diff --git a/magic.tex b/magic.tex
index ee1891276ab96756e1a276255873daf477872687..01d2e24e84bf590d1e37b4e98aecee076e427da2 100644
--- a/magic.tex
+++ b/magic.tex
@@ -27,8 +27,6 @@ However, the basic effects are the same.
 
 \paragraph{Invocation} is the magic of fire, lightning and destruction. It begins with bolts of lightning and later allows the caster to incinerate large swathes of enemies with great balls of fire.
 
-\paragraph{Metamagic} is a sphere which enhances all other magical spheres, allowing spells to be cast at long range, then enhancing the mage's mana storage and letting their counter other magical spells.
-
 \paragraph{Necromancy} first deals with making the caster close to death so they can feel no pain and interact safely with the risen dead.
 Later the necromancer learns to summon simple spirits into the bodies of the dead to make them rise as an army.
 
@@ -38,134 +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.
-Metamagic can dramatically extend the range, but the basic spell range is always rather close.
-}{}
-
-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{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.  The \gls{tn} is raised by +2 as this is a very difficult way to cast anything.
-
-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.
-
-\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}
-
-Spells can be changed at a cost.
-Each enhancement requires the spell to be cast at a higher level, sometimes many levels higher.
-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.
-
-Some spells have their own enhancements, and all of them have two in common.
-
-\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{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.
-
-\vspace{.3in} 
-
-\noindent Now that the basics are covered, let's have a look at the \glspl{sphere}. There are ten in total, each of which covers a very different range of spells. Most \glspl{sphere} allow the mage to cast a different spell at each level, though some grant multiple spells at each level.
-
-\end{multicols}
-
 \sphere{Aldaron}\index{Magic!Aldaron}
 
 \begin{multicols}{2}
@@ -280,6 +150,13 @@ The curse only lasts while it's maintained, and only takes effect in a natural e
 The spell reaches out to any plant, dead or alive, and fast-travels it to its natural conclusion.
 Seeds grow into plants and blossom, plants grow tall, and older plants whither and die.
 
+The result depends upon the margin.
+
+Poorly made weapons with wooden parts collapse once aged a decade.
+Most will collapse after 5.
+
+Bushes targeted by the spell can grow tall instantly, while trees can take decades, or even a century to grow to full height.
+
 \begin{wrapfigure}{r}{.25\textwidth}
 
 	\begin{rollchart}
@@ -302,13 +179,6 @@ Seeds grow into plants and blossom, plants grow tall, and older plants whither a
 
 \end{wrapfigure}
 
-The result depends upon the margin.
-
-Poorly made weapons with wooden parts collapse once aged a decade.
-Most will collapse after 5.
-
-Bushes targeted by the spell can grow tall instantly, while trees can take decades, or even a century to grow to full height.
-
 The spell must target a complete `thing', and never a piece of a thing.
 A basic spell can target a sword, therefore destroying its handle with age, but could not target a door in a house -- the entire house would have to be targeted, or the spell would not work.
 Spells massive enough to target a building might affect the exterior, but would to nothing to the interior unless it could target every room within as each room counts as its own area.
@@ -882,6 +752,12 @@ Illusions must be summoned within the normal range of spells, but once summoned
 	\label{roch:light}
 }{}
 
+\spell{Mana Trick}{Continuous}{Deceit}\\
+The mage places a spell on any item or person, so it seems to have more of fewer \glspl{mp} than it really has.
+This circumvents spells such as `Detect Mana'.\footnote{See page \pageref{detectmagic}.}
+
+The caster rolls against a \gls{tn} 7, and each margin allows the apparent total \glspl{mp} of the target to increase or decrease by one level.
+
 \spell{Illusion}{Continuous}{Varies}\\
 The illusionist can make anything look like another of roughly the same size.  A fox can look like a dog, a copper coin can look golden, or a gnome can appear like a gnoll.
 
@@ -977,134 +853,6 @@ If cast with the \textit{Wide} or \textit{Massive} enhancement, the spell target
 
 \end{multicols}
 
-\sphere{Metamagic}
-
-\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.
-
-\spelllevel
-
-\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.
-
-\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.
-
-\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.
-
-\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.
-
-\spelllevel
-
-\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.
-
-\enhancement{2}{Mirrored}
-\index{Spell Enhancements!Mirrored}
-
-This Metamagic enhancement allows \emph{any} spell be be doubled at the cost of raising it by 2 levels.
-A fireball could turn into two fireballs.
-An illusion could disguise two people instead of one.
-
-In each case the spell must have different targets, because two copies targeting the same person, would just result in one spell.
-
-\spelllevel
-
-\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.
-
-\spelllevel
-
-\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.
-
-\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{2}{Forked}
-\index{Spell Enhancements!Forked}
-
-\emph{Any} spell, whether Metamagic or otherwise, can now be cast at two levels higher, and gets a number of copies equal to the spell's level plus the mage's Wits.
-
-As with the Mirror enhancement, above, each spell must select a different target.
-
-\spelllevel
-
-\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{Necromancy}\index{Necromancy}
 
