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Re: Magic Conflicts
Well, most of the opposing type spells are very explicit. Soul Hold's
whole purpose is to prevent the soul from leaving the body-- by force or
otherwise. Priestesses of At'ena _never_ have had spells, and I am very
curious where that happened. As far as the other spells go, the last one
cast usually prevails, altering the atmosphere the same whether it is
natural or not.
I am being very broad, so if you want more examples, we can continue.
Jevan
On Wed, 9 Sep 1998, Michael Kilgore wrote:
> There are some cases where two spell are cast and they do different things.
> Granted these situations don't happen very often (I can think of only one
> case), this subject may be something worth discussing as this information is
> not in the book.
>
> The one case I seen was where someone cast a spell to open a door (a
> supposed experimental rank 2 or 3 A'tena spell) that had seal cast on it.
> The GM ruled that the two spells were opposing each other and had the player
> roll a number of dice equal to the power of the spell and he roll a number
> of dice equal to the seal spell's power. Needless to say, the mighty seal
> won the battle.
>
> How about Clarity (Isis) versus Pith (Mind Twisters)?
> Soul Hold (necromancy) versus Deliver (Anubis)?
> Air Temperature (air) versus Change Temperature (Common)?
> Quicken (Movement) versus Slow (Movement)?
> Wax (Earth) versus Wane (Earth)?
> Adamant (Earth) versus Sunder (Common)?
>
> I imagine there are many more examples. So, what is the standard way of
> handling these conflicts?
>
> Thanks,
> Mike
>
>
>