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move power ratings to paths chapter

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......@@ -36,264 +36,6 @@ Lithe characters will find it easier to turn into a bird, while stronger people
\end{multicols}
\section[Spellcasting]{Casting Your First Spell}
\begin{multicols}{2}
\subsection{Casting}
Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}.
The character then spends the mana and makes a roll against some \gls{tn} to cast the spell.
\index{Mana}\subsection{Mana}
Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive.
If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches.
Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{}
Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic.
When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back.
Every scene, characters regenerate 2 Mana plus their Wits Bonus.
If this total would be 0 then the amount of time required to gather a single \gls{mp} increases by 1 scene.
Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls{mp} while those with Wits -3 must wait 3 scenes.
\subsection{Range}
\begin{wrapfigure}{r}{.18\textwidth}
\begin{rollchart}
Wits & Range \\\hline
-4 & 1 \\
-3 & 2 \\
-2 & 3 \\
-1 & 4 \\
0 & 5 \\
1 & 10 \\
2 & 15 \\
3 & 20 \\
4 & 25 \\
\end{rollchart}
\end{wrapfigure}
Spells have a range of 5 squares plus 5 times the caster's Wits bonus.
A negative Wits Bonus decreases the range by one square per penalty.
\iftoggle{verbose}{
Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer.
}{}
Spells which affect a large area are only restricted by where they \emph{start}.
A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it could extend past that, reaching a total of 7 squares.
This range limitation applies to all magic, including Song magic.
While a tune may carry over the hilltops, the force of the magic usually remains close to the caster.
\subsection{Duration}
Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are continuous. Continuous spells can be cancelled at will or maintained indefinitely. However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}.
For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome.
These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more.
\subsection{Spell Types}
Your standard spell takes a while to cast -- normally 1 \gls{round} per level, so a Level 3 spell would normally take 3 \glspl{round} to complete. Casters can go slower or faster and gain bonuses or penalties to their roll.
\subsubsection{Ritual Spells}
Mages who take their time over spells can attempt a Ritual Spell -- they cast it as a \gls{restingaction}.\footnote{See page \pageref{restingactions}}.
The mage can gain mana slowly, spending some, drawing more from a mana stone or item, then spending more before finally casting the spell.
The mage can gather a number of \gls{mp} equal to double their normal maximum \gls{mp}, ignoring \glspl{standingspell}.
Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together.
They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell.
\subsubsection{Quick Spells}
Quick spells can be completed fast enough to cast in combat, costing 3 Initiative points plus the level of the spell.
Such spells always force a little `flash and bang' out as the raw magic hits the air.
Some mages create sparks as they cast spells, others summon dark mists -- it all depends upon the Path of Magic the mage is walking.
Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell.
\subsection{Spell Enhancements}
Spell enhancement increase a spell's level in return for adding some ability.
These enhancements always take the form of adjectives.
For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell.
The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell.
The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points if cast during combat.
\end{multicols}
\section{The Pillar of Magic}
\begin{multicols}{2}
\index{Metamagic}
\noindent
Metamagic allows the \gls{miracleworker} to enhance their other magic spheres -- adding to their range, casting more spells in a \gls{round}, gaining more \gls{mp} to power them and eventually includes the ability to create magical items.
Metamagic spell enhancements are special.
They can be used to enhance \emph{any} spell from any other sphere.
When Metamagic is used to create magical items by imbuing spells, spells come out in the same way they were put in.
If a spell was cast as a quick spell, it comes out instantly.
It it was cast as a ritual spell, it takes a full scene to take effect.
Magical items always cast spells with the Traits of their casters.
Someone creating an item which raises people from the dead will have a magical item with the same effective Intelligence, Wits and Academics as the caster.
\subsection{Mana 1}
\label{detectmagic}
\spell{Identify Mana}{Empathy}\\
The caster identifies which Path of magic someone is walking, or which Path was used to create an item which holds \glsentrylongpl{mp}.
