@@ -240,7 +240,9 @@ A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it
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}
\subsection{Instant \& Continuous Spells}
\index{Continuous Spells}
\index{Instant Spells}
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 `\textit{continuous}'.
Continuous spells can be cancelled at will or maintained indefinitely.
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@@ -476,22 +478,29 @@ The caster has an Intelligence score of +3, so the target is hit with $2D6+1$ da
\enhancement{1}{Sentient}{Allow the spell to make its own decisions}
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.
Such spells can also select their own targets, such as acid which can hit a specific person in the dark, or around a corner.
A conjuration spell could be cast over a massive area, but only turn particular areas of water into ice, or a \textit{Fireball} spell could target only a caster's enemies.
Powerful \glspl{miracleworker} can make their spells sentient.
This does not affect the \emph{target} of the spell (enchanted dogs do not become suddenly self-aware), but the spell itself.
The item acts upon its own Initiative score, and uses the mage's Wits score as its Initiative Factor.
Sentient illusions can converse on their own, with simple-minded and predictable (but plausible) personalities.
Sentience levitating swords can fight on their own, without aid.
Sentient spells can `miss' a caster's allies, so a sentient spell to freeze over a river would target only the caster's enemies, or a \textit{Wide, Sentient Fireball} would burn only enemies.
Sentient spells have about the same ability to perceive the environment as the caster would were they present.
Such spells could also use other spells to find out further information, such as a swords which detects someone's Code, and then activates other abilities selectively.
Sentient illusions can independently walk, talk, and use any languages the caster knows.
These spells are never fully-fledged people, but simple stereotypes with stock phrases.
Sentient spells only create one sentience per spell, even with \textit{Wide} spells.
A spell which levitates 4 daggers would only be able to use one at a time, and an illusion of a banquet hall, full of dancers, would only have enough focus to make them all dance, but could not make each one individually speak.
Sentient Force spells, such as levitation, allow a spell to independently decide where an item will be lifted, or even attack with Dancing Swords.
However, \textit{Wide, Sentient} spells do not gain multiple consciences -- they can only focus on one thing at a time, just like a normal person.
\iftoggle{verbose}{%
A \textit{Wide, Sentient, Dancing Swords} spell which levitated 4 daggers would not be able to make 4 attacks per round.
}{}
Sentient spells have the same Code as their caster, so a caster who followed \gls{justicegod} and then cast an enchantment on an animal would create a very law-abiding animal, while an alchemist who followed the Code of Experience would cast very inquisitive illusions, that persistently tried new things.
Sentient spells take the Mental Attributes of their caster, so they can enter combat with their own Initiative score, at the same time as the caster.
They also take their caster's Code, so a mage devoted to \gls{justicegod} would create spells which seek to enforce the local laws.
\iftoggle{verbose}{%
The most common use of a sentient spell is to create a Pocket Spell, Talisman, or other magical item which can make its own decisions about when to cast.
A sword which casts fireball upon enemies when striking, or a tree which shines with light when a human enters the area, or a runic enscription on a stone door that turns the stone back to wood once the password is stated are all possibilities.
}{
Sentient Pocket Spells, Talismans, and Artefacts can cast their own spells.