Magical Ability:
Conjuring: 2
Sorcery: 3
Enchanting:3
Initiate Level: 2
Centering Skill: Gaelic
Geasa:None
Spells:
NameForceTypeRngTargetDurDrain
Increase Rx+31ManaTouch2*RxS2D
Passwall6ManaTouchOR+1SF/2+2S
Impr Invisibility1PhysicalTouch4S2M
Physical Mask1PhysicalSight4S2L
Clairvoyance1ManaLimited4S2M
Clairaudience1ManaLimited4S2M
Detect Enemy1ManaLimited4S2M
Treat1ManaTouch8-essenceP2(wound)
Magical Items, et al:
ItemForce
Quickened
(Inc Rx+3)
1
Magical Notes/Caveats:
Advantages:+2 Spell Defense
+2 Water Spells and Spirits
Fetishes:None Usable
Medicine Lodge/Circle:None
Sorcery:Cannot access any purely
offensive spell or use a spell
for any directly offensive purpose
Ritual Sorcery:Can partake of either Shamanic or Hermetic but cannot lead either form due to lack of Medicine Lodge/Circle. May however do equivalent through other means usually involving Karma.
Astral CombatDamage Code is M not L.
May substitute Astral Strength for Astral Combat Skill at no penalty for defense only.
Conjuring:May summon all spirits (including elementals) with the exception of Spirits of Man. Maximum force of summoned Spirit is based on source material.
Use 'Nature Spirit Services' not 'Elemental Services' regardless of type.
Services by Spirits are by choice not forced...i.e. they can be refused if the service is counterpurpose. Add one service to the number of services received.
Spirits with unused services may remain for 24 hours or Dawn.
Add Initiate level to Conjuring for control contest of Spirits attacking self or uncontrolled.
Uncontrolled Spirits will almost always ignore you.
Meta Magic:Guard (Water/Self) at level of Initiate
Movement (Water/Self) at level of Initiate+1
Enhanced Astral Perception at level of Initiate.
Exclusive