\spell{Detect Mana}{Instant}{Empathy}\\
The mage casts the spell on any person or item and finds out how many \glsentrylongpl{mp} the target has, including any mana stones the target has.
\subsection{Mana 2}
\enhancement{1}{Subtle Spells}
Casting an illusion or enchantment on someone with a flashing, loud and generally obvious spell can be quite a give away.
Any caster can attempt to cast a spell while simply whispering and moving their hands slowly and subtly.
People around the mage can still sometimes spot a spell being cast. They use their Wits + Academics in a resisted roll against the mage's Dexterity + Deceit.
\subsection{Mana 3}
\enhancement{1}{Wide}
\index{Spell Enhancements!Wide}
The spell extends to cover a wide area -- a total area equal to the spell's level, plus the caster's Wits Bonus.
The squares are always continuous, so a spell targeting four squares could form a $2\times 2$ area, or four continuous squares.
If the spell targets people, one person per square is always a reasonable baseline.
\enhancement{1}{Ranged}
\index{Spell Enhancements!Ranged}
Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells.
\subsection{Mana 4}
\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.}
Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum.
For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone.
These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum.
Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it and concentrating.
The spell is always permanent -- no additional mana must be kept aside so that the spell remains active.
Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points
The mana in mana stones cannot be used to create more mana stones and mages cannot enter their own temporary \gls{mp} into the mana stone.
Mana stones form the basis of all magical items, and \glspl{miracleworker} can only use their traditional mana stones to create magical items.
\spell{Spell Breaking}{Instant}{Sphere Rating}\\
The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item.
The spell requires an opposed roll of Intelligence + the sphere being used.
For example, a priest casts an Aldaron spell.
She has Intelligence +2 and Aldaron 3.
The \gls{tn} is therefore ($7+2+3=$) 12.
Later, an alchemist attempts to dispel the magic.
He rolls with his Intelligence Bonus of +3, but he does not have the Aldaron sphere, so he can add nothing more.
If he fails the roll, he can attempt to try again, turning this into a ritual spell.
However, if that fails, he simply cannot roll again.
\subsection{Mana 5}
\spell{Pocket Spell}{Continuous}{Crafts}\\
Pocket Spell is cast on an item to implant a second spell.
Both spells must be cast in succession.\footnote{The magic cannot regenerate mana between casting spells, but can use mana stones while casting a ritual spell in order to gain more mana.}
Some mages create scrolls which are destroyed once read. Some priests of \gls{naturegod} enchant animals with a single spell, just to see how the animal will use it.
The only limitation is that the mana stone must have enough \gls{mp} to cast the spell once.
The pocket spell always produces a single effect.
The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast.
Any continuous effects last for \arabic{spelllevel} scenes plus the caster's Wits Bonus.
These magical items are activated by a `command word'.
Command words do not necessarily have to be actual words -- they could be entire phrases or gestures.
Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.}
Once a spell has started, it cannot be stopped except by counter-spells, even by the original mage who crafted the item.
\subsection{Mana 6}
\spell{Magical Item}{Continuous}{Academics}\\
The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a nearby location.
Just as with Pocket Spell, above, the mage casts Magical Item and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}.
Any number of spells can be cast into the item, so long as each one is implanted within the same casting.
Magical items function as mana stones and continue to store \gls{mp} for use by people on that Path of Magic.
However, each spell cast into the item lowers the item's \gls{mp} by one.
Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level Aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of.
Magical items which do not have enough mana simply fail to cast. The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break.
\subsection{Mana 7}
\enhancement{2}{Massive}
The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest.
Massive spells target a number of areas equal to the spell's level plus the caster's Wits.
\subsection{Mana 8}
\spell{Greater Item}{Instant}{Academics}\\
This functions just like the Magical Item spell, except that the mage can imbue a full sphere's level.
