Well. Sure. I just could ban or errata the spells if I wanted (and I am definitely not shy about massaging the rules to work the way I want). The complaint was about the official rulings of the spells as written - which I think is what the thread is about.
One of the reasons I like HARP is the magic system - especially the excellent design-your-own rules. And make no mistake, I've run campaigns in RM, my own rules, MERP, Chaosium with varying levels of magic from none at all to some to a lot. Most of the time, I prefer less magic or none at all. With HARP I've enjoyed having my worlds be strongly based on the wide availability and use of magic.
And after some work within the COM rules (and hints from Codex) I found the way to make the spells, magic items, and enchantments provide the protections I wanted. So I've settled into GM bliss with some excellent scenarios based around planting "false" visions, avoiding scrying, etc.
And while I'm not a fan of D&D (I haven't played it since the early 80s), what's wrong with magic everywhere? I AM a big fan of the Jhereg series, the Amber Chronicles, etc where magic IS everywhere. Isn't that part of the fun?
Respectfully-
Robin