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Thread: Counter Magic

  1. #1
    Archmage of the Inner Ring ampoliros's Avatar
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    Counter Magic

    Name: Counter Magic
    Circles: Air / Protection
    Description: Enchant the battlefield so that the next X mana cost of spells has an extremely high chance of fizzling.




    I have mixed feelings about Counter Magic. (Basically I have mixed feelings about almost all the MoM Sorcery magic. Sorcery didn't fit my Modus Operandi.) This is the main spell that makes me seek out Sorcery Wizards sooner rather than later and bring overwhelming force in the form of a bunch of small armies to soak up all their mana, then roll in the big guns and eradicate.

  2. #2
    Archmage of the Central Tower Happerry's Avatar
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    It's a nice fun spell that can, as ampoliros has shown, really annoy your enemies. I vote +1.

  3. #3
    Yeah, this spell is a pretty important spell to me. I'd hate for it not to be in the game. +1
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  4. #4
    I count this as a must-have spell. +1 for making it in the game.

  5. #5
    Ditterino +1

  6. #6
    Battlemage
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    Maybe resist magic, spell lock, counter magic, dispel magic, disenchant area, disjunction all should be in arcane sphere?

  7. #7
    Archmage of the Inner Ring ampoliros's Avatar
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    I definitely do not think that Counter Magic should be arcane.

  8. #8
    Battlemage
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    Hmm but they all seem like something *everyone* would like to have and are all related to dispelling or controlling spells. Not just specific spells from specific sphere but on a universal level.

  9. #9
    Archmage of the Inner Ring ampoliros's Avatar
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    Speaking specifically to Counter Magic, if everyone had it then there would not be any magic cast, ever.

  10. #10
    Good thing everyone won't.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

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