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The Dresden Files => DFRPG => Topic started by: KOFFEYKID on September 14, 2011, 04:31:22 AM

Title: Making a Magical Bunker
Post by: KOFFEYKID on September 14, 2011, 04:31:22 AM
I've been thinking about what kinds of defenses you could setup or aspects in place to tag if you were making a magical fortress. Some ideas I've had:

1. Build over a leyline with defensive energy to power your wards.
2. Have the grounds consecrated.
3. Lay down tons of aspects during construction to be used when casting your wards.
---The bricks are all etched with protective sigils.
---The building itself is built over a specially crafted magical circle.
---The foundation is poured over a rods (etched with magical symbols) of each noble metal.
---The walls are painted with a (non-radioactive) version of ghost dust.
---Furniture arranged in Feng Shue.
4. Clear away undesirable stuff on the Nevernever side.
5. Bind nasty stuff to the Nevernever side for watchdogs.

So what types of things would you do if you were trying to make a magical fortress? Like Archangel?
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 14, 2011, 06:15:47 AM
I'd start by taking a lesson from other fortresses.  Build it underground in rock.  See Cheyenne Mt or the WC headquarters.

You're probably not going to be able to clear the Nevernever access to it.  Mortals staking a claim to real estate there would honk off whoever has dominion over it something fierce.  Also, changing the nature of the place into a fortress is highly likely to change where it connects to.  Just cut off access to the Nevernever aside from a few heavily defended points.

One physical way in or out.  Your most destructive power brought to bear on the entrance.  A Loooong entry way with several fortified fallback positions.  A way to make the entrance collapse in stages in the event that you do have to fall back.

Magical constructs such as the temple dog statues.

And, of course, a self destruct spell to Hiroshima the entire place and as much surrounding area as you can manage in case you have to use one of the exits to the Nevernever.
Title: Re: Making a Magical Bunker
Post by: sinker on September 14, 2011, 06:49:03 AM
You're probably not going to be able to clear the Nevernever access to it.  Mortals staking a claim to real estate there would honk off whoever has dominion over it something fierce.  Also, changing the nature of the place into a fortress is highly likely to change where it connects to.  Just cut off access to the Nevernever aside from a few heavily defended points.

One of the things you could probably do is build your fortress with the intent of linking it to a specific piece of realty in the Nevernever (perhaps one that you have claim to, or is at least friendly to you). If you put a lot of effort into atmosphere, symbolism, etc, then it might actually work too.  :)
Title: Re: Making a Magical Bunker
Post by: Todjaeger on September 14, 2011, 07:43:31 AM
One of the first questions which come to mind is who is this for, and for how many people?

Those two questions will determine a number of different things which are important to know.

Depending on who this is for, can determine just what is available in terms of resources, as well as the potential threats which need to be defended against.  As for how many people, that dictates how 'big' the fortress/bunker/panic room needs to be.  Another consideration is whether this is going to be a complete 'built from scratch' place, or modifications made to an existing structure. 

For a place made from scratch where possible the following are desired.

1. On a ley line, preferably strong defensive in nature, but beggars can't be choosers.
2.  On a small island where possible, magic (and people) have a hard time crossing over open water.
3.  On consecrated ground, as a number of nasty things either can't operate on such ground, or are at significant disadvantages.
4.  The place should be built with a combination of stone, concrete and steel, as this allows a physically strong and reinforced location, for when non-magical methods of forced entry are used, tends to be fireproof, and gives the opportunity to cut/carve symbols into stone or metal.
5.  The structure should also have at least two points of entry and exit.  A single entrance/exit makes it easier to track the comings and goings from the structure, as well as limiting the routes those seeking to flee can use.
6.  Where possible, there should be multiple lines of defense which need to be crossed.  In other words, not only should there be the structure itself, but also an encircling wall or fence.  This provides both a second Threshold to work from (and hang a Ward onto) as well as an additional barrier which needs to be crossed.
7.  The site (structure and encircling wall/fence) should likely cover at least an acre of ground, large enough so that a greater circle can't realistically be raised around the entire thing to cut an area off.

That's it for now, need to get some sleep.  I'll put up more ideas when I get a chance.

-Cheers

Title: Re: Making a Magical Bunker
Post by: Belial666 on September 14, 2011, 11:06:45 AM
What kind of time a serious, old wizard can devote to their stronghold? Even with a bare minimum of 2 hours per day for 13 years or so, it is still ten thousand spells of "raise an undead dinosaur" kind of power, for a wizard as strong as Harry Dresden. For one of the more paranoid members of the Senior Council or a Dark Lord type evil wizard, 4 hours per day for a century is a hundred and fifty thousand spells of however strong a Senior Council member could cast in one hour each. For a 3-century-old Dark Lady that never needs to sleep, is paranoid and is feeling bored at nights it is seven hundred thousand spells.  :o


 ;D ;D ;D ;D ;D ;D ;D
Title: Re: Making a Magical Bunker
Post by: Haru on September 14, 2011, 12:44:32 PM
Like Todjaeger said, it all depends on what and who it is for.

You could create sort of a submarine type of bunker for one person only. You'd need a container that is big enough to fit a person and a supply of air and food that will last you long enough. A wizard might even be able to recycle the air, so he can stay longer. If you submerge it and keep it locked in place with chains to the ground, but still floating in the middle of a river, so it is surrounded by water, you have a great protection against almost any supernatural predator. Of course, any mortal will just rip a whole into it and be done with you, but still.

-As I suggested somewhere else, I would probably layer a lot of different types of wards on top of each other to build a defence.
-If you have lots of land around the actual bunker to play with, planting trees, setting up statues, footpaths, etc. around in magical patterns and as wards themselves.
-The footpath are magically twisted into a labyrinth that can be activated to lead invaders around the path without ever reaching the main building.
-Bushes and Trees that grab intruders and grow around them. Together with the labyrinth, that can hold of a lot in itself.
-Against magical attacks, I would probably not build the equivalent of a wall, because in the long run it will not protect you. I would probably go a lightning rod way, catching the energy and channeling it around the complex where it will "harmlessly" crash into the landscape. Or maybe even funnel it into a magical capacitor to use in the defence later. Would sort of make for an adaptable ward, the harder you get hit, the stronger your defence is.
-The bunker itself should be embedded into the the construction of the ward in shape, material, pretty much every aspect about it should be incorporated into the design of the defences.
-If it is supposed to be for a selected circle of persons, include a bit of their blood in the mortar, so you can spread it from there into the magical defences, making them automatically immune to the defences while everyone else won't be able to get in (sadly, not even friends who are not included).
-Illusions can make for great defence, too. Coat the whole area in total darkness and any intruder will have a hard time getting in. Better yet: if someone creates light inside that area, the offensive wards attack them.
-Like the one man submarine bunker above, use water in your design. A water tower for example to wash over the outsides of your bunker, once the wards are broken will wash away a lot of supernatural predators. Or use a pump to create a steady flow of water somewhere in your design, maybe around the innermost panic room.

