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Can sieges withstand magical assault?
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<blockquote data-quote="Saeviomagy" data-source="post: 1983053" data-attributes="member: 5890"><p>Just a point on the high level magic.</p><p></p><p>Most of the effect of high level spells will be: Stuff the armies already have in place.</p><p></p><p>Wall of iron</p><p>Simulacrum (remember those beholders? Meet D&D heavy artillery, on both sides)</p><p>Clerics make the 'cause disease' and 'starve em out' parts of a siege irrelevant</p><p>Permanency: A permanent solid fog around your castle makes conventional siege engines worthless, and prevents the targeting of spells from range, forcing your enemy to close with you to attack. A gust of wind gives them 10 minutes to make their attack unless you fill the gap again. Symbols of persuasion are particularly nasty defenses - suddenly half your army decides they quite like the renegade... Naturally dispels fix permanency, but then that's taking away from the attackers resources quite heavily.</p><p>Nightmares being tossed back and forth between the attacking and defending mages will be common, denying both sides restful sleep.</p><p></p><p>And finally, when you do get in, you've got guards and wards to contend with.</p><p></p><p>All in all, I think the advantage goes to the defenders - primarily because they have the benefits of preparation, and one of the biggest effects of a siege has been totally nullified.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1983053, member: 5890"] Just a point on the high level magic. Most of the effect of high level spells will be: Stuff the armies already have in place. Wall of iron Simulacrum (remember those beholders? Meet D&D heavy artillery, on both sides) Clerics make the 'cause disease' and 'starve em out' parts of a siege irrelevant Permanency: A permanent solid fog around your castle makes conventional siege engines worthless, and prevents the targeting of spells from range, forcing your enemy to close with you to attack. A gust of wind gives them 10 minutes to make their attack unless you fill the gap again. Symbols of persuasion are particularly nasty defenses - suddenly half your army decides they quite like the renegade... Naturally dispels fix permanency, but then that's taking away from the attackers resources quite heavily. Nightmares being tossed back and forth between the attacking and defending mages will be common, denying both sides restful sleep. And finally, when you do get in, you've got guards and wards to contend with. All in all, I think the advantage goes to the defenders - primarily because they have the benefits of preparation, and one of the biggest effects of a siege has been totally nullified. [/QUOTE]
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