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General Tabletop Discussion
*Dungeons & Dragons
How to run a criminal organization in a City with 8th level spells?
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<blockquote data-quote="Dausuul" data-source="post: 7522777" data-attributes="member: 58197"><p>For defense against scrying: <em>Mordenkainen's sanctum</em> is a villain's best friend. Permacast it on your safe houses to ward off scrying and teleporting invaders. When you have to go outside, <em>amulets of proof against detection and location</em> are uncommon items; <em>nondetection</em> is a 3rd-level spell with a cost of 25 gp. In a high-magic setting, neither should be hard to come by.</p><p></p><p>Disguise your agents. Always. If you can, use magic to force a patsy to do your dirty work. Failing that, a simple disguise spell and <em>Nystul's magic aura</em> will let you frame somebody with minimal fuss. When they cast <em>speak with dead</em>, the corpse can only testify to what it saw--even if what it saw wasn't real.</p><p></p><p><em>Zone of truth</em> is tough to beat (assuming the city is ruthless enough to... persuade silent types to speak up). However, you can use that very reliability against them. The spell <em>glibness</em> is 8th level, making it very hard to come by... but if you have it, you can lie in a <em>zone of truth</em>, and thus introduce false information through a channel that the city thinks is 100% safe.</p><p></p><p>And, of course, you can go on the offense as well. <em>Zone of truth</em> does no good if the caster is under the influence of <em>suggestion</em> to report that everything the subject says is true... or, for that matter, if they're being blackmailed by nonmagical means. Corruption and intimidation are powerful weapons in any syndicate's arsenal.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7522777, member: 58197"] For defense against scrying: [i]Mordenkainen's sanctum[/i] is a villain's best friend. Permacast it on your safe houses to ward off scrying and teleporting invaders. When you have to go outside, [i]amulets of proof against detection and location[/i] are uncommon items; [i]nondetection[/i] is a 3rd-level spell with a cost of 25 gp. In a high-magic setting, neither should be hard to come by. Disguise your agents. Always. If you can, use magic to force a patsy to do your dirty work. Failing that, a simple disguise spell and [i]Nystul's magic aura[/i] will let you frame somebody with minimal fuss. When they cast [i]speak with dead[/i], the corpse can only testify to what it saw--even if what it saw wasn't real. [i]Zone of truth[/i] is tough to beat (assuming the city is ruthless enough to... persuade silent types to speak up). However, you can use that very reliability against them. The spell [i]glibness[/i] is 8th level, making it very hard to come by... but if you have it, you can lie in a [i]zone of truth[/i], and thus introduce false information through a channel that the city thinks is 100% safe. And, of course, you can go on the offense as well. [i]Zone of truth[/i] does no good if the caster is under the influence of [i]suggestion[/i] to report that everything the subject says is true... or, for that matter, if they're being blackmailed by nonmagical means. Corruption and intimidation are powerful weapons in any syndicate's arsenal. [/QUOTE]
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How to run a criminal organization in a City with 8th level spells?
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