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<blockquote data-quote="Whimsical" data-source="post: 1593216" data-attributes="member: 3976"><p>One defense that any site should have is Hallow/Unhallow. Normally a Dimentional Lock would be keyed to it to prevent teleporations and summonings from working inside, except for those you specify. Like you, for example. One of the nice overlooked element of Hallow is the Protection from Evil aura. This will keep summoned monsters at bay while making anyone inside the radius immune to their attacks. It also suppresses the effects of possesion or domination so casting Dominate Person or Mind Jar on the guy in charge of castle defense won't get the caster far into the castle. If you already have a teleport defense for the area, then setting the Hallow to Silence any spellcasters (except you and your spellcasters) in the area, or set it to Invisibility Purge the area can be good also.</p><p></p><p>The best part is that using Hallow is by-the-book, which helps prevent eye-rolling "yeah. sure. whatever." response from players. No need to create Plot Devicium to defend against those tricky powers.</p><p></p><p>In addition, even though one casting of the spell has its effects last a year, its duration is Instantaneous, which makes it immune to Dispel Magic.</p><p></p><p>Here's an interesting thought. If you successfully disbelieve a 3e illusion, then it becomse transparent to you. So, suppose you have Permanent Illusion of "black" or "huge block of stone" cast in all of your rooms and hallways? You and your posse know its an illusion so it doesn't affect them, but it would affect scryers and invaders of almost any sort, right? Including Fine-sized incorporeal invaders. This would be a cheap and effective security measure.</p><p></p><p>Anyone else have any other ideas for permanent or programmed illusions? How about illusions of bogus targets, such as yourself, placed in strategic places? Not only would spellcasters waste spells at it, but it could cause melee types to charge forward into a trap.</p><p></p><p>Oh yeah, don't forget to put Glyphs of Warding and Symbols all over the place.</p><p></p><p>Heck, just review all of the spells in the Players Handbook to rediscover those spells that would be great for a defensive setup. Like Permanency. The ones that most people ignore because they are impractical for an adventuring party to use in an adventure. Then check out the magic items in the DMG. A Stone of Alarm is cheap and can go a long way to defeating certain types of invaders. Have your spellcaster make a bunch for you. And you might as well have him cast Arcane Lock on all of your doors that also has mundane locks on them.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 1593216, member: 3976"] One defense that any site should have is Hallow/Unhallow. Normally a Dimentional Lock would be keyed to it to prevent teleporations and summonings from working inside, except for those you specify. Like you, for example. One of the nice overlooked element of Hallow is the Protection from Evil aura. This will keep summoned monsters at bay while making anyone inside the radius immune to their attacks. It also suppresses the effects of possesion or domination so casting Dominate Person or Mind Jar on the guy in charge of castle defense won't get the caster far into the castle. If you already have a teleport defense for the area, then setting the Hallow to Silence any spellcasters (except you and your spellcasters) in the area, or set it to Invisibility Purge the area can be good also. The best part is that using Hallow is by-the-book, which helps prevent eye-rolling "yeah. sure. whatever." response from players. No need to create Plot Devicium to defend against those tricky powers. In addition, even though one casting of the spell has its effects last a year, its duration is Instantaneous, which makes it immune to Dispel Magic. Here's an interesting thought. If you successfully disbelieve a 3e illusion, then it becomse transparent to you. So, suppose you have Permanent Illusion of "black" or "huge block of stone" cast in all of your rooms and hallways? You and your posse know its an illusion so it doesn't affect them, but it would affect scryers and invaders of almost any sort, right? Including Fine-sized incorporeal invaders. This would be a cheap and effective security measure. Anyone else have any other ideas for permanent or programmed illusions? How about illusions of bogus targets, such as yourself, placed in strategic places? Not only would spellcasters waste spells at it, but it could cause melee types to charge forward into a trap. Oh yeah, don't forget to put Glyphs of Warding and Symbols all over the place. Heck, just review all of the spells in the Players Handbook to rediscover those spells that would be great for a defensive setup. Like Permanency. The ones that most people ignore because they are impractical for an adventuring party to use in an adventure. Then check out the magic items in the DMG. A Stone of Alarm is cheap and can go a long way to defeating certain types of invaders. Have your spellcaster make a bunch for you. And you might as well have him cast Arcane Lock on all of your doors that also has mundane locks on them. [/QUOTE]
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