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- These are all the different runes that can be found and used throughout the world. Go crazy, you animals.
- Generally speaking, more runes in a spell=more expensive spell.
- Below are 'Physical Aspects'; the aspects that can be felt tangibly in the world.
- Air
- Heat
- Fire
- Water
- Ice
- Cold
- Earth
- Dust
- Metal
- Electrical
- Toxic
- Acid
- Waste
- Crystal
- Flesh
- Blood
- Bone
- Plants
- Trees
- Wood
- Tools
- Weapons
- Armour
- Smoke
- Shield
- Machinery
- Fabric
- These are conceptual aspects; the aspects that are not tangible, but either noticeable or known to exist.
- Motion
- Freedom
- Flight
- Light
- Darkness
- Void/Emptiness (not to be confused with Nothing)
- Chaos
- Order
- Entropy
- Gravity
- Exchange
- Taking
- Giving
- Life
- Holy
- Taste
- Scent
- Figment/Illusions
- Intelligence
- Feral
- Discovery
- Hunger
- Sticky
- Time
- Sound
- Arcane: Raw Mana
- Famine
- Pestilence
- War
- Death
- Other: If you feel like an aspect is missing from this list, discuss with the DM.
- Sculpting Aspects: Aspects that shape and direct how a spell is formed. These are aspects that are almost always necessary to have within a spell, as they direct how it flows and is cast.
- Scatter(AoE)
- Infuse
- Bolt
- Beam(Line)
- Cone
- Gaseous
- Shrink
- Enlarge
- Solid
- Liquid
- Self
- Box
- Column
- Surround
- Specialized Knowledge: Certain aspects can only be learned through certain means of research, listed below. DM Will help expand on these aspects if you meet the requirements.
- The Veil
- Nothing
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