<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=328236.msg15702762#msg15702762">Quote from: Hexed on 01-01-2021, 22:00:05</a></div></div><blockquote class="bbc_standard_quote">Did forget that. Sorry.<br/><br/>Chaos Magic is the tradition.<br/><br/>And counterspelling skill isn't that needed? All the guides/forum discussions I'd read pushed for mages needing to be able to counterspell no matter what.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>It can be useful if you have an enemy effect to get rid of, but you know what tends to also do that and you can scale the drain more easily? Attacking the mage that cast the spell. Normal Spell Defense goes too fast if there's more than one target in a turn, and ritual magic tends to be more drain than you want to deal with on a run. Of course, like I said, if you go into the defensive options, it can be powerful but the basic stuff isn't, IMO, that great.<br/><br/>EDIT: Made it attacking, since stun damage is just as, if not more, effective at keeping a mage down than Phys. And enough damage of both types and they're going to start dropping spells that aren't sustained by foci or spirits in addition to having nice damage penalties to worry about.