Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site sdcrdcf.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!oliveb!hplabs!sdcrdcf!barryg From: barryg@sdcrdcf.UUCP (Lee Gold) Newsgroups: net.games.frp Subject: Re: Magic Resistance vs Clerical Spells Message-ID: <2173@sdcrdcf.UUCP> Date: Sat, 20-Jul-85 06:18:47 EDT Article-I.D.: sdcrdcf.2173 Posted: Sat Jul 20 06:18:47 1985 Date-Received: Mon, 22-Jul-85 08:34:39 EDT References: <162@ukc.UUCP> Reply-To: barryg@sdcrdcf.UUCP (Lee Gold) Organization: System Development Corp. R+D, Santa Monica Lines: 24 Summary: My own theory is that resistance to Clerical Spells depends partly on how tuned in the cleric is to hiser gods and how tuned in the victim is to hiser own gods. Back in my D&Ding days, I used to give clerical spells tosed in the presence of a consecrated altar a bonus depending on the level of the casting cleric. (This made a 3rd level priest a more formidable and interesting adversary. It also meant a party could dig into a room and spend awhile consecrating an area.) I explained this as equivalent to the threshold spell which Undead like a Vampire could not pass without an invitation. (My undead also observed territory. They behaved as +6 levels higher in their own rooms, -6 levels lower in a room the party had used for a meal, sleep and prayers.) LANDS OF ADVENTURE allows artifacts which may be consecrated by a priest to protect a pious believer partially against miracles perpetrated by priests of enemy gods. It also has a scale in which miracles have a greater or lesser chance of effect depending on prayers of fellow worshippers, the presence of an altar, etc. In any case I think C&S had the right idea in distinguishing between Magic and Miracle. I could go on at length about this but I'm sure it would only bore those who have already made up their own minds on the subject. --Lee Gold