Over and under them.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13952514#msg13952514">Quote from: Zaer Darkwail on 26-02-2018, 05:37:44</a></div></div><blockquote class="bbc_standard_quote"><strong>Interior/Hallways;</strong> Scorching Rays with CL equal to Anansil, half-dmg as cold and other half as divine/unholy and bypasses immunities. Attack rolls based on Anansil stats and foes slain by these beams turn into solid ice statues (like flesh turned to stone spell), souls trapped inside the statues. These beams fire on intruders on every turn and if reflected/deflected, they strike on walls of the fortress (usually not penetrating fortress hardness so thus not effective method anyway harming fortress).<br/><br/><strong>Outside/Rapid Bombardment;</strong> Each side of fortress is capable firing four blasts which each one counts as Fell Animate Corrupt Fireballs cast by Anansil HD amount in CL. This firing happens every 1d4 turns. Any zombies created are turned loose on allies and Anansil can claim command of them if she is inside the fortress and has line of sight to them.<br/><br/><strong>Outside/Big Gun;</strong> Once every 5 minutes fortress can fire massive attack atop the fortress, firing the weapon disables all interior and outside soul cannons for 1 minute when it's fired. Cannon can fire anywhere around the fortress on range of 10 miles. Cannon blast is 100'ft wide radius and functions as a Destruction (http://www.d20srd.org/srd/spells/destruction.htm) spell, expect as a blast zone which targets every individual in the zone. Foes slain by the blast turn into wraiths where as those who succeed fort save receive 20d6 dmg. Fort save DC is 40.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I like these although I think the DC should eventually scale with level or something. Also regarding this<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13952608#msg13952608">Quote from: Kunoichi on 26-02-2018, 06:13:46</a></div></div><blockquote class="bbc_standard_quote">I think the best option in that case would be to say that the castle can store souls, and that the defenses consume X number of HD in stored souls for each day they're in use.  That way, they still get to be soul-powered, but the exact process is much more streamlined and simplified.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>If the goal is to avoid keeping track of useless numbers then I prefer the no ammunition way that Zaer seemed to go for since it mostly means extra bookkeeping unless you think it's actually going to be game relevant. I'll admit the ammunition and power up methods I pointed at before were more likely to derail things if the game tends to be less 'sandboxy' since my first thing to do would likely be to ignore whatever was going on with a 'be back in a few days' and planes shift to a material plane then start teleporting to villages and wiping them out one by one until I had a few thousand stored just so I could ignore the bookkeeping for the most part.<br/><br/>I kind of wish I picked a different special quality than the resurrecting power considering the soul casket phylactery since I have what amounts to an empty pick by the look of it. If I'd known that was going to show up instantly I would have worked on something that actually does something, not that it was more than a way to account for a rez anyway.