diff --git a/appendix.tex b/appendix.tex
index 043bf265540311dfbfaee47f8e3a6b5a6ba862e6..f6348e7ae4e104a0757bde9b2f888532ee77cc94 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -16,6 +16,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 Okay, so you know how to make a character by now.  But just for reference, let's get some procedure down:
 
 \begin{enumerate}
@@ -23,7 +24,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 	\item{Spend 50 \gls{xp} on Attributes, Skills, \gls{mp}, Knacks, et c., with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}). Page \pageref{xp}.}
 	\item{Take 2 items worth 10sp or less, plus 1 item per Skill level your character has.  Page \pageref{goods}.}
 	\item{Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.}
-	\item{Starting money is $(3D6-5)^A \times 2^S$cp, where A = levels in Academics and S = combined levels in all specialist Skills.}
+	\item{Starting money is $(3D6-5)^{A+1} \times 2^S$cp, where A = levels in Academics and S = combined levels in all specialist Skills.}
 	\item{Start the game.}
 %	\item{Spend Story Points any time you can.}
 \end{enumerate}
diff --git a/cc.tex b/cc.tex
index ab14e7db9a49d64f6da200624a11a64a27aeda1d..0d877b9f9381b9bbc69d11cdf003d6e1db0a1d99 100644
--- a/cc.tex
+++ b/cc.tex
@@ -53,9 +53,7 @@ Grab a pair of D6's and compare the result to the following chart.
 
 I've just rolled a `7', so I'm playing a human.  Being the tallest of the races they get +1 Strength.  However, they're also a little slow on the uptake, so they get -1 Wits.
 
-It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans. Whichever race you've landed on, go and have a look at page \pageref{starting_characters}. You will also find suggestions on why someone of that race might be adventuring.
-
-\begin{wrapfigure}{R}{.6\linewidth} 
+\begin{wrapfigure}{R}{.5\linewidth} 
 
 	\begin{tcolorbox}[tabularx={cc},arc=1mm]
 
@@ -79,6 +77,8 @@ It's been a while since I saw any humans so I'm going to go and look up the race
 
 \end{wrapfigure}
 
+It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans. Whichever race you've landed on, go and have a look at page \pageref{starting_characters}. You will also find suggestions on why someone of that race might be adventuring.
+
 Next up, time to roll the Attributes -- Strength, Dexterity, et c..
 Roll $2D6$ for each of the Bonuses (or negatives).
 Continue rolling until all 6 Attributes have a value.
diff --git a/gm.tex b/gm.tex
index 6428a17c9955daade61dab18a9cf6895cc340caf..696f5af86227c86c2af2fea925314509c1f81a61 100644
--- a/gm.tex
+++ b/gm.tex
@@ -11,7 +11,7 @@ Since this can be a lethal game, especially for new players, consider adding a f
 \subsection{Coins}
 
 To helps players understand the tactical elements of the game, consider setting a central initiative track on the table, with the number 1-18.
-Have everyone place a token, model, coin, or whatever on their own Initiative number as soon as combat starts so that they can see the Initiative count moving slowly towards them.
+Have everyone place a token, model, coin, or whatever, on their own Initiative number as soon as combat starts so that they can see the Initiative count moving slowly towards them.
 
 As a \gls{gm}, it's always good to have at least 3 different types of coins.
 Let's say you're orchestrating a battle with a hobgoblin leader, some hobgoblin troops and a goblin spellcaster.
@@ -175,7 +175,9 @@ Undead creatures have certain properties in common. Firstly they imperceptibly f
 
 Undead also feel no pain and suffer little from scrapes and bruises. As a result, they automatically have a \gls{dr} of 2 which is cumulative with armour. This counts as Complete armour, but not Perfect -- shots through their eyes or attacks which sever muscles still debilitate them.
 
-The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without tiring. They enjoy feeding on souls, but it is not required for them to continue moving. Each has an Aggression score of +2.
+The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without complaint.
+They enjoy feeding on souls, but it is not required for them to continue moving.
+Each has an Aggression score of +2.
 
 When the undead are newly created, they are clumsy, as they are not used to their own bodies, and suffer a -2 penalty to Dexterity.
 Shortly afterwards, rigour mortis sets in, and then decay.
diff --git a/intro.tex b/intro.tex
index 5fb4394f1b60e0fbc7a1472cd371c4c9fba446df..fabb5c1d19363be70e2b94be8d0669593541c2de 100644
--- a/intro.tex
+++ b/intro.tex
@@ -53,6 +53,7 @@ Aleksej, Mihailo, and Proxy; also thanks to Ari-Matti Piippo for his insightful
 
 \begin{multicols}{2}
 
+\noindent
 This book has some serious problems, and that's fine.  I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and change things.  This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book.
 
