Wizardry:   Mana and Spiritism

Wizardry is the use of both the Mana and Spiritism Origins.  Although any adept who practices both Mana and Spiritism may be known as a Wizard, the actual practice of Wizardry involves the use of Mana to enhance a Spiritist's abilities, or vice-versa.
How is Wizardry different from Conjuration?   Both use very similar paradigms to achieve very similar types of effects in assisting with Spiritism.  The most significant differences are in the manner in which the two use their combined powers.  The Conjuror, for example, has an added ability that the Sorcerer lacks:  the ability to Bind a spirit and thus have "stored" power readily available.  For the Wizard, such an ability is nice, but not a significant change to the abilities that are already available through Mana.  The less Erratic nature of Spiritism can be significant for a Wizard, however, while for the Conjuror Spiritism is less reliable than Sorcery.   The Conjuror also combines the relatively speed and easy Access of Sorcery with the flexibility of Spiritism - the Conjuror can summon and bind or channel several spirits faster than the Wizard can gather the necessary Mana.  The Wizard, on the other hand, has the capability to Imbed such capability, or even to permanently Bind a spirit.   Each combination has its strengths and weaknesses, arising from the distinctive natures of Mana and Sorcery.  Note: all sample paradigms in this section have been fully optimized using the rules for magical research in Geoza.
One common technique in Wizardry is to use a Conjuration / Spirit Mana paradigm to summon a known type of spirit to the adept, who can then more easily Access the spirit, either for immediate service, or to Bind for later service.  The Summoning Difficulty of the spirit should be used as a guide for the strength of the Mana paradigm.  An outline of such a Paradigm follows:
Scope Basic Scope (2)
Scope affects a State (1)
Range can be Personal (when Summoning to Bind to the adept's Aura), or Touch (when Summoning for Binding into a Fetish).  Sometimes, Range will need to be expanded to Sight - when summoning into a prepared circle, for example. 
Area is not usually an issue. 
Duration will always have to be expanded to at least one Action Interval (usually longer, through use of the Extend Temper Aspect), since Summoning a spirit who immediately goes away is not very useful.
Typical Scope cost is at least 3 points, usually 5 or more.
Potency Potency is based on the Availability level of the Spirit.  Generally, an Availability of 1 would be a Slight effect.  An Availability of 2 would be Moderate, Availability 3 would be Impressive, Availability 4 would be Epic, and Availability 5 or higher would be Mythic.
Intricacy Intricacy is based on the Penetration aspect - the effect needs to penetrate Spirit to be of use, so Intricacy is Moderate (4 points).  Familiarity (or lack thereof) with the type of spirit in question will modify Intricacy as well (an unfamiliar spirit - one that has not been summoned before by this caster - would be Moderate, 4 points.  A spirit the caster is familiar with would only be Slight, 1 point).  Note that a "familiar" spirit by this definition is not the same as a Familiar Spirit as a Spiritual Ally.
Temper Aspects Extend Duration is usually necessary, since few adepts will be able to conclude the Access process with a spirit within a single Action Interval.  For most spirits, 3-5 points in Extend will be enough time (a couple of minutes).  More powerful spirits may require more time.
Overpower is popular to overcome the resistance of the spirit.
Delay, Build, Imbed, and Mechanism are likely aspects as well.
Typical cost to summon a spirit of decent ability (SD 4, for example) would be around 36 Omnessence (Scope 5, Potency 21, Intricacy 5, and 5 points in Extend Duration).  A relatively weak Spirit (SD 2) would require around 20 Omnessence.  Keep in mind that Mana has a Configuration Might (Omnessence Limit) of 42 in Conjuration / Spirit.
Wizardry can also be useful in coercing the spirit's services and/or Binding the spirit.  Spirits can be uncooperative when forcefully summoned (as in the above paradigm), and thus less than eager to assist the adept.   Coercion is often necessary when using this approach, and Mana is again useful, especially if the adept lacks a Spiritual Ally.  Coercion can take several forms, but many adepts rely on a Transformation / Spirit effect to induce the spirit's cooperation and service.  The degree of success of the Effect Trial can be used as a bonus to the ATC of the Charisma trial.  Other options include causing the spirit pain (Destruction / Spirit) or determining what kind of bargain the spirit would go for (Divination / Spirit).  An example of the Transformation / Spirit effect:
Scope Scope affects a Form (3 points).
Range must be at least Touch (Slight, 1 point), and perhaps Sight (Impressive, 10 points), depending on the range at which the spirit has been summoned.
Area is not usually an issue. 
Duration will usually have to be expanded to at least five minutes (or longer, through use of the Extend Temper Aspect).  Although this effect can induce the spirit to be cooperative, the agreement of service is not instantaneous.
Typical Scope cost is 8 points.
Potency Potency is based on Fundamental Inertia, and the relative likelihood of the spirit performing the service desired.  If no service is specifically indicated (as in the case of Binding), then Epic Potency is assumed - the spirit will be willing to risk its existence for the adept.   Minor services might cost as little as Moderate or even Slight Potency, if performed immediately.  Most typically useful services will be Impressive (10 points).
Intricacy Intricacy is based on the Nature of Change aspect - the effect is altering the spirit's nature to a limited extent (and for a limited time).  Intricacy is thus Impressive (10 points).
Temper Aspects Extend Duration may be necessary in some cases.
Overpower is popular to overcome the resistance of the spirit.
Delay, Build, Imbed, and Mechanism are likely Aspects as well.
