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- RUNES:
- 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.
- TARGET RUNES:
- First target rune is borderline free. Every target rune after that costs a SIGNIFICANT amount more mana to include in a spell.
- Bind/Imbue
- Projectile
- Touch
- Beam
- Mark
- AoE
- Point
- (Name)/Self
- Up
- Down
- Left
- Right
- Forward
- Backward
- Delay (x seconds)
- Trigger on (rune)
- ELEMENTAL RUNES:
- Even the greatest of mages would balk at using more than two elemental runes in the same spell. Just 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 outright fatal for weaker mages, and will still fail partway through casting for the more advanced practitioners, rendering them unconscious instead.
- Fire
- Lightning
- Frost
- Earth
- DESTRUCTIVE RUNES:
- 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.
- Explosion
- Implosion
- Blind
- Blunt
- Spike
- Rot
- Sickness
- Poison
- Melt
- Slice
- Ensnare
- DEFENSIVE RUNES:
- 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.
- Shield
- Wall
- Mirror
- UTILITY RUNES:
- 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.
- Water
- Plant
- Wood
- Heat
- Cold
- Force
- Air
- Breathe
- Control
- Shove
- Dig
- Translocation
- Sense
- Weight
- Feather
- Grow
- Shrink
- Sharpen
- Blunt
- Converge
- Disperse
- Slow
- Haste
- Mind
- Void
- Light
- Dark
- Curse
- BOUND RUNES:
- 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.
- Knife
- Sword
- Hammer
- Bow
- Arrow
- Axe
- Whip
- Chains
- Spear
- Chest
- Pauldrons
- Greaves
- Gauntlets
- Leggings
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