Following standard practice for most powers, the spirit power builds exponentialy, approximately doubling every five levels. SummonSpirit, 4 points/lvl, Charisma/Hard skill. In order to summon a spirit, the sorecerer concentrates for one second, names the kind of spirit (or the specific Named spirit) he wishes to summon, and rolls against his SummonSpirit skill. If successful, he must spend an amount of fatigue depending on the strength of spirit summoned, and the spirit will arive in the next d6 seconds. The spirit knows who has summoned it, and will not be immediately hostle to its summoner, although it may not be immediately friendly either. You recieve a bonus equal to half you success margin to use CommandSpirit or BanishSpirit on the spirit you have summoned. The caster will be aware of the approximate location of the spirit if it is within Power^2 feet of him. When specifying the spirit you wish to summon, use one of the templates in your SpiritSpecialization at the strength of spirit you with to summon (Watcher, Child, Lesser, Moderate, Greater) and now what you want the adjustable points to be spent on. The GM may add penalties for trying to get esoteric skills or advantages, as well as unfamiliarity penalties when summoning specific spirits. * Summoning a WatcherSpirit costs 5/Power fatigue (i.e. 5 at 1, 3 at 2, 2 at 3, 1 at 5, 0 at 11) * Summoning a Child Spirit costs 15/Power fatigue (i.e. 15 at 1, 8 at 2, 5 at 3, 4 at 4, 3 at 5, 2 at 8, 1 at 15) * Summoning a Lesser Spirit costs 25/Power fatigue, and you must have a power of 6 or greater (i.e. 5 at 6, 4 at 7, 3 at 9, 2 at 13, 1 at 25) * Summoning a Moderate Spirit costs 35/Power fatigue, and you must have a power of 11 or greater (i.e. 4 at 11, 3 at 12, 2 at 18) * Summoning a Greater Spirits costs 55/Power fatigue, you must have a power of 16 or greater, and the spirit must be Invoked first (i.e. 4 at 16, 3 at 19) Spirits come in a multitude of types and five `magnitudes’ 0 [WatcherSpirit]s are pidly spirits, with practically no useful value, and my or may not exist for any given spirit type. Their stats are all in the 6 range, and they are built on no more than 0.5xPower points. Watchers are, by definitetion, unsubtle, stupid, and annoying. If you have traded one template for three, there are no watchers. 0 Child spirits are quite weak. They should be built with about 20+Power points +10 points that can be specified, and have below-average stats (usually around 8). (Total: 30+power points. 20+Power fixed + 10 adjustable) If you have traded one template for three, each is 30+Power points. 0 Lesser spirits are stronger, and should have 40 points more than child spirits, + another 10+Power specifiable points. Their stats should be a little below or at average. (Total: 80+2xPower points. 60+Power fixed + 20+Power adjustable) If you have traded one template for three, each is 80+Power points, plus Power points adjustable. 0 Moderate spirits are pretty powerful. They should have 60+Power more points than lesser spirits, and another +20+Power specifiable points (for a total of 40+2xPower), and have above average stats and some neat spiffies. (Total: 160+4xPower points. 120+2xPower fixed + 40+2xPower adjustable) If you have traded one template for three, each is 160+2xPower points, plus 2xPower points adjustable. 0 Greater spirits should all be created with the GM, with about 80+2*Power points on top of the Moderate spirit base, and another +40+2xPower points of traits unique to the individual. Remember that you can’t order these fellows around, and they’re likely to have a dim view of mortals summoning them up for no reason, or what they consider no reason. They may hold grudges as well… (Total: 320+8xPower points. 240+4xPower fixed + 80+8xPower individual (not adjustable on the fly). If trading one template for three, each is 320+4xPower points, plus 4*Power points individual. Building each magnitude of spirit with the smaller spirits as a base makes the Banishing mechanic much, much easier. Disadvantages allowed are anything the GM says OK to, but a limit of no more than full point value is recommended, not including the value of the base template. In addition, no advantages worth more than the basic total should be allowed. A WatcherSpirit may be the exception to this rule, consult your GM.