As with Combat Rules for actions, Characters get 1 action per initiative pass. The only "free" action is to "speak", which could be used to order a spirit.
These rules don't impede gameplay so we didn't fiddle with them.
Values are simplified. No more looking up drain values.
If you are astrally perceiving and attempt to do something in the physical world, you get -2 to your physical actions.
The rules for astral perception are still in effect, see the Assensing Table (191).
Astral barriers can be attacked in the astral, use standard barrier rules. They regenerate fully with one Combat Turn of rest.
Magicians may “press through” a barrier with a Magic + Charisma Opposed Test against the barrier’s Force x 2. If the character scores more net hits, they force their way through. The character may also bring a number of astral forms with them through the barrier equal to the net hits scored. If the barrier scores more hits, the character fails to break through.
Counterspelling foci are folded into Spellcasting foci.
Binding and banishing foci are folded into Summoning foci.
These rules are not changed.
Sustaining a spell still gives -2 to all actions.
We don't have simplified rules for spell defense(185), ritual casting(184), dispelling sustained spells(185). We don't use them. Add them back in if your table agrees.
We don't do limited spells (182).
Spirits have a telepathic bond with their summoner (186).
Spirits have 3 initiative passes on the Astral, 2 when materialized (186).
We don't worry about spirit range or remote services (187).
Spirits vanish at sunrise or sunset, unless bound(187).
Watchers (189) can be summoned as per Summoning rules. Each net hit is 1 hour of service. Service time can be limited at will by the summoner to keep drain low.