 No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and cello tape it to the last page of the core book.
diff --git a/magic.tex b/magic.tex
index 9d1691085d14aeb0cff764eef2f20b537d28ecbf..aaf99268a630e2e59f987e8ff89434e4b04a64d6 100644
--- a/magic.tex
+++ b/magic.tex
@@ -640,28 +640,37 @@ Each Margin on the roll means one \glsentrylong{mp} is generated each round, so
 \noindent
 The mage can shape pure energy, pushing and pulling at the world with the power of their will alone. They can create magical shields, pick up weapons and grind targets into the ground as if with an invisible, giant, floating hand.
 
-The Force sphere does not come with discrete spells at each level.
-Instead, the mage gains access to all spells immediately.
 Each spell can be cast at any level the caster possesses, so a mage with the 3rd level of the force sphere could cast `Mage Armour' at level 1, 2 or 3 -- each with increasingly more expensive cost and a better shielding.
 
-\spell{Mage Armour}{Continuous}{Academics}\\
-The mage casts a shield of crackling energy around the target to protect from all harm, and most often mages target themselves.  The barrier can shatter if attacked but can take a serious beating before breaking. Each barrier counts as a having a number of \index{Shield Points}\gls{SP}, which are destroyed by Damage like \gls{fp}, but always before \gls{fp} are targeted.
-The target gains a number of \gls{SP} equal to the level of spell used times 3 plus their Intelligence Bonus.
+\spelllevel
 
-Those protected by the shield cannot attack others as the shield stops all attacks.
-However, casters are able to focus enough to use missile weapons and spells by allowing small breaches in the shield's wall.
-\footnote{Allowing a target to use a missile weapon requies complete focus, and a Wits + Empathy roll, and can be performed as a Quick action, costing 2 Initiative Points.}
+\spell{Levitation}{Continuous}{Combat/ Craft}\\
+This is a more generic version of `Dancing Swords' (above) where the mage can lift but not necessarily weaponize anything close by.
+The caster rolls their Intelligence and Craft Skill against a \gls{tn} of 7 plus the target's \gls{weightrating}.
+The spell grants an effective Strength Bonus equal to the level in the Force sphere being used.
+Any object with a \gls{weightrating} of up to 4 points higher than this Strength score can be lifted into the air but the heavier something is the slower it will move.
 
-The shields cannot `split' into bubbles.
-When cast wide, it can cover a group of people, but the shield will cover all of them or none.
+If creatures are targeted for levitation, they have a \gls{weightrating} equal to their HP and the mage rolls Intelligence + Combat to lift them.
+They can add their Evasion Factor to the spell's \gls{tn} in order to attempt to wriggle free of the telekinetic hold.
+Trying to wriggle free takes 4 Initiative points.
+Targets can be moved at a Speed rating equal to the level in Force.
 
-\textit{For example, Annabel the alchemist has the Force sphere at level 3 and Intelligence +2.
-She's low on \gls{mp} so she casts it at level 2, gaining 8 \gls{SP}.
-On the very next Initiative Count she's hit for 10 Damage and loses all 8 \gls{SP} then 2 FP.}
+Mages attempting to lift people into the air can move the target only at the rate of a standard action -- i.
+. 3 squares per turn plus their effective Speed rating.
+The effective Speed rating is equal to the spell's level, but the spell can be encumbered just like lifting a normal person.
+So casting a spell at level 3 means an effective Strength and Speed rating of 3; if the target had Strength +1 they would have 7 HP and therefore a \gls{weightrating} of 7.
+That's 4 points above the spell's rating so the Speed suffers a -4 encumbrance penalty, making the total movement 1 square every two \glspl{round}.
+The target could roll to be free every 4 Initiative steps, rolling against the spell's effective Strength Bonus.
 
-The spell must be maintained as a standing spell to function. Multiple castings do not stack -- only the highest casting it used. The shield can be placed on others if need be, not only the mage.
+While a target is being levitated, they are especially vulnerable to attack, and all attacks against them count as Sneak Attacks, gaining +4 to Strike and +2 to Damage.
 