If I come up with more, I will add it later, when I have more time.
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 14, 2011, 06:20:19 PM
Here's Elena's (the sorceress I am playing in a high-level game) wards in her house in Salem. The house isn't part of the campaign, sadly. Of course, no GM would ever let a PC have that kind of protection in his place, even if they are capable of creating it;


1) Dark magic leyline under the area to power stuff in case someone manages a big enough greater circle (a couple hundred yards across).

2) An outer circle of 666 coffin-sized stone tiles buried under the ground goes all around the estate. Each tile is individually marked in blood by her and enchanted with a permanent alarm spell, a permanent major veil, a permanent ward and a permanent worldwalking spell just powerful enough to teleport anything crossing above a stone to the corresponding stone at the far side of the circle. This layer is intended to hide the existence of the grounds beyond under many veils that add up to conceal all angles of sight and send people and objects accidentally moving in on to the other side without them realising they crossed the area. Should someone see through the area with magical senses, they still act as a moat of sorts and have to be dispelled before one can go through... or magical forces can cross.

3) Second layer of defense is a ring-shaped graveyard around the estate but inside the outer circle. Each one of the graves is the building foundation needed for the permanent ward that covers them, and the wards are big enough that there is no free space between graves; an attacker would have to pierce the wards on many individual graves before going forward, like tearing bricks in a wall. However, each grave is also individually perma-veiled and inside each ward are imprisoned seven rather large tentacled beasts from Outside that physically manifest and attack intruders when each ward falls. In addition, they act as a detterent; anyone using The Sight or other similar senses upon the area is going to see the true forms and natures of dozens upon dozens of Outsiders, suffering a devastating mental feedback that would obliterate any wizard stupid enough to do so after crossing the outer circle.

4) Six circles of standing stones (ala stonehenge, only thinner and smaller) surrounds the estate, each one curved with hundreds of runes and symbolic images. Each circle has eleven such stones is the foundation of a very major triple Ward that took three months' work for a senior-council-level warlock to erect. The outer and inner layers are typical barriers and between them lie bound Outsiders bigger and more numerous than those in the graves. The rationale is that if they beat those in the graves, they are major opposition and need to be adressed accordingly.

5) The actual estate has a single massive permanent Ward on it that took a few hours every night for two years to erect. Its number of shifts is about twenty-one thousand, nine hundred and seventy-eight (666 nights x 33 shifts/night) and it is more or less impenetrable to anything short of the concerted efforts of an entire supernatural nation (such as the White Council), or a god.

6) Inside the estate there is a teleportation circle with a single-use 1000-shift worldwalk effect, enough to open a very brief gateway through a 200-shift block vs worldwalking, drag the caster instantanously through 600 zones worth of Nevernever (roughly about two hours' walk), and open a second very brief gateway back to the physical world. Basically, it's a spell big enough to teleport those standing within the teleportation circle anywhere in the world through any kind of hastily-erected barriers.

7) Beneath the estate is a big cavernous chamber once used to amass water for a now-vanished village. It's about 30 yards across and just as deep. Currently, it is filled with dry wood from nearly a thousand trees cut down over a year by summoned minions. Each one of its nine zones is enchanted with thirteen landmines, each at about 13 shifts of power, keyed to go off once the teleportation circle is used. When the landmines go off, each piece of wood there takes 169 shifts of damage, enough to superheat and instantly vaporise it. The superheated vapors under extreme pressure blow the estate above into smithereens and upon encountering the air (and thus enough oxygen to burn), flash-burn in an instant. About ten thousand tons of wood burning instantly unleash roughly the same energy as the same amount of TNT. That's roughly equal to the Hiroshima event, and a fairly nasty surprise for those guys that breached all the wards. For extra nastiness, the sorceress that cast this Boompit has added several tons of cold iron objects in it that make fairly good sharpnell vs spiritual entities and fae.
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 14, 2011, 07:42:13 PM
Of course, no GM would ever let a PC have that kind of protection in his place, even if they are capable of creating it;

I might.  I'd even let it work as intended.  Right up until I wrote in a baddie capable of finding a way around it.

(click to show/hide)
Title: Re: Making a Magical Bunker
Post by: Haru on September 14, 2011, 09:29:49 PM
You don't even need a villain that can bypass their defences, a good compel on one of the player characters can be enough to make the situation interesting again.
I am not sure which book this was, I think Death Mask:
(click to show/hide)
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 14, 2011, 10:24:50 PM
Harry is a relative newbie at ward-smithing. The ways around and through his wards are big enough for a herd of elephants to run through. Plus, he rarely puts enough effort into making his Wards that we see - not nearly as much as he puts into Little Chicago, for example. The point of Warding is to spend a long time into building a defense that takes an equal effort to penetrate. How this benefits you;

1) The enemy cannot penetrate the Ward -not powerful enough- and you're safe.
2) The enemy needs time to penetrate the ward - time you spend buffing up and/or preparing your big guns to flatten him when he does breach it.
3) An enemy has to spend his resources to breach the ward so when you do face him he is so much weaker while you are actually stronger for spending the time preparing.

For most master wizards, #1 applies against 99% of their enemies.
#2 means that even bigger fish take time to reach the wizard. If you spent a year raising the ward in your free time and the enemy is ten times as strong as you are, it will still take him a month to break through. Most baddies don't bother wasting a month against you, especially if at the end if the month, they take in the face a death-spell you spent the whole month casting.
#3 means that if the baddie is determined enough and spends enough resources, they do get to fight you - when they are at their weakest and you are at your strongest. If they were to win that fight, they'd win any other fight anyway. So better to make a last stand and try and take them with you or they're going to flatten you at any other battlefield.


