So, I LOVE Runemages.
I love having to perform a ritual (through runes) to cast specific spells.
I love that making a mistake in the ritual punishes you through having wasted time.
I love that combat is somehow both slow and fast paced.
Nearly everything about it feels like what a mage type might actually need to do in order to manipulate mana and create miracles.
My problem, though, with being Runemages in the real world with the internet is 1-to-1 data sharing and what that brings to the game. Right now, I see many Runemages that canât reliably cast a level 1 spell but can perfect cast a level 2/3 spell the majority of the time. I think that is because all they bothered to practice was the highest tier of spell that they had learned (either from fellow mages or from the internet). And why shouldnât they? Why bother with the lowest tier of magic that you know if it only costs a small increase of time to cast something significantly better?
My proposed solution is a âproved experienceâ system that builds on the already present meta of practicing casting for battle. The Runemage will still likely need to practice the spell cast over and over, but will need to âprove themselvesâ to the spirits by perfect casting a number of times in a row to impress the spirits and earn a point of some sort to unlock a spell modifier rune that can be applied to their spells.
Potential modifiers could be AOE, travel speed/range, damage/duration, buffs/debuffs, etc.
Applying a rune modifier (or even modifiers) could be applied in sequence similar to Resurrection or Portal, but that might add a lot of cast time should multiple modifiers be added. If this is so, the modifiers would potentially need to be quite worth the time in order to be balanced for the cast times and/or be quite simple in comparison to the spell runes.
An alternative to drawing modifier runes could be a âmana channelingâ tree that the Runemage could draw over (or even ping-pong across) after drawing their initial spell rune to apply different earned modifiers.
The hope is that this would alleviate only becoming proficient in a small handful of spells.
Alternatively, it could be applied to accomplish the exact opposite if getting larger and larger perfect cast chains can unlock more modifiers for that single spell. Thus rewarding becoming a particular element mage.
Either way, I think that it could bring more depth to the runecasting system that I would just love to see.
What do you all think? Is this something that sounds good to you? What problems will arise from my suggestion?
I was just dreaming on this topic before actually falling asleep last night (and Iâm definitely not even a game designer) so I am very curious to see what others might think about it.