Orbiting Spy

Orbiting Spy
Discipline use (Powers): Nethermancer, Wizard. The Orbiting Spy talent allows an Adept to summon a spirit to watch over the Adept and to serve as a lookout. The spy spirit hovers over the Adept at a height ranging from a few feet to 20 yards, traveling in a circular pattern centered on the Adept. The Adept determines how high or low the spirit hovers. Conjured spies cannot affect nor be affected by the physical world. Orbiting Spies are immune to most spells, except those which disrupt or dispel magic. Conjured spy spirits are on constant alert. The spy spirit informs the conjurer Adept of anything unusual it notices. Many Adepts using Orbiting Spy give the spirit specific instructions regarding what to look for in order to prevent unpleasant surprises. Spy spirits can see into the astral plane as well as the physical world. Action, Focus: Call forth the spirit with Powers+Soul/10. EV indicates number of hours the Adept is protected. This provides the following benefits: Passive: You may use Powers+Power to Defend against Sneak, invisibility, or any other thing that relies on Perception as Defending attribute. Add your Circle to such Defenses.