As for compels, there are four types of people that make big Wards their main business;

1) Those whose job is to guard something important and that's their greatest goal in life. (i.e. Gatekeeper and the wards on the Outer Gates)
2) Those paranoid guys or people with large numbers of enemies who spend most their life in their magical fortress.
3) Old wizards that have retired from active duty or go to desk jobs, living under polar ice caps or distant planes and have nothing better to do.
4) Happy-go-lucky or insane people that build the Dark Tower of Ominousness because its awesome, big and cylindrical. And because they can.

#1 you can hardly compel away from their duty, especially if they're oathbound as well as have chosen that life.
#2 have been self-compelling themselves to stay inside their wards in the first place.
#3 don't much care if they're compelled. They've been building the Wards as an alternative to playing cards or gardening.
#4 want to be compelled out of their tower. They need the excuse to use their other pet project after all; their army of undead, demons and outsiders. Yes, they might go down but there will be rain-o-fire and wailing and gnashing of teeth... which was their goal all along.




As you can see, those four types of people are not your typical PCs. But they could be if the game was epic enough.  8)
Title: Re: Making a Magical Bunker
Post by: KOFFEYKID on September 14, 2011, 10:29:04 PM
Harry's wards are so good that when Ramirez shows up in White Knight he says something along the lines of "Jeezus you beefed them up even more."

I think you are underestimating his setup.
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 14, 2011, 10:41:22 PM
Harry's wards can be beaten down by a small army of zombies, eventually. I'd peg them at about 30 shifts, given that they can stop the Barrabus Curse from Nick's noose, at least for a time.
The Wards at Archangel done by Simon should have been able to stop a major offensive of the Red Court if they didn't have the key. An offensive that four separate Death Curses that could level several city blocks and an entire team of powerful battle-wizards were not able to stop.
The Wards at the Edinburg HQ are powerful enough to stop anythigh short of a deity - including a major attack from the full strength of the Red Court. (hence their plans to have a newborn god bring them down instead of their own forces attacking).
The Wards against Outsider intrusion Rashid's job is to oversee are powerful enough to hold back a group of beings that once ruled the Dresdenverse.


So Harry's wards are rather small compared to even older wizards, let alone really major wizarding strongholds.
Title: Re: Making a Magical Bunker
Post by: Haru on September 14, 2011, 10:53:20 PM
Remember that Ramirez is a lightweight compared to Harry. If I throw a ball and a little kid is watching, it might be impressed at how far I can get it. But I myself would be equally amazed at a professional baseball player.

I was going to answer to each point individually, but the point is pretty much always the same. Every player character worth playing should be able to be compelled to not spend all their time behind their wards. Most of the time, that will involve saving some innocence or something. If the good guys are shut away behind their wards, the bad guys can do whatever the hell they want. So I would be fine with giving a character a strong ward, a safe house is always a good thing to fall back to and lick your wounds. But as soon as the proverbial shit hits the fan, the characters should head out again.

Or you could play a defend the castle game, which might be fun, too. Sort of an "defend the artefact until sunrise" thing, although the wards should have a limited number agreed on before everything starts. It might even make a fun oneshot: Preset characters, a fix amount of points to create defence lines and a set amount of exchanges you need to survive.


I just had to think of this  ;D
Quote
2) Those paranoid guys or people with large numbers of enemies who spend most their life in their magical fortress.
Quote
"DARK IN HERE, ISN'T IT?"
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 14, 2011, 10:58:59 PM
Harry is a relative newbie at ward-smithing. The ways around and through his wards are big enough for a herd of elephants to run through. Plus, he rarely puts enough effort into making his Wards that we see - not nearly as much as he puts into Little Chicago, for example. The point of Warding is to spend a long time into building a defense that takes an equal effort to penetrate. How this benefits you;

...

As you can see, those four types of people are not your typical PCs. But they could be if the game was epic enough.  8)

Yeah, I get all that.  Problem is, nobody can think of everything.  Me, I'd drop a little effort into some geomancy to build up some levies then burst the water main and let the running water take out every bit of magic guarding the place.  Wizards may be as paranoid as nine kinds of hell but they still want their toilets working, so there's probably water service unless they're out in the boonies and have their own well.
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 14, 2011, 11:20:49 PM
Running water impedes magic- it doesn't wash it away completely. Harry can still summon some of his 8-10 shifts of power in Changes (and other books) when standing in running water. The curse that turns MacFinn into the Loup Garou is powerful enough not to be bothered by several generations of people having taken tens of thousands of baths and the entropy curse was powerful enough to nearly kill people while taking a bath despite Harry's attempts to deflect its energy. A major ward with a lot more shifts than that curse is going to ignore any amount of water. Also, nobody is going to think of everything. That's true. But consider that some people do have centuries to think that, and centuries of experience to draw from. Plus, they can summon spirits of knowledge to do the thinking for them.
As in anything, building a serious magical bunker is a matter of time. If a great mage spent literally decades designing and building that bunker, nobody is going to find out a weakness that he did not think of without also spending similar time thinking - especially if they cannot see what protections he or she has designed.


I'll tell you what. I'll sit for a day or so fully designing a magical bunker my current character could build in a year's effort. I'll send the writeup to my current GM. Then you, playing as a group of warden-level wizards, will have to plan an assault on it on paper (not actually run it - it would take too long). See if you can think of a way to find it, find what defenses it has, and penetrate them in a reasonable amount of time.
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 15, 2011, 12:08:13 AM
Running water impedes magic- it doesn't wash it away completely. Harry can still summon some of his 8-10 shifts of power in Changes (and other books) when standing in running water. The curse that turns MacFinn into the Loup Garou is powerful enough not to be bothered by several generations of people having taken tens of thousands of baths and the entropy curse was powerful enough to nearly kill people while taking a bath despite Harry's attempts to deflect its energy. A major ward with a lot more shifts than that curse is going to ignore any amount of water. Also, nobody is going to think of everything. That's true. But consider that some people do have centuries to think that, and centuries of experience to draw from. Plus, they can summon spirits of knowledge to do the thinking for them.
As in anything, building a serious magical bunker is a matter of time. If a great mage spent literally decades designing and building that bunker, nobody is going to find out a weakness that he did not think of without also spending similar time thinking - especially if they cannot see what protections he or she has designed.


