diff --git a/CS/CS.tex b/CS/CS.tex
index e2550e13cf27f5d17ec53007716fe49b7bd4c9db..e69cca0d49e66772a3dd9293445ce591cc7861cc 100644
--- a/CS/CS.tex
+++ b/CS/CS.tex
@@ -75,7 +75,7 @@
 		\tenboxes
 	\end{tabular}
 
-		\vspace{.2cm} {\small MP} \line(1,0){30} {\tiny $+Int$ (2 per sphere)}
+		\vspace{.2cm} {\small MP} {\tiny $=2\times spheres +Int$}
 
 	\begin{tabular}{p{0em}p{0em}p{0em}p{0em}p{0em}p{0em}p{0em}p{0em}p{0em}}
 
@@ -206,21 +206,21 @@
 
 	\posterbox[adjusted title=Spheres (10/15/25)]{name=spheres,column=1,row=8,span=3.8,rowspan=2}
 	{
-	\vspace{.2cm} \line(1,0){110} \fiveboxes
+	\vspace{.2cm} \line(1,0){110} \fiveboxes {~\tiny (2MP)}
 
-\vspace{.2cm} \line(1,0){110} \fiveboxes
+	\vspace{.2cm} \line(1,0){110} \fiveboxes {~\tiny (4MP)}
 
-\vspace{.2cm} \line(1,0){110} \fiveboxes
+	\vspace{.2cm} \line(1,0){110} \fiveboxes {~\tiny (6MP)}
 
-\vspace{.2cm} \line(1,0){110} \fiveboxes
+	\vspace{.2cm} \line(1,0){110} \fiveboxes {~\tiny (8MP)}
 
-\vspace{.2cm} \line(1,0){110} \fiveboxes
+	\vspace{.2cm} \line(1,0){110} \fiveboxes {~\tiny (10MP)}
 
 	}
 
 %----
 
-	\posterbox[adjusted title=Equipment (1 per Skill)]{name=equipment,column=1,row=10,span=7,rowspan=2.8}{
+	\posterbox[adjusted title=Equipment (1 per Skill)]{name=equipment,column=1,row=10,span=7,rowspan=3}{
 
 	\vspace{.4cm}
 
diff --git a/CS/overview.tex b/CS/overview.tex
index 3e5bd1c21a0927ef5fdcf4e3a5ac546aff967394..88d8900c407636ddfdbfa630cfbae16975aea113 100644
--- a/CS/overview.tex
+++ b/CS/overview.tex
@@ -123,7 +123,7 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
 
 \begin{itemize}
 
-	\item{Standard spells require 1 round to cast per level.}
+	\item{Standard spells require 1 round to cast per 2 levels.}
 	\item{Quick spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.}
 	\begin{itemize}
 		\item{You cannot cast a quick spell using the highest-level spells in that sphere.  If you have Fate 3, you can only cast level 1 and 2 Fate spells as Quick Spells.}
diff --git a/appendix.tex b/appendix.tex
index 6f31ce31206751ab55a23f16c31ac22350362d19..638b6713de33c2e7bb11ca17553a4c4b941588a9 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -22,16 +22,37 @@
 Okay, so you know how to make a character by now.  But just for reference, let's get some procedure down:
 
 \begin{enumerate}
-	\item{Roll the dice to determine your race and Attributes.  Page \pageref{character_rolls}.}
-	\item{Write down a concept and background culture from your campaign.}
-	\item{Spend 50 \gls{xp} on Attributes, Skills, \gls{mp}, Knacks, et c., with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}). Page \pageref{xp}.}
-	\item{Write down one Specialization for every level in a Skill with an asterisk.}
-	\item{Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.}
-	\item{Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \gls{sp} instead of \gls{cp}.}
-	\item{Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.}
-	\item{Fill in derived stats (\glspl{hp}, \glspl{fp}, et c.).}
-	\item{Start the game.}
-	\item{Spend \glspl{storypoint} at every opportunity.}
+	\item
+	Roll the dice to determine your race and Attributes.  Page \pageref{character_rolls}.
+	\item
+	Write down a concept and background culture from your campaign.
+	\item
+	Spend 50 \gls{xp} on Attributes, Skills, Knacks, et c., with the Trait charts below, taking $n$ as the current level of of the Trait (or the number of Knacks, or the level of \gls{fp}).
+	Page \pageref{xp}.
+	\item
+	Write down one Specialization for every level in a Skill with an asterisk.
+	\item
+	Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.
+	\item
+	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \gls{sp} instead of \gls{cp}.
+	\item
+	Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.
+	\item
+	Fill in derived stats (\glspl{hp}, \glspl{fp}, et c.).
+	\begin{itemize}
+
+		\item
+		\glspl{hp} are equal to 6 plus your Strength.
+		\item
+		\glspl{fp} are equal to base \glspl{fp} plus Charisma.
+		\item
+		\glspl{mp} are equal to the number of spheres you have times 2, plus Intelligence.
+
+	\end{itemize}
+	\item
+	Start the game.
+	\item
+	Spend \glspl{storypoint} at every opportunity.
 \end{enumerate}
 
 \columnbreak
@@ -63,7 +84,6 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 	Skills & $5 \times (n + 1)$ \\
 	Combat/ Projectiles & $10 \times 2^n$ \\
 	FP Base & $5 \times 2^n + 5$ \\
-	MP Base & $5\times 2^n$ \\
 	Magic Sphere & $5 \times 2^n + 5$ \\
 	Knack & $5 \times (n + 1)$ \\
 
diff --git a/cc.tex b/cc.tex
index f4bf040cdaf2e04447f47e9665654689cf13120f..9b5baec60963747f8fafc5f4c57b9a8ae5059288 100644
--- a/cc.tex
+++ b/cc.tex
@@ -42,7 +42,7 @@ Otherwise, you fail.
 \index{Race}
 \newcommand{\racechart}{
 
-\begin{tcolorbox}[tabularx={clX},arc=1mm,adjusted title=Race]
+\begin{tcolorbox}[tabularx={clX},adjusted title=Race,top=10pt,bottom=10pt]
 
 	
 	Roll & Race & Adjustments \\\hline
@@ -104,7 +104,7 @@ Dwarves suffer only half the usual Damage of Fatigue Points from poisons (but no
 
 \paragraph{Elves}
 suffer no Fatigue Points from natural weather conditions such as heavy sunlight or snow.
-Their long lives also grant them an additional \gls{storypoint}.
+They also gain an additional 10 \glspl{xp} at character creation, but gain no \glspl{xp} for spending their initial 5 \glspl{storypoint}.
 
 \paragraph{Gnolls}
 are naturally quite aggressive, so they begin with the \textit{Aggression} Skill at +2.
@@ -118,9 +118,7 @@ Gnomes don't go out much, so they begin with only 3 \glspl{storypoint}.
 However, whenever they spend their last \gls{storypoint}, they may flip a coin; if they win then two \glspl{storypoint} return.
 
 \paragraph{Humans}
-tend to travel a lot more than the other races, so they begin with an additional \gls{storypoint}.
-They also suffer only half the usual Fatigue from travel.
-
+suffer only half the usual Fatigue from travel.
 }
 
 \end{multicols}
@@ -132,7 +130,7 @@ They also suffer only half the usual Fatigue from travel.
 \noindent
 These are the basic Traits which characters must use over and over again for every roll.
 
-\begin{tcolorbox}[tabularx={XX},arc=1mm]
+\begin{tcolorbox}[tabularx={XX},top=10pt,bottom=10pt]
 
 	Result & Attribute Bonus \\\hline
 
@@ -222,7 +220,7 @@ If players prefer, they can design their own characters. In this case they selec
 
 \begin{figure*}[t]
 
-	\begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},arc=1mm]
+	\begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},top=10pt,bottom=10pt]
 \tiny\raggedright
 
 	 & Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline
@@ -308,21 +306,21 @@ When thinking up a new Skill, try to think about how it would work with each Att
 
 \begin{wrapfigure}{R}{.2\textwidth} 
 
-	\begin{tcolorbox}[tabularx={cc},arc=1mm]
+	\begin{rollchart}
 
-		Question & \glsentrytext{tn} \\\hline
+		\glsentrytext{tn} & Question \\\hline
 
-		Simple & 7 \\
+		7 & Simple \\
 
-		Standard & 10 \\
+		10 & Standard \\
 
-		Obscure & 13 \\
+		13 & Obscure \\
 
-		Secret & 15 \\
+		15 & Secret \\
 
-		Dangerous & 17 \\
+		17 & Dangerous \\
 
-	\end{tcolorbox}
+	\end{rollchart}
 
 \end{wrapfigure}
 
@@ -474,14 +472,15 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
 \person{0}% STRENGTH
 {0}% DEXTERITY
 {0}% SPEED
-{{0}% INTELLIGENCE
+{{1}% INTELLIGENCE
 {0}% WITS
 {0}}% CHARISMA
 {0}% DR
 {0}% COMBAT
-{Academics~1, Crafts~1\Path{Alchemy}{Invocation 2, Illusion 1}}% SKILLS
+{Academics~1,
+\Path{Alchemy}{\invocation 2, \illusion 1}}% SKILLS
 {\Dagger, 1 x adventuring equipment}% EQUIPMENT
-{\mana{2}}
+{}
 
 \subsubsection{Spells}
 
@@ -514,9 +513,10 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
 {0}}% CHARISMA
 {0}% DR
 {0}% COMBAT
-{Academics~2, Empathy~1, Crafts~1\Path{Alchemy}{Force~1, Invocation~2, Illusion~3}}% SKILLS
+{Academics~2, Empathy~1, Crafts~1
+\Path{Alchemy}{\force~1, \invocation~2, \illusion~3}}% SKILLS
 {\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT
-{\mana{4}}
+{}
 
 \subsubsection{Spells}
 \paragraph{Standard Spells:}
@@ -532,7 +532,7 @@ Alternatively, the cast could create a \textit{Realistic Illusion} or himself as
 \subsection{Priest of \Glsentrytext{naturegod}}
 
 Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
-They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \glspl{mp}.
+They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}.
 
 Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and 
 
@@ -547,9 +547,10 @@ Their starting equipment includes partial leather armour, camping equipment, a s
 {0}}% CHARISMA
 {0}% DR
 {1}% COMBAT
-{Academics~1, Beast~Ken~1, Survival~1\Path{Divinity}{Aldaron~1, Polymorph~1}}% SKILLS
+{Academics~1, Athletics~1, Beast~Ken~1, Survival~1
+\Path{Divinity}{\aldaron~1, \polymorph~1}}% SKILLS
 {\spear, \partialleather, dagger}% EQUIPMENT
-{\mana{2}}
+{}
 
 \subsubsection{Spells}
 
@@ -573,9 +574,10 @@ Water can be turned to slime or webbing, webs could be turned to water, and the
 {0}}% CHARISMA
 {0}% DR
 {1}% COMBAT
-{Academics~1, Beast~Ken~2, Survival~1\Path{Divinity}{Aldaron~2, Conjuration~1, Polymorph~3}}% SKILLS
+{Academics~1, Beast~Ken~2, Survival~1
+\Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS
 {\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT
-{\mana{3}}
+{\addtocounter{fp}{5}}
 
 The arch druid can perform the same spells as before, but faster -- level 1 Aldaron spells can be cast instantly, such as \textit{Light}; as can level 2 Polymorph spells such as \textit{Race Change}.
 Additionally, the druid can spend 3 rounds to cast a \textit{Freeform} spell to Polymorph into all manner of weird and wonderful shapes, such as a fire elemental with an \textit{impenetrable hide} (with 4 \gls{dr}).
@@ -599,9 +601,10 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w
 {0}}% CHARISMA
 {0}% DR
 {0}% COMBAT
-{Academics~1, Medicine~1\Path{Divinity}{Fate~2}}% SKILLS
+{Academics~1, Empathy~1, Medicine~1
+\Path{Divinity}{\fate~2}}% SKILLS
 {\quarterstaff, \partialleather}% EQUIPMENT
-{\mana{4}}
+{\addtocounter{fp}{5}}
 
 
 \subsubsection{Spells}
@@ -626,14 +629,16 @@ Those fighting could be forced to continue until they die from a sword or drop d
 \person{0}% STRENGTH
 {0}% DEXTERITY
 {0}% SPEED
-{{1}% INTELLIGENCE
+{{2}% INTELLIGENCE
 {0}% WITS
 {0}}% CHARISMA
 {0}% DR
 {1}% COMBAT
-{Academics~1, Empathy~1, Deceit~1, Medicine~1\Path{Divinity}{Enchantment~3, Fate~2}}% SKILLS
+{Academics~1, Empathy~1, Deceit~1, Medicine~1
+\knacks{\combatcaster}
+\Path{Divinity}{\enchantment~3, \fate~2}}% SKILLS
 {\quarterstaff, \partialchain, medical equipment, 2 x adventuring equipment}% EQUIPMENT
-{\mana{4}\addtocounter{fp}{5}}
+{\addtocounter{fp}{5}}
 
 \subsection{Rogue}
 \index{Rogue}
@@ -677,9 +682,13 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to
 {1}}% CHARISMA
 {0}% DR
 {1}% COMBAT
-{Academics~1, Empathy~1, Deceit~2, Performance~2, Vigilance~1}% SKILLS
-{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment.\Path{Song}{Fate 1, Enchantment 2}}% EQUIPMENT
-{\mana{2}\addtocounter{fp}{10}}
+{Academics~1, Empathy~1, Deceit~2, Performance~2, Vigilance~1
+\knacks{\perfectsneakattack}
+\Path{Song}{\fate 1, \enchantment 2}
+}% SKILLS
+{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment.
+}% EQUIPMENT
+{\addtocounter{fp}{5}}
 
 \subsection{Warrior}
 \index{Warrior}
@@ -741,9 +750,10 @@ After progressing, particularly pious fighters can gain a level or two in Fate,
 {0}}% CHARISMA
 {0}% DR
 {2}% COMBAT
-{Academics~1, Deceit~1, Tactics~1\Path{Divinity}{Fate 2}\knacks{\adrenalinesurge, \charge}}% SKILLS
+{Academics~1, Deceit~1, Tactics~1
+\Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS
 {\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT
-{\mana{2}\addtocounter{fp}{10}}
+{\addtocounter{fp}{5}}
 
 \subsubsection{Ranger}
 \index{Ranger}
@@ -762,9 +772,10 @@ Whether this comes through prayer or inborn abilities which develop over time, a
 {0}}% CHARISMA
 {0}% DR
 {2}% COMBAT
-{Projectiles~1, Beast~Ken~1, Survival~1, Tactics~1\Path{Blood}{Aldaron 2}\knacks{\mightydraw, \charge}}% SKILLS
+{Projectiles~1, Beast~Ken~1, Survival~1, Tactics~1
+\Path{Blood}{\aldaron 2}\knacks{\mightydraw, \charge}}% SKILLS
 {\longsword, \partialchain, \bucklar, bow, 2 x adventuring equipment}% EQUIPMENT
-{\mana{2}\addtocounter{fp}{10}}
+{\addtocounter{fp}{5}}
 
 \input{story/3-xp.tex}
 
diff --git a/combat.tex b/combat.tex
index 1114f3d13989b6fbf0a2d8324e7f156e18d842cc..6b0e9024fa960dcae73f011fad76af5b6aa7e281 100644
--- a/combat.tex
+++ b/combat.tex
@@ -4,7 +4,7 @@
 
 \newcommand{\initiativechart}{
 
-	\begin{tcolorbox}[title={Initiative Costs},arc=1mm,tabularx={lc}]
+	\begin{tcolorbox}[title={Initiative Costs},tabularx={lc},bottom=10pt]
 
 	\textbf{Action} & \textbf{Init. Cost} \\\hline
 
@@ -288,7 +288,7 @@ See Chapter \ref{knacks} for a full list of knacks.
 \end{multicols}
 
 \newcommand{\weaponschart}{
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
 	\textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
 		Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\
@@ -311,7 +311,7 @@ See Chapter \ref{knacks} for a full list of knacks.
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},top=10pt,bottom=10pt]
 
 	\textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
@@ -347,7 +347,7 @@ See Chapter \ref{knacks} for a full list of knacks.
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
 
 	\textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
@@ -361,11 +361,11 @@ See Chapter \ref{knacks} for a full list of knacks.
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
 
 	\textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Bucklar Shield & +0 & \ 0 & +2 & -2 & 4 sp & \\
+	Bucklar Shield & 0 & \ 0 & +2 & -2 & 4 sp & \\
 
 	Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page \pageref{soliddefence}), Dodger (page \pageref{dodger}) \\
 
@@ -425,7 +425,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up.
 
 \newcommand{\armourchart}{
 
-	\begin{tcolorbox}[arc=1mm,tabularx={ccccc}]
+	\begin{tcolorbox}[tabularx={ccccc},bottom=10pt,top=10pt]
 
 	\textbf{Armour} & \textbf{\glsentrytext{dr}} & \textbf{Weight} & \textbf{Noise} & \textbf{Price} \\\hline
 
@@ -603,7 +603,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 
 \newcommand{\fatiguechart}{
 
-	\begin{tcolorbox}[title={Fatigue Chart},arc=1mm,tabularx={lX}]
+	\begin{tcolorbox}[title={Fatigue Chart},tabularx={lX},bottom=10pt,top=10pt]
 		\textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline
 
 		Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\
@@ -622,7 +622,6 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 		Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\
 
 		Swimming & Each square swum inflicts 1 \gls{fatigue}. \\
-
 	\end{tcolorbox}
 
 }
@@ -635,7 +634,7 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
 Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
 
-\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}]
+\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -649,7 +648,7 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too
 Below the character's \gls{hp} bar are spaces for Fatigue Points to be gained.
 Once the character has more Fatigue Points than their current \glspl{hp}, they take a -1 penalty for every Fatigue Point in excess of their \glspl{hp}.
 
-\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}]
+\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -663,7 +662,7 @@ Once the character has more Fatigue Points than their current \glspl{hp}, they t
 This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 Fatigue Points, and then gains a -2 penalty to all actions.
 But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again.
 
-\begin{tcolorbox}[arc=1mm,tabularx={llllllllll}]
+\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -973,7 +972,7 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating}
 \begin{multicols}{2}
 
 \begin{figure*}[t]
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XXXr}]
+\begin{tcolorbox}[tabularx={p{.3\textwidth}XXXr},bottom=10pt,top=10pt]
 
 	\textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight}  & \textbf{Cost} \\\hline
 
@@ -1042,7 +1041,7 @@ Weapons also receive a -2 penalty to Damage.
 \label{morale}
 \index{Morale}
 \newcommand{\moralechart}{
-	\begin{tcolorbox}[title={Morale Chart},arc=1mm,tabularx={cp{.75\textwidth}}]
+	\begin{tcolorbox}[title={Morale Chart},tabularx={cp{.75\textwidth}},bottom=10pt,top=10pt]
 		Bonus & Situation \\\hline
 
 		+4 & Monsters outnumber characters 3:1. \\
@@ -1089,7 +1088,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 
 \newcommand{\chasechart}{
 
-	\begin{tcolorbox}[arc=1mm,tabularx={lp{.85\textwidth}}]
+	\begin{tcolorbox}[tabularx={lp{.85\textwidth}},bottom=10pt,top=10pt]
 
 	Total & Result \\\hline
 
@@ -1113,7 +1112,7 @@ When an enemy flees the scene after a fight has begun, characters still gain ful
 
 \newcommand{\huntchart}{
 
-	\begin{tcolorbox}[arc=1mm,tabularx={lp{.85\textwidth}}]
+	\begin{tcolorbox}[tabularx={lp{.85\textwidth}},bottom=10pt,top=10pt]
 
 	Total & Result \\\hline
 
diff --git a/config/bind.sty b/config/bind.sty
index 84c786a64c3b42ec290c2c7d1f3ebede6d55e126..a64c835c3d4fbed0c65dd554e5b27244f4bd5b34 100644
--- a/config/bind.sty
+++ b/config/bind.sty
@@ -35,10 +35,12 @@
 \RequirePackage{needspace}
 \RequirePackage{tikz}
 	\usetikzlibrary{calc,mindmap,trees}% calc for fancy borders
+	\usetikzlibrary{intersections}% for very fancy borders with intersecting lines
 \RequirePackage{pifont}
 \RequirePackage{colortbl}
 \RequirePackage[poster]{tcolorbox}
 \tcbuselibrary{breakable,raster}
+\tcbuselibrary{skins} % used for wiggly-border boxes
 
