Campaign of the Month: September 2013
Step: Rank + PER
The adept summons a spy spirit to serve as a lookout by making an Orbiting Spy (6) Test. If successful, the spirit travels in a circular pattern around the adept, up to 20 yards distance, for a number of hours equal to the Test Result. Conjured spy spirits cannot affect or be affected by the physical world and are immune to most spells, except those which disrupt or dispel magic. Whenever the adept wants to use the spirit to detect something, he makes an Orbiting Spy Test instead of a Perception Test. If successful, the spy spirit informs him of anything unusual it notices. This requires the adept’s Standard Action that round. The spirit can be given specific instructions on what to look for, to prevent unpleasant surprises. The adept may direct the spirit to look out for and inform him of the presence of a number of objects or creatures equal to his Orbiting Spy Rank. The spirit will remain on constant alert for these creatures or objects and will notify the adept if they are detected—the gamemaster makes Orbiting Spy Tests for the spirit and advises the adept of the results, if applicable. Spy spirits can see into the astral plane as well as the physical world—though this requires a successful Orbiting Spy (6) Test—so they can inform the adept of anything lurking around in astral space. An adept can only have one orbiting spy active at a time.