Spirit magic spells vs Fetishes

gran_orco

Mongoose
We will suppose this:
A) A practitioner has a magic spirit within a fetish that knows 4 spirit spells (magnitude 4). The fetish has POW 16 and the practitioner must pay 1360 SP.
B) He knows 4 spells (impressed on his mind). Spells have magnitude 4 and he must pay 400 for each one, for a total of 1600


Ok. So
A) He needs one summoning roll to order the spirit to cast one of his spells with a chance of 100%.
B) He can remember no more than his POW, and he has a summoning skill of 50%.

So, which is the advantage of learning a spell versus having a magic spirit in a fetish?
 
What happens if someone takes away the fetish?

Also, would you prefer having a 50/50 chance of launching a spell at the archer getting ready to shoot you or give the archer a 100% chance of getting his arrow off while you cast the summons?
 
It is true that fetishes can be taken away, but then so can charms, which are required to cast spells the spirit mage knows.

I don't have Cults II handy but isn't the total number of charms, festishes, and spirits that can be controlled by a spirit magician limited by POW and rank in cult?

So to have access to the most possible spells a spirit magician needs to learn some and have some in fetishes (assuming I am correct about festishes being limited).
 
Yes you are remembering right about limited number of fetishes. So limited in fact that I have seen shamins grubbing after runes like everybody else.
 
And Gran Orco's question was apropos, was it not? To get the spirit to cast the spells it must be summoned. Is this not the case? And if so, this takes quite a bit of time.
 
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