 %%%%% Add fancy page chapter sides %%%%%
 \pagestyle{plain}% needed for fancy borders
@@ -107,23 +109,6 @@
 \renewcommand\chaptermark[1]{\markboth{\thechapter.~#1}{}}
 
 
-%%%%% TColorBox Basic Setup %%%%%
-
-\tcbset{enhanced, drop shadow east,
-colframe=gray,colbacktitle=black!5!white,
-fonttitle=\bfseries,coltitle=black,attach boxed title to top center=
-{yshift=-0.25mm-\tcboxedtitleheight/2,yshifttext=-2mm-\tcboxedtitleheight/2},
-boxed title style={boxrule=-0.5mm,
-frame code={ \path[tcb fill frame] ([xshift=-4mm]frame.west)
--- (frame.north west) -- (frame.north east) -- ([xshift=4mm]frame.east)
--- (frame.south east) -- (frame.south west) -- cycle; },
-interior code={ \path[tcb fill interior] ([xshift=-2mm]interior.west)
--- (interior.north west) -- (interior.north east)
--- ([xshift=2mm]interior.east) -- (interior.south east) -- (interior.south west)
--- cycle;}
-}
-}
-
 \RequirePackage{xr-hyper}
 \RequirePackage[
 pdfstartpage=1,
@@ -287,6 +272,141 @@ bookmarks=true]%
 	\end{figure*}
 }
 
+% Define the 'ornamentedbox' environment
+
+% Wiggly Borders
+\makeatletter
+\tikzset{
+  use path for main/.code={%
+    \tikz@addmode{%
+      \expandafter\pgfsyssoftpath@setcurrentpath\csname tikz@intersect@path@name@#1\endcsname
+    }%
+  },
+  use path for actions/.code={%
+    \expandafter\def\expandafter\tikz@preactions\expandafter{\tikz@preactions\expandafter\let\expandafter\tikz@actions@path\csname tikz@intersect@path@name@#1\endcsname}%
+  },
+  use path/.style={%
+    use path for main=#1,
+    use path for actions=#1,
+  }
+}
+\makeatother
+
+\colorlet{ornamentedFrameInner}{white}
+\colorlet{ornamentedFrameOuter}{gray}
+
+\tikzset{ornamented frame inner/.style={color=ornamentedFrameInner,
+                                        line width=2pt},
+         ornamented frame outer/.style={color=ornamentedFrameOuter,
+                                        line width=3pt}}
+
+\tcbsubskin{ornamented}{empty}{
+  skin first=ornamented,  skin last=ornamented,
+  title engine=standard,
+  colbacktitle=white,
+  frame code={
+    % Account for the line widths in order not to draw beyond the bounding
+    % box---except for a few very small details for which this is intentional.
+    \coordinate (north west) at ([shift={(1.5pt,-1.5pt)}]frame.north west);
+    \coordinate (north east) at ([shift={(-1.5pt,-1.5pt)}]frame.north east);
+    \coordinate (south east) at ([shift={(-1.5pt,1.5pt)}]frame.south east);
+    \coordinate (south west) at ([shift={(1.5pt,1.5pt)}]frame.south west);
+    %
+    \foreach \xoffset/\point in {34pt/north west, -34pt/north east,
+                                  34pt/south west, -34pt/south east} {
+      \fill[color=ornamentedFrameOuter]
+        ([xshift=\xoffset]\point) circle[radius=2.5pt];
+    }
+    %
+    \path[name path=ornament 1]
+                                 ([yshift=-4pt]north west)
+      [rounded corners=0.5pt] -- ++(23pt,0)
+      [rounded corners=2pt]   -- ++(3pt,-4pt)
+                              -- ([shift={(-26pt,-8pt)}]north east)
+      [rounded corners=0.5pt] -- ++(3pt,4pt)
+      [rounded corners=4pt]   -- ([yshift=-4pt]north east)
+                              -- ([yshift=4pt]south east)
+      [rounded corners=0.5pt] -- ++(-23pt,0)
+      [rounded corners=2pt]   -- ++(-3pt,4pt)
+                              -- ([shift={(26pt,8pt)}]south west)
+      [rounded corners=0.5pt] -- ++(-3pt,-4pt)
+      [rounded corners=4pt]   -- ([yshift=4pt]south west)
+                              -- cycle;
+    %
+    \path[rounded corners=0.5pt, name path=ornament 2]
+                                 ([yshift=-20pt]north west)
+                              -- ++(-4pt,3pt)
+                              -- ++(0,4pt)
+               to[out=0, in=-90] ([shift={(8pt,0pt)}]north west)
+                              -- ([shift={(34pt,0pt)}]north west)
+                              -- ([shift={(-8pt,0pt)}]north east)
+             to[out=-90, in=180] ([shift={(4pt,-13pt)}]north east)
+                              -- ++(0,-4pt)
+                              -- ++(-4pt,-3pt)
+                              -- ([yshift=20pt]south east)
+                              -- ++(4pt,-3pt)
+                              -- ++(0,-4pt)
+              to[out=180, in=90] ([shift={(-8pt,0pt)}]south east)
+                              -- ([shift={(8pt,0pt)}]south west)
+                to[out=90, in=0] ([shift={(-4pt,13pt)}]south west)
+                              -- ++(0,4pt)
+                              -- ++(4pt,3pt)
+                              -- cycle;
+    %
+    \draw[ornamented frame outer, use path=ornament 1];
+    \draw[ornamented frame outer, use path=ornament 2];
+    \draw[ornamented frame inner, use path=ornament 1];
+    \draw[ornamented frame inner, use path=ornament 2];
+    %
+    \foreach \xoffset/\point in {34pt/north west, -34pt/north east,
+                                 34pt/south west, -34pt/south east} {
+      \fill[color=black]
+        ([xshift=\xoffset]\point) circle[radius=3pt];
+    }
+  }
+}
+
+% These parameters---especially those related to geometry---are better located
+% here in a style than in the subskin definition (see the Subskins section of
+% the tcolorbox manual).
+\tcbset{ornamented/.style={skin=ornamented, toptitle=14.5pt, top=15pt, bottom=9.5pt,
+                           coltitle=black}
+}
+
+% Convenient style to use with a tcolorbox preceded by text (or anything),
+% when one wants to prevent any page break before the tcolorbox.
+\tcbset{skip and no break/.style={
+  before={\par\nopagebreak\vspace{2ex}\noindent}}
+}
+
+% Style suitable for an “on line” (in the middle of a paragraph)
+% 'ornamentedbox'.
+\tcbset{my on line/.style={
+  capture=hbox, tcbox raise base, top=14pt, bottom=14pt,
+  before={\kern 5pt}, after={\kern 5pt}}
+}
+
+%%%%% TColorBox Basic Setup %%%%%
+
+\tcbset{enhanced,
+ornamented,
+fonttitle=\bfseries,coltitle=black,attach boxed title to top center=
+{yshift=-0.25mm-\tcboxedtitleheight/2,yshifttext=-2mm-\tcboxedtitleheight/2},
+boxed title style={boxrule=-0.5mm,
+frame code={ \path[tcb fill frame] ([xshift=-4mm]frame.west)
+-- (frame.north west) -- (frame.north east) -- ([xshift=4mm]frame.east)
+-- (frame.south east) -- (frame.south west) -- cycle; },
+interior code={ \path[tcb fill interior] ([xshift=-2mm]interior.west)
+-- (interior.north west) -- (interior.north east)
+-- ([xshift=2mm]interior.east) -- (interior.south east) -- (interior.south west)
+-- cycle;}
+}
+}
+
+
+\newtcolorbox{boxtext}[1][]{ornamented,colback=white,fonttitle=\scshape, #1}
+
+% Chapter Heading Color
 \colorlet{chapnumcol}{black!100}
 
 %%%%% Section Formatting %%%%%
@@ -473,12 +593,12 @@ bookmarks=true]%
 
 %%%%%%%%%%%%%%%%%%%% Environments %%%%%%%%%%%%%%%%%%%%
 
-\newenvironment{boxtext}{}{}
-
-\newenvironment{speechtext}{\begin{quotation}\noindent}{\end{quotation}}
-
-\tcolorboxenvironment{boxtext}{arc=0mm, before upper={\parindent15pt}}
-\tcolorboxenvironment{speechtext}{}
+\newenvironment{speechtext}{
+	\begin{boxtext}\it
+\begin{quotation}\noindent}%
+{\end{quotation}
+\end{boxtext}%
+}
 
 \newenvironment{rolltable}%
 {\vspace{.3cm}\begin{tabular}{|lp{.8\textwidth}}
@@ -499,13 +619,13 @@ Roll & Result \\
 
 \it}{\normalfont\vspace{2em}}
 
-\newtcolorbox{xpchart}[1]{tabularx={l|p{.8\textwidth}},arc=0mm,adjusted title=XP Rewards for #1}
+\newtcolorbox{xpchart}[1]{tabularx={l|p{.8\textwidth}},adjusted title=XP Rewards for #1,bottom=10pt}
 
-\newtcolorbox[use counter=enc, use counter=list]{encounters}[1]{adjusted title=Encounters in #1,arc=1mm,tabularx={XXp{.6\textwidth}},code={\setcounter{enc}{19}\setcounter{list}{18}}}
+\newtcolorbox[use counter=enc, use counter=list]{encounters}[1]{ornamented,adjusted title=Encounters in #1,tabularx={XXp{.6\textwidth}},bottom=10pt,code={\setcounter{enc}{19}\setcounter{list}{18}}}
 
-\newtcolorbox{rollchart}{tabularx={p{.25\linewidth}X},arc=1mm}
+\newtcolorbox{rollchart}{tabularx={p{.25\linewidth}X},top=10pt,bottom=10pt}
 
-\newtcolorbox{xpbox}[1]{tabularx={lc},arc=1mm,equal height group=#1}
+\newtcolorbox{xpbox}[1]{tabularx={lc},bottom=10pt,top=10pt,equal height group=#1}
 
 
 %%%%%%%%%%%%%%%%%%% COMMANDS %%%%%%%%%%%%%%%%%%%%
@@ -611,8 +731,8 @@ Roll & Result \\
 
 	\begin{figure*}[t]
 	
-	\begin{tcolorbox}[adjusted title={Summary: \sqName}]
-	
+	\begin{tcolorbox}[ornamented,adjusted title={Summary: \sqName}]
+	\vspace{-1em}
 	\printcontents[sq]{l}{2}{\setcounter{tocdepth}{3}}
 	
 	\end{tcolorbox}
diff --git a/config/example.tex b/config/example.tex
index 9b0514caab45963a652a7cc04e0add0abdc16bbd..5e75b1ec58786488844205c57a4cf8ac9a37ace3 100644
--- a/config/example.tex
+++ b/config/example.tex
@@ -40,6 +40,51 @@ The first field can also indicate a female with an {\tt\textbackslash F} (\F), a
 
 With a little study, you can summon dozens of monsters, including {\tt\textbackslash human fighter}, {\tt\textbackslash basilisk}, and {\tt \textbackslash ghoul}.
 
