@Herr, you can get a Spirit bound before we start.
Cool. Assuming this all has happened with enough time for me to sleep of the almost certain unconsciousness that's about to happen, I'll summon a Force 6 Spirit, which due to the Spirit Whisperer quality will appear as a Force 7, which will be a
bitch to bind

Rolls to follow.
@Herr, re: casting. Using Edge to cast spells changes the Limit which effectively changes the Force. Reagents are the only way to raise the Limit without increasing Drain. So, for Detect Life the Drain value is 7P. I think you're working off of a different interpretation here, so you would have handled that spell differently let me know and we'll work it out.
Huh? Using Edge to Push The Limit simply changes the limit, it does not alter the Force of the Spell in any way, shape, or form. Unless that's a houserule, in which case; how do you determine the Force of the spell when using Edge? This is important for any Spells that rely on Force for other properties, such as most Detection spells or AOE Combat spells where the Area of Effect is either straight up Force meters, or Magic x Force x 10 meters, for example.
Casting a Force 1 Fireball means the area affected is a circle 1 meter in radius (2 meter diameter) and you are limited to one hit, whereas casting a Force 10 Fireball means the area is 10 meters (20 meter diameter) and you're limited to 10 hits. Using Reagents or Edge to "Push The Limit" allows you to ignore the second restriction (i.e. the number of hits), but you're still constrained to the (Force) meter area of effect. At least, that's the RAW, which again, if we're using house rules for this I'd need more information on how you handle it. For example, if I were to cast a Force 6 Lightning Bolt, which as an Indirect Combat spell does Force + Net Hits DV, how would you measure DV and AP if you interpret the rules in such a way that using Edge changes the Force? Does the Force increase or decrease depending on hits, or net hits?
Relevant rules references:
The limit on the test, which tells you the maximum amount of hits you can apply to the test
Push the Limit: Add your Edge rating to your test, either before or after the roll. This can allow you to take tests that might otherwise have a dice pool of zero or less thanks to various modifiers in play. Using Edge in this way makes the Rule of Six come into play: for every 6 you roll, count it as a hit and then re-roll that die, adding any additional hits from the re-roll to your total. If you decide to use this function after your initial roll, only your Edge dice use the Rule of Six. This use of Edge also allows you to ignore any limit on your test.
Note the use of "ignore", not change.
You must declare the Force at which to cast the spell. The Force acts as a limit on the spell. Higher Force spells are more powerful, but cause more Drain. You can cast a spell at a Force up to twice your Magic rating. If the number of hits (not net hits) you get after applying the limit exceeds your Magic rating, the spell’s Drain is Physical instead of Stun damage.
I can't find anywhere in the spellcasting section that says using Edge alters the Force of the spell, and I've never heard of anyone playing it that way; as per the above, Force is still important for a number of reasons (for example, Drain Value, Damage Value, Armor Penetration, and Area of Effect are among the many factors affected by Force), and you still need to specify a Force to be able to calculate these variables, even if spending Edge lets you ignore the limit on the number of hits you can apply to the test as per page 46.
Also, please list the Force and spell in your Orokos description.
Sure thing, will do.
Swapping rituals is fine. Speaking of which, @All, there were some other char sheet changes being mentioned while we were still in the bar. If you've made those, please let me know, and if not and you still want to, please make them and let me know.
Coolio, thanks. Once I realized how hard it was to get even a barely decent use out of a Watcher it just didn't make sense, and Astral Doppleganger seems quite fitting especially when paired with Astral Clairvoyance.
Let me get back to you on Shattershield. I'll have to read the thread.
I just started it this morning, so I don't think there are any replies yet. It was an observation made by Tecumseh, and I agree with him that it's beyond weird that Shattershield is identical to Death Touch except for description and Drain Value. As mana spells, they should both be able to affect a mana barrier on both the astral and physical planes.