-Armour does not block Damage going onto \gls{SP} -- the character simply subtracts \gls{SP} without any \gls{dr}. The Mage Armour is not affected by a Vitals Shot -- it protects all around, counting as Perfect armour, although not quite continuously enough to keep out water or gasses. Multiples of such spells do not stack -- only the highest is used.
+\spell{Lock}{Continuous}{Craft}\\
+The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through.
+The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus.
+For example, if a door were at \gls{tn} 8 to burst through, a mage with Intelligence +2 could cast the second level of the Force sphere, raising the \gls{tn} to 14.
+
+Mages can also create barriers of pure force to block passageways without a door, just as with mage armour.
+The blockade has a number of \gls{SP} equal to triple the level of Force sphere being employed plus the mage's Intelligence Bonus and must be battered through with repeated blows to get through the portal.
 
 \spell{Mage Sight}{Continuous}{Vigilance}\\
 The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land.
@@ -669,11 +678,31 @@ The mage can `feel' by delicately touching things with mental movement rather th
 The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level.
 The spell covers a progressively larger area depending upon the level used.
 
-\noindent Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything.
+Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything.
 
 Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Mage Sight.
 They can even identify the other mage with a Wits + Empathy roll.
 
+\spell{Slow Fall}{Continuous \& Instant}{Athletics}\\
+When people (or even items) are falling to their doom, force mages can slow the decent, limiting the Damage from such a fall.
+The total spell grants a resistance to any Damage incurred through falling equal to 4 points per level of the Force sphere used plus the mage's Intelligence score.
+Therefore, a mage with Intelligence +2 using the third level of the Force sphere would subtract 14 from any Damage incurred through falling.
+
+If cast as a Quick Spell, it can be cast as a Quick Action, outside the usual Initiative order.
+
+\spell{Telekinetic Fist}{Continuous}{Combat}\\
+The mage uses powerful telekinetic blasts to hold and crumple targets in close combat.
+Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points.
+For the purposes of these attacks, the caster counts as having a Strength Bonus equal to the level of the Force sphere being used.
+For example, someone employing the third level of the Force sphere would count as having +3 Strength, and would inflict $1D6+3$ Damage with unarmed attacks.
+
+\spell{Telekinetic Retreat}{Continuous}{Athletics}\\
+Mages can add their mental ability to move things to aid their movement.
+Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus.
+The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running.
+
+\spelllevel
+
 \spell{Dancing Swords}{Continuous}{Combat}\\
 The force mage can make a weapon levitate with the power of their mind. It can float nearby to defend them and even float off to stab at enemies who will be hard pushed to counterattack the wielder when they're standing some distance away.
 
@@ -702,46 +731,26 @@ The caster may not employ any special combat manoeuvres such as pushing people b
 
 Mages who must slowly cast a spell can still weild weapons instantly.  Runecasters might require a full scene to make a dagger float, but the floating dagger can thereafter be used to attack or even defend at the normal Initiative rate.
 
-\spell{Levitation}{Continuous}{Combat/ Craft}\\
-This is a more generic version of `Dancing Swords' (above) where the mage can lift but not necessarily weaponize anything close by.
-The caster rolls their Intelligence and Craft Skill against a \gls{tn} of 7 plus the target's \gls{weightrating}.
-The spell grants an effective Strength Bonus equal to the level in the Force sphere being used.
-Any object with a \gls{weightrating} of up to 4 points higher than this Strength score can be lifted into the air but the heavier something is the slower it will move.
-
-If creatures are targeted for levitation, they have a \gls{weightrating} equal to their HP and the mage rolls Intelligence + Combat to lift them.
-They can add their Evasion Factor to the spell's \gls{tn} in order to attempt to wriggle free of the telekinetic hold.
-Trying to wriggle free takes 4 Initiative points.
-Targets can be moved at a Speed rating equal to the level in Force.
-
-Mages attempting to lift people into the air can move the target only at the rate of a standard action -- i.
-. 3 squares per turn plus their effective Speed rating.
-The effective Speed rating is equal to the spell's level, but the spell can be encumbered just like lifting a normal person.
-So casting a spell at level 3 means an effective Strength and Speed rating of 3; if the target had Strength +1 they would have 7 HP and therefore a \gls{weightrating} of 7.
-That's 4 points above the spell's rating so the Speed suffers a -4 encumbrance penalty, making the total movement 1 square every two \glspl{round}.
-The target could roll to be free every 4 Initiative steps, rolling against the spell's effective Strength Bonus.
+\spell{Mage Armour}{Continuous}{Academics}\\
+The mage casts a shield of crackling energy around the target to protect from all harm, and most often mages target themselves.  The barrier can shatter if attacked but can take a serious beating before breaking. Each barrier counts as a having a number of \index{Shield Points}\gls{SP}, which are destroyed by Damage like \gls{fp}, but always before \gls{fp} are targeted.
+The target gains a number of \gls{SP} equal to the level of spell used times 3 plus their Intelligence Bonus.
 
