QUOTE (Surukai @ Jan 25 2010, 02:20 PM)

And I dislike the idea for the exact same reason. At least now you have to choose between easier access to looted foci, spell formulas, trainers etc OR way more useful and utility in your spirits. Not eat the cake and still have it. It is quite obvious that the elemental spirits all do pretty much the same thing (got big overlap in powers) while the new (task and guardian being best examples) provide entierly new and far more useful powers. Magical Guard means you save a big pile of bp/karma on not needing counterspelling any more and knowing that your spirit does it far better anyway (dicepool of 16 compared to your puny 10-ish, 12 if you place counterspelling as "that one skill at 6" instead of summoning but yeah, good idea...)
Have many Force 16 Spirits in your game? (Dice Pool 16 for Counterspelling), and I have not seen any PC's with a Counterspelling Skill in the
Puny 10-12 Range, as that is what you would need to counter magic as it is cast, according to the above post... in-place magic gets the benefit of Magic Rating to help dispel (counterspell) an active spell, but one that is being cast only gets the relevant Skill to help negate the effect...
But I have seen a character with a skill of 6, Mentor Bonus to Counterppell and Mentor Bonus to Manipulation Spells and Specialization in Manipulation Spells for a total of 12 added to the Counterspelling of Manipulation Spells... pretty brutal, and somewhat costly...
Keep the Faith...