[HIDER=Arcane dictionary]Ball: Meethal. Causes various spell-effects to manifest in a spherical shape. Bloom: Thagir. Actually refers to explosions. Is used to add explosive properties to a spell. Box: Xarthliir. Causes various spell-effects to manifest in a cuboid shape. Change: Kohrx. Can either mean the property of being malleable and/or flexible, or can simply refer to something being alterable in nature. Chaos: Dhnirhilk. More accurately means the lack of order or control over something. Can be used for a multitude of effects depending on the context. Standing by itself, its main effect is that of disrupting flows of energy and spells and potentially even destroying incorporeal creatures, such as ghosts, Minions and planar wraiths. Copy: Lemesatheli. Simply causes a spell to replicate itself a number of times, increasing its power and energy-consumption exponentially. Demand: Usth. Is used in some cases to create a connection between the spell being cast and a previously cast spell so that the current spell alters the effect of the previous spell or draws on its energy to fuel itself. Is most frequently used in reciting the mage’s law: power demands sacrifice. Destruction: Thoujm. Means to disassemble something or otherwise breaking physical or magical bonds. Earth: Grumert. Refers to the element of earth, including minerals such as crystal or stone and regular soil. Eternity: Nogith. Causes spell-effects to last longer at the price of vastly increased energy-consumption. Existence: Purthev. Also "create" and "be". Is used to make energy manifest as an effect without it directly attaching to physical matter. Extract: Thoph. Also "summon" and "reveal". Is used to draw something before the caster. This word is used in all summoning spells. Fire: Dregoth. Also includes all other effects relating to flames or increased heat. Flat: Eren. Simply means a shape made more two-dimensional. Hardness: Smaiwe. Refers to the quality of being hard and solid. Can also mean the comparative "harder" or superlative "hardest", depending on the spell. Information: Uthajl. Often used in spells to conjure visions, especially in relation to scrying. Light: Brijhal. Light in its simplest meaning. Mainly used for illumination-purposes. Lightning: Atonakuv. Refers to the element of lightning and the principle of electricity in general. When used in connection with Grumert, the combined effect is related to magnetism. Liquid: Vanedth. Causes spell-effects to manifest as liquid. In combination with Dregoth, it creates acid. Location: Peigein. A word rarely used except by exceptionally powerful and skilled magi. Is mainly used for travel or to cause spells to manifest at long distances. Often used for teleportation. Long: Tywrui. Refers to the length of an object, or specifically to the quality of being elongated. Master: Shnail. Is often used to name a recipient of a magical leash; in other words, names a being to control an effect. Movement: Raithla. Means any kind of manipulation involving the changing of position. Negative: Faihgn. Often used to set parameters for a spell with delayed manifestation. Can also work to cancel out parts of a spell. Owned: Gohn. Refers both to the quality of belonging to something else and simply to be affiliated with it. Penetrate: Caihl. Can either mean to pass through something, the property of being capable having a sharp, narrow point or simply to create a hole through something. Positive: Gnaihf. Often used to set parameters for a spell with delayed manifestation. Power: Cowath. Is occasionally used as a word to amplify the effect of a spell at the expense of more energy, but otherwise has no practical uses. Is most frequently used in reciting the mage’s law: power demands sacrifice. Projection: Setogar. Is used to create false impressions to someone, deceiving their senses. Can also be used in relation to Brijhal to create light only visible to those of the caster's choosing. Protection: Bragar. Also shielding and resistance, and practically any kind of avoiding or reducing received impact. Release: Harteor. More accurately means ‘activate’ or ‘act’. Is used as a means to specify that more abstract or untested spells are complete, to unleash the effects spurred by the arcane words uttered previously. Is also used in relation to tergrim to command whether the magical object should begin or end the release of energy. Restrain: Dweneth. Is the word with the effect to cancel that of harteor, and can also be translated to ‘seal’ or even ‘lock’. Prevents further expending of energy from a magical object or dispels maintained spells. Sacrifice: Unim. Rarely used except in self-sacrificing magic, in which it refers to the sacrifice of health or life in order to bolster the power of a spell. Otherwise its most frequent use is in the reciting of the mage’s law: power demands sacrifice. Seal: Tergrim. Also glyph, rune, symbol and any etchings relating to that, or occasionally even just objects infused with energy or capable of channeling energy. Is most frequently used as a descriptive factor to make spells more reliable. Self: Jhoon. Refers to the speaker or speakers themselves. Is often used to create a lasting connection between the spell and the caster. Shadow: Gothor. Is often used to banish light and leave an area in concealing darkness. Has strong connections to illusionary magic. Also has some unique effects in special spells, such as Shadow Image. Sharpness: Thoulg. The quality of a shape narrowing into either a point or an edge, creating a sharp cutting or piercing surface. Shrink: Tuagar. Has a diminishing effect on the power and energy-consumption of spells, sometimes altering the nature of the effect altogether to greatly reduce energy-consumption. When used in special contexts, it can also weaken the caster's enemies or shrink them to a more manageable size. Solid: Sonedth. Causes spell-effects to manifest in solid form. Sound: Baadas. Simply creates sound. In combination with dweneth, it can mute a person. If this is added Setogar, a deafening effect is causes instead. Unity: Brega. More accurately refers to the close connection between individual entities. Is most frequently used as a means to affect another individual directly with spells rather than aiming with projectile-type magic. Vision: Kveil. Is often used in visual illusions, or to allow the caster to see something in a different way or different place. Water: Maaez. The element of water. Can also be used to conjure ice and steam, depending on the context. Wind: Menrirl. Refers to the element of air in general and all effects related to it.[/HIDER] If you need a word that isn't on that list, feel free to ask and I'll try to translate it. EDIT: Oh right, I was addressed before that post, too... You can add me so I can see the collab if it isn't any trouble, and if it is then that's all right, too.