I'll tell you what. I'll sit for a day or so fully designing a magical bunker my current character could build in a year's effort. I'll send the writeup to my current GM. Then you, playing as a group of warden-level wizards, will have to plan an assault on it on paper (not actually run it - it would take too long). See if you can think of a way to find it, find what defenses it has, and penetrate them in a reasonable amount of time.

Oh I'm not saying it's always going to be easy or even likely for a small subset of the population of the world but couple the Sight with the fact that it's much easier to break things than to build them and you'll get my point.

As to running water, yeah the amount of water and the strength of the spell play a part in it.  MacFinn's curse was laid with faith magic, which doesn't appear to be affected by running water.  The entropy curse was being backed by an Outsider and they get to ignore natural laws like it's going out of style, plus a shower isn't very much in the way of running water.  A busted water main aimed directly at your average wizard's wards... probably go down in a matter of minutes.

Or, you know, fire.  If there's too much space and too many layers for a molotov cocktail to do the job, run a tanker truck into them, drop a fully fueled jet on them, circle the perimeter with gasoline and drop a match, or drop a satellite on them.  Really all depends on if you want there to be anything left when the wards drop or not.
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 15, 2011, 10:01:30 AM
Your average wizard's wards are about 30 shifts for someone of Harry's ability and limited time spent building a defense and they are not going to have too many overlapping stuff. So a fuel truck, busted water main or falling aircraft/sattelite is going to breach them, probably.

Now, if the ward is 3000 shifts instead of 30, you should start looking for multimegaton nukes and Chichen Itza level magic if you want to breach it. Because nothing less is going to work. And 3000 shifts is not as hard to find as one might think. If you're a dark wizard, you can pay one of those border-running illegal immigrant ships to deliver a container or two of immigrants nobody is going to miss at your place. 100 sacrifices is 2000 shifts. If you're a non-Lawbreaker, you can do summons of sapient nonhumans to sacrifice. Still get the bonus power from, say, eating spirits or ritually sacrificing wildfae without the Lawbreaking. Then it is only the 300 exchanges (5 hours?) you have to spend casting that Ward.
Title: Re: Making a Magical Bunker
Post by: razorsmile on September 15, 2011, 03:52:19 PM
No one seems to have mentioned thresholds. A nice threshold would boost the functionality of the rest, no? So, throw lots of parties, adopt a few kids and raise them right :D

That is, of course, in addition to the leylines and the explosive wards and self-destructs.
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 15, 2011, 07:57:21 PM
Your average wizard's wards are about 30 shifts for someone of Harry's ability and limited time spent building a defense and they are not going to have too many overlapping stuff. So a fuel truck, busted water main or falling aircraft/sattelite is going to breach them, probably.

Now, if the ward is 3000 shifts instead of 30, you should start looking for multimegaton nukes and Chichen Itza level magic if you want to breach it. Because nothing less is going to work. And 3000 shifts is not as hard to find as one might think. If you're a dark wizard, you can pay one of those border-running illegal immigrant ships to deliver a container or two of immigrants nobody is going to miss at your place. 100 sacrifices is 2000 shifts. If you're a non-Lawbreaker, you can do summons of sapient nonhumans to sacrifice. Still get the bonus power from, say, eating spirits or ritually sacrificing wildfae without the Lawbreaking. Then it is only the 300 exchanges (5 hours?) you have to spend casting that Ward.

So, would you say a gallon of flaming diesel would be enough to take care of one shift worth of warding?  Let's double it just to make sure.  Your average tanker truck holds 5500 to 9000 gallons of fuel.  A tanker at the high end would be enough to take out every shift of warding with one truck, even if it took three gallons per shift.  And it could be done by one Plain Mortal with a CDL, a high volume pump, and a match.

Wards don't solve everything.  To quote Harry, "Magic doesn't solve anything... It just makes things more complex."  If you're really wanting this place impregnable, go with a layered strategy of wards, minions, and mundane things like three foot thick steel blast doors.  Even then, a dedicated and well planned assault could still breach the defenses, it's just highly unlikely.
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 15, 2011, 09:06:57 PM
Blowing up a tanker truck might break through a bank vault door. That's 12 shifts, not the 5000 shifts you expected.


You might have noticed that shifts of power or effect, weapon ratings and barriers do not go up linearly. For example, a human with Might 3 can lift about 200 pounds. That doesn't mean that four humans with Might 3 can rip a bank vault door off its hinges which is a 12-shift block; the shifts don't add up. Even if you had a hundred such humans they'd barely be able to lift the door's weight (about 10 tons) off the ground . A vampire master with Might 6 and supernatural strength could pick up such a weight and use it to whack people or rip the bank vault door off its hinges without even rolling. And so can a wizard of the power level Harry had in Storm Front if he tried for a fairly big spell.
Shifts of power or effect increase the real-world effect (such as weight lifted, toughness of barrier, amount of physical damage, time needed to complete a task) by about 50% per shift. This means that, on average, 2 shifts increase means a doubling. 20 shifts increase the real-world effect by at least a thousand times.


Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 15, 2011, 09:42:13 PM
Oh I wasn't talking about pitting the explosive power of the fuel against the wards.  I was talking about pumping flaming fuel at the wards  with a fire hose or similar until they collapsed.  Fire purifies just as surely as running water adds entropy.  In that circumstance, shifts are very much linear.  Yeah, it might take a while but the person inside the wards would be in no position to do much about it if he's relying strictly on ward strength to defend himself.
Title: Re: Making a Magical Bunker
Post by: Richard_Chilton on September 15, 2011, 10:13:00 PM
Wards are anchored to physical objects.  Usually the walls of a house (if anchored to a the threshold) but sometimes a Ogham Stone or the like.  Destroy a house and there's no threshold to anchor the ward to.  Blow up the Ogham Stone and there's nothing anchoring the mega ward you've built.

Which is what I thought you meant by the tanker truck.  Blow up a tanker truck next to a Ogham Stone and there's no Ogham Stone to anchor the ward.  Blow it up next to someone's house and the walls are gone - meaning no threshold to anchor the ward.  Blow it up next to the White Council castle in Scotland and... Well castles can take a pounding.  I'm not saying that there wouldn't be damage but the bulk of the castle will there be there to anchor the ward.