-While a target is being levitated, they are especially vulnerable to attack, and all attacks against them count as Sneak Attacks, gaining +4 to Strike and +2 to Damage.
+Those protected by the shield cannot attack others as the shield stops all attacks.
+However, casters are able to focus enough to use missile weapons and spells by allowing small breaches in the shield's wall.
+\footnote{Allowing a target to use a missile weapon requies complete focus, and a Wits + Empathy roll, and can be performed as a Quick action, costing 2 Initiative Points.}
 
-\spell{Lock}{Continuous}{Craft}\\
-The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through.
-The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus.
-For example, if a door were at \gls{tn} 8 to burst through, a mage with Intelligence +2 could cast the second level of the Force sphere, raising the \gls{tn} to 14.
+The shields cannot `split' into bubbles.
+When cast wide, it can cover a group of people, but the shield will cover all of them or none.
 
-Mages can also create barriers of pure force to block passageways without a door, just as with mage armour.
-The blockade has a number of \gls{SP} equal to triple the level of Force sphere being employed plus the mage's Intelligence Bonus and must be battered through with repeated blows to get through the portal.
+\textit{For example, Annabel the alchemist has the Force sphere at level 3 and Intelligence +2.
+She's low on \gls{mp} so she casts it at level 2, gaining 8 \gls{SP}.
+On the very next Initiative Count she's hit for 10 Damage and loses all 8 \gls{SP} then 2 FP.}
 
-\spell{Slow Fall}{Continuous \& Instant}{Athletics}\\
-When people (or even items) are falling to their doom, force mages can slow the decent, limiting the Damage from such a fall.
-The total spell grants a resistance to any Damage incurred through falling equal to 4 points per level of the Force sphere used plus the mage's Intelligence score.
-Therefore, a mage with Intelligence +2 using the third level of the Force sphere would subtract 14 from any Damage incurred through falling.
+The spell must be maintained as a standing spell to function. Multiple castings do not stack -- only the highest casting it used. The shield can be placed on others if need be, not only the mage.
 
-If cast as a Quick Spell, it can be cast as a Quick Action, outside the usual Initiative order.
+Armour does not block Damage going onto \gls{SP} -- the character simply subtracts \gls{SP} without any \gls{dr}. The Mage Armour is not affected by a Vitals Shot -- it protects all around, counting as Perfect armour, although not quite continuously enough to keep out water or gasses. Multiples of such spells do not stack -- only the highest is used.
 
-\spell{Telekinetic Fist}{Continuous}{Combat}\\
-The mage uses powerful telekinetic blasts to hold and crumple targets in close combat.
-Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points.
-For the purposes of these attacks, the caster counts as having a Strength Bonus equal to the level of the Force sphere being used.
-For example, someone employing the third level of the Force sphere would count as having +3 Strength, and would inflict $1D6+3$ Damage with unarmed attacks.
+\spelllevel
 
 \spell{Telekinetic Grasp}{Continuous}{Combat}\\
 Force mages can wrestle with people from afar using telekinesis. One major advantage with this sort of wrestling is that the mage does not risk being hit back as they can cast the spell from afar. As per the Grappling rules, the mage first makes a roll to capture the target; they roll Intelligence and Combat while the target resists with their current Evasion Factor. Targets can literally feel the force of the mage's mind around them, often described as a hundred tiny, invisible hands or the feeling of an invisible wave. This force can be parried and pushed back like any normal weapon, so targets can use their full Evasion Factor, including bonuses from using a weapon.
@@ -756,10 +765,7 @@ Their Initiative Score would suffer and they would accrue additional Fatigue Poi
 
 When cast over a full area, all are effected, and movement becomes extremely difficult.
 
-\spell{Telekinetic Retreat}{Continuous}{Athletics}\\
-Mages can add their mental ability to move things to aid their movement.
-Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus.
-The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running.
+
 
 \end{multicols}
 
@@ -865,9 +871,8 @@ As usual, opponents who are keeping edgy (see page \pageref{edgy}) can use their
 Alternatively, if a player is keeping edgy, it is they who can attempt to dodge the incoming attack, rolling their Speed at \gls{tn} 7 plus the pyromancer's Intelligence and Projectiles Skill.
 Shields' Evasion Bonus can add to the roll to resist such spells.
 
