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How can I Guard my castle as a Wizard
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<blockquote data-quote="Al" data-source="post: 1110010" data-attributes="member: 2486"><p>There are three basic defensive spells which are imperative to defending any castle:</p><p></p><p><strong>Unhallow</strong> </p><p></p><p>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%.</p><p></p><p><strong>Dimensional Lock</strong> </p><p></p><p>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.</p><p></p><p><strong>Mordenkainen's Private Sanctum</strong> </p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Al, post: 1110010, member: 2486"] There are three basic defensive spells which are imperative to defending any castle: [B]Unhallow[/B] 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%. [B]Dimensional Lock[/B] 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. [B]Mordenkainen's Private Sanctum[/B] 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? [/QUOTE]
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