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Runes

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Jul 26th, 2016
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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
  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
  84. Light
  85. Dark
  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. Shield
  93. Hammer
  94. Bow
  95. Arrow
  96. Axe
  97. Whip
  98. Chains
  99. Tentacles
  100. Halberd
  101. Spear
  102. Helm
  103. Chest
  104. Pauldrons
  105. Greaves
  106. Gauntlets
  107. Leggings
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