No. I just enjoy going over these types of hypotheticals, and I think other gamers find them useful - after all, while you may never have to take out *this* tower for *this* reason, it is useful to have a couple of plans that you're reasonably certain would work in a similar situation. I like making plans, and I find it helps to have a couple of other minds to give ideas.Jdvn1 said:... Wait. Are we trying to give you plan to take over a castle? Are there details?
Imagine for a moment not that you are the DM - but that you *are* the players. My original question was how would *you* do it?Saeviomagy said:Obviously the tower is not totally impregnable. Work out exactly what it is that defends the tower. Do NOT work out a way of getting in - let the players do that.
Make a primary and secondary objective. The primary objective is to get to the heart of the tower and take it out. The heart itself is probably soft and squishy. Take it out, then the explosives can do their work. Of course the heroes then have to escape before it blows - but with something like teleport, that's not really an issue unless you do something like suppress all magic within the tower (that might, however, be a secondary effect of destroying the heart?).
The secondary objective might be to kill everyone in the tower and take it for your own forces/bend the heart to your own will. Then you have the tower for yourself.
Now you just need to map the place out, and you've got a nice assault scenario.
But as an area of effect and odds may work, same could be said of a battering ram 50+ charges on the head, by the time it does break through, could be very little magic left. I do think there are other spells that could be used the same way, summon swarm becomes a bug bomb, stinking cloud a gas attack, mass suggestion could be used, reverse gravity, cloud kill, desecrate could be very useful.The_Universe said:Just to be argumentative, the mages and the tower could all succeed at the dispel check, making my attack moot. I know it's not statistically likely that everything/everyone will succeed....but it's hardly the most reliable plan. Is there a way to do something similar that would automatically suppress the area's (and the people's within the area) magical powers?
Start with legend lore on the tower - you can see it from outside the city, so the spell takes a mere 1d4x10 minutes. I'd expect things likeThe_Universe said:You don't know how the tower gets its energy, so you'll probably have to depend on effects that - though temporary - are almost always effective. Stick with reliable.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.