Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Help with building the ultimate mage's tower
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Justinian" data-source="post: 2542076" data-attributes="member: 6358"><p>As someone mentioned upthread, guards and wards is your go-to spell for protecting a wizard's tower. It has multiple aspects to consider, so I'll break them down one at a time. Text of the spell copied from <a href="http://www.d20srd.org" target="_blank">www.d20srd.org</a>. It's rearranged in some places to group more easily.</p><p></p><p></p><p></p><p>Use fog with area of effect traps, or with creatures that use area of effect spells. The idea is to force any intruders to roll miss chance, while your own minions do not have to worry about the fog.</p><p></p><p></p><p></p><p>Placing traps that hamper movement on the stairs can slow invaders to a crawl when combined with web. Damaging spells that also slow, such as spike stones, are even better. A wizard would have to use limited wish for that, of course, but it may be worth it.</p><p></p><p></p><p></p><p>Each of these effects tend to delay anyone coming in, which can help with bringing reinforcement, or simply allowing time for the master of the tower to cast buff spells. An alarm spell at the entrance is highly recommended.</p><p></p><p></p><p></p><p>Not that useful, in my experience. Could be used for misdirection if combined with summoned or bound will-o-wisps.</p><p></p><p></p><p></p><p>Great for dramatic speeches.</p><p></p><p></p><p></p><p>Combine with any trap or effect that damages over time for best effect - any nauseated creatures will have a significantly harder time escaping.</p><p></p><p></p><p></p><p>I haven't found this to be very useful. Maybe in combination with a cloudkill spell for quick Con damage.</p><p></p><p></p><p></p><p>This is the true winner, in my opinion. I've used this before with such simple suggestions as "Open the nearest door" or "Step forward ten feet", where these actions set off a trap. For best effect, make the traps area of effect, so anyone nearby is damaged. As long as none of the suggestions are the same, the "obviously dangerous" escape clause won't help anyone coming in.</p><p></p><p>But that's just one spell. There's almost no limit to what a wizard can prepare, given enough time and an evil mind. For example, to pick one thing from Nightfang Spire (spoiler): [spoiler]A trapdoor that drops people outside the tower, causing them to take falling damage. If the party spellcaster doesn't have line of sight, no feather fall can help.[/spoiler]</p><p></p><p>A few more examples off the top of my head:</p><ul> <li data-xf-list-type="ul">Hide minions in rope trick spells to provide unexpected reinforcements. If the rope is pulled up, only those with see invisibility on will be able to notice it.</li> <li data-xf-list-type="ul">Have one room filled with acid so that when the door is opened, it washes out. Not incredibly damaging (except for the one in front), but shocking. For extra complication, put a weakened wall nearby that will release something when the acid hits it.</li> <li data-xf-list-type="ul">Every object in the tower should be animated to attack intruders. That'll make them waste time destroying everything, and remember that any spell used to blow up your table is one spell that won't be used against you.</li> <li data-xf-list-type="ul">In whatever final room the intruders will meet the master of the tower, place a wall of force halfway across the room. If they're prepped to unload spells immediately, some of them may be wasted against the wall, or burned to bypass the wall.</li> </ul><p></p><p>As someone else said, make things that are safe only with magic present. One of my favorites here is to use pebbles that are polymorphed into pillars, so that in an antimagic zone, the ceiling falls in.</p><p></p><p>On any poison traps, make sure to use poisons that damage mental ability scores. This will impact any spellcasters that fail.</p><p></p><p>The whole idea of a tower is to slow any invaders and to wear them down by attrition. It should always seem more complex and dangerous to continue onward than to turn around and retreat.</p></blockquote><p></p>
[QUOTE="Justinian, post: 2542076, member: 6358"] As someone mentioned upthread, guards and wards is your go-to spell for protecting a wizard's tower. It has multiple aspects to consider, so I'll break them down one at a time. Text of the spell copied from [url]www.d20srd.org[/url]. It's rearranged in some places to group more easily. Use fog with area of effect traps, or with creatures that use area of effect spells. The idea is to force any intruders to roll miss chance, while your own minions do not have to worry about the fog. Placing traps that hamper movement on the stairs can slow invaders to a crawl when combined with web. Damaging spells that also slow, such as spike stones, are even better. A wizard would have to use limited wish for that, of course, but it may be worth it. Each of these effects tend to delay anyone coming in, which can help with bringing reinforcement, or simply allowing time for the master of the tower to cast buff spells. An alarm spell at the entrance is highly recommended. Not that useful, in my experience. Could be used for misdirection if combined with summoned or bound will-o-wisps. Great for dramatic speeches. Combine with any trap or effect that damages over time for best effect - any nauseated creatures will have a significantly harder time escaping. I haven't found this to be very useful. Maybe in combination with a cloudkill spell for quick Con damage. This is the true winner, in my opinion. I've used this before with such simple suggestions as "Open the nearest door" or "Step forward ten feet", where these actions set off a trap. For best effect, make the traps area of effect, so anyone nearby is damaged. As long as none of the suggestions are the same, the "obviously dangerous" escape clause won't help anyone coming in. But that's just one spell. There's almost no limit to what a wizard can prepare, given enough time and an evil mind. For example, to pick one thing from Nightfang Spire (spoiler): [spoiler]A trapdoor that drops people outside the tower, causing them to take falling damage. If the party spellcaster doesn't have line of sight, no feather fall can help.[/spoiler] A few more examples off the top of my head: [list] [*]Hide minions in rope trick spells to provide unexpected reinforcements. If the rope is pulled up, only those with see invisibility on will be able to notice it. [*]Have one room filled with acid so that when the door is opened, it washes out. Not incredibly damaging (except for the one in front), but shocking. For extra complication, put a weakened wall nearby that will release something when the acid hits it. [*]Every object in the tower should be animated to attack intruders. That'll make them waste time destroying everything, and remember that any spell used to blow up your table is one spell that won't be used against you. [*]In whatever final room the intruders will meet the master of the tower, place a wall of force halfway across the room. If they're prepped to unload spells immediately, some of them may be wasted against the wall, or burned to bypass the wall. [/list] As someone else said, make things that are safe only with magic present. One of my favorites here is to use pebbles that are polymorphed into pillars, so that in an antimagic zone, the ceiling falls in. On any poison traps, make sure to use poisons that damage mental ability scores. This will impact any spellcasters that fail. The whole idea of a tower is to slow any invaders and to wear them down by attrition. It should always seem more complex and dangerous to continue onward than to turn around and retreat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help with building the ultimate mage's tower
Top