Maurice76 wrote:mitchiemasha wrote:As written, I'd say, YES... but I'm tempted thematically to say NO. It's something I can't decide on until I read others opinions.
Wouldn't it be easier to say that Fear and Courage cancel eachother? I.e., if a Hero is affected by one and gets the other spell cast on him, both spells are gone?
Going by the definitions of Fear and Courage (polar opposites), they don't actually cancel eachother out. More often then not, they coexist. To quote Ned Stark, in a sense, "it is the only time a man can be brave (when they're afraid)."
The two spells in the game do not necessarily have opposing effects. Courage adds 2 attack dice (lasting until line of sight is broken) and Fear reduces attacks to 1 dice (until the hero overcomes with mind point rolls).
A Dwarf with a battle axe and Courage fights with 6 combat dice and only 1 with Fear.
Yet if they are cast on the Wizard with a staff (worth 1AD by NA standards) respectively the wizard is up to 3 with Courage, yet remains at 1 with Fear.
In the case of the Dwarf, he loses more then he gains, yet with the wizard, there would be no point to even cast fear.
If they were indeed opposites the effect would be the same invertedly. So it seems as if they can both apply at the same time, but the more potent would be the one most recently cast.
On the other hand, the simplest resolve is that they would cancel eachother out. For this I cite the external spells in Wizards of Morcar, Earthquake and Stone Wall, in which the quest book reads: "if the Earthquake meets a Magical Wall, both spells are cancelled and the pieces are removed from the board."
I'm fine with the effects of Courage and Fear acting upon one another without canceling eachother out. There is no footnote, unlike WoM. So I guess this is something the Evil Wizard player would need to decide for himself.
Does the hero still have Courage if he overcomes Fear? If so, then does the hero still have Courage if he is under the "Command" spell?