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1
RUNES:
2
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.
3
4
TARGET RUNES:
5
First target rune is borderline free. Every target rune after that costs a SIGNIFICANT amount more mana to include in a spell.
6
7
Bind/Imbue
8
Projectile
9
Touch
10
Beam
11
Mark
12
AoE
13
Point
14
(Name)/Self
15
Up
16
Down
17
Left
18
Right
19
Forward
20
Backward
21
Delay (x seconds)
22
Trigger on (rune)
23
24
ELEMENTAL RUNES:
25
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.
26
27
Fire
28
Lightning
29
Frost
30
Earth
31
32
DESTRUCTIVE RUNES:
33
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.
34
35
Explosion
36
Implosion
37
Blind
38
Blunt
39
Spike
40
Rot
41
Sickness
42
Poison
43
Melt
44
Slice
45
Ensnare
46
47
DEFENSIVE RUNES:
48
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.
49
50
Shield
51
Wall
52
Mirror
53-
Phase
53+
54
55
UTILITY RUNES:
56
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.
57
58
Water
59
Plant
60
Wood
61
Heat
62
Cold
63
Force
64
Air
65
Breathe
66
Control
67
Shove
68
Dig
69
Translocation
70
Sense
71
Weight
72
Feather
73
Grow
74
Shrink
75
Sharpen
76
Blunt
77
Converge
78
Disperse
79
Slow
80
Haste
81
Mind
82
Void
83-
Sound
83+
84
Dark
85
Curse
86
87
BOUND RUNES:
88
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.
89
90
Knife
91
Sword
92
Hammer
93
Bow
94
Arrow
95
Axe
96
Whip
97
Chains
98
Spear
99-
Tentacles
99+
100-
Halberd
100+
101
Greaves
102-
Helm
102+
103
Leggings