Voodoo Apprentice- Health Magic
1 point in Spellcasting, 6 points is Summoning
Learn Imp Reflexes, Healing and whatever other health spells you want at 5karma each.
Dedicated Conjurer for 5 karma.
You now can't cast spells but can summon 4 types of spirits.
The Health Spirit is Man for Voodoo so it can cast the spells you know but can no longer cast.
At force 6 while it possesses you it probably gives a +3 to all your physical stats.
Should pick up the Task Spirit as one of the 3 because it's like skill wires for technical/physical skills but magical.
Should pick up Guardian Spirit for the same reason but it's combat skills.
The third spirit to pick up, I'm not sure about.
Yeah, didn't expand too much on my post about this, but apprentice, or any caster, losing 'casting' and using a 'man spirit' for it is quite nice.
Personally I like going for materialization spirits recently for the action economy.
Spells are a bit prohibitive due to apprentice technically not gaining any, and spending 5 karma a pop. The "effectiveness" is you can place Magic at D priority, and still have access to skills like "counterspell" vs an aspected conjurer. Otherwise, once you start doing too many spells, it becomes better once again to become a full mage, least IMO.