Initiation

p. 189

Grade x 10 + (grade x 3) karma.

Max initiation grade is magic.

Initiate powers

Meta magic

One per grade of initiation.

Centering

Adds initiate grade to drain resistance tests. Centering is a free action.

Flexible signature

Add the grade to attempts to realize a faked signature is fake.

Reduce time of signatures by grade hours.

Masking

Mask aura to look either more or less magical.

Intuition + magic + grade against assensing + intuition opposed test to see through the mask.

Quickening

Complex action. Spend one karma per force. Spell is then sustained indefinitely on it's own.

Karma used is added to dice for dispelling them.

Shielding

Add initiate grade to counterspelling.