Richard
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 15, 2011, 11:00:16 PM
You'll notice I used a graveyard as the anchor for the various wardings in the house. The ground of the graveyard itself is hallowed (or cursed, as the case may be) and thus it has a base threshold of +3 on which you can anchor the wards. That's the ground of the area itself that serves as anchor, rather than some structure that can be destroyed.
As for the fire, unless your attack roll exceeds the ward's strength with that fire hose, the Ward is going to reflect the fire back at you. And no human can get attack rolls high enough to overcome that reflection for a major ward without equally powerful magic.
One way to penetrate normal wards is to use Mordite, which drains all mortal magic. But for the example wards, Elena used Outsider sponsored magic thus Mordite isn't going to weaken them - it may even make them stronger.
Another important point is that no mortal is going to see through the greater veils in that ward setup that make them ignore the stronghold as if it did not exist. A wizard opening The Sight breaches the greater veils... and is immediately faced with the Sight backlash of witnessing the true forms of several dozen bound Outsiders, which leaves him insane. So you either totally ignore the existence of the stronghold or you are obliterated by seeing it if you have a human mind.


There are a few more tricks set in the writeup I gave a few pages back. It is not the best stronghold I've designed but it is fairly thorough. My sorceress needed a safe place to hide from the entire White Council in the past - after you're beheaded a few times it kind of loses its novelty and becomes rather tedious.
Title: Re: Making a Magical Bunker
Post by: Richard_Chilton on September 15, 2011, 11:17:35 PM
You'll notice I used a graveyard as the anchor for the various wardings in the house. The ground of the graveyard itself is hallowed (or cursed, as the case may be) and thus it has a base threshold of +3 on which you can anchor the wards. That's the ground of the area itself that serves as anchor, rather than some structure that can be destroyed.

So if a priest comes around and does a "this place isn't concentrated anymore" your wards would go?
That rite does exist - when they close a church, move a graveyard, etc someone does that rite...
Also (don't read if you haven't read GS):
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Cursed graveyards... I don't see them having a threshold.  If so, then a simple blessing would hallow it.

As for the fire, unless your attack roll exceeds the ward's strength with that fire hose, the Ward is going to reflect the fire back at you. And no human can get attack rolls high enough to overcome that reflection for a major ward without equally powerful magic.

Wards don't provide mundane protection.  They provide magical protect.  For example, there's that time that someone tossed a pipe bomb through Harry's window.

The only time they effect mundanes is if you put landmines in your wards.  If don't do that they don't slow down anything that isn't affected by a threshold.


... and is immediately faced with the Sight backlash of witnessing the true forms of several dozen bound Outsiders, which leaves him insane. So you either totally ignore the existence of the stronghold or you are obliterated by seeing it if you have a human mind.

Okay, I have to ask - how do you bind outsiders?

Richard
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 15, 2011, 11:35:23 PM
1) "Cursed" as in dedicated to an evil god. The temples and burial sites of various old religions for example. It helps if whoever erects the wards is also the priest or priestess that did the dedication ritual to said Old God.

2) Harry specifically makes his normal wards not work against mortals and mundane dangers. It would be kinda hard to explain to the White Council how a passing vandal that threw a stone at his house had a Landmine blow back at his face and blast him to bits. Even so, when his major ward is up, it does work against mundanes; he had to specifically bring it down when the FBI came to investigate else it would have blasted them to bits if they tried anything.

3) Justin DuMorne knew how. So does Cowl. The Gatekeeper probably knows and so does the Blackstaff. I also assume when someone has Sponsored Magic: Outer Gates, they'd know how to do it just like someone with diabolism can bind demons.



Ultimately, remember that wizards can perform terrifyingly awesome feats of power with enough preparation. A single senior-council-level caster made a volcano blow up with what was probably a couple months of preparation. The spellcasters that prepared the ritual at Chichen Itza called up enough power to kill an entire nation spread across the world in a similar timespan. There is no reason someone could not perfom protective magic at similar scales and my stronghold designs are just that; protective magical constructs with the same kind of power put in them as spells that could make a crater out of Chicago.
Title: Re: Making a Magical Bunker
Post by: Richard_Chilton on September 15, 2011, 11:58:06 PM
1) "Cursed" as in dedicated to an evil god. The temples and burial sites of various old religions for example. It helps if whoever erects the wards is also the priest or priestess that did the dedication ritual to said Old God.

The thing is, there's nothing in the books or game that gives a "cursed" area a threshold.

2) Harry specifically makes his normal wards not work against mortals and mundane dangers. It would be kinda hard to explain to the White Council how a passing vandal that threw a stone at his house had a Landmine blow back at his face and blast him to bits. Even so, when his major ward is up, it does work against mundanes; he had to specifically bring it down when the FBI came to investigate else it would have blasted them to bits if they tried anything.

Day Off was set after Harry had strengthened his wards.  Thomas, Murphy, etc had been given special keys so they could enter without harm.  You never read "I had a cheap door there because the wards would keep everyone out"; no you read descriptions of his kick ass "you ain't getting in" door.  You read about a window getting broken when someone threw a pipe bomb.

Show me one place where it says that wards (or thresholds) protect the mundane parts of a house (doors, walls, windows) and I'll stop harping on this, but I can't recall anything like that in the books or the RAW.

3) Justin DuMorne knew how. So does Cowl. The Gatekeeper probably knows and so does the Blackstaff. I also assume when someone has Sponsored Magic: Outer Gates, they'd know how to do it just like someone with diabolism can bind demons.

Did Justine bind He Who Walks Behind or did he did with Him?
Does Cowl force the Outsider to do his bidding or do they work together on common goals?
Personally I can't see Outsiders telling someone how to bind them - or allowing someone they are sponsoring to do it.  Just as I can't see someone with Summer Fae Magic being told how to bind Lily I can't see someone with sponsored magic: Outsider being able to bind Outsiders...

As for how to bind Outsiders, there's nothing published on how to do it.  Check out the post on Case Files: Evil Acts at http://www.jimbutcheronline.com/bb/index.php/topic,28864.msg1242215.html#msg1242215 (http://www.jimbutcheronline.com/bb/index.php/topic,28864.msg1242215.html#msg1242215) for the current state of Outsiders in the game.

Richard
Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 02:48:36 AM
I think I'd handle my bunker differently.  "If the devil wants in, he'll get in."

Make a bad ass enough spell caster to actually protect himself a few rounds.  Fill your sanctum with offensive monsters/guardians also.  Then make the wards keep foes in. Damage them when they try to leave via wards.  Compell hopelessness or fear.  Trap them in a mental maze.  Kill them at your leisure.
 No one expects to be kept in.

