
Counterspells
Rule, Magic
There is no general dispel. A caster cancels magic with an opposite spell, may have a chance with a conflicting spell, or can cast the same spell in reverse.
From the book
No single spell in the Atlantean System simply wipes away another caster's magic. Instead a caster has to answer one spell with another, and there are three ways to do it.
Spells that are true opposites always cancel each other: Light against Darkness, Haste against Slow, Dwindle against Enlarge, Lock against Knock, Energy against Negative Energy and the like. Spells that clash without being exact opposites should get at least an even chance of acting as a counter; a Reverse Gravity thrown at a wizard in the middle of a Flight spell, for example, will probably bring the flyer crashing down. The Game Judge sets the actual odds after weighing up the two spells involved.
Finally, any spell can be cast in reverse, and a reversed casting counters the ordinary version. A Ring of Fire, for instance, can be undone by casting Ring of Fire backwards.
At a glance
- Opposite nature
- Opposites always cancel each other, for example Light and Darkness, Haste and Slow, Enlarge and Dwindle, Knock and Lock, or Negative Energy and Energy
- Conflicting nature
- At least a 50/50 chance; the Game Judge sets the exact odds
- Reverse spells
- Any spell cast in reverse counters itself