank">Spells</a> of a lower level than the slot you used to cast this spell, can't illuminate the area.</p><p></p><p>Daylight: Bright light fills the area. Magical <a href="https://roll20.net/compendium/dnd5e/Darkness#h-Darkness" target="_blank">Darkness</a> created by <a href="https://roll20.net/compendium/dnd5e/Spells#h-Spells" target="_blank">Spells</a> of a lower level than the slot you used to cast this spell can't extinguish the light.</p><p></p><p>Energy Protection: Affected creatures in the area have <a href="https://roll20.net/compendium/dnd5e/Resistance#h-Resistance" target="_blank">Resistance</a> to one damage type of your choice, except for bludgeoning, piercing, or slashing.</p><p></p><p>Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.</p><p></p><p>Everlasting Rest: Dead bodies interred in the area can't be turned into <a href="https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Undead" target="_blank">Undead</a>.</p><p></p><p>Extradimensional Interference: Affected creatures can't move or <a href="https://roll20.net/compendium/dnd5e/Travel#h-Travel" target="_blank">Travel</a> using teleportation or by extradimensional or interplanar means.</p><p></p><p>Fear: Affected creatures are <a href="https://roll20.net/compendium/dnd5e/Conditions#h-Frightened" target="_blank">Frightened</a> while in the area.</p><p></p><p>Silence: No sound can emanate from within the area, and no sound can reach into it.</p><p></p><p>Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a <a href="https://roll20.net/compendium/dnd5e/Common#h-Common" target="_blank">Common</a> language.</p><p>[/SPOILER]</p><p></p><p>The Sorcerer's fortress has a temple of the gods in the middle and is protected by the Mighty Temple. Mighty temple protects against the temple of the gods against Desintegrate spell, but the bard does not have this spell.</p><p>All spells mentioned is to protect Temple of gods. All permanent spells.</p><p></p><p></p><p>Sentinels. Flying around the Temple, using Search Action, each turn. Find any intruder.</p><p></p><p></p><p>The MMD Simulacrum with +11 + Guidance cantrp will find you. Seach action each turn.</p><p></p><p></p><p></p><p></p><p><strong>Show up there and you'll die quickly.</strong></p><p><strong>I don't think so, you don't know where the Sorcerer's Temple is, you'll have to find it without divination spells.</strong></p></blockquote><p></p>
[QUOTE="Hohige, post: 8169888, member: 7019463"] Read the Strategy against the Lore Bard. 1) "Your sorcerer still has to rest. It has to land to do so" It looks like the bard is going to try to invade the Sorcerer's fortress. Well, that doesn't seem like a good idea. [ATTACH type="full"]131170[/ATTACH] [SPOILER="Temple of Gods"] You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent. [/SPOILER] [SPOILER="Mighy Fortress"] A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. [/SPOILER] [SPOILER="Private Sanctum"] [LIST] [*]You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. [/LIST] [/SPOILER] [SPOILER="Guards and Wards"][URL unfurl="true"]https://roll20.net/compendium/dnd5e/Guards%20and%20Wards#content[/URL][/SPOILER] [SPOILER="Hollow"] [HEADING=2]Hallow[/HEADING] You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] a hallow spell. The affected area is subject to the following [URL='https://roll20.net/compendium/dnd5e/Designing%20Simple%20Traps#h-Effects']Effects[/URL]. First, [URL='https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Celestials']Celestials[/URL], [URL='https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Elementals']Elementals[/URL], fey, [URL='https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Fiends']Fiends[/URL], and [URL='https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Undead']Undead[/URL] can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Charmed']Charmed[/URL], [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Frightened']Frightened[/URL], or possessed by such a creature is no longer [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Charmed']Charmed[/URL], [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Frightened']Frightened[/URL], or possessed upon entering the area. You can exclude one or more of those types of creatures from this [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL]. Second, you can bind an extra [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] to the area. Choose the [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] from the following list, or choose an [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] offered by the DM. Some of these [URL='https://roll20.net/compendium/dnd5e/Designing%20Simple%20Traps#h-Effects']Effects[/URL] apply to creatures in the area, you can designate whether the [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or [URL='https://roll20.net/compendium/dnd5e/Gnolls#h-Trolls']Trolls[/URL]. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a [URL='https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Charisma']Charisma[/URL] saving throw. On a success, the creature ignores the extra [URL='https://roll20.net/compendium/dnd5e/Wheel%20of%20Fortune#h-Effect']Effect[/URL] until it leaves the area. Courage: Affected creatures can't be [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Frightened']Frightened[/URL] while in the area. Darkness: [URL='https://roll20.net/compendium/dnd5e/Darkness#h-Darkness']Darkness[/URL] fills the area. Normal light, as well as magical light created by [URL='https://roll20.net/compendium/dnd5e/Spells#h-Spells']Spells[/URL] of a lower level than the slot you used to cast this spell, can't illuminate the area. Daylight: Bright light fills the area. Magical [URL='https://roll20.net/compendium/dnd5e/Darkness#h-Darkness']Darkness[/URL] created by [URL='https://roll20.net/compendium/dnd5e/Spells#h-Spells']Spells[/URL] of a lower level than the slot you used to cast this spell can't extinguish the light. Energy Protection: Affected creatures in the area have [URL='https://roll20.net/compendium/dnd5e/Resistance#h-Resistance']Resistance[/URL] to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest: Dead bodies interred in the area can't be turned into [URL='https://roll20.net/compendium/dnd5e/Creatures%20By%20Type#h-Undead']Undead[/URL]. Extradimensional Interference: Affected creatures can't move or [URL='https://roll20.net/compendium/dnd5e/Travel#h-Travel']Travel[/URL] using teleportation or by extradimensional or interplanar means. Fear: Affected creatures are [URL='https://roll20.net/compendium/dnd5e/Conditions#h-Frightened']Frightened[/URL] while in the area. Silence: No sound can emanate from within the area, and no sound can reach into it. Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a [URL='https://roll20.net/compendium/dnd5e/Common#h-Common']Common[/URL] language. [/SPOILER] The Sorcerer's fortress has a temple of the gods in the middle and is protected by the Mighty Temple. Mighty temple protects against the temple of the gods against Desintegrate spell, but the bard does not have this spell. All spells mentioned is to protect Temple of gods. All permanent spells. Sentinels. Flying around the Temple, using Search Action, each turn. Find any intruder. The MMD Simulacrum with +11 + Guidance cantrp will find you. Seach action each turn. [B]Show up there and you'll die quickly. I don't think so, you don't know where the Sorcerer's Temple is, you'll have to find it without divination spells.[/B] [/QUOTE]
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