I'm writing this thread specifically for the devs and designers. Any opinions or comments are also welcome. In the old days of UO, the spell "protection" was created and slowly modified to yield pros and cons to a mage that seemed fair (and they were). However with the new spells and possibilities from Mysticism I feel as though the spell needs to be reworked. The current state of the game allows for the EASY recovery of the 35 Resist Spells lost from the spell. There are a few decent items with Resisting Spells on them combined with imbuing it on a ring. This is turn makes the caster practically invulnerable to any funny business from magic (ie poisons, para, mana vamp etc). The caster also loses 15 physical resist which is again very easily made up for with the mega suits from imbuing and factions. Assuming the caster is human he only needs to make up for 14 physical (and 34 resist) from the human 20 points of inscription.. Ok so we've easily taken care of a few of the downsides with minimal effort required. What's next? Well you automatically have 0 FC no matter what which means you don't need ANY casting on ANY pieces of your suit! Talk about making a MEGA mage weapon! Now I've saved the best (and the real point of this thread) for last. While you're in protection you cannot be interrupted which is the whole reason for the spell obviously. So what does that REALLY entail? Can I really heal/cast through anything? What if I'm poisoned or mortaled you say? Well guess what! We now have a spell that takes care of ALL of that in Cleansing Wind. Combine that with no chance of being interrupted with BAM! Instant God Mode! You can heal yourself and cross heal guild mates without ANY threat whatsoever! Try killing a mystic mage in protection and you will see what I mean. So now that we have all this information you'll probably ask "Well what's your point? We already know mysticism is really good". Obviously I'm agreeing with you and saying yes it is very good. Overpowered? I think that can be debated either way as I've been on both sides of the situation above. The real problem is the newer templates which incorporate some of the new with the old cause some major imbalance in combination with one another. I'm not talking about spell plague comboing which everyone keeps complaining about which can be appled. When the game allows you to combine a spell which essentially solves EVERY possible harm to your character then at the same time allows you to cast it without any possibility of being interrupted, you will see some imbalance. As of right now Cleansing Wind with 120/120 can heal a target for nearly 70 points of damage. There's only ONE possible way to deal THAT MUCH damage in one hit and that's death strike. But why do I need to run when you can't interrupt me anyway? The older spells as a whole need to be re-examined under the new light of the current meta-game. Some are underpowered while others instantly become overpowered in conjunction with newer spells and ideas. Before anyone flames or yells I charge that person with the challenge of killing a capable mystic mage in protection with all the above working for him. Good luck with that.