The Third Method
Not every magus is prohibited from instilling Ritual spell-like effects into enchanted devices. The Minor Mystery Virtue: Hermetic Empowerment (The Mysteries Revised Edition, page 64) allows this very activity, and a magus privy to this secret lore can create an enchanted device that can summon a ghost. The frequency — or even existence — of this Virtue depends on your troupe and the saga you are playing. It might not exist. If it does it should be rare, like the other Mystery Virtues, and difficult to acquire. Because it is
so rare and not generally available for the typical magus, this chapter will not deal with it other than to mention its existence. After reading this chapter, it should be relatively easy to create your own spell-like effects to incorporate Hermetic Empowerment, if it exists in your game. A necromancer could construct a single enchanted device that summons a ghost, binds it to a vessel, animates a corpse, and passes control of the animated spell to the ghost through a series of linked triggers and cascading effects.

necromancer must ensure that the ward lasts past sundown, when the orb's linking trigger activates the primary power, but ends afterwards. Using standard Hermetic Durations, this means that the ward must have a Duration: Moon, giving the living ghost plenty of time to acclimate to his new condition. Another solution would be to create a Perdo Vim device that the living corpse could use to remove the ward.