From 5c3f47002204114ac9c9a3f9ceb4d0bd6b7febb8 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Thu, 8 Oct 2020 01:59:42 +0200
Subject: [PATCH] move power ratings to paths chapter

---
 magic.tex | 258 ----------------------------------------------------
 main.tex  |   4 +-
 paths.tex | 266 ++++++++++++++++++++++++++++++++++++++++++++++++++++++
 3 files changed, 268 insertions(+), 260 deletions(-)

diff --git a/magic.tex b/magic.tex
index 570fb5d6..01d2e24e 100644
--- a/magic.tex
+++ b/magic.tex
@@ -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}
diff --git a/main.tex b/main.tex
index df632138..4a505371 100644
--- a/main.tex
+++ b/main.tex
@@ -53,10 +53,10 @@
 
 \input{knacks.tex}
 
-\input{paths.tex}
-
 \input{magic.tex}
 
+\input{paths.tex}
+
 \iftoggle{verbose}{
 
 \input{races.tex}
diff --git a/paths.tex b/paths.tex
index 0d97cf75..64fc47ea 100644
--- a/paths.tex
+++ b/paths.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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