 \begin{multicols}{2}
diff --git a/main.tex b/main.tex
index df63213851c41a4b171276eb6e0f3966d6b211e8..4a505371ea8a544ed9d01d373cbce6192adfb10c 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 c32a68a2952f014dcca82176f953824c5ff6684e..2eab956288d2a743c1fc7d848fe6c6f6acd6b9c0 100644
--- a/paths.tex
+++ b/paths.tex
@@ -20,23 +20,23 @@ All that is needed is a little time to pick up an understanding of how this same
 
 	Path & Spheres & Flavour \\\hline
 
-	Alchemy & Conjuration, Invocation, Force, Illusion, Metamagic & Alchemists use sacred geometry and the power of precious metals and minerals to twist the world around them. \\
+	Alchemy & Conjuration, Invocation, Force, Illusion, Necromancy & Alchemists use sacred geometry and the power of precious metals and minerals to twist the world around them. \\
 
 	Blood & Aldaron, Enchantment, Force, Invocation, Polymorph & Creatures with innate magic simply call to the world to change the weather, change targets' species, and move items with the power of their minds.  It is used by elves, dragons, and sorcerers with elven blood. \\
 
-	Devotion (\glsentrytext{naturegod}) & Aldaron, Conjuration, Fate, Metamagic, Polymorph & \glsentrytext{naturegod} blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\
+	Devotion (\glsentrytext{naturegod}) & Aldaron, Conjuration, Fate, Polymorph & \glsentrytext{naturegod} blesses rare priests of the forest with the ability to change local weather conditions, and cast divine light. \\
 
-	Devotion (\glsentrytext{justicegod}) & Aldaron, Enchantment, Fate, Force, Metamagic & Followers of \gls{justicegod} channel their god to protect the innocent and righteous with blessings and raw magical force.  Evil creatures can be detected, then be ordered to stop, turn and flee. \\
+	Devotion (\glsentrytext{justicegod}) & Aldaron, Enchantment, Fate, Force & Followers of \gls{justicegod} channel their god to protect the innocent and righteous with blessings and raw magical force.  Evil creatures can be detected, then be ordered to stop, turn and flee. \\
 
-	Runes & Conjuration, Fate, Force, Metamagic, Necromancy & Rune magics take a long time as the spells must literally be painted or carved into items. The resulting spells are often placed into items for a quick release, or cast ahead of time. Rune magics are powerful but require craft and preparation. \\
+	Runes & Conjuration, Fate, Force, Illusion, Necromancy & Rune magics take a long time as the spells must literally be painted or carved into items. The resulting spells are often placed into items for a quick release, or cast ahead of time. Rune magics are powerful but require craft and preparation. \\
 
-	Song & Aldaron, Enchantment, Fate, Illusion, Metamagic & Song magic must be cast slowly, as the spells are literally songs. The spells have subtle effects but song magic is no less powerful than other spheres. \\
+	Song & Aldaron, Enchantment, Fate, Illusion & Song magic must be cast slowly, as the spells are literally songs. The spells have subtle effects but song magic is no less powerful than other spheres. \\
 
 \end{tcolorbox}
 
 \section{The Path of Alchemy}\index{Alchemy}
 
-\noindent\textbf{Spheres}: Conjuration, Invocation, Force, Illusion, Metamagic
+\noindent\textbf{Spheres}: Conjuration, Invocation, Force, Illusion
 
 \begin{multicols}{2}
 
@@ -53,6 +53,7 @@ Instead they must pick up levels slowly and through intense study.
 They only receive new levels during \gls{downtime}.
 
 \subsection{Mana Stones}
+\index{Mana Stones!Alchemy}
 
 Alchemical mana stones are always precious items, such as gold, rubies, or diamonds.  A mana stone costs 10 gp per \gls{mp} which can be stored inside it, so a mana stone storing 3 \gls{mp} would cost 30 gp. The exact item might be a simply ruby which stores mana, a diamond-headed wand of ivory which blasts out fireballs or a sword with jewels on the handle which surrounds the warrior with moving illusions of their. Alchemical mana stones with a spell always activate those spells with a command word.
 
@@ -76,14 +77,17 @@ Most elves look down upon people who learn magic through rote facts and dusty to
 
 Blood sorcerers are barred from ritual castings -- spending all day trying to cast a spell will not help in the slightest. They cannot cast subtle spells, so enchantment effects will always be at least a little noticeable to those watching out for them, at least at the time of casting.
 
