You have an implanted Commlink, but no Sim Module to use it. Unless you plan to wear glasses and put an AR glove on your tail, I'd suggest implanting the Sim Module and carrying the 'Link around externally...
I HAD modified glasses, but we decided that was too stupid and went for (heavily) modified contact lenses, never mind snake anatomy. I specifically never intend to use sim sense, presumably I may control my comm link using vocal commands (through my subvocal microphone) for the few computing things I need to take care of, namely communicating with other party members, opening automatic doors and similar operations.
I do see that it kinda sucks to eat a magic loss for implanted comm link, but I
seriously chafe at having to wear ANYTHING as a giant snake outside of run environments and I pretty much always will need to have my comm link on me. I may try to get him to not reduce my magic for it, but it's a toss up if that'll happen.
@Mirikon:
Ritual Spellcasting is pretty crap as is, imo. It is very good for a very limited number of uses (casting a super high force stunbolt at a target), but in many situations where that is useful, it feels like there are much better and more effective ways to get the job done. Ritual Spellcasting also dosn't take into account different types of casting or the force of the spells involved when calculating duration. I'm going to wait until we play around with magic for a bit, but it makes a lot more sense to me to have Ritual Spellcasting time be additive instead of subtractive as it is. So, casting a low force detection spell on someone through a ritual link might add say... 1 hour of casting time, casting a high force combat spell would take substantially more. That way, you can do a certain amount of distance scrying and reconnaissance through ritual spellcasting. It would also allow for more complex rules involving multiple spells being cast at once with multiple participants. For instance, you could do a ritual during which one participant casts borrow sense and the other casts control thoughts, so that you have a nifty short term spy. You'd be able to add together the time and difficulty formulas to come up with more complex and unique rituals! It would also allow you to make more concrete rules for 'RP rituals' . For instance, I want to make an RP ritual that involves killing a sacrifice, cleansing their body and cleansing the water of the surrounding area, because my lodge is going to be in a blocked off section of old sewer. Though I don't know any of the proper spells for this, it has no real application outside of RP, as it would be limited to being preformed in my lodge, and does not effect any other game mechanics, being merely a way to allow me to eat my already subdued and killed target and a way to make my lodge not potentially stink like sewage. To figure out how long it would take to do this, and what sort of magical energies it would require to do so (I'm okay with taking drain for appropriate RP things), you'd just use the combined spell ritual rules!
You need binding to make the most out of summoning, yeah? It does make you take another hit of drain, so it seems like the best way to bind somewhat powerful spirits is just to summon them, have them hang around while you heal up/rest, bind them.
One bonus to having my own assensing skill is that (because I'm dual natured), I don't necessarily want to task a spirit to watching over me all the time to avoid being astral ganked when I'm not paying attention. To that end, I'm going to be in astral perception mode most of the time, unless I'm doing something that explicitly requires normal vision sensing.
It's not exactly clear, but it appears there is a hearing analogue while astral sensing? I figure that being dual natured dosn't mean that you simultaneously perceive both at once and have to switch back and forth, or is it different because it's 'natural' astral perception?
I do have 4 Counterspelling!
Due to the buisness involving dropping my conjuring pool to take a power focus, I had enough extra points to raise my Spellcasting to 5, so I've got that too!
@UmaroVI
Well. We've got a face character who isn't a giant snake. They picked a really stupid list of spells for their character design, but I suggested that THEY take Influence, among other things. It looks like if you manage to convince the target (using social/charisma things) to believe in your influence, they don't will save against it, which makes it a much stronger application.
I will take Alter Memory, it was on the list of things to consider swapping some barrier stuff for. Probably will take Levitate also.
Shapechange: Yeah, that's weird that it's ONLY +2 or -2, sounds like something to be erratted to read "Within +-2 of blahblah" I might actually take a point of body out though so that I can shapeshift human and put it in magic.
Why not just have an alternate shapeshift spell that has that text fixed and additionally allows you to spend extra hits on changing the base size of the target race, within reasonable limits, like +1 or -1 (you are a somewhat bigger or smaller member of that species then average), instead of raising other stats. It wouldn't be the option you WANT to take, but if you really want to shapeshift into that form, you can sacrifice some power in it and be allowed to.
Spells: The face character is spec-d illusion (though they forgot to actually take any, I told them to change their spell list...), and I'm fairly comfortable leaving that aspect to them. Honestly, I know that I may end up going human-form and being the face from time to time because I'm generally better at it as a player...
A question: do the window spells work like the -voyance spells, but with additional effects?
EDIT: Control thoughts also doesn't appear to give the victim any indication that they were being controlled beyond common sense. Afaict, as with influence, the commands seem to be their own thoughts, as long as you aren't too crazy, it shouldn't make things too obvious if you are being careful?