+\subsection{Individual NPCs}
+
+Individual characters can be created by using the {\tt\textbackslash npc} command then the \textbackslash person command, with its nine arguments:
+
+\begin{verbatim}
+
+\npc{\M}{Alice}
+
+\person{0}% STRENGTH
+{1}% DEXTERITY 
+{-1}% SPEED
+{{2}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics 1, Survival 1}% SKILLS
+{\longsword, adventuring equipment}% EQUIPMENT
+{}
+
+\end{verbatim}
+
+\npc{\M}{Alice}
+\person{0}% STRENGTH
+{1}% DEXTERITY 
+{-1}% SPEED
+{{2}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics 1, Survival 1}% SKILLS
+{\longsword, adventuring equipment}% EQUIPMENT
+{}
+
+You can add things for these people to say with a {\tt\textbackslash begin\{speechtext\}} command:
+
+\begin{speechtext}
+
+	``Would you tell me, please, which way I ought to go from here?''
+
+	``That depends a good deal on where you want to get to.''
+
+\end{speechtext}
+
 \subsection{And now for something completely different}
 
 This is a magical item.
@@ -52,6 +97,32 @@ This is a magical item.
 	{2}% Potency
 	{5}% MP
 
+\subsection{Encounters}
+
+\begin{encounters}{Wonderland}
+
+	Fields & Gardens & Results \\\hline
+
+	\li & Doormouse \\
+	\li & Dodo \\
+	\li \lii Unicorn \\
+	\li \lii Red Queen \\
+	& \lii Black Queen \\
+	& \lii Green Queen \\
+
+
+\end{encounters}
+
+\begin{rollchart}
+
+Roll & Result \\\hline
+
+12 & Success \\
+
+11 & Failure \\
+
+\end{rollchart}
+
 \subsection{Random Text}
 
 \lipsum[7]
diff --git a/config/monsters.sty b/config/monsters.sty
index 1ef81d1eee6e9f6c3a8b455c44e8423554ea48e9..06ab2109d717f891e898a12df12d7de6ea8bfe4d 100644
--- a/config/monsters.sty
+++ b/config/monsters.sty
@@ -15,11 +15,11 @@
 
 \newcommand{\lootMedium}{%
 \iftoggle{bestiarychapter}{%
-\ifodd\value{r2}$3D6$\else$2D6$\fi sp}{%
+\ifodd\value{r2}$3D6$\else$2D6$\fi~sp}{%
 \addtocounter{gold}{\thepage}\divide\value{gold} by \value{r4}%
 \ifnum\value{gold}<4%
 	\setcounter{gold}{7}\fi%
-\arabic{gold} sp}%
+\arabic{gold}~sp}%
 }
 
 \newcommand{\lootBig}{%
@@ -65,9 +65,9 @@
 \iftoggle{bestiarychapter}{jewellery worth \ifodd\value{r2}$3D6$sp\else$1D6+2$gp\fi}%
 	{\ifnumcomp{\value{r2}}{>}{1}{\ifodd\value{r3}%
 		\ifodd\value{r4}%
-			golden necklace worth \arabic{r12} sp\else%
-			golden ring worth \thechapter sp\fi\else%
-		jewel encrusted dagger worth \thepage sp\fi}%
+			golden necklace worth \arabic{r12}~sp\else%
+			golden ring worth \thechapter~sp\fi\else%
+		jewel encrusted dagger worth \thepage~sp\fi}%
 	{\ifodd\value{r3}%
 		\ifodd\value{r4}%
 			ornate silver earrings worth 1 gp\else
@@ -165,9 +165,18 @@
 
 
 
-% Commands: weapons
-% dice
+% magic
 \newcommand{\mana}[1]{\setcounter{mp}{#1}}
+\newcommand{\aldaron}{\addtocounter{mp}{2}Aldaron}
+\newcommand{\conjuration}{\addtocounter{mp}{2}Conjuration}
+\newcommand{\enchantment}{\addtocounter{mp}{2}Enchantment}
+\newcommand{\fate}{\addtocounter{mp}{2}Fate}
+\newcommand{\force}{\addtocounter{mp}{2}Force}
+\newcommand{\invocation}{\addtocounter{mp}{2}Invocation}
+\newcommand{\illusion}{\addtocounter{mp}{2}Illusion}
+\newcommand{\necromancy}{\addtocounter{mp}{2}Necromancy}
+\newcommand{\polymorph}{\addtocounter{mp}{2}Polymorph}
+\newcommand{\saurecanta}{\addtocounter{mp}{2}Saurecanta}
 \newcommand{\lockedmana}[1]{\setcounter{mpb}{-#1}}
 \newcommand{\armourtype}{N}
 
@@ -781,7 +790,7 @@
 	{\arabic{age}}% COMBAT
 	{Aggression~\arabic{enc}, Projectiles~\arabic{r3b}, Academics~\arabic{r3}, Athletics~\arabic{r2b}, Deceit~\arabic{r2c}, Tactics~2, Vigilance~3
 	\knacks{\ifodd\value{page}\combatcaster\else\backtothewall\fi, \ifnumcomp{\value{r3}}{>}{2}{\laststand}{\adrenalinesurge}}
-	\Path{Blood}{\ifodd\value{r4}Aldaron\else Enchantment\fi~\arabic{r4}, Invocation~\arabic{enc}, \ifodd\value{r2}Force~\arabic{r3b}\else Polymorph~\arabic{r3}\fi }}{%
+	\Path{Blood}{\ifodd\value{r4}\aldaron\else \enchantment\fi~\arabic{r4}, \invocation~\arabic{enc}, \ifodd\value{r2}\force~\arabic{r3b}\else \polymorph~\arabic{r3}\fi }}{%
 	\iftoggle{bestiarychapter}{$3D6\times 100$gp, sitting in a lair.}{%
 		{\setcounter{gold}{\thepage}\addtocounter{gold}{-50}\multiply\value{gold} by \value{list}\multiply\value{gold} by \thechapter \ifnumcomp{\value{gold}}{>}{0}{\arabic{gold}gp in lair in assorted change}{None}}}}%
 	{\ifodd\value{r2}%
@@ -790,7 +799,7 @@
 	\lockedmana{\value{r3b}}%
 	\setcounter{sp}{\value{gold}}%
 	\fi%
-	\ifnum\value{age}>7\mana{8}\else\mana{6}\fi\gdef\armourtype{C}}
+	\gdef\armourtype{C}}
 	}
 
 \newcommand{\dwarventrader}[1][\npc{\M}{\arabic{r12} Dwarven Traders}]{
@@ -843,9 +852,9 @@
 	{0}}%  CHARISMA
 	{0}% DR
 	{1}% COMBAT
-	{Academics~\arabic{enc}, Crafts~1, Tactics~2\Path{Runes}{Fate~\arabic{enc}, Force~\arabic{r3}, Conjuration~\arabic{r3b}}}% SKILLS
+	{Academics~\arabic{enc}, Crafts~1, Tactics~2\Path{Runes}{\fate~\arabic{enc}, \force~\arabic{r3}, \conjuration~\arabic{r3b}}}% SKILLS
 	{\shortsword, \partialchain, \lootMedium}% EQUIPMENT
-	{\mana{4}}
+	{}
 	}
 
 
@@ -868,9 +877,9 @@
 	{\arabic{r4}}}% CHARISMA
 	{6}% DR
 	{\arabic{r3}}% COMBAT
-	{Academics~3, Athletics~\arabic{r3c}, \ifodd\value{r2}Crafts~2, Performance~\arabic{r3}, \else Empathy~\arabic{r2b}, Survival~3, Vigilance~\arabic{r3b}\fi \Path{Blood \& Song}{Polymorph~5, Aldaron~\arabic{enc}, Fate~\arabic{r3b}, \ifodd\value{r3} Enchantment~\arabic{r2b}\fi}}% SKILLS
+	{Academics~3, Athletics~\arabic{r3c}, \ifodd\value{r2}Crafts~2, Performance~\arabic{r3}, \else Empathy~\arabic{r2b}, Survival~3, Vigilance~\arabic{r3b}\fi \Path{Blood \& Song}{\polymorph~5, \aldaron~\arabic{enc}, \fate~\arabic{r3b}, \ifodd\value{r3} \enchantment~\arabic{r2b}\fi}}% SKILLS
 	{\ifodd\thepage\Dagger, \lootJewellery\else\spear\fi}% EQUIPMENT
-	{\mana{6}\lockedmana{5}\gdef\armourtype{C}}
+	{\lockedmana{5}\gdef\armourtype{C}}
 	}
 
