How can I Guard my castle as a Wizard

Make it out of solid adamantium.
Make the only entrance at the top.
Put a bunch of Imps with Wands of Magic Missile guarding the one entrance.

:)
 

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Underground. No doors, windows, or entrances of any kind. You only get in and out via Teleport, etc.

Use permanent light sources for plants to produce oxygen, etc. Underground you'll surely be able to create a well for water. Etc. Etc.

No one need ever know where it is except you and your cleric. (He's your VERY WEAK security link, by the way.)

For a 9th level magic user, this is your best bet. For the most part, if they can't ever see or examine your home, they can't teleport there, they don't know where to dig for it. It also makes traps and such much more effective.

And besides, is there a better setting for a Necromancer?

wolfen
 

Undead do not need to breathe. Flood your underground, windowless, doorless home with lots of water. Keep a dry, higher area -- protected by a Dimensional Lock -- for your laboratory and library. Otherwise, fill it ankles-to-gills with water, and keep soem means of water breathing on hand. Something on your person works, but a WELL-hidden secret compartment with a magic item works well, too (you know to take a deep breath before teleporting in ... do your enemies know this? Heh!).
 

There are three basic defensive spells which are imperative to defending any castle:

Unhallow

A must. Even the basic version provides a useful bolstering of your evil minions with better AC and saves against those pesky do-gooders; prevents them from summoning and stops your grunts from being dominated. Keying a spell to it makes it even more useful- silence is probably the best bet, disrupting communication and spellcasting, though dispel magic is also useful: dispelling all the pre-buffs of the attacking adventuring party AND potentially messing up spellcasting. If the caster is two levels higher than the party (as indicated) it reduces their spellcasting ability by 60%.

Dimensional Lock

The no. 1 defensive spell at high level. Enemies teleporting in and killing you is hugely detrimental, and they can strike at any time, fully pre-buffed. As a useful side-effect, it prevents summoning and some combat buffs (e.g. blink). The only down-side is that if you are trapped, it can prove to be a double-edged sword. Your best bet is to have a 'teleportation' room which is not dimensionally locked, but is heavily guarded and warded with traps, or possibly an escape tunnel outside the castle.

Mordenkainen's Private Sanctum

Intelligence is the key to any strategy. Why let those pesky do-gooders poke their noses into the precise defenses when a simple spell can short-circuit their snooping?
 

The feat "Sanctum Spell" also comes in handy. If your private castle is (as it should be) denoted as your private Sanctum, then said feat can boost your caster level for your spells.

Like that all-important Dimensional-Lock-imbedded Unhallow you recast every year ...
 


You should get the stronghold builder's guide. it is a very interisting book. I haven't used it as a player yet. (cause I'm poor) but when I was DMing I used it to make some interisting places.

It gives some good uses for spells you wouldn't think of. I'd get permanacy as a spell too. that way you can make permenant spells.
 

Are there psionics in your game?

If so, at 14th-level or so you may have the money to contract an 18th-level Psion to craft a 1-use magic item that allows you to cast the 9th-level power Genesis.

The best way to prevent pesky adventurers from storming your castle is to hide your castle inside an unknown, unnamed demi-plane. :D

If there aren't any psionics in your game, ask your DM if you can contract a 17th-level wizard to research a similar Sor/Wiz spell. Since most wizard spells can be made into psion powers, I'd think it shouldn't be too big a difficulty to switch it back the other way.
 

Thank you for those cool ideas

Craft (trapmaking) and your Lyre of building should be a nice combo. If you have access to Fabricate, you could skip the annoyance of the Lyre's recharge time. Since Craft is an Int-based skill, it probably won't take many ranks in order to make it effective. The tricky part is to set triggers that your undead (and you) won't trip, but strangers will.
Cool combo, havn`t seen this. But I don`t see the fabricatre-Lyra combo. How does fabricate helps the lyra?
just make the place a big dump!!
I may be an evil, rotting necromancer, but that dosn`t say I have to live like a zombie. I have a big library and I have to guard my phylactery somewhere.
Lesser Planar Binding: invisible Osyluths with Ice wall rock
The Problem how I see the spell is I can`t tell em: guard this place.
IOtherwise It would be cool having them guarding my place.
But I can use some elementals the help my builing the castle.
The best option IMHO still is not to be seen (Monty Python, anyone?).
Still the problem with the duration.
Mordenkainen's Private Sanctum
Wow what a cool spell.
Thanx I just have to fast talk my DM that he allows this spell ( we are playing 3.0)
You should get the stronghold builder's guide.
I hav peeked into it in the LFGS. And after reading the entry in luxery library: "mahagoni shelfs with glass doors to protect the books. Lassers on rails..." And the best part" "...marble floor has symbols inlaid that denote the section of the library.." I realized my Necromnacer really needs that.
The main problems I see is still te durationof the spells and the guarding.
I can create lots of zombies, I may call some outsider for help, but they will only help for some time.
Or do you know a cool order in contrast to stay here and guard it.

The second problem is the duration of the spells. Even though I can cast some with permanancy (atleast 3.5) I would have to pay 2 level in xp
Disclaimer: I am gratefull for all those answer, I critzing them only because I want my castle as secure as possible. And maybe if I hint on the flaws maybe someone can solve these flaw.
 

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