Typical cost to coerce a spirit would be around 28 Omnessence (Scope 8, Potency 10, and Intricacy 10), or 39 points for a spirit that is to be Bound to the adept.  The Configuration Might of Mana for Transformation / Spirit is 63.  Note that a spirit that has been "transformed" in this way is not permanently altered (unless that Temper Aspect is used...) and will not be any more likely to serve the adept in the future.  Some spirits may actually be aware that they were coerced, and may "resent" that.
NOTE:  Those rare Shamans who are also Mystics (i.e. "Wizards," although they generally don't use that term among themselves) generally do not use such coercive tactics with spirits unless they lack a Shamanic Familiar.  Since most Shamans will have such a Spiritual Ally, they can utilize that spirit's power and influence to help them, which is much less likely to result in resentment on the part of the other spirits.  The manner of coercion discussed here is generally used only by the kind of Wizard who is a "Spiritist" rather than a Shaman.  The distinction is sometimes a subtle one, and is often more a matter of background and attitude than specific techniques.
Binding a spirit doesn't usually require much help, but in the event the adept would like to take no chances with Binding a particularly hostile or powerful spirit to a Fetish, he can use a Manipulation/Spirit effect to enforce the Binding.  Binding a spirit in this fashion overcomes the reduction in services that generally accompanies Binding a spirit to a Fetish (see Spirit Profile, Storage).  This is generally done with the Build and/or Delay Aspects in conjunction with the Coercion and possibly Summoning effects.
Example:  An adept Shapes a binding paradigm (see below) and Builds it with a Coercion Shaping, and also Builds a Summoning Shaping.  Once the spirit is summoned, the Coercion paradigm assists him in gaining the spirit's services, and then Binding paradigm ensures the spirit will enter the Fetish he has prepared for it.
A sample Manipulation / Spirit Mana paradigm:
Scope Scope affects a State (1 point).
Generally Range must be at least Touch (Slight, 1 point), and perhaps Sight (Impressive, 10 points), depending on the range at which the spirit has been summoned.
Area is not usually an issue. 
Duration must be expanded to a Narrative Interval (according to how long the adept wishes the Binding effect to last), generally a day or more (Epic, 21 points).
Typical Scope cost is thus 23 points, more if a Range of Sight is necessary.
Potency Potency is based on the Summoning Difficulty (i.e. power) of the spirit.  Binding a spirit with a Summoning Difficulty of 1 would be a Slight effect.  An SD of 2 would be Moderate, SD 3 would be Impressive, SD 4 would be Epic, and SD 5 or higher would be Mythic.
Intricacy Intricacy is based on the Penetration aspect - affecting a spirit in this way is a Moderate effect (4 points).
Temper Aspects Permanence is possible, which results in a potentially infinite number of services.  This is one reason for using this paradigm to assist in Binding a spirit.  Of course, the cost for Permanence reduces the relative power of spirits that can be permanently bound.
Overpower is popular to overcome the resistance of the Spirit, or Sophistication if Delay or Permanence are being used.
Delay and Build are often used, as mentioned above.  Mechanism can also be used in conjunction with the Delay aspect.
Typical cost to Bind a fairly capable spirit (SD 4) would be 48 Omnessence (Scope 23, Potency 21, and Intricacy 4).  Including Delay or Build would increase the cost.   Because Mana has a Configuration Might of 63 in Manipulation/Spirit, up to 63 Omnessence may be used in such a Paradigm.  Permanent Binding Paradigms could incorporate effects of up to 21 Omnessence (allowing for the cost of the Permanence Temper Aspect), which would generally be sufficient to permanently Bind a spirit of SD3 or less (because duration does not have to be expanded).   Note that this effect does not require the Imbed Aspect in order to Bind a spirit to a Fetish - although the Fetish must meet the Omnessence Storage Requirements of the Spirit Origin.
Wizardry can also use Spiritism effects to help with Mana.  One very useful technique is the use of a Bound spirit as a Mana Reservoir.  This allows the adept to store more Mana and have it readily available.
To do this, the adept must have found a spirit which is capable of doing so.  Storing Mana is a Manipulation / Reality effect, and spirits who have significant ability with the Reality Dominion are rare.  The spirit must also be bound to the adept's Aura to store Mana in and retrieve it from the spirit.  An example of such a Spiritism paradigm follows:
Scope Scope affects a State (1 point).
Range is Personal if the spirit is bound to the adept, or Sight if bound to a Fetish (Moderate, 4 points).  Area is not a consideration.
Duration is an important consideration, based on how long the adept wants this service to last.  A typical use would be around a week (Epic, 21 points).
Total Scope cost would generally be around 26 points.
Potency Potency is based on the amount of Mana to be stored - each point of Potency allows the storage of three points of Mana.
Intricacy Intricacy is Impressive (10 points).
Temper Aspects Extend Duration is sometimes useful.
Obviously, since the spirit must be Bound (thus reducing its effective Configuration Might), a fairly powerful spirit is required for such an effect.  A typical Store Mana effect would cost around 60 points (Scope 26, Potency 24, and Intricacy 10), stores 72 points of Mana, and would require a spirit with a Configuration Might of 80 or more in Manipulation / Reality (so that when Bound, it would retain a Configuration Might of 60).  One such spirit is an Entitae known as a Chimera.  Chimera are rare (Availability 6) and powerful (Summoning Difficulty 5) spirits that are used by both Wizards and Conjurors to assist with magical tasks.