 \newcommand{\elf}[1][\npc{\F}{Elf}]{
@@ -893,10 +902,10 @@
 	{\ifnumcomp{\value{r4}}{<}{2}{}{Projectiles~\arabic{age},} Academics~\arabic{age}, Athletics~1, \ifodd\value{r4} Crafts~\arabic{r3}\else Performance~\arabic{r2b}\fi, Stealth~\arabic{r2}, Survival~\arabic{r3b}, Vigilance~\arabic{age}
 	\Path{Blood \ifodd\thepage\else \& Song\fi}%
 	{\ifnumcomp{\value{r4}}{<}{3}%
-		{Aldaron~\arabic{r3}, }%
-		{Invocation~\arabic{r3b}, }%
-	\ifodd\value{r3}\else Fate~\arabic{r2}, \fi%
-	\ifodd\value{gold} Polymorph~\arabic{r2b}\else Enchantment~\arabic{r4}, \fi}%
+		{\aldaron~\arabic{r3}, }%
+		{\invocation~\arabic{r3b}, }%
+	\ifodd\value{r3}\else \fate~\arabic{r2}, \fi%
+	\ifodd\value{gold} \polymorph~\arabic{r2b}\else \enchantment~\arabic{r4}, \fi}%
 	\ifodd\value{r4} \else\knacks{%
 		\ifodd\value{r2}%
 			\laststand%
@@ -908,7 +917,7 @@
 	\lootJewellery\ifnum\value{r12}>12%
 		, \lootMagic%
 	\fi}% EQUIPMENT
-	{\mana{\value{age}}\addtocounter{mp}{\value{age}}}
+	{}
 	}
 
 \newcommand{\elvenenchanter}[1][\npc{\M}{Elven Enchanter}]{
@@ -928,9 +937,9 @@
 	{0}% DR
 	{\ifodd\value{mp} 1\else 0\fi}% COMBAT
 	{Projectiles~\arabic{r2b}, Academics~3, Empathy~3, Deceit~\arabic{enc}, Performance~\arabic{r2}, \ifodd\value{r2}Stealth~\else Tactics~\fi \arabic{r2b}, Vigilance~2%
-	\Path{Blood}{Aldaron~\arabic{r3}, Enchantment~5, Fate~\arabic{r3}, Forces~\arabic{r4}, Invocation~1, Polymorph~2}}% SKILLS
+	\Path{Blood}{\aldaron~\arabic{r3}, \enchantment~5, \fate~\arabic{r3}, \force~\arabic{r4}, \invocation~1, \polymorph~2}}% SKILLS
 	{\Dagger, \lootJewellery\ifodd\thepage, \randomtwo\lootJewellery\ifodd\value{r4}, \lootMagic\fi\fi}% EQUIPMENT
-	{\mana{6}}
+	{}
 }
 
 \newcommand{\gnome}[1][\npc{\M}{Wandering Gnome}]{
@@ -949,7 +958,7 @@
 {0}% COMBAT
 {Academics~\arabic{r3}, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Empathy~\arabic{r2b}, \ifodd\value{page} \else Larceny~1, Stealth~1 \fi 
 \ifodd\value{page}
-	\Path{Alchemy}{Illusion~\arabic{r2}}
+	\Path{Alchemy}{\illusion~\arabic{r2}}
 \fi}% SKILLS
 {\ifodd\value{r3}%
 	\Dagger,
@@ -957,7 +966,7 @@
 	\lootMedium%
 \fi%
 }% EQUIPMENT
-{\mana{2}}
+{}
 }
 
 \newcommand{\gnomishsoldier}[1][\npc{\M}{Gnomish Soldier}]{
@@ -1014,9 +1023,9 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 	{\ifodd\value{r2}%
 		\else Projectiles \arabic{enc}, \fi%
 	Academics~3, \ifodd\value{chapter} Crafts~\arabic{enc}, \fi Deceit~\arabic{age},  Stealth~\arabic{enc}
-	\Path{Alchemy}{Conjuration~\arabic{age}, \ifodd\value{r2} Force~\arabic{enc}, \else Invocation~\arabic{enc}, \fi Illusion~\arabic{age}}}% SKILLS
+	\Path{Alchemy}{\conjuration~\arabic{age}, \ifodd\value{r2} \force~\arabic{enc}, \else \invocation~\arabic{enc}, \fi \illusion~\arabic{age}}}% SKILLS
 	{\lootBig, \ifodd\thepage\lootMagic\fi}% EQUIPMENT
-	{\mana{6}}
+	{}
 }
 
 \newcommand{\humanfarmer}[1][\npc{\M}{Farmer}]{
@@ -1113,9 +1122,9 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 {0}% DR
 {\arabic{r2b}}% COMBAT
 {Academics~\arabic{r3}, Empathy~\arabic{r3b}
-\ifodd\value{r3b}\Path{Devotion}{Fate~\arabic{age}, \ifodd\value{r4}\else Aldaron~\arabic{enc}\fi}\fi}% SKILLS
+\ifodd\value{r3b}\Path{Devotion}{\fate~\arabic{age}, \ifodd\value{r4}\else \aldaron~\arabic{enc}\fi}\fi}% SKILLS
 {\ifodd\value{r2b}\quarterstaff\else\Dagger, \lootMedium\fi}% EQUIPMENT
-{\ifodd\value{r3b}\mana{2}\fi}
+{}
 }
 
 \newcommand{\humansoldier}[1][\npc{\M\F\T}{\arabic{r12} Soldiers}]{
@@ -1255,17 +1264,17 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 		\ifnum\value{r12}>6
 			\Path{Song}{%
 			\ifodd\value{r3b}%
-				Enchantment%
+				\enchantment%
 			\else%
-				Aldaron%
+				\aldaron%
 			\fi~%
 				\arabic{r4}, %
 			\ifodd\value{r12}%
-				Fate \arabic{enc}%
+				\fate \arabic{enc}%
 			\fi %
 			\ifodd\value{gold}%
 				\addtocounter{r2b}{1}%
-				Illusion \arabic{r2b}%
+				\illusion \arabic{r2b}%
 			\fi}
 		\fi
 	\else
@@ -1277,7 +1286,7 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 	\Dagger%
 \fi%
 	, lute, \lootMedium\ifodd\thepage, \lootJewellery\fi}% EQUIPMENT
-{\ifnum\value{r12}>9\mana{2}\fi}
+{}
 }
 
 \newcommand{\humanalchemist}[1][\npc{\M}{The Alchemist}]{
@@ -1299,10 +1308,10 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 {0}% DR
 {\arabic{r2b}}% COMBAT
 {Academics~\arabic{r3}, \ifodd\value{r3} Deceit~\arabic{r2}, Tactics~\arabic{enc}\else Empathy~\arabic{r2}, Vigilance~\arabic{enc}\fi
-\Path{Alchemy}{\ifodd\value{r2b} Conjuration~\arabic{r3b}, Force\else Invocation \fi~\arabic{r4}, \ifodd\thepage Illusion~\arabic{r3}\fi
+\Path{Alchemy}{\ifodd\value{r2b} \conjuration~\arabic{r3b}, \force\else \invocation \fi~\arabic{r4}, \ifodd\thepage \illusion~\arabic{r3}\fi
 }}% SKILLS
 {\lootMedium, \ifodd\thepage\lootMagic\else mana stone with 4 mp\fi}% EQUIPMENT
-{\mana{6}\lockedmana{\value{r2}}}
+{\lockedmana{\value{r2}}}
 }
 
 \newcommand{\gnollhunter}[1][\npc{\T}{\arabic{r12} Gnoll Hunters}]{
@@ -1346,9 +1355,9 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 \ifnum\value{r4}>1%
 	{Survival~\arabic{enc}, Vigilance~\arabic{enc}}%
 	\fi%
-\Path{Divinity (Qualm\"e)}{\ifodd\value{r2} Fate\else Aldaron\fi~\arabic{r3}, \ifodd\value{r3b}\else Enchantment~\arabic{r3}, \fi Necromancy~\arabic{r3c}}}% SKILLS
+\Path{Divinity (Qualm\"e)}{\ifodd\value{r2} \fate\else \aldaron\fi~\arabic{r3}, \ifodd\value{r3b}\else \enchantment~\arabic{r3}, \fi \necromancy~\arabic{r3c}}}% SKILLS
 {\Dagger\ifodd\value{r3}\else, \lootMagic\fi}% EQUIPMENT
-{\mana{4}}
+{}
 }
 
 \newcommand{\nuracat}[1][\npc{\A\N}{Nura Cat}]{
@@ -1581,13 +1590,13 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 {0}% DR
 {\arabic{age}}% AGGRESSION
 {Projectiles~\arabic{r2}, \ifodd\value{r3} Deceit\else Athletics\fi~\arabic{r3}, Medicine~\arabic{r2}, Stealth~1, Tactics~2
-\Path{Nura}{Invocation~\arabic{r3}, Necromancy~\arabic{r3b}, Saurecanta~\arabic{r4}}}% SKILLS
+\Path{Nura}{\invocation~\arabic{r3}, \necromancy~\arabic{r3b}, \saurecanta~\arabic{r4}}}% SKILLS
 {\Dagger\ifodd\value{r4}, torch\fi%
 \ifnum\value{r4b}=4%
 	, \lootMagic
 \fi%
 }% EQUIPMENT
-{\mana{4}}
+{}
 }
 
 \newcommand{\hobgoblin}[1][\npc{\T\N}{\arabic{r12} Hobgoblins}]{
@@ -1683,7 +1692,7 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 		\greatclub
 	\fi
 \fi
-\ifnumcomp{\thechapter}{>}{8}{, \thepage sp}{}}% EQUIPMENT
+\ifnumcomp{\thechapter}{>}{8}{, \thepage~sp}{}}% EQUIPMENT
 {}
 }
 
@@ -1802,7 +1811,7 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 {2}% DR
 {\arabic{r2}}% COMBAT
 {Aggression~2, Projectiles~\arabic{r2c}, Academics~\arabic{r3}, Deceit~1, Medicine~\arabic{r2c}, Vigilance~\arabic{r2}
-\Path{Devotion (Qualm\"e)}{\ifodd\value{r4} Aldaron~\arabic{enc}, \fi Fate~\arabic{enc}, \ifodd\value{r2} Enchantment~\arabic{r3c}, \fi Necromancy~4}}% SKILLS
+\Path{Devotion (Qualm\"e)}{\ifodd\value{r4} \aldaron~\arabic{enc}, \fi \fate~\arabic{enc}, \ifodd\value{r2} \enchantment~\arabic{r3c}, \fi \necromancy~4}}% SKILLS
 {\ifodd\thepage%
 	\Dagger%
 \else%
@@ -1813,7 +1822,7 @@ Academics~1, \ifodd\value{page} Crafts~\arabic{r2}, \else \fi Deceit~1, \ifodd\v
 \fi%
 , \multiply\value{track} by 2%
 mana stone holding \arabic{track} MP, \ifodd\thechapter\lootJewellery\fi}% EQUIPMENT
-{\mana{6}\lockedmana{\value{r4}}}
+{\lockedmana{\value{r4}}}
 }
 
