First thing, ask your GM about his thoughts on the Spirit world and disrupting spirits- if he plays it as written in SG, continuously disrupting spirits vs banishing is going to mean you'll start having trouble with the Spirit world.
I just found that section on reputation in the spirit world. Didn't know disruption is considered such a heinous action to take against a spirit; I always figured that if one is attacking you or your fellow runners, the gloves are off and anything goes.
However, my original intention was to treat my summoned spirits like equals, asking them to perform services and not commanding them. If one is hurt in service to me, I would likely let it go back to the spirit world regardless of services remaining. Give them gifts, like a pile of dry timber for a fire elemental to consume, and ask their opinion on matters, rarely forcing them to do something they don't want to do.
Also, it might just be me, but it seems like banishing is rather risky - a bound spirit uses force + binder's magic = drain x 2, so that seems dangerous when there is no way to tell if a spirit is bound or not. Or even what force it is.
Binding is very useful. Who would you rather fight: a magician with 5 bound spirits and 1 unbound one or a magician that can only summon one at a time?
I can see how binding would be a major advantage; the main reason why I didn't take it was my limiting Cha of 2 (2 spirits bound max), and the way the book describes binding a spirit similar to forcing it into servitude. RP wise, I could see my character binding if the spirit was willing to stick around longer than sunrise/sunset.
Would this be a good skill to pick up with karma later? 3 ranks would cost 12 karma so not that expensive of an investment. Or do you think buying the Conjuring group up to 5 now would be a better investment than Stealth 5? Would trading palming + disguise for binding + banishing be worth it?
Personally, I'd go with dwarf instead of ork: the 1 special point can raise your magic from 6 to 7 (otherwise you'll be spending 35 karma to raise it down the road).And you can then go WIL 7 INT 5.
Thanks for the suggestion, but ork is what I see this character as being, so I'm going to stick with it. Plus I have a feeling my GM would not be happy with magic being raised after initiation at char gen, so I'll just grab it with karma when I can afford it later.
You don't need multiple fetishes- one can do for all the spells. Upside to just one- only 2000. Downside- if you lose it, all the spells linked to it are uncastable until you replace it.
Would there be a way to believably keep the fetish usable when shapeshifted? I like the idea of a fetish, just don't want to lose some spells when doing what my character is built around. Some spells like Trid Phantasm and Increase Reflexes have a painful drain, so a fetish would really help there.
Which spells would you suggest fetishing? Almost seems worth it to fetish everything except Manabolt, Heal, Improved Invisibility, and Levitate, as those spells would be useful if in a situation where the fetish is lost. But any suggestions would be great, as I am just guessing here.
Masking and Centering are the first two I always want to take- usually do masking first but that's just me. YMMV
Alright thanks, I think Masking will be a good first one; should help when shapeshifted into a dog, making casual astral observers think it is a real dog.
You should think long and hard about just 1 Edge.
Yes, 1 edge is painful, but I wanted to round out the character before putting more points there. Plus, the book says raising edge takes no time, so I imagine I could just spend my first 10 karma anytime on rank 2 edge, if it feels like my character is running too great of a chance with 1.
With an extra 25 karma, I'd be tempted to go with MysAd instead of full magician.
But that might not be your thing.
I really want to play a normal magician first, before attempting a Mystic Adept. Plus I like the idea of astral projection.
Unless you are planning on purposely taking Cram, the likelihood of you being subjected to it is too low for it to be an actual valid use of allergy.
That was a placeholder of sorts, I will definitely change it to something that will come up in RP situations based on GM suggestion.