If the item has Necromancy level 2, it can cast any Necromancy spell of level 2 or less.
If it has Invocation level 3, it can cast any spell at level 3 or less.
Each sphere (but not each level) reduces the item's \gls{mp} by 1.
\subsection{Mana 9}
\enhancement{1}{Sentient}
\index{Spell Enhancements!Sentient}
The mage can make any spell gain some measure of sentience.
Typically, this is made to allow magical items to activate upon a condition, such as a door which turns from solid stone back to wood once the password is stated.
The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor.
Such items are never capable of a conversation - they only have enough instinct to carry out a single well-defined function.
\enhancement{Varies}{Combined}
A secondary spell can be combined to throw at the same target.
The combined spells have a single target.
Any applicable enhancements, such as \textit{Wide}, affect both spells.
The smaller spell adds a number of levels equal to half its own level.
\subsection{Mana 10}
\enhancement{1}{Potent}
\index{Spell Enhancements!Potent}
Magical items and stones cast with this enhancement store 3 \gls{mp} per point sacrificed and regenerate 3 \gls{mp} per round.
\end{multicols}
\sphere{Aldaron}\index{Magic!Aldaron}
\begin{multicols}{2}
......
......@@ -53,10 +53,10 @@
\input{knacks.tex}
\input{paths.tex}
\input{magic.tex}
\input{paths.tex}
\iftoggle{verbose}{
\input{races.tex}
......
......@@ -168,3 +168,269 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic
\end{multicols}
\section[Spellcasting]{Casting Your First Spell}
\begin{multicols}{2}
\subsection{Casting}
Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}.
The character then spends the mana and makes a roll against some \gls{tn} to cast the spell.
\index{Mana}\subsection{Mana}
Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive.
If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches.
Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{}
Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic.
When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back.
Every scene, characters regenerate 2 Mana plus their Wits Bonus.
If this total would be 0 then the amount of time required to gather a single \gls{mp} increases by 1 scene.
Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls{mp} while those with Wits -3 must wait 3 scenes.
\subsection{Range}
\begin{wrapfigure}{r}{.18\textwidth}
\begin{rollchart}
Wits & Range \\\hline
-4 & 1 \\
-3 & 2 \\
-2 & 3 \\
-1 & 4 \\
0 & 5 \\
1 & 10 \\
2 & 15 \\
3 & 20 \\
4 & 25 \\
\end{rollchart}
\end{wrapfigure}
Spells have a range of 5 squares plus 5 times the caster's Wits bonus.
A negative Wits Bonus decreases the range by one square per penalty.
\iftoggle{verbose}{
Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer.
}{}
Spells which affect a large area are only restricted by where they \emph{start}.
A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it could extend past that, reaching a total of 7 squares.
This range limitation applies to all magic, including Song magic.
While a tune may carry over the hilltops, the force of the magic usually remains close to the caster.
\subsection{Duration}
Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are continuous. Continuous spells can be cancelled at will or maintained indefinitely. However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}.
For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome.
These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more.
\subsection{Spell Types}
Your standard spell takes a while to cast -- normally 1 \gls{round} per level, so a Level 3 spell would normally take 3 \glspl{round} to complete. Casters can go slower or faster and gain bonuses or penalties to their roll.
\subsubsection{Ritual Spells}
Mages who take their time over spells can attempt a Ritual Spell -- they cast it as a \gls{restingaction}.\footnote{See page \pageref{restingactions}}.
The mage can gain mana slowly, spending some, drawing more from a mana stone or item, then spending more before finally casting the spell.
The mage can gather a number of \gls{mp} equal to double their normal maximum \gls{mp}, ignoring \glspl{standingspell}.
Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together.
They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell.
\subsubsection{Quick Spells}
Quick spells can be completed fast enough to cast in combat, costing 3 Initiative points plus the level of the spell.
Such spells always force a little `flash and bang' out as the raw magic hits the air.
