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<blockquote data-quote="Errant" data-source="post: 73176" data-attributes="member: 1926"><p>IMC walled towns (or larger settlements) & fortresses are typically protected by wards that create a "bubble" of spell resistance around the walls. </p><p></p><p>You can cast spells inside the wards, or outside the wards normally, but a spell effect (or creature travelling magically/teleporting/ethereal etc) trying to enter the warded area must penetrate the ward's spell resistance which varies according to the spell casters that co-operated to create the ward.</p><p></p><p>I haven't worked out the specific spell description yet (my players haven't got to the point where they want to duplicate or penetrate such wards) but it seems to me the simplest way to defend against hostile magic (& teleporting invaders: how much havoc could one demon cause teleporting around an average city?) without inhibiting your own spell casting (meaning your clerics can still Create Food during sieges).</p><p></p><p>Thats my 2c contribution.</p></blockquote><p></p>
[QUOTE="Errant, post: 73176, member: 1926"] IMC walled towns (or larger settlements) & fortresses are typically protected by wards that create a "bubble" of spell resistance around the walls. You can cast spells inside the wards, or outside the wards normally, but a spell effect (or creature travelling magically/teleporting/ethereal etc) trying to enter the warded area must penetrate the ward's spell resistance which varies according to the spell casters that co-operated to create the ward. I haven't worked out the specific spell description yet (my players haven't got to the point where they want to duplicate or penetrate such wards) but it seems to me the simplest way to defend against hostile magic (& teleporting invaders: how much havoc could one demon cause teleporting around an average city?) without inhibiting your own spell casting (meaning your clerics can still Create Food during sieges). Thats my 2c contribution. [/QUOTE]
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