Making friends with a holy roller to help keep your threshhold high could be a nice help too.

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Getting into a sanctum past wards isn't as hard as it sounds.

I assume most wizards breathe.  Burn fires outside long enough, the heat will diminsh oxygen inside slowly.  Burn long enought thats a problem.  Could just super heat the externals.

Lay siege.  Patience is a virtue for a hunter.

Send innocents there to get fried (in the case of Harry's wards). This works fine in some cases for bad guys too.  bad publicity and mortal attention will make a wizards life hell.  Enough people die or disapear in an urban area people will notice.  Even in rural settings this works...just takes longer.

Convince local criminals to use the property for nefarious dealings.  They die, wizard gains enmity of local criminals.  Get city hall to build a road through the area, or something similar.

I prefer anhydrous immonia for those underground dwellers.  It's heavier than air...its also very cold and poisonous.  It will freeze dry your lungs fresh out of a tank.  It doesn't get much nicer later.  Pump that into a sanctum through minions or force magic (won't work for wizards who hex everything, but plenty of magic doesn't cause hexing. pump in the gas.  They'll leave, come out, or die.  Anhydrous immonia may not be cheap, but it isn't expensive.

Stop up ventilation systems or ways air gets in.  Suffocation is a bad way to die.  Similarly, bury the sanctum.

Sounds likely get in.  Psychological warfare works here, play ACDC at all hours full blast.

Drop 1000 gallon propane tanks from planes (similar to bombing runs and if you can affor that you might as well use bombs, but the propane tanks will cause the inhabitants ears to bleed and maybe rupture ear drums better than traditional bombs.

All else fails.

Out of spite continually pelt their home with compost or carrion... manure and fertilizer; etc.  No one likes a smelly house. 

None of this is fool proof, but most wizards won't expect these methods of getting at them.   
Title: Re: Making a Magical Bunker
Post by: Richard_Chilton on September 16, 2011, 03:16:28 AM
None of this is fool proof, but most wizards won't expect these methods of getting at them.

And that's the key to getting passed anyone's defences - hit them in a way they haven't thought about.  If they don't see the attack coming then they go down quickly.

Like how at one point Harry didn't plan on having to defend from fire.  Or that pipe bomb through his window.  And how no wizard had thought about how Kincade's "You're dead before you can hear the shot" method of escaping death curses.  Or how the Summer Lady hadn't counted on a bunch of tiny wild fae armed with box cutters.  Or how Dresden hadn't thought to defend his dreams against attack.

Or practically any ending of any Dresden book when Harry pulls a "I beat the bad guy" maneuver out of the air.

There is no way to defend against everything and your defences have to work 100% of the time while the attacker just has to get lucky once.

Richard
Title: Re: Making a Magical Bunker
Post by: Sanctaphrax on September 16, 2011, 04:31:34 AM
Actually, really good defenses only need to work once. Then the attacker's dead.

But this is beside the point.

I think that Belial's mostly right here. While I disagree with him about the feasibility of assembly-line thaumaturgy, most of what he says stands.

Will ignore specifics like graveyard thresholds and binding outsiders. Replace graveyard with holy ground and outsiders with clockwork golems if you don't like 'em.

A ward blocks physical or magical force. The writeup in YS says that it reflects force, actually. I see no reason for a thrown incendiary to pierce a ward when a thrown person can't.

Generally speaking, nothing bypasses a basic ward unless

a) you go through the Nevernever
or
b) you have the key.

Molotov cocktails and the like are totally worthless. So's a tanker truck bomb.

Lifting up the entire city block with magic and launching it into space might work, though. You can do that without ever actually breaking the wards.

Really, a guy behind a 50-shift ward can feel pretty safe as long as he never goes outside and somehow controls the adjacent Nevernever absolutely. Nothing except Thaumaturgy or massive teamwork is getting through.

Nothing fancy required. It can still help, though.
Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 04:35:11 AM
Actually, really good defenses only need to work once. Then the attacker's dead.

But this is beside the point.

I think that Belial's mostly right here. While I disagree with him about the feasibility of assembly-line thaumaturgy, most of what he says stands.

Will ignore specifics like graveyard thresholds and binding outsiders. Replace graveyard with holy ground and outsiders with clockwork golems if you don't like 'em.

A ward blocks physical or magical force. The writeup in YS says that it reflects force, actually. I see no reason for a thrown incendiary to pierce a ward when a thrown person can't.

Generally speaking, nothing bypasses a basic ward unless

a) you go through the Nevernever
or
b) you have the key.

Molotov cocktails and the like are totally worthless. So's a tanker truck bomb.

Lifting up the entire city block with magic and launching it into space might work, though. You can do that without ever actually breaking the wards.

Really, a guy behind a 50-shift ward can feel pretty safe as long as he never goes outside and somehow controls the adjacent Nevernever absolutely. Nothing except Thaumaturgy or massive teamwork is getting through.

Nothing fancy required. It can still help, though.

If the building isn't standing anymore, I'dsay that'd work too.  Truck bomb could in that way work.  Pretty sure hte wards do not make the stuff they are put on indestructible.
Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 04:36:59 AM
I forgot liquid nitrogen (hard to get though).  Also, if they are using lawbreakers to create the wards, I can use lawbreakers to kill him.  I 'll go back in time and kill them.  Or better yet, go back in time and create a paradox making it so they never existed...maybe me too...but...
Title: Re: Making a Magical Bunker
Post by: Sanctaphrax on September 16, 2011, 04:45:44 AM
The ward would block the truck bomb.

It isn't complicated. The ward just reflects all force that hits it. And a truck bomb definitely qualifies as force.

Unless, of course, you were dumb enough not to put your wards around the whole building. If you've only warded your office, you may be in trouble when the building falls.

Time travel would work.

Another thing that might work is a very large fire outside the wards. The effects of wards on heat and light are not clear. So you might be able to roast someone without ever breaching their defenses.

But probably not. And even if this would work, it'd just be another layer for the defender to add.
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 16, 2011, 04:49:19 AM
Show me one place where it says that wards (or thresholds) protect the mundane parts of a house (doors, walls, windows) and I'll stop harping on this, but I can't recall anything like that in the books or the RAW.