Some mages create sparks as they cast spells, others summon dark mists -- it all depends upon the Path of Magic the mage is walking.
Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell.
\subsection{Spell Enhancements}
Spell enhancement increase a spell's level in return for adding some ability.
These enhancements always take the form of adjectives.
For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell.
The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell.
The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points if cast during combat.
\end{multicols}
\section{Power}
\begin{multicols}{2}
\index{Metamagic}
\index{Path Rating}
\noindent
The total \glsentrylongpl{mp} a mage has grants additional spell-casting powers.
The more power a mage has, the more flexible their spells.
A mage with a base mana score of 2 and an Intelligence Bonus of +1 would have a total Power rating of 3.
Every power level offers the caster new spells or -- more often -- enhancements to existing spells.
The enhancements drawn from increased Power can affect all spells the caster has, not simply the spells listed here.
In this way, spells can be combined for greater effects.
\iftoggle{verbose}{
For example, early invocationists can cast a \textit{Fireball} spell as a Level 1 spell.
With sufficient \glsentrylongpl{mp}, the mage can cast a \textit{Wide Fireball} as a level 2 spell, affecting more targets.
Fireballs can also be enhanced by making them \textit{Raging} when cast at +1 level (which adds +2 to the Damage).
Finally, combining all these effects, a mage could cast a \textit{Wide, Raging Fireball} as a level 3 spell (assuming the mage had level 3 Invocation).
This would inflict $1D6 + 2$ Damage, plus the mage's Intelligence Bonus, over a wide area.
}{}
Anyone who walks any Path of Magic can make use of any of these abilities, even if they haven't bought any spheres.
\subsection{Mana 1}
\label{detectmagic}
\spell{Identify Mana}{Empathy}\\
The caster identifies which Path of magic someone is walking, or which Path was used to create an item which holds \glsentrylongpl{mp}.
\spell{Detect Mana}{Instant}{Empathy}\\
The mage casts the spell on any person or item and finds out how many \glsentrylongpl{mp} the target has, including any mana stones the target has.
\subsection{Mana 2}
\enhancement{1}{Subtle Spells}
Casting an illusion or enchantment on someone with a flashing, loud and generally obvious spell can be quite a give away.
Any caster can attempt to cast a spell while simply whispering and moving their hands slowly and subtly.
People around the mage can still sometimes spot a spell being cast. They use their Wits + Academics in a resisted roll against the mage's Dexterity + Deceit.
\subsection{Mana 3}
\enhancement{1}{Wide}
\index{Spell Enhancements!Wide}
The spell extends to cover a wide area -- a total area equal to the spell's level, plus the caster's Wits Bonus.
The squares are always continuous, so a spell targeting four squares could form a $2\times 2$ area, or four continuous squares.
If the spell targets people, one person per square is always a reasonable baseline.
\enhancement{1}{Ranged}
\index{Spell Enhancements!Ranged}
Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells.
\subsection{Mana 4}
\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.}
Once an item (or creature) is designated as a mana stone, the spell is cast and the mage forfeits any number of \gls{mp} from their maximum.
For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone.
These stones always start life empty, but regenerate 2 \gls{mp} per scene until they reach their maximum.
Anyone on the same Path of Magic can retrieve the mana from the stone by simply touching it and concentrating.
The spell is always permanent -- no additional mana must be kept aside so that the spell remains active.
Retrieving the mana takes the normal amount of time to use an item -- 8 Initiative points
The mana in mana stones cannot be used to create more mana stones and mages cannot enter their own temporary \gls{mp} into the mana stone.
Mana stones form the basis of all magical items, and \glspl{miracleworker} can only use their traditional mana stones to create magical items.
\spell{Spell Breaking}{Instant}{Sphere Rating}\\
The caster can destroy an existing spell, whether that spell is a persistent effect, such as a Polymorph, or a magical item.
