
Valegrim |

Two mages ; one a pc; one your npc; using control weather to give ships and advantage in ship to ship combat; by robbing the other ship of wind and giving good wind to themselves; seems the spells are equal in power; same local that they both can affect; how would you handle whose spell works and whose doesnt; do they cancel; do they contest somehow; how would you handle it?

Kelso |

Two mages ; one a pc; one your npc; using control weather to give ships and advantage in ship to ship combat; by robbing the other ship of wind and giving good wind to themselves; seems the spells are equal in power; same local that they both can affect; how would you handle whose spell works and whose doesnt; do they cancel; do they contest somehow; how would you handle it?
If everything is equal, I'd either say they cancel each other out entirely and prevailing conditions remain...or maybe Caster Level Opposed rolls each round/minute/encounter. [1d20 + CL vs. 1d20 + CL]

CourtFool |

I would make it some kind of contest. Maybe opposed Knowledge (Arcana) roll to identify what the other caster is doing and block. Maybe a Knowledge (Other Caster) roll to know the other caster’s tactics and block. Maybe a Knowledge (Weather) roll to better use the current weather to their advantage. Maybe Knowledge (Ships) to greater maximize effectiveness.

Rezdave |
Two mages ; one a pc; one your npc; using control weather to give ships and advantage in ship to ship combat; by robbing the other ship of wind and giving good wind to themselves
Effectively, they are trying to Counter-spell one another. I'd suggest looking into those rules as the template for resolving this situation.
And yes, I know they are dueling with effects and not affects and so not technically counterspelling but I suggest that the end result is the same.
Rez

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I too would call for opposed checks every round, but would grant a +2 bonus to any caster with 5 or more ranks of Profession (sailor) -- as such a caster would know better just which wind conditions would be best. Any round a caster wanted to do anything else (such as fling a fireball at the opposing ship, he'd give up that round of control weather to his opponent.

Vulcan Stormwrath |

Two mages ; one a pc; one your npc; using control weather to give ships and advantage in ship to ship combat; by robbing the other ship of wind and giving good wind to themselves; seems the spells are equal in power; same local that they both can affect; how would you handle whose spell works and whose doesnt; do they cancel; do they contest somehow; how would you handle it?
I'd say opposed spelcraft checks since they are trying to out finesse each other,with bonuses applied for ranks in knowledge nature or profession sailor.
Also a concentration check if they do anything else in the round, such as cast another spell, use a wand etc.

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In addition to Profession: Sailor and Spellcraft, if that's not enough, use opposed Concentration checks as well; a character with sailing experience should recieve a +2 circumstance on the check.
If a victory for the NPC means ruining the campaign, make sure the PC wins. (You know that)
If it doesn't matter one way or the other roll the NPC's checks "on-table" for the Players to see -- it's more fun.
-W. E. Ray

Valegrim |

hmm; some very good ideas; I have a bunch of these type probable situations floating around in my head and as my party has just set sail this is a likely situation.
I particularly like the concentration checks; can you imagine them using control weather to summon up a waterspout and the two of them wrestleing back and forth for control of the thing. I dont really think spellcraft has anything to add to this situation; caster level might be added in too.
In a particularly powerful game; you might have several mages on a ship working in concert each casting the spell and then teams battling against each other; would they just add modifiers; like add all their caster levels together; the team with the highest caster level gets to add the difference to their roll?
hehe Courtfool; how long are we gonna have to suffer that darn dog?

HJ |

Two mages ; one a pc; one your npc; using control weather to give ships and advantage in ship to ship combat; by robbing the other ship of wind and giving good wind to themselves; seems the spells are equal in power; same local that they both can affect; how would you handle whose spell works and whose doesnt; do they cancel; do they contest somehow; how would you handle it?
First off: Control Weather can't be use this way, a more appropriate spell would be Control Winds. Having said that, if you want to have the mages fight it out I would suggest either a Caster level or Spellcraft check.
Also remember that the wind would most likely require a concentration check to maintain control of the wind (DC = distracting spell DC)and that winds over Windstorm strength (51mph) will damage the ships, possibly leading them to sink.

