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Magical wards of a castle
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<blockquote data-quote="Celebrim" data-source="post: 6678750" data-attributes="member: 4937"><p>With enough gold and XP, you can do just about anything. More to the point, a DM can do anything. Part of Castle Ravenloft is for example animated.</p><p></p><p>And it wouldn't be too hard to rules lawyer that. If you can manage caster level 32 when casting Animate Object, then you can animate a Colossal object. In the core rules, I'm pretty sure there is no maximum size on colossal, as it is the largest size category and encompasses the entire upper end of the spectrum. So once you can animate Colossal Objects, it can be argued you pretty much can animate anything. And animate object can be made permanent, on in theory you could animate a castle. </p><p></p><p>Your suggestions seem geared around, "How do high level characters defend themselves from attacks by low level characters." Guards and Wards for example arguably would make it harder for the 1st level fighters guarding a castle to actually defend it. If you were a commando assault team, you'd actually consider casting the spell on the castle you were attacking in order to screw with the defenders. Antipathy requires a 15th level caster, who has any number of ways to kill 1 HD orcs by the hundreds. </p><p></p><p>The more difficult and interesting question is, "How do ordinary characters realistically defend themselves from attacks by groups of high level characters and spellcasters in particular?" To put the question more precisely, for a range of normal levels say 1st through 9th, how do the denizens of a normal D&D world defend themselves against the spells available to characters of their same or slightly higher level?</p><p></p><p>If for example a mere 3rd level caster can become invisible, what could 3rd level characters do to realistically defend themselves against invisible spies or attackers at a cost that is not much greater in the long run than the cost of becoming invisible? If a mere 5th level caster can cast fireball, what do characters of 5th level or less realistically do to defend themselves against such a potent attack spell? If a caster of merely 3rd level can cast various mind effecting and illusion spells that allow him to perpetrate scams regarding the wealth of items, how does a merchant of 3rd level or less defend himself against such disruptions to his livelihood? If a mere 5th level caster can fly, what good is a wall for keeping things out? And so on and so forth.</p><p></p><p>Most D&D games I think ignore these questions, and the RAW are I think no help, since they consistently making viable defensive strategies cost vastly more than the equivalent offensive strategy.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6678750, member: 4937"] With enough gold and XP, you can do just about anything. More to the point, a DM can do anything. Part of Castle Ravenloft is for example animated. And it wouldn't be too hard to rules lawyer that. If you can manage caster level 32 when casting Animate Object, then you can animate a Colossal object. In the core rules, I'm pretty sure there is no maximum size on colossal, as it is the largest size category and encompasses the entire upper end of the spectrum. So once you can animate Colossal Objects, it can be argued you pretty much can animate anything. And animate object can be made permanent, on in theory you could animate a castle. Your suggestions seem geared around, "How do high level characters defend themselves from attacks by low level characters." Guards and Wards for example arguably would make it harder for the 1st level fighters guarding a castle to actually defend it. If you were a commando assault team, you'd actually consider casting the spell on the castle you were attacking in order to screw with the defenders. Antipathy requires a 15th level caster, who has any number of ways to kill 1 HD orcs by the hundreds. The more difficult and interesting question is, "How do ordinary characters realistically defend themselves from attacks by groups of high level characters and spellcasters in particular?" To put the question more precisely, for a range of normal levels say 1st through 9th, how do the denizens of a normal D&D world defend themselves against the spells available to characters of their same or slightly higher level? If for example a mere 3rd level caster can become invisible, what could 3rd level characters do to realistically defend themselves against invisible spies or attackers at a cost that is not much greater in the long run than the cost of becoming invisible? If a mere 5th level caster can cast fireball, what do characters of 5th level or less realistically do to defend themselves against such a potent attack spell? If a caster of merely 3rd level can cast various mind effecting and illusion spells that allow him to perpetrate scams regarding the wealth of items, how does a merchant of 3rd level or less defend himself against such disruptions to his livelihood? If a mere 5th level caster can fly, what good is a wall for keeping things out? And so on and so forth. Most D&D games I think ignore these questions, and the RAW are I think no help, since they consistently making viable defensive strategies cost vastly more than the equivalent offensive strategy. [/QUOTE]
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