Changes, when the FBI and Rudolph came to his place;  he sent Bob to deactivate his wards so he wouldn't have dead FBI guys on his stoop.  Dead Beat where the zombies set off his land mines.  Dead Beat when he warned Butters not to open the door so he wouldn't get caught in any backblast.  Turn Coat where Morgan knew that Lucio had an amulet for his wards (or was it that she knew how to deactivate them?).  Proven Guilty when he warned Molly not to use the door without him there until he had an amulet made for her.

A person walking in is a mundane threat.  A bomb getting thrown through a window is a mundane threat too but he likely just got caught with his wards down then.

As for the fire, unless your attack roll exceeds the ward's strength with that fire hose, the Ward is going to reflect the fire back at you. And no human can get attack rolls high enough to overcome that reflection for a major ward without equally powerful magic.

That's fine, you don't have to actually attack the ward;  close is good enough.  Flaming liquids are nifty like that.  Or just a whopping lot of smoke;  that's usually what people die of in fires anyway, smoke inhalation.

Sarin, chlorine, or mustard gas would be all kinds of fun too since I assume your wards don't keep the air out.

One way to penetrate normal wards is to use Mordite, which drains all mortal magic.

Where exactly did you get this?  I seem to remember mortal magic containing mordite just fine in the speaking room, granted at a senior council level.

I'm done debating this though.  It's starting to look like you think your wizard is smarter than the rest of the world put together and it's just pointless to argue against hubris that overwhelming.
Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 04:52:21 AM
The ward would block the truck bomb.

It isn't complicated. The ward just reflects all force that hits it. And a truck bomb definitely qualifies as force.

Unless, of course, you were dumb enough not to put your wards around the whole building. If you've only warded your office, you may be in trouble when the building falls.

Time travel would work.

Another thing that might work is a very large fire outside the wards. The effects of wards on heat and light are not clear. So you might be able to roast someone without ever breaching their defenses.

But probably not. And even if this would work, it'd just be another layer for the defender to add.

Dresden had shitty wards then.  Zombies beat the door down.  Magic is pretty OP I get that.  I just hate the idea that anything is absolute.

Another idea:  Dig underneath the bunker?  Doubt they;d ward the floor...maybe hte outside of the brick/wood/mortar...sounds difficult enough to make GM's cranky though.

Ebenezar response:
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Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 04:54:15 AM
Buzzard  and I think too much alike.  I mentioned anhydrous ammonia earlier :D
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 16, 2011, 04:58:42 AM
Buzzard  and I think too much alike.  I mentioned anhydrous ammonia earlier :D

Saw that.  Four new posts while I was replying... yeesh!
Title: Re: Making a Magical Bunker
Post by: Sanctaphrax on September 16, 2011, 04:59:35 AM
Hey, Buzzard. There's absolutely no need for insults. Belial has been perfectly civil.

Gas might work or might not. It's a grey area. I'd be inclined to say it did.

Though I'm pretty sure the character in question here isn't a wizard and doesn't need to breathe...

Let's get away from the specific example. It's not terribly important.

It's not possible to be perfectly safe. But with effort, one can get asymptotically close. The thread here has a number of good suggestions.

I think that the key is to make sure that nobody knows what your defenses are. Maybe gas would work, but maybe trying it would get you killed. So you don't try. An unknown defense is better than a known one.

PS: I think wards are three dimensional. And a strong enough one would just reflect a dropped satellite.
Title: Re: Making a Magical Bunker
Post by: Richard_Chilton on September 16, 2011, 04:59:58 AM
Show me one place where it says that wards (or thresholds) protect the mundane parts of a house (doors, walls, windows) and I'll stop harping on this, but I can't recall anything like that in the books or the RAW.

Changes, when the FBI and Rudolph came to his place; 

Those are examples of landmine triggering - not the mundane parts of the house being protected.  The window breaking...

Well, there's one problem with discussions like this.  I cite "bomb tossed through window" and it could be Jim decided "wouldn't be awesome if a bomb got thrown through his window?" without thinking about that act would impact on the system of magic he's built up.  As a recent discussion on outsiders brought up, the game is constrained by what Jim writes - but the reverse isn't true.  If Jim thinks that something will be cool he probably wouldn't let the scene's impact on the game affect what he wants to do.

But going through the books I can't see any examples of a ward stopping physical damage to the building that it's attached to.

Edited to add this last point.  Warning, it's taken from Ghost Story - but it impacts directly on this discussion:
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Richard
Title: Re: Making a Magical Bunker
Post by: Silverblaze on September 16, 2011, 05:44:40 AM
Nice point Richard_Chilton.

Ghost Story spoilers.
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Title: Re: Making a Magical Bunker
Post by: Sanctaphrax on September 16, 2011, 05:54:15 AM
Have read GS, am not quite sure what you refer to.

Is graffiti involved?
Title: Re: Making a Magical Bunker
Post by: Todjaeger on September 16, 2011, 05:59:31 AM
PS: I think wards are three dimensional. And a strong enough one would just reflect a dropped satellite.

It might be something which needs to be specified when setting up the Ward.  While the example in Turn Coat is not a perfect one...
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I think part of the issue a number of us have is that some of us get some very different numbers when sit down and work out what we consider as 'realistic' in terms of the number of shifts which a mortal wizard could raise and put into a Ward. Given what Jim has stated in various books and short stories like in Curses, which mentions a curse afflicting a certain sports team for ~60 years which if it was still the same spell, would've required enough power to survive that many sunrises to have actually cracked the crust of the planet, tends to give some a different view of the amount of power spellcasters can manage.

It all has to do with what one's group/GM will accept or allow though, to each their own.

Now, from canon, the only instance I can recall of a mundane, physical object coming into contact with Harry's apartment was the roman candle which was thrown through the window in Day Off.  Everything else which would have come into contact with the Wards,
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was either a living being/creature, and/or a magical entity or construct.

So far, there hasn't been a specific example of something like a car crashing into a Warded structure and either going straight through, or bouncing off, getting blown apart by a 'landmine' or doing a bad impression of an accordian after crashing straight into the magical equivalent of a solid rock face.

In order words, absent more specific word from Jim, Fred, or someone else at Evil Hat, it depends on just how one's group interprets the RAW.