-Blood magic casters who learn Metamagic through another path of magic cannot use Metamagic spells to modify spheres they only have through blood magic.
-For example if an elf learnt how to cast Metamagic through the path of song, they couldn't use that Metamagic sphere to modify their Invocation spells if they only learnt Invocation through the Path of Blood.
+\subsection{Mana Stones}
+\index{Mana Stones!Blood}
+
+Those with magic flowing through their own blood can only use themselves as mana stones.
+They can store magic in their heart, their fingers, or eyes, but can never use an external item to store mana.
 
 \end{multicols}
 
 \section{The Path of Devotion}
 
-\textbf{Spheres}: Aldaron, Fate, Metamagic and two from the deity's schools of choice.
+\textbf{Spheres}: Aldaron, Fate, and two from the deity's schools of choice.
 
 \begin{multicols}{2}
 
@@ -102,7 +106,7 @@ Specifically, the character can only raise those spheres at the exact moment the
 
 A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}.
 
-\subsection{Mana Stone}
+\subsection{Mana Stones}
 
 Each type of devotion has its own mana stone.
 See the individual references in chapter \ref{gods_codes}.
@@ -111,7 +115,7 @@ See the individual references in chapter \ref{gods_codes}.
 
 \section{The Path of Runes}
 
-\index{Runes}\textbf{Spheres}: Conjuration, Fate, Force, Metamagic, Necromancy
+\index{Runes}\textbf{Spheres}: Conjuration, Fate, Force, Illusion, Necromancy
 
 \begin{multicols}{2}
 
@@ -140,6 +144,7 @@ They could only use it for runic magics, but later they could spend 5 \gls{xp} t
 Runes can never be cast in a subtle way. All castings will be entirely obvious. Ritual castings are a particularly long affair, often taking an entire day's work and always require runes to be dented or impressed into something rather than just written out.
 
 \subsection{Mana Stones}
+\index{Mana Stones!Runes}
 
 Rune casters mana stones are, of course, runic carvings, and can never be painted onto anything.
 
@@ -147,7 +152,7 @@ Rune casters mana stones are, of course, runic carvings, and can never be painte
 
 \section{The Path of Song}
 
-\label{song}\textbf{Spheres}: Aldaron, Enchantment, Fate, Illusion, Metamagic
+\label{song}\textbf{Spheres}: Aldaron, Enchantment, Fate, Illusion
 
 \begin{multicols}{2}
 
@@ -162,6 +167,7 @@ In order to learn the Path of Song, the mage must have the second level of the P
 Just as with rune magic, song magic can never be cast in an instant.  Their highest level of a sphere can only be cast as a ritual spell, and quick spells are entirely barred, as a song takes time to be invoked with magic.  And as with rune magic, those on this Path need to spend 5 less \gls{xp} each time they buy a level of some magic sphere.
 
 \subsection{Mana Stones}
+\index{Mana Stones!Song}
 
 The mana stones of the Path of Song are actual songs. The bard composes a song especially for the purpose; when anyone -- anywhere in the world -- plays the song on the correct instrument the mana can be regained. Such songs can also become vessels for spells, becoming magical items which activate once played.
 
@@ -171,4 +177,283 @@ 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{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 Item}{Instant}{Academics}\\
+The mage detects whether or not something is a mana stone (i.e. an item or person which stores mana).
+
+\subsection{Mana 2}
+
+\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 3}
+
+\enhancement{1}{Subtle}
+\index{Spell Enhancements!Subtle}
+
+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.
+
+\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.
+
+\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 \glspl{mp} from their maximum.
+For each \gls{mp} forfeited, the mage can store 2 \gls{mp} in the stone.
+For example, a mage with 5 \glspl{mp} might pour 3 into a mana stone.
+The mage would be left with only 2 \glspl{mp}, but the stone would have 6 \glspl{mp}.
+
+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}\\
+The pocket spell changes a mana stone so that it can contain one spell.
+The mana stone loses access to a single point of mana, and then the mage casts a spell \textit{into} the mana stone.
+The pocket spell can then cast the spell once, at which point it ceases to be a mana stone, and all imbued mana returns to the caster.
+
+The mage must cast the spell immediately after \textit{Pocket Spell}, and has no chance to regain mana between castings.
+
+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.
+
+Pocket spells require the same initiative to use as the spell would require, and use the same Traits as the caster.
+For example, if an illusionist made a scroll which created an illusion of a bear, and had Intelligence +2 and Beast Ken +2, the scroll would cast an illusion with a +4 bonus to the roll, no matter who used it.
+
+\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.
+
+\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 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.
+\iftoggle{verbose}{%
+This spell has the usual range, so if a caster cannot also cast at long-range, the spell must begin in the area the caster currently stands.
+}{}
+
+\subsection{Mana 8}
+
+\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.
+
+\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.
+Such spells can also select their targets.
+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.
+
+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.
+
+\subsection{Mana 9}
+
+\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, the item 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, just as with \textit{Pocket Spell}.
+\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}
+