 \newcommand{\demilich}[1][\npc{\D\E}{Demilich}]{
@@ -1834,7 +1843,7 @@ mana stone holding \arabic{track} MP, \ifodd\thechapter\lootJewellery\fi}% EQUIP
 {2}% DR
 {\arabic{r2}}% AGGRESSION
 {Aggression 2, Projectiles~\arabic{r2}, Academics~\arabic{r3}, Deceit~1, Medicine~\arabic{r3c}, Vigilance~\arabic{r2}
-\Path{Devotion (Qualm\"e)}{\ifodd\value{r3}Aldaron~\arabic{enc}, \fi Fate~\arabic{enc}, \ifodd\value{r4} Enchantment~\arabic{r3}, \fi Necromancy~5}}% SKILLS
+\Path{Devotion (Qualm\"e)}{\ifodd\value{r3}\aldaron~\arabic{enc}, \fi \fate~\arabic{enc}, \ifodd\value{r4} \enchantment~\arabic{r3}, \fi \necromancy~5}}% SKILLS
 {\ifodd\thechapter%
 	\Dagger, %
 \else
@@ -1847,7 +1856,7 @@ mana stone holding \arabic{track} MP, \ifodd\thechapter\lootJewellery\fi}% EQUIP
 	\fi%
 \multiply\value{track} by 2%
 , mana stone with \arabic{track} mana, \lootJewellery, \randomtwo\lootJewellery, \lootMagic}% EQUIPMENT
-{\mana{6}\lockedmana{\value{r4}}}
+{\lockedmana{\value{r4}}}
 }
 
 \newcommand{\lich}[1][\npc{\D}{Lich}]{
@@ -1870,7 +1879,7 @@ mana stone holding \arabic{track} MP, \ifodd\thechapter\lootJewellery\fi}% EQUIP
 {2}% DR
 {\arabic{r3b}}% COMBAT
 {Aggression 2, \ifodd\thechapter Projectiles \arabic{r3}, \fi Academics 3, \ifodd\value{gold}Crafts \arabic{r3}, \fi Deceit \arabic{r2b}, Medicine \arabic{r2b}, Vigilance \arabic{r3b}
-\Path{Alchemy \& Devotion (Qualm\"e)}{\ifodd\value{page}Aldaron \else Conjuration \arabic{age}, Fate \fi\arabic{r3}, Enchantment \arabic{r4}, \ifodd\thechapter Invocation \arabic{r2b}, \fi Necromancy 5}}% SKILLS
+\Path{Alchemy \& Devotion (Qualm\"e)}{\ifodd\value{page}\aldaron \else \conjuration \arabic{age}, \fate \fi~\arabic{r3}, \enchantment \arabic{r4}, \ifodd\thechapter \invocation \arabic{r2b}, \fi \necromancy 5}}% SKILLS
 {\ifnum\value{r3b}>2%
 	\longsword%
 	\ifodd\value{r4}%
@@ -1882,7 +1891,7 @@ mana stone holding \arabic{track} MP, \ifodd\thechapter\lootJewellery\fi}% EQUIP
 	\Dagger%
 \fi, \addtocounter{track}{3}\multiply\value{track} by 2%
 mana stone with \arabic{track} mana, \lootJewellery, \randomtwo\lootJewellery, \lootMagic}% EQUIPMENT
-{\mana{8}\lockedmana{\value{r4}}}
+{\lockedmana{\value{r4}}}
 }
 
 \newcommand{\jelly}[1][\npc{\A}{\ifnum\value{r4}>3 Black\else \ifnum\value{r4}>2 Red \else \ifnum\value{r4}>1 Brown\else Transluscent\fi\fi\fi~ Ooze}]{
@@ -2049,10 +2058,10 @@ mana stone with \arabic{track} mana, \lootJewellery, \randomtwo\lootJewellery, \
 {0}% DR
 {0}% AGGRESSION
 {Projectiles~\arabic{r3}, Academics~3, Deceit~\arabic{r2}, Ether~Lore~\arabic{r2b}, Tactics~\arabic{r3b}
-\Path{Divinity}{\addtocounter{age}{2} Force~\arabic{age}, Illusion~\arabic{r3}, Invocation~\arabic{r4}, Conjuration~\arabic{enc},}}% SKILLS
+\Path{Divinity}{\addtocounter{age}{2} \force~\arabic{age}, \illusion~\arabic{r3}, \invocation~\arabic{r4}, \conjuration~\arabic{enc},}}% SKILLS
 {None}% ABILITIES
 {\setcounter{gold}{\value{age}}\multiply\value{gold} by 3\addtocounter{gold}{\value{int}}\setcounter{sp}{\value{gold}}%
-\mana{8}\lockedmana{\value{age}}\addtocounter{xpbonus}{4}}
+\lockedmana{\value{age}}\addtocounter{xpbonus}{4}}
 }
 
 \newcommand{\watcher}[1][\npc{\A}{Watcher}]{
@@ -2098,7 +2107,7 @@ mana stone with \arabic{track} mana, \lootJewellery, \randomtwo\lootJewellery, \
 	{\arabic{r2b}}% COMBAT
 	{\ifodd\value{r3b}Crafts \arabic{r2}, \fi Deceit \arabic{r3b}, Tactics \arabic{r3c}\Path{Divinity}%
 	{\ifodd\value{r4b}%
-		Force \arabic{r3}, %
+		\force \arabic{r3}, %
 		\addtocounter{sp}{\value{r3}}%
 		\addtocounter{sp}{\value{r3}}%
 		\addtocounter{sp}{\value{r3}}%
@@ -2106,12 +2115,12 @@ mana stone with \arabic{track} mana, \lootJewellery, \randomtwo\lootJewellery, \
 		\lockedmana{\value{r3}}
 	\fi%
 	\ifodd\value{r3c}%
-		Illusion \arabic{r4}, %
+		\illusion \arabic{r4}, %
 	\fi%
 	\addtocounter{r3b}{1}%
-	Enchantment \arabic{r3b}
+	\enchantment \arabic{r3b}
 	}
 }% SKILLS
 	{\iftoggle{bestiarychapter}{\ifnum\value{gold}=100\lootMagic\fi}{\Dagger}}% EQUIPMENT
-	{\mana{6}}
+	{}
 }
diff --git a/gm.tex b/gm.tex
index 911d85a7bbf9db68059ed4200aa591076927fe2f..ac22c88d6e2320450adbe84e696a267407d88cfc 100644
--- a/gm.tex
+++ b/gm.tex
@@ -199,9 +199,8 @@ If the party took some gems from the gnome and wanted to sell them in town, they
 The encounter with the priest would combine with seeing elves sneaking about at night, so perhaps the priest travels with them, and that night he and the party all see the elves attempting to burn down houses.
 Finally, once everyone reaches town, the party would find those men in stocks, put there by the prophecies of the priest.
 
-However you run Side Quests, players should each receive 5 \gls{xp} for completing a Side Quest for each part the party engaged with.
-A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}.
-\Gls{xp} is awarded at the end of a Side Quest.
+However you run Side Quests, players should each receive 4 \gls{xp} for completing a Side Quest for each part the party engaged with.
+A 2 part Side Quest grants 8 \gls{xp}, while a 4 part Side Quest grants 16 \gls{xp} to each party member.
 
 \subsubsection{Anatomy of Side Quests}
 
@@ -497,7 +496,7 @@ For a slightly more even spread of pluses and minuses across the party, consider
 
 As you roll up Strength, you might select Intelligence as its opposite, and any gains in one become losses in the other.
 
-	\begin{tcolorbox}[tabularx={cX},arc=1mm]
+	\begin{rollchart}
 
 	Result & Attribute Bonus \\\hline
 
@@ -515,7 +514,7 @@ As you roll up Strength, you might select Intelligence as its opposite, and any
 
 	12 & Strength +3, Intelligence -3 \\
 
-	\end{tcolorbox}
+	\end{rollchart}
 
 For each Attribute you roll, you can select any as its opposite before rolling.
 
@@ -585,7 +584,6 @@ This requires equipment, such as moulds, and a long night.
 \paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4.
 
 Each Margin inflicts 1 Fatigue Point on the target by the end of the scene.
-Up to 5 Fatigue Points can be inflicted per scene.
 
 \paragraph{Bandaging a wound} -- Wits + Medicine to stop someone bleeding, TN 7 plus the Damage which caused the bleeding.
 Each Margin stops 1 point.
diff --git a/gods.tex b/gods.tex
index 5488bc2d92244af8b5cd15c8f2910957eedf0268..523aa772432423e9e294c002dcaf2bc58337c638 100644
--- a/gods.tex
+++ b/gods.tex
@@ -379,7 +379,7 @@ Those on the code of acquisition are often those who can acquire more money -- t
 Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
 They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
 
-\begin{xpchart}{the Code of Acquisition}
+\begin{xpchart}{Acquisition}
 
 	1 & Buying an expensive item -- worth 1 gp or more. \\
 
@@ -424,7 +424,7 @@ You know your own.
 
 Travelling companions do not automatically count as members of your tribe, but they may come to in time. Exactly what counts as a `tribe' is mostly in the hands of a player, though the bonds should never be made lightly.
 