Now, regarding those who suggest some sort of gas attack against a Warded location, that would seem an effective method, and there is a suggestion within the novel Dead Beat that the Red Court has already successfully used just such a tactic, given that I would consider any White Council installation would have at least some sort of Ward to defend it against intruders.

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-Cheers
Title: Re: Making a Magical Bunker
Post by: The Mighty Buzzard on September 16, 2011, 06:21:00 AM
Hey, Buzzard. There's absolutely no need for insults. Belial has been perfectly civil.

Wasn't really an insult from my pov but it's been pointed out to me a time or two in the past that I'm a bit blunt.  So, my bad and no offense meant if it was taken as one.

Title: Re: Making a Magical Bunker
Post by: Michael Sandy on September 18, 2011, 06:38:16 PM
One thing to consider with all these powerful wards, they are likely tied to being renewed at particular times.

So if you have a ward that lasts a month, that means you are probably tied up on the new moon each month, renewing it.  I suppose you could have a spell that lasts 2 (units) that you renew each (unit), so you have SOME flexibility.

For the uber forts, consider a flying, invisible fortress.  If you can't be in the same general area of the target ward to cast your ritual, you can't summon the power to break its wards.

Or put your fort inside a volcano.  Basically, create the warded area, then do major earth magic to activate the volcano.  Someone attacking the place will have to nullify the volcano first to even get close to the wards.  This buys some amount of time, and you can disrupt the spells they use to protect themselves from the volcano.

For people who use magic to break barriers routinely, there is always the AD&D trap:  Dispel magic removes the barrier holding something nasty back.  Or a hex causes a magnetic seal to break, releasing scorpions, fuel air bomb, werewolves etc...

Also, consider the escape route.  You want your enemies forced to enter only one way, but you want to be able to get out.  And you will want to be able to get out faster than your enemies can pursue.  So have a fancy and fast escape, either magical or technological.  If pursued by mundane foes, retreat the magical route, they won't be able to follow.  If pursued by mortal wizards, the technological route simply won't work after they blow through the doors.

If pursued by non-mortal wizards, you need a route through a powerful threshold or other barrier.  So you have an escape route under the Vatican, the Wailing Wall, the Rock of Mecca, or perhaps Ayres Rock.

A wall alone simply does not make a fort.  You can slow people down, but it has to have active defenders unless the defenses are just to stop a surprise attack, to allow the inhabitant to flee to another bolthole.  Making a fort with only one entrance makes it hard for the defenders as well, as it is also hard for them to get out.

You could have a fort defended by phantoms, copies of the defenders which soak up attacks that would otherwise hurt the defenders.  You could have areas with Aspects that could be tapped by defenders who are attuned to the stored energies of the fortress.  You can have divination and communication within the structure prepared.

But absolute fortress walls that don't require attention?  That is Maginot Wall thinking.  I would imagine that there were periods in the history of wizards where defensive magic lore outstripped the lore of breaking such barriers down, or were beyond the available resources most of the time, and so independent wizards or groups of wizards had a greater ability to thumb their nose at the White Council with impugnity... for minor issues, anyway.
Title: Re: Making a Magical Bunker
Post by: UmbraLux on September 18, 2011, 07:44:31 PM
One thing I found out is suppressing movement through a couple of central zones can be surprisingly effective.  Admittedly, only one of the PCs in the group has better than average athletics - but I still hadn't expected a persistent two shift movement block to slow them down and split them up as much as it did.  It gave the thaumaturgist time to complete a ritual.  :)
-----

Regarding ward duration, most are going to be set to whatever length of time the location is expected to be in use...possibly more.  The ward above was only 28 shifts but had 12 shifts dedicated to duration - lasting a mortal's lifetime.  Given the resources typically put into wards, it doesn't make sense to create something you'll have to redo every month.  Particularly since it's bound to start failing just when you need it most!  (Probably worth a compel, but even so a needless risk.)

I tend to base ward duration on the warder's expected residency.  If he's leasing a location, wards will last a year or two.  A warded hotel room may only last days but an ancestral house has wards set at a mortal lifetime - or longer.
Title: Re: Making a Magical Bunker
Post by: Sanctaphrax on September 19, 2011, 05:24:32 AM
The duration of spells might be one of those areas where the game and the novels differ. They exist, they don't bother me.

Actually, I prefer not to consider the novels at all when discussing the rules. But I know better than to play soccer when everyone else is playing basketball.

IIRC, the ward in GS was erased by someone who was able to destroy the anchors from inside. Just blowing up the building wouldn't have worked, because the ward was between the anchors and the bomb.

Unless, of course, the bomb was already inside the building.

Hm. I guess that a few hundred pounds of explosives would make a good precaution against your wards being hijacked. But it would raise more risks than it solves.
Title: Re: Making a Magical Bunker
Post by: Bubba Amon Hotep on September 20, 2011, 12:33:51 PM
Question:  If the landmine/boompit is triggered by outside force rather than use of the circle, and all the wards are in place above the ground, would it be enough to nullify the explosion?  Would the cavern collapse pulling the graveyard and building into it?  And would the wards survive the act of sinking?
Title: Re: Making a Magical Bunker
Post by: Belial666 on September 20, 2011, 05:53:57 PM
As others have said, Wards are quite vulnerable on the inside, where their physical anchors can be damaged. As detonation of the equivalent of a nuclear bomb would certainly take out the buildings and everything else they are anchored to thus the wards would fall.

The boompit is a shortcut; to do all the blast of a nuke with magic you need thousands of shifts of power. But if you spend a couple hundred shifts not to make a big explosion but to harness the energy of fuel that when burned would unleash the energy of a nuke, then you can use magic like the spark plug in a fusion bomb. Just like Ebenezar used the already extreme kinetic energy of a big sattellite and Earth's gravity and merely directed it with magic (a 20-ton weight at 6 km/second has ALOT of energy) or when he used an existing volcano and just initiated the eruption with magic, so the boompit follows the same principle.

The drawback you already mentioned; it is possible to trigger the pit prematurely if you can get to it. A much bigger landmine spell that does the same without shortcuts can have failsafes built into the spell that are that much harder to tamper with.
Title: Re: Making a Magical Bunker
Post by: toturi on September 21, 2011, 04:09:49 AM
What does a mundane bunker look like? A magical bunker would look much like the same, except with additional magical protection.

For those in the US, start with a disused missle silo is my suggestion. Underground, often built to withstand a nuclear strike, circular in shape.