Vegepygmy |

First off: Control Weather can't be use this way, a more appropriate spell would be Control Winds.
Control winds is certainly better, but I don't see any reason why control weather couldn't be used this way. According to the spell description: You control the general tendencies of the weather, such as the direction and intensity of the wind.
If your ship is moving one way, and the enemy ship is moving the opposite way, controlling the direction and intensity of the wind is going to help you and hinder them.

HJ |

According to the spell description: You control the general tendencies of the weather, such as the direction and intensity of the wind.
If your ship is moving one way, and the enemy ship is moving the opposite way, controlling the direction and intensity of the wind is going to help you and hinder them.
To complete your quote: "You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado." Which basically means you can make a storm strength wind but not control in who's affected or not within the area. The weather is also limited to appropriate weather for the climate & season.
In addition to the 10min it takes the weather to change, it also takes 10min to cast. So basically you have to wait 20min for any significant change. Not precisely epic battle on the high seas IMHO.

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Vegepygmy wrote:According to the spell description: You control the general tendencies of the weather, such as the direction and intensity of the wind.
If your ship is moving one way, and the enemy ship is moving the opposite way, controlling the direction and intensity of the wind is going to help you and hinder them.
To complete your quote: "You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado." Which basically means you can make a storm strength wind but not control in who's affected or not within the area. The weather is also limited to appropriate weather for the climate & season.
In addition to the 10min it takes the weather to change, it also takes 10min to cast. So basically you have to wait 20min for any significant change. Not precisely epic battle on the high seas IMHO.
Doesn't sound like they're trying to determine the specifics, only the things such as the prevaling winds, how heavy the rain is, how choppy/glassy the seas are, and which ship these factors are more beneficial to(which ship is traveling with/against the wind). Obviously if the casters are creating some distracting effects, they'll need their concentration checks.
I'd suggest that the winning caster in each struggle for control of the weather gets to ignore concentration checks since he is directing the storm, but also keep the difference low enough that the possibility exists that the control can be stripped from him by the other guy.
Something I just remembered, is a spell from Stormwrack: Maelstrom. If you have that sourcebook, you may wish to look it up. I can't remember if its epic, though.
Lastly, grant a bonus if either one of the casters decides to turn into a pillar of crabs. :)

HJ |

Doesn't sound like they're trying to determine the specifics, only the things such as the prevailing winds, how heavy the rain is, how choppy/glassy the seas are, and which ship these factors are more beneficial to(which ship is traveling with/against the wind). Obviously if the casters are creating some distracting effects, they'll need their concentration checks.
Sorry - my reaction was probably based more on the suggestion of having to wrestle a waterspout backwards & forwards. I still stand it that this spell wouldn't give any particular advantage though. By the time both casters have cast the spell (10min) it will still take 10min for a change in weather to happen. I'm sure the opposing mage will realize at around the 5-7min mark that the weather isn't doing what he told it to do & just use a standard action to redirect it. Leading to the 1st mage doing the same a few minutes later. Stalemate in the end.
Something I just remembered, is a spell from Stormwrack: Maelstrom. If you have that sourcebook, you may wish to look it up. I can't remember if its epic, though.
Maelstrom is also in Complete Divine pg 168, but has been Errata'd to be Druid 8 only (for that book at least)

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And if both casters roll simultaneous 1's on their checks, the magical backlash creates a maelstrom/waterspout/typhoon/angry elder water elemental!
Reminds me of the time a Druid failed a concentration check when summoning underwater. I didn't want to just make the spell fizzle, and I wanted to have a little fun with the group.
"Unfortunately, you fail to summon a celestial shark. You do, however, manage to summon beyond your normal means. You see a Elder Dire Celestial Fire Elemental, whose face changes from the momentary surprise of suddenly appearing before you, to utter horror as he finds himself surrounded by water. This expression again changes to terror as his flames are abruptly extinguished, leaving nothing where he once was, but boiling hot water and ash." *several dice roll* "Two of your enemies are caught off-guard by this display and are flat-footed until they next act."