-\begin{xpchart}{the Code of the Tribe}
+\begin{xpchart}{the Tribe}
 
 	1 & Helping out a member of the tribe. \\
 
@@ -462,7 +462,7 @@ Travelling companions do not automatically count as members of your tribe, but t
 
 The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
 
-\begin{xpchart}{the Code of Experience}
+\begin{xpchart}{Experience}
 
 	1 & Finding a new type of food or drink. \\
 
@@ -472,8 +472,6 @@ The world is here to be lived, to be known, to be connected with. You want all t
 
 	1 & Greeting a new type of humanoid. \\
 
-	1 & Per \gls{storypoint} spent. \\
-
 	1 & Learning a new type of instrument or any creative specialisation. \\
 
 	3 & Experiencing any emotion to heights never reached before. \\
@@ -486,6 +484,8 @@ The world is here to be lived, to be known, to be connected with. You want all t
 
 	3 & Finding a mana lake. \\
 
+	3 & Seeing a new magical item activate. \\
+
 	5 & Experiencing deep tragedy. \\
 
 	5 & Taking \gls{hp} Damage for the first time. \\
diff --git a/knacks.tex b/knacks.tex
index d633a418c55eb848386adc717322b1e5311f89ee..fe655bf74b764ff000086c5946f0b40e928b3420 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -258,7 +258,7 @@ All ritual spells cast with this focus grant a bonus to the caster's Intelligenc
 }
 Standard spell casting can be completed in one round less than usual.
 \iftoggle{verbose}{%
-	So a second level spell can be cast in 1 round.
+	So a third level spell can be cast in 1 round.
 }{}%
 First level spells still require a full round to cast.
 
diff --git a/magic.tex b/magic.tex
index 6ee8ed800a41455016095eeff97f2e40f754b5ab..5d9afa5e99b0d2b1daf7858c397f66a62f19f5dc 100644
--- a/magic.tex
+++ b/magic.tex
@@ -4,7 +4,7 @@
 
 \begin{figure*}[b!]
 
-\begin{tcolorbox}[tabularx={lp{.25\textwidth}X},arc=1mm]
+\begin{tcolorbox}[tabularx={lp{.25\textwidth}X},top=10pt,bottom=10pt]
 
 	Path & Spheres & Flavour \\\hline
 
@@ -31,13 +31,21 @@
 \noindent
 There are various roads to learning magic -- each allows the mage to invoke different spheres and has a different flavour of magic.
 Any character with the appropriate requirements can learn to cast magic.
+
 Each school of magic has its own flavour but different people casting spells from the same spheres of magic will end up with exactly the same results, mechanically.
 A priest of war may call divine fire to to destroy enemies where an alchemist uses precise gestures to summon the essential form of fire, but both are just using the Invocation sphere.
 
+\subsection{Multiple Paths}
+
 People can pick up different Paths of Magic by simply fulfilling different requirements.
-If someone has access to one sphere of magic through multiple Paths and has bought access to the sphere, then learning the same sphere through the different Path simply requires some \gls{downtime} and study but carries no \gls{xp} cost.
-If a blood sorcerer were to learn the Aldaron sphere as a natural knack and later decided to become an adherent of \gls{naturegod}, they could channel the magic through divine means or through her innate abilities.
-All that is needed is a little time to pick up an understanding of how this same magic works through a different lens.
+If someone begins as a Blood mage with Aldaron 2 then later learns Song Magic, they would be able to cast Aldaron through Song magic with only a little practice.
+In gaming terms, the first \gls{downtime} grants full access to all spheres from any secondary Path.
+
+However, the opposite is not true.
+Those on the Path of Song learn spheres easier than others, spending 5 fewer \glspl{xp} to purchase a sphere.
+If a sphere has not been `fully' paid for then the remaining \glspl{xp} must be spent to use that sphere on a different path.
+
+Casters never gain \glspl{mp} for learning a sphere on a secondary Path -- whichever Path would grant them the most \glspl{mp} is the only one which counts.
 
 \subsection{The Path of Alchemy}
 \index{Alchemy}
@@ -173,7 +181,10 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas
 
 \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.
+Everyone's total mana is equal to double the number of spheres they have, plus their Intelligence Bonus.
+\iftoggle{verbose}{%
+	For example, a caster with Invocation 3, Fate 1, and an Intelligence Bonus of +2, would have 8 \glspl{mp} in total.
+}{}
 
 If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
 \iftoggle{verbose}{%
@@ -250,9 +261,16 @@ For example, Tauron the elven sorcerer casts a spell on himself to appear as a g
 
 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}
+\subsection{Casting Times}
+
+\iftoggle{verbose}{
+	Your standard spell takes a while to cast -- specifically a number of rounds equal to half the spell's level.
+	A first level spell takes a full \gls{round} to cast, and activates at Initiative 0, while a third level spell requires 2 \glspl{round} to cast.
+}{
+	Spells require a number of full \glspl{round} to cast equal to half the spell's level.
+}
 
-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.
+Casters who take any other action during this time, such as evading an attack or speaking, lose the spell and must start over (but lose no \glspl{mp}).
 
 \subsubsection{Ritual Spells}
 
@@ -323,7 +341,7 @@ Adding the enhancements \textit{Wide}, and \textit{Solid}, so make a \textit{Wid
 \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 Metamagic rating of 3.
+A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 5.
 
 Every power level offers the caster new spells or -- more often -- enhancements to existing spells.
 The enhancements drawn from Metamagic can affect all spells the caster has, not simply the spells listed here.
diff --git a/races.tex b/races.tex
index 23fed51beb26626ae79a2e8c91ee10328f1861e6..67ba74b030a129ae7bfa777f025fe47516099d7c 100644
--- a/races.tex
+++ b/races.tex
@@ -46,11 +46,13 @@ To put it another way, dwarves can sustain a number of \glspl{fatigue} equal to
 \subsection{Racial Trait: Taciturn}
 
 Dwarves trust others slowly, and like to remain formal when first meeting people.
-In gaming terms, they cannot spend \glspl{storypoint} for the first two sessions.
+In gaming terms, they cannot spend \glspl{storypoint} for the first session.
 
 \subsection{Starting Characters}
 
-Dwarves who leave the mountain are generally traders, but since all male dwarves are required to be part of a standing army, almost all traders have some martial ability. Many traders often take on martial jobs if the payment is right. Female dwarves will have a hard time leaving the mountain as they are so in demand, but since few people are in a position to order them about they can ignore most objections if they are obstinate enough.
+Dwarves who leave the mountain are generally traders, but since most male dwarves are required to be part of a standing army, almost all traders have some martial ability.
+Many traders often take on martial jobs if the payment is right.
+Female dwarves will have a hard time leaving the mountain as they are so in demand, but since few people are in a position to order them about they can ignore most objections if they are obstinate enough.
 
 Other dwarves will leave specifically in search of glory and wealth. They will introduce themselves in a formal manner as adventurers and inquire about local military tasks. Their wealth will be focussed on buying good quality weapons and armour and any spare will be donated to their local temple.
 
@@ -114,7 +116,7 @@ At 200 years old the elf's maximum Strength score becomes 0 but their maximum Sp
 At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4.
 Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2.
 
-	\begin{tcolorbox}[tabularx={XcX},arc=1mm]
+	\begin{tcolorbox}[tabularx={XcX},top=10pt,bottom=10pt]
 
 		Age & Max. Strength & Increase \\\hline
 
@@ -128,8 +130,6 @@ Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum
 
 	\end{tcolorbox}
 
-Additionally, elves' long life grants them +1 \glspl{storypoint}.
-
 \subsection{Starting Characters}
 
 Player characters will start as younger elves, without the experience, keen intellect and amazing skill-set of their elders. Many adventure in order to gain the experience they see in their elders. Others simply want to see what the world has to offer. Still others want to learn a specific skill, perhaps to master the sword or a specific magic sphere.
@@ -212,14 +212,6 @@ Gnomes often have a hard time focussing on things, but once they successfully do
 When gnomes take a \gls{restingaction}, rather than rolling $1D6$ and adding +6, they roll $2D6+3$.
 If they want to change a failed action into a \gls{restingaction}, they add $1D6-3$ to their roll.
 
-\subsection{Racial Ability: Tricksy}
-
-Gnomes tend not to have the broader connections of other races, but they still manage to surprise people plenty.
-
-Gnomes begin with only 3 \glspl{storypoint}.
-However, any time they spend their last \gls{storypoint}, the player may flip a coin.
-If they win, the gnome regains two \glspl{storypoint}.
-
 \subsection{Starting Characters}
 Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on them by accident. Many adventure in order to pick up rare jewels for alchemical mana stones. Some few gnomes take to thievery and don't so much adventure as accompany adventurers in order to wait for lucrative opportunities.
 
@@ -259,11 +251,6 @@ Additionally, they trade live animals more often than hunted game, which creates
 Humans have great stamina when it comes to movement.
 They suffer only half the usual \glspl{fatigue} from any activity involving running, marching, swimming or climbing.
 
-\subsection{Racial Ability: Connected}
-
-Humans populate the land and wander it a lot -- both traits which make them more likely to meet people.
-Humans begin with an additional \gls{storypoint}.
-
 \subsection{Starting Characters}
 
 Humans reproduce at an alarming rate -- instead of simply replacing themselves with two or three more humans, a couple might make as many as fourteen and then send the extra ones out to cause a mess -- perhaps trying to steal other people's farmland, or raise them to be monster hunters who die in an effort to protect other farms or sellswords up for use to the highest bidder.
@@ -271,4 +258,3 @@ Of these, the less well connected ones often wander the earth aimlessly searchin
 
 \end{multicols}
 
-
diff --git a/rules.tex b/rules.tex
index 89a42a29694035df9d43f0e241c11352263bcad5..88ed7498d969185ab38d2cb0dc8d38adbdc415de 100644
--- a/rules.tex
+++ b/rules.tex
@@ -186,6 +186,11 @@ Larger and more dangerous monsters garner more \gls{xp}, as do grander missions.
 The personal goals and piety of a character are denoted by different codes of belief and gods.
 See page \pageref{gods_codes} for details on the gods and personal codes of honour.
 
