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A finished spell runes consists of one or more rune particles.

Mana Cost
The total mana energy needed to recharge the spell (see Magic System)
Slots
How many rune slots the finished rune will take up in equipment. The slots of all rune particles are added.
Level
The skill level requirement of the spell rune. The requirements of all particles are added.

Effect particle

Every finished particle needs one effect particle. It determines what kind of damage the spell inflicts, how much basic damage and the basic mana cost.

Element Name Level Slots damage cost
Fire Heat 1 0 10 10
Flame 2 20 20 30
Fire 3 40 40 100
Hellfire 4 60 80 300
Water Bubble 1 0 10 10
Splash 2 20 20 30
Water 3 40 40 100
Tsunami 4 60 80 300
Earth Sand 1 0 10 10
Mud 2 20 20 30
Earth 3 40 40 100
Stone 4 60 80 300
Air Wind 1 0 10 10
Storm 2 20 20 30
Air 3 40 40 100
Sonic 4 60 80 300

Combined effect particles

Two effect particles with the same slot number, damage and mana cost that do different elemental damage can be combined to one effect particle of a combined element. All properties stay the same but the element is a combined one.

Application particle

Each finished rune can, but doesn't has to, include one application particle. This runes governs the area of effect of the spell. They also affect the mana cost and damage of the spell. Usually the easier to use the higher the mana cost and the lower the damage.

None

Cost Factor
1.0
Damage Factor
1.2
Level
+0
Rune slots
0
Effect
When no application particle is used the attack becomes a touch-range attack that only affects an enemy that is exactly in front of the character.

Bolt

Cost Factor
1.2
Damage Factor
1.0
Level
+5
Rune slots
0
Effect
The bolt particle makes the spell a projectile that flies forward and hits the first enemy it collides with. It is slightly weaker and costlier than a touch attack but much more usable. The bolt rune should be the first application rune a new character obtains so that a new mage has the choice between using its first effect particle as touch attack or as bolt attack.

Ray

Hits all enemies that stand in a line from the caster to the targeted point.

Cone

Hits all enemies in a 45° angle in front of the caster.

Ball

Projectile that causes a small area of effect.

Blast

Free positioned, small area of effect.

Storm

Free-positioned, large area of effect.

Nova

small AoE around caster.

Inferno

large AoE around caster.

Apocalypse

extremely large AoE around caster.

Enhancement particles

Enhancement particles give the spell more exotic properties but make it weaker and costlier. Any number of enhancement particles can be used.

silent

When a silent spell is cast it can not be seen by other characters. They only see that they are damaged but not what causes the damage.

vampiric

10% of the hit points lost through this spell are given to the caster.

illusionary

This is the only enhancement particle that makes the spell (a lot!) cheaper instead of more expensive. An illusionary spell appears like a real one to other players but does no damage. Useful as a distraction in PvP combat. How can that guy cast ten enforced fire storms in a row? Oh, I see, they are all illusionary. *ouch* ok, this one wasn't

enforced

Halves the enemies magical defence.

creeping

Deals damage over time instead of instant damage. The total damage is higher but inflicted in small portions of 20% every 5 seconds for 25 seconds.

cursed

Inflicts an additional attribute loss in addition to the normal damage. What attribute is affected and how much depends on the effect particle.

Spell naming

The finished spell is named "[Enhancement particle] [effect particle] [application particle]". Examples:

Bubble                      Bubble
Fire + Bolt                 Fire Bolt
Flame + Inferno + enforced  Enforced Flame Inferno
Fire + Air + Nova           Lightning Nova