Ok, so it’s downright frighteningly expensive to be a changeling mage with astral hazing.
But if we use our imagination, what can they do?
Mobile Magic Disruption
The mage can still Astrally Project and takes his hazing with him, making him an immediate magic nullifier. Sure, he is limited to maximum two hours time on the astral due to limited magic.
Another fun thing is that unless a magician is looking for the character he can sit within Essence meters and just give a heck of a lot of extra drain for him or render combat adepts almost powerless by just sitting there on the astral.
Counterspelling
This one is a bit more tricky depending on how one reads the RAW. Counterspelling does not actually use the magic attribute (only Skill) so I wonder if it is actually reduced by the hazing. After all, both the hazing and the counterspelling is both a way of throwing up so much”chaff” in the air to block magic.
Astral Combat
As with counterspelling this dicepool is not dependant on magic attribute and should not reduce the dicepool (Skill+Willpower).
Spellcasting & Summoning
This is where the magician is truly borked. First we reduce the magic attribute by 4 so max magic is now 2 and sicne Summoning and Spellcasting both are Skill+Magic it becomes Skill+Magic-4.
Lets not forget that all spells also become MINIMUM Force 5 as we add +4 to the spells force when calculating drain. So not only are they worse at casting the spell they also get hit harder when trying to drain it.
Summoning is rather self explanatory as I see that more that spirits DO NOT WANT to enter an area with a background count and resist harder giving the caster more drain and less dicepool.
End result
Astral hazing mages really shine if they simply ignore spellcasting and summoning and instead focus on team support on the astral or move the points to big guns like shotguns or a sawn off elephant rifle to blow spirits to bits when they become within Essence meters.
Not to mention that any astral signature left by the mage is rather hard to find as any trace there is obliterated by the background count itself as it is not a signature of the character magic – it is rather the opposite of the characters magic.
If we would allow mages to “tune” their magic to the background count and be able to ignore the hazing I would give any opposition a +4 on all traces left on the astral from the character since they are now “one” with the hazing.