We all know what a wizard tower is, and we all know that we want our wizards to have them. As things stand, however, there is absolutely no reason for anybody to build stuff aboveground, thanks to the Tome rules about effects with range longer-than-long. However, we all want our wizard towers. They're too cool to get rid of. Therefore, I've come up with a simple way to make wizard towers make sense. In a phrase, line of sight.
In a slightly longer phrase, with the addition of a single, relatively minor magical item, suddenly every single caster in the world wants a tower for himself and it is in every caster's interest to build as many towers as he can.
Edit: The original idea (repeaters --> towers) got shot down pretty easily, but the components ("we want towers" and "repeaters to make vanilla teleport usable again") are still going.
To start with, let's look at the Tome rules for rock walls and Teleport effects:
Just for the purposes of making sure everybody's on the same page, the most important side effect of this: on a curved world with Earth's radius, a single teleport can only take you about thirty kilometers, and that's assuming you have a 100-meter hill to stand on. Take into account the fact that most DND worlds are tiny (see this map, which fits roughly fifteen entire fantasy settings into one earth-sized globe), and it gets even worse. Of course, this makes teleportation effects much, much less useful for long-distance travel than they were originally. The wizard can only take you about three hours' fast march instead of from anywhere to anywhere. Not a major problem, but it makes the game less cinematic.Dungeonomicon wrote:By putting anything behind at least 40’ of solid, continuous material (like solid walls of dirt, stone, ice, or whatever, but not a forest of trees or rooms of furniture) the area is immune to unlimited-range or “longer than Long Range” spells like Scrying and transportation magic like teleport, greater teleport, the travel version of gate, and other effects.
So, the proposed low-end magical item: a simple magical line-of-effect repeater. This would be a very, very cheap magical item (any caster with CL greater than 4 or 5 can create one with a few days' work) that does exactly what it says on the tin. If you have magical line of effect to a repeater, then you also have magical line of effect from the repeater. The distance to a point staged through the repeater is the sum of the distance from the repeater to the point and the distance from the caster to the repeater (this is recursive, of course; you can chain repeaters together for going around multiple corners).
Why does this result directly in towers everywhere? Simple: teleport infrastructure. If you put your repeater a thousand meters up in the air, the horizon is a lot further away, so a single teleport can take you further. It is in two cities' best interests to build a line of repeaters between their cities, because that allows casters to teleport between those two cities. Since these towers are relatively cheap, every caster with even mediocre skills would be able to raise one wherever they were with only a few minutes' effort (a single stone shape and a premade repeater beacon would do the trick, for example). It would only take a few months for lines to be put up between every population center in the world, and only a few years before 95% of the world's surface is hooked into the repeater network.
Why does this result in wizard strongholds being towers? Also simple: defense. The wizard builds his actual stuff fifty feet below ground, as normal; that way he can't be hit by scry-and-die tactics. However, he leaves a shaft up to the surface, then extends it a hundred feet or so beyond, up to a repeater beacon. This gives the wizard the ability to see (scry) and shoot (fireball) out of his fortress while remaining safe and sound. It also allows the wizard to hook straight into the teleport network without leaving the safety of his living room, which is great for flavor.
Some other notes:
- All of this still applies when you're in flatland. Forty linear feet of trees isn't that hard to come by in a forest. Same with grasslands, shrubs, small hills, mountains, etcetera. Towers in those settings don't need to be as tall (a hundred meters is plenty in flatland), but they're still present, if only in large cities and trade hubs.
- Loading up their lair with these gives wizards back the "omnipresent antagonist" feel they used to have. It also presents a neat bonus for sufficiently small rogues, namely, HVAC stand-ins.
- It turns large oceans back into trade and communication barriers. Since you can't build towers on water, you can't build teleport lines over water, and so you have to go around on land.
- The towers provide strategic objectives for the party to play with. For example, a city of evil is under siege by the armies of good. The party's goal is to go around flattening towers in the region (which are defended by scry-and-die tactics from the city) until the city is cut off from the teleport network, at which point the good guys can steamroller it.
- It's now possible to teleport through the Planes of Earth and Water. All you have to do is place a string of repeaters in the rock or water every forty feet. Since the repeaters are basically chump change (you could Wish for dozens or hundreds of them at a time), major cities in the Water and Earth elemental planes are simply connected to each other again.
- The beacons have to be large, immobile, time-consuming to activate, or all of the above. Otherwise, casters would carry around pouches full of repeaters, which they would toss around corners and through doors in fights.
- Something to add to this setup would be "keys" of some form. Basically, the repeaters are set up so that they can only be activated if you have the key, which could be a command word, a physical chunk of stuff (say, a sergeant's badge for the Armies of Good), a particular property ("only bards can use this repeater"), or even particular people ("only the master of the tower can use this repeater"). This makes the world a bit more interesting (for example, cities can lock down their trade routes to enforce taxes and tariffs, or armies can set up repeaters that only they can use), but it also makes casters rather more powerful (for example, the aforementioned omnipresent-in-his-own-lair wizard).