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Help with building the ultimate mage's tower
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<blockquote data-quote="Whimsical" data-source="post: 2539520" data-attributes="member: 3976"><p>A couple of things: the magic (& epic & alignment) Damage Reduction is Supernatural, therefore would be suppressed in an antimagic field. Second, a by-the-RAW method of warding a site against teleportation is with <em>Hallow/Unhallow</em> spell set to emanate a <em>dimentional lock</em>. It has a duration of a year. The nice thing about this spell is that it can be set to affect everyone except the caster and his friends. The wizard could either hire a cleric to cast it every year, or he could <em>limited wish</em> for it every year. One more thing, "arrow slits" for spellcasting need to be at least one square foot to allow <a href="http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#lineofEffect" target="_blank">line-of-effect</a>s to continue through.</p><p></p><p>When the tower goes into a defensive mode, one of the effects that should be present is the <em>guards & wards</em> spell. That can really slow down anyone on the offensive. <em>guards & wards</em> should be part of every mage's home defense.</p><p></p><p>Check out the <a href="http://www.d20srd.org/srd/spells/permanency.htm" target="_blank"><em>permanancy</em></a> spell and see what you can place where. You can set up permanent walls of force, permanent animated objects, or permanent teleportation circles. Permanent <a href="http://www.d20srd.org/srd/monsters/animatedObject.htm" target="_blank">animated objects</a> would be a lot easier to make than golems, so there would be more animated objects than golems.</p><p></p><p>Check out the <a href="http://www.d20srd.org/indexes/traps.htm" target="_blank">traps</a> section, there are a lot of magical traps that a caster with Craft Wonderous Items could create around their sanctum.</p><p></p><p>Just take another look at the spell list that your casters have available. There are a lot of spells that never see use because adventurers never take, but would be just right in a defensive scenario. How about some <em>symbol</em> spells? Permanent illusions that residence can see through because they know it's an illusion. How about programmend illusions that the party will waste resources on?</p><p></p><p>The intelligent wizard wouldn't completely rely on magical defenses, as someone with an anti-magic field could walk through and be unaffected or unhindered by magical defenses. This is where <a href="http://www.d20srd.org/srd/spells/polymorphAnyObject.htm" target="_blank"><em>polymorph any object</em></a> is your friend. You can load your tower with polymorphed items that un-polymorph when dispelled or suppressed. How about hallways that are actually polymorphed blocks of stone that reform? How about monsters polymorphed into statues? Monsters that would work especially well against opponents with no magic? How about acid, lava, poison, or other nonmagical hazzards polymorphed into something else and kept in strategic locations. Pit traps are easy to avoid with magic, but if you are walking around in an anti-magic field, they come back into play. So, make sure that you throw in some mundane traps and locks along the way to styme the arcane-only infiltrator.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 2539520, member: 3976"] A couple of things: the magic (& epic & alignment) Damage Reduction is Supernatural, therefore would be suppressed in an antimagic field. Second, a by-the-RAW method of warding a site against teleportation is with [i]Hallow/Unhallow[/i] spell set to emanate a [i]dimentional lock[/i]. It has a duration of a year. The nice thing about this spell is that it can be set to affect everyone except the caster and his friends. The wizard could either hire a cleric to cast it every year, or he could [i]limited wish[/i] for it every year. One more thing, "arrow slits" for spellcasting need to be at least one square foot to allow [url=http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#lineofEffect]line-of-effect[/url]s to continue through. When the tower goes into a defensive mode, one of the effects that should be present is the [i]guards & wards[/i] spell. That can really slow down anyone on the offensive. [i]guards & wards[/i] should be part of every mage's home defense. Check out the [url=http://www.d20srd.org/srd/spells/permanency.htm][i]permanancy[/i][/url] spell and see what you can place where. You can set up permanent walls of force, permanent animated objects, or permanent teleportation circles. Permanent [url=http://www.d20srd.org/srd/monsters/animatedObject.htm]animated objects[/url] would be a lot easier to make than golems, so there would be more animated objects than golems. Check out the [url=http://www.d20srd.org/indexes/traps.htm]traps[/url] section, there are a lot of magical traps that a caster with Craft Wonderous Items could create around their sanctum. Just take another look at the spell list that your casters have available. There are a lot of spells that never see use because adventurers never take, but would be just right in a defensive scenario. How about some [i]symbol[/i] spells? Permanent illusions that residence can see through because they know it's an illusion. How about programmend illusions that the party will waste resources on? The intelligent wizard wouldn't completely rely on magical defenses, as someone with an anti-magic field could walk through and be unaffected or unhindered by magical defenses. This is where [url=http://www.d20srd.org/srd/spells/polymorphAnyObject.htm][i]polymorph any object[/i][/url] is your friend. You can load your tower with polymorphed items that un-polymorph when dispelled or suppressed. How about hallways that are actually polymorphed blocks of stone that reform? How about monsters polymorphed into statues? Monsters that would work especially well against opponents with no magic? How about acid, lava, poison, or other nonmagical hazzards polymorphed into something else and kept in strategic locations. Pit traps are easy to avoid with magic, but if you are walking around in an anti-magic field, they come back into play. So, make sure that you throw in some mundane traps and locks along the way to styme the arcane-only infiltrator. [/QUOTE]
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