I was wondering, if runestones could be redefined to work more like optional material components capable of modifying spells than devices enabling the user to prepare a stored spell?
It would eliminate the problem of runes flooding the game allowing every caster to possess stores of runes with every relevant spell, and it would make it possible for folks to "tweak" spells a little. There are quite a lot of knobs, one could tweak in this way; potency, chance of success/backlash, mana cost, duration on so on.
runestones on 10/07/2014 09:51 AM CDT
Re: runestones on 10/07/2014 10:26 AM CDT
This is a neat idea. Though I would like to see them in addition to the traditional spell-holding runestones.
I'd also want to see the "new" rune be wearable (invisibly?), permanently invokable, or at least useable without getting it out and invoking it. Something like "you are wearing a Calm rune, which focuses your Calm spell toward Integrity".
-- Player of Eyuve
I'd also want to see the "new" rune be wearable (invisibly?), permanently invokable, or at least useable without getting it out and invoking it. Something like "you are wearing a Calm rune, which focuses your Calm spell toward Integrity".
-- Player of Eyuve
Re: runestones on 10/11/2014 12:41 PM CDT
Well, what you describe will be provided by TM Foci. It requires changes to the core magic combat system, which is why it hasn't happened yet. Potency/Integrity/Duration adjusters are something we can consider, but more likely would be tied to worn enchanted jewelry.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes