diff --git a/magic.tex b/magic.tex
index 3fa012e137e2030b7190193e9bbe85e0ce386ec8..e4de8445273fac1a0d71fa920588eeba8a2ccb68 100644
--- a/magic.tex
+++ b/magic.tex
@@ -108,8 +108,6 @@ See the individual references in chapter \ref{gods_codes}.
 
 \index{Runes}\textbf{Spheres}: Conjuration, Fate, Force, Illusion, Necromancy
 
-	\sidejpg{Roch_Hercka/dwarvish_runes.jpg}{\label{roch:runes}}
-
 \noindent Dwarves are skilled in the art of summoning magics through carving elaborate runes. Typically they are chiselled, but it is possible to simply `paint a spell' onto a surface.
 
 When spells are summoned, the runes glow -- whether carved or painted -- then giant, ghostly runes can be seen dancing around the source of the spell.
@@ -123,6 +121,9 @@ Those mana stones which have an imprinted spell can be activated by either a com
 
 Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for Quick Spells. They always use Ritual Spells for the highest level of any Sphere, and can use normal casting after that.
 
+	\noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/dwarvish_runes.jpg}
+	\label{roch:runes}
+
 However, in return for this deficit, rune casters can learn their craft far more easily.
 Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
 While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.