-Just like any other long-range spell, Fireballs and other Invocation spells can succeed in Vitals Shot, bypassing armour, if they strike precisely enough (see page \pageref{vitals}). Blast-radius spells such as Fireball can inflict a Vitals Shot on up to 1 person, specified by the caster, but not more as the mage cannot make precise attacks against a group of people simultaneously.
-
-If you are using miniatures, it will be easy to see how many people are caught in the blast radius of a spell. The caster can direct which squares are affected so long as they are all joined together; they may be squares forming a larger square, or spread out in a row. However, if your group is more a fan of the mind's eye theatre the assume that for every square in a spell's range has it affects 1 target.
+Just like any other long-range spell, Fireballs and other Invocation spells can succeed in Vitals Shot, bypassing armour, if they strike precisely enough (see page \pageref{vitals}).
+Blast-radius spells such as a \textit{Wide Fireball} can inflict a Vitals Shot on up to 1 person, specified by the caster, but not more as the mage cannot make precise attacks against a group of people simultaneously.
 
 \spelllevel
 
@@ -925,7 +930,7 @@ However, if that fails, he simply cannot roll again.
 \enhancement{1}{Ranged}
 \index{Spell Enhancements!Ranged}
 
-Any spell can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaires of spells.
+Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells.
 
 \spell{Mana Stones}{Continuous}{Academics}\\
 A mana stone is an item which stores mana, and each path of magic has its own version.\footnote{See page \pageref{magic_paths} for more on Paths of Magic.}
@@ -1054,9 +1059,14 @@ Even low level necromancers have the terrifying ability to pull someone's soul o
 By adding additional levels, the caster can add 1 \gls{hp} to the total Damage.
 
 \spell{Command the Dead}{Continuous}{Academics}\\
-The mage can also command any one undead creature to perform any simple action -- a basic phrase without caveats and no more than one verb. `Dig',\footnote{The undead are the worst workers due to their stupidity, cannot use weapons, and typically destroy their own hands before they dig very far.  They can be used for anything, but are not necessarily good for much.} `kill them all' or `wait here' are all appropriate commands. To execute the spell, the mage rolls with Intelligence and their Academics score at \gls{tn} 7 -- undead creatures resist with their Wits score, though most have a negative Wits score, which makes resistance difficult.
+The mage can also command any one undead creature to perform any simple action -- a basic phrase without caveats and no more than one verb.
+`Dig',\footnote{The undead are the worst workers due to their stupidity, and typically destroy their own hands before they dig very far.
+They can be used for anything, but are not necessarily good for much.}
+`kill them all' or `wait here' are all appropriate commands.
+To execute the spell, the mage rolls with Intelligence and their Academics score at \gls{tn} 7 -- undead creatures resist with their Wits score, though most have a negative Wits score, which makes resistance difficult.
 
 This spell replicates all five levels of the enchantment sphere with the mage selecting any effect they wish; however, the mage uses Academics instead of any other Skill because the undead may only be `understood' in some technical sense, and not truly empathised with.
+The Undead always resist with their Wits + Aggression.
 
 \spelllevel
 
diff --git a/rules.tex b/rules.tex
index 6cbfa3685a9af2e8deabac6f60b14340342fa1f3..c0108b703cf101482b1a8219e1b87228b0d9ca36 100644
--- a/rules.tex
+++ b/rules.tex
@@ -547,7 +547,7 @@ Animal stats vary, but you can use the below as a go-to standard for working ani
 
 \npc{\C}{Hunting Dogs}
 
-\huntingdog
+\huntingdog[\npc{\C}{Hunting Dog}]
 
 \subsection{Weight \& Encumbrance}\index{Weight}\index{Encumbrance}
 
diff --git a/stories.tex b/stories.tex
index 45e46ace7291ddf34d7ff19f8039f4f8dfa9458f..b21bb97d07b929fb32ac3904925afc2805808fb1 100644
--- a/stories.tex
+++ b/stories.tex
@@ -188,15 +188,4 @@ Soon after, the characters begin proper guild missions, venturing out into the s
 
 \end{multicols}
 
-\vspace{.2cm}
-
-\begin{tcolorbox}[adjusted title=Clans of the College of Alchemy,arc=1mm,tabularx={llX}]
-	Clan & Specialist Sphere & Background \\\hline
-	Clan Alisa & Force & Stonemasons who eventually rose to magic workers. \\
-	Clan Kisha & Conjuration & The priesthood of Laiqu\"{e} who abandoned their god to study alchemy. \\
-	Clan Stein & Invocation & A military clan who maintain ties with the College Outpost at the Coast. \\
-	Clan Ventress & Metamagic & An old family who lived in Eastlake since before the College. \\
-
-\end{tcolorbox}
-
 }{}