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Jul 6th, 2015
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  1.  
  2. RUNES:
  3. Order is generally left to right, though that tends to only matter for conflicting rune types i.e implosion + explosion will first implode an object and then explode once it's compressed itself fully. Effects of the spell will happen logically according to how the spell is composed.
  4.  
  5. TARGET RUNES:
  6. First target rune is borderline free. Every target rune after that costs a SIGNIFICANT amount more mana to include in a spell.
  7.  
  8. Bind/Imbue
  9. Projectile
  10. Touch
  11. Beam
  12. Mark
  13. AoE
  14. Point
  15. (Name)/Self
  16. Up
  17. Down
  18. Left
  19. Right
  20. Forward
  21. Backward
  22. Delay (x seconds)
  23. Trigger on (rune)
  24.  
  25. ELEMENTAL RUNES:
  26. Even the greatest of mages would balk at using more than two elemental runes in the same spell. Even one element is moderately taxing, and the mana increase for each new element is extreme and exponential. Casting all four in the same spell is likely to be fatal for weaker mages, and would put most others near death.
  27.  
  28. Fire
  29. Lightning
  30. Frost
  31. Earth
  32.  
  33. DESTRUCTIVE RUNES:
  34. Each new destructive rune in a spell progressively increases the cost of each subsequent destructive rune. This can begin to add up, particularly in tandem with elemental runes, but shouldn't be a serious problem to most experienced mages.
  35.  
  36. Explosion
  37. Implosion
  38. Blind
  39. Blunt
  40. Spike
  41. Rot
  42. Sickness
  43. Poison
  44. Melt
  45. Slice
  46. Ensnare
  47.  
  48. DEFENSIVE RUNES:
  49. These come with the inherent effect of changing the properties of most of the spell that they're cast with in exchange for reducing the overall mana cost for the whole thing.
  50.  
  51. Shield
  52. Wall
  53. Mirror
  54. Phase
  55.  
  56. UTILITY RUNES:
  57. Mana costs and effects for these vary not only by rune but by context; for example, the Void rune can be used to create space but also to completely erase something, but the latter context is much more draining than the former. For the most part, these runes are non-mana intensive.
  58.  
  59. Water
  60. Plant
  61. Wood
  62. Heat
  63. Cold
  64. Force
  65. Air
  66. Breathe
  67. Control
  68. Shove
  69. Dig
  70. Translocation
  71. Sense
  72. Weight
  73. Feather
  74. Grow
  75. Shrink
  76. Sharpen
  77. Blunt
  78. Converge
  79. Disperse
  80. Slow
  81. Haste
  82. Mind
  83. Void
  84. Sound
  85. Light
  86. Dark
  87.  
  88. BOUND RUNES:
  89. These rune types bind the section of the spell that comes after the rune into a specific shape or form. Offensive and elemental runes directly after the bound rune will change the material that the bound item will be created from.
  90.  
  91. Knife
  92. Sword
  93. Shield
  94. Hammer
  95. Bow
  96. Arrow
  97. Axe
  98. Whip
  99. Chains
  100. Tentacles
  101. Halberd
  102. Spear
  103. Helm
  104. Chest
  105. Pauldrons
  106. Greaves
  107. Gauntlets
  108. Leggings
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