The spell requires an opposed roll of Intelligence + the sphere being used.
For example, a priest casts an Aldaron spell.
She has Intelligence +2 and Aldaron 3.
The \gls{tn} is therefore ($7+2+3=$) 12.
Later, an alchemist attempts to dispel the magic.
He rolls with his Intelligence Bonus of +3, but he does not have the Aldaron sphere, so he can add nothing more.
If he fails the roll, he can attempt to try again, turning this into a ritual spell.
However, if that fails, he simply cannot roll again.
\subsection{Mana 5}
\spell{Pocket Spell}{Continuous}{Crafts}\\
Pocket Spell is cast on an item to implant a second spell.
Both spells must be cast in succession.\footnote{The magic cannot regenerate mana between casting spells, but can use mana stones while casting a ritual spell in order to gain more mana.}
Some mages create scrolls which are destroyed once read. Some priests of \gls{naturegod} enchant animals with a single spell, just to see how the animal will use it.
The only limitation is that the mana stone must have enough \gls{mp} to cast the spell once.
The pocket spell always produces a single effect.
The mage can create an item which casts an illusion of a dragon, but never a scroll where the user determines the illusion cast.
Any continuous effects last for \arabic{spelllevel} scenes plus the caster's Wits Bonus.
These magical items are activated by a `command word'.
Command words do not necessarily have to be actual words -- they could be entire phrases or gestures.
Importantly, when activating an item people must spend the usual 8 Initiative points for using an item, because some concentration is always required.\footnote{Knacks cannot reduce this cost.}
Once a spell has started, it cannot be stopped except by counter-spells, even by the original mage who crafted the item.
\subsection{Mana 6}
\spell{Magical Item}{Continuous}{Academics}\\
The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a nearby location.
Just as with Pocket Spell, above, the mage casts Magical Item and the spell to be implanted in succession, while also relinquishing a number of \gls{mp}.
Any number of spells can be cast into the item, so long as each one is implanted within the same casting.
Magical items function as mana stones and continue to store \gls{mp} for use by people on that Path of Magic.
However, each spell cast into the item lowers the item's \gls{mp} by one.
Such basic spells always take effect in exactly the same way and use the mage's stats for any rolls. A second level Aldaron spell set to freeze water will always do just that, and can never cast a Sunray. An illusion-generating mask, making the wearer into a bush, will always turn that wearer into a bush, regardless of what the user may want the illusion to be of.
Magical items which do not have enough mana simply fail to cast. The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break.
\subsection{Mana 7}
\enhancement{2}{Massive}
The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest.
Massive spells target a number of areas equal to the spell's level plus the caster's Wits.
\subsection{Mana 8}
\spell{Greater Item}{Instant}{Academics}\\
This functions just like the Magical Item spell, except that the mage can imbue a full sphere's level.
If the item has Necromancy level 2, it can cast any Necromancy spell of level 2 or less.
If it has Invocation level 3, it can cast any spell at level 3 or less.
Each sphere (but not each level) reduces the item's \gls{mp} by 1.
\subsection{Mana 9}
\enhancement{1}{Sentient}
\index{Spell Enhancements!Sentient}
The mage can make any spell gain some measure of sentience.
Typically, this is made to allow magical items to activate upon a condition, such as a door which turns from solid stone back to wood once the password is stated.
The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor.
Such items are never capable of a conversation - they only have enough instinct to carry out a single well-defined function.
\enhancement{Varies}{Combined}
A secondary spell can be combined to throw at the same target.
The combined spells have a single target.
Any applicable enhancements, such as \textit{Wide}, affect both spells.
The smaller spell adds a number of levels equal to half its own level.
\subsection{Mana 10}
\enhancement{1}{Potent}
\index{Spell Enhancements!Potent}
Magical items and stones cast with this enhancement store 3 \gls{mp} per point sacrificed and regenerate 3 \gls{mp} per round.
\end{multicols}
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