+\iftoggle{verbose}{
+	Players also gain \glspl{xp} for spending \glspl{storypoint} (see page \pageref{storyXP}).
+}
+{}
+
 \subsubsection{Training Time}
 
 The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent.
@@ -293,22 +298,6 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \begin{multicols}{2}
 
-\begin{xpbox}{B}
-
-		Mana Base & Cost \\\hline
-
-		2 & 5 \\
-
-		4 & 10 \\
-
-		6 & 20 \\
-
-		8 & 40 \\
-
-		10 & 80
-
-\end{xpbox}
-
 \begin{xpbox}{B}
 
 		Magic Sphere & Cost \\\hline
@@ -362,7 +351,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 Now is the time to look at your character's base Attributes and think about what they might be good at.
 The best place to start is your highest Attribute.
 If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
-Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}.
+Buy off any Wits penalties and put a magic sphere down on the character sheet.
 Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
 Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
 
@@ -399,7 +388,7 @@ The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \g
 
 Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}.
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
+\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt]
 
 	\textbf{Animal} & & \textbf{Cost} \\\hline
 
@@ -419,7 +408,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
 \end{tcolorbox}
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
+\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt]
 
 	\textbf{Buildings} & & \textbf{Cost} \\\hline
 
@@ -435,7 +424,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
 \end{tcolorbox}
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
+\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt]
 
 	\textbf{Clothing} & \textbf{Weight} & \textbf{Cost} \\\hline
 
@@ -449,7 +438,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
 \end{tcolorbox}
 
-\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}]
+\begin{tcolorbox}[tabularx={p{.3\textwidth}XX},bottom=10pt,top=10pt]
 
 	\textbf{Professional Tools} & \textbf{Weight} & \textbf{Cost} \\\hline
 
@@ -478,7 +467,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 \end{tcolorbox}
 
 \index{Camping}
-\begin{tcolorbox}[arc=1mm,tabularx={XX}]
+\begin{tcolorbox}[tabularx={XX},bottom=10pt,top=10pt]
 
 	\textbf{Travel} & \textbf{Cost} \\\hline
 
@@ -548,7 +537,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig
 
 \begin{figure*}
 
-\begin{tcolorbox}[arc=1mm,tabularx={XX},title=Services]
+\begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt]
 
 	\textbf{Sellsword} & 10sp/ day \\\hline
 
@@ -614,8 +603,6 @@ The costs of the items here are based on the most common race -- humans. Other r
 
 		Gnolls & $\frac{1}{2}$ \\
 		
-		\vspace{.1cm} & \\
-
 	\end{rollchart}
 
 \end{wrapfigure}
@@ -723,7 +710,21 @@ Of course after 10 miles, they will have 10 Fatigue points (except humans, who w
 
 \subsubsection{Adventure}
 
-Lastly, there is an adventure. The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found.
+The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found.
+At the end of every adventure, \gls{downtime} should be called, and all characters should heal all \glspl{hp}, \glspl{mp}, \glspl{fp}, and \glspl{fatigue}.
+
+\iftoggle{verbose}{%
+	\subsubsection{Downtime}
+
+	Both players and the \gls{gm} can call for \gls{downtime} any time they want, and either party can cancel the \gls{downtime} by declaring that something is happening.
+	Downtime is important to play, as this is when characters learn specialist skills, such as Survival and Craft, or alchemy spheres.
+
+	\Gls{downtime} should be viewed as a normal part of any campaign, given that no healing can take place without it.
+	The \gls{gm} might also award \glspl{storypoint} during longer downtimes, to give some filler about the character's exploits during this time (which can be filled in later).
+
+}{}
+
+
 
 \subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas}
 \label{space}
diff --git a/spheres.tex b/spheres.tex
index 22235f94bdb0bc098f4485ba4d9b03c8a374f7c7..c0c5371eb7af38f28ed4cb61051d3eff7957005f 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -477,7 +477,7 @@ If the enchanter maintains the spell then the target can reroll at the beginning
 
 \end{multicols}
 
-	\begin{tcolorbox}[arc=1mm,tabularx={llp{.5\textwidth}}]
+	\begin{tcolorbox}[tabularx={llp{.5\textwidth}},bottom=10pt,top=10pt]
 		Task Bonus & \gls{tn} & \\\hline
 
 		Humiliation & +2 & Any action which would humiliate the target grants a +2 bonus to resist. \\
@@ -485,10 +485,10 @@ If the enchanter maintains the spell then the target can reroll at the beginning
 		Betrayal & +4 & Targets who would otherwise be weak-willed and at the mercy of the enchanter gain a +4 bonus to resist attacking their allies. This bonus can increase up to +6 to resist attacking loved ones such as family and close friends.\\
 
 		Code Violation & Variable & Targets forced to act against their own code or god gain an additional bonus to act equal to the amount of \gls{xp} they would receive for completing the action.
-	For example, those following the code of passion would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way.
+	For example, those following \gls{joygod} would gain 1\gls{xp} for trying a new type of food or drink, so they gain a +1 bonus to resist commands which inhibit their ability to act in this way.
 	Those following \gls{wargod} gain 10 \glspl{xp} for bringing down a sufficiently large monster, so they would gain a +10 bonus to resist any enchantment which prohibits them from slaying such quarry.
 	This can also be used against the target, with the enchanter gaining a bonus to affect someone with an order if it adheres to the target's code.
-\
+	\\
 
 	\end{tcolorbox}
 
@@ -595,9 +595,13 @@ The priest blesses a target, who then receives a +1 to any Skill.
 This does not stack with any other Fate spells.
 This spell can take a character beyond the standard Skill levels.
 
-\spell{Prayer of Gratitude}{Instant}{Academics}{Retrieve 1 \gls{storypoint} after you spend 2 or more}\\
-The caster rolls during any scene in which someone spends at least 2 \glspl{storypoint}.
-With a successful roll, one \gls{storypoint} is returned to the character.
+\spell{Prayer of Gratitude}{Instant}{Empathy}{Lower the cost of a Story by 1 (minimum 1)}\\
+The caster rolls during any scene in which someone spends at least 2 \glspl{storypoint}, and reduces the cost of telling that Story by 1 if the spell succeeds.
+\iftoggle{aif}{
+	For example, Janus spends 2 \glspl{storypoint} to state that he knows a thug in town who can infiltrate a nearby castle, and attempt to raise the port culllis to let the party enter.
+	The Story would normally cost 2 \glspl{storypoint}, but the party's priest of \gls{justicegod} casts \textit{Prayer of Gratitude}, so the the cost is reduced to 1.
+	Janus then receives 3 \glspl{xp} for spending his third \glspl{storypoint} as usual.
+}{}
 
 \spell{Snapback}{Instant}{Tactics}{Start a round over again}\\
 The caster casts a spell to determine if some plan will work, and subtly alters fate to ensure it gets its best shot.
@@ -623,6 +627,7 @@ The spell does not increase the rate at which \glspl{fp} are regenerated.
 The priest spends 1 \gls{storypoint} and gains an addtional 5 \glspl{storypoint} plus their Intelligence Bonus, which must be spent immediately.
 This can be used on a summoning miraculous help, such as a crew of soldiers who have a debt to the priest, or a magical ally.%
 \footnote{As usual \gls{gm} is free to veto any ideas, but the player is also free to continue pulling new ideas out.}
+These \glspl{storypoint} do not grant any \glspl{xp}.
 
 \spell{Resurrection}{Instant}{Medicine}{Bring the recently deceased back from the dead}\\
 The priest summons the soul of a recently deceased person back to their body.
@@ -719,21 +724,23 @@ Mages can add their mental ability to move things to aid their movement.
 Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus.
 The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running.
 
-\spelllevel
-
 \spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world without sight}\\
 The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land.
 
 The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level.
 The spell covers a progressively larger area depending upon the level used.
 
-Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything.
+\iftoggle{verbose}{%
+	Mages able to cast \textit{Ranged} spells make for legendary spies, although the power is limited by the fact that while the mage can feel events at a distance, they cannot hear voices or read anything.
+}{}
 
 Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Clairvoyance.
 They can even identify the other mage with a Wits + Empathy roll.
 
 This spell cannot be cast on others -- the target is what is being felt.
 
+\spelllevel
+
 \spell{Dancing Swords}{Continuous}{Combat}{Levitate a weapon with effective Physical Attributes equal to 2}\\
 The force mage can make a weapon levitate with the power of their mind. It can float nearby to defend them and even float off to stab at enemies who will be hard pushed to counterattack the wielder when they're standing some distance away.
 
@@ -926,7 +933,9 @@ The mage throws out a ball of flaming, crackling light which strikes and burns t
 
 \subsubsection{Spell Enhancements}
 
-\sidepic[33]{Roch_Hercka/conjuration_left}{\label{roch:invocation}}
+\iftoggle{verbose}{
+	\sidepic[33]{Roch_Hercka/conjuration_left}{\label{roch:invocation}}
+}{}
 
 \enhancement{1}{Raging}{The fireball deals +2 Damage}
 The caster increases the spell's level by one and increases the spell's Damage by 2.  A mage with Intelligence +2, casting Fireball at third level would deal $2D6+2$ Damage.
@@ -1047,7 +1056,7 @@ Unwilling targets who are to be transformed with Polymorph can spend 5 FP in ord
 The undead are completely immune to the Polymorph sphere.
 
 \begin{figure*}[t]
-	\begin{tcolorbox}[arc=1mm,tabularx={lccX}]
+	\begin{tcolorbox}[tabularx={lccX},bottom=10pt,top=10pt]
 
 	\textbf{Animal} & \textbf{Min Str.} & \textbf{Max Str.} & \textbf{Realistic Enhancements (Optional)} \\\hline
 
diff --git a/stories.tex b/stories.tex
index 6a019a40f96f1841f7f04c89145fbad24512643b..5f1583b5b0f3c6a0c123e71ec61e51d36dfd5f7d 100644
--- a/stories.tex
+++ b/stories.tex
@@ -63,6 +63,16 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati
 
 All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later adventure.
 
+\subsection{Experience Points}
+\label{storyXP}
+
+Each time a player spends a \gls{storypoint}, the character earns a number of \glspl{xp} equal to the number of \glspl{storypoint} they have.
+\iftoggle{verbose}{%
+	The first \gls{storypoint} grants 5 \glspl{xp}, the second grants 4, and so on.
+	If a character spends 2 \glspl{storypoint} to stipulate that their blacksmith uncle likes wandering around the depths of the forest the characters find themselves in, then the player would receive ($5+4$) 9 \glspl{xp}.
+	}%
+	{}
+
 \subsection{Combining Stories}
 
 Whether telling one story each adventure or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together.