ToME: the Tales of Maj'Eyal

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PostPosted: Thu Oct 17, 2019 5:24 am 
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Joined: Sun Jan 18, 2015 8:23 pm
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Just some random brainstorming -

Runespelling - using runes in sequence to “spell” words. Some are beneficial, some are not. Words might reset each new game and be found by lore items or experimentation. Either that or they’re always the same and they’re an incentive to use less popular runes.

When the runic saturation effect ends, the attempt to spell a word ends.

Possible words include:

AA - Twincast. The next spell cast will happen twice if cast immediately after the second rune. (“AA” is the same rune twice, but only the rune for the word).

AB - Positive spin. The (B) second rune’s effects are increased by 50%.

ABC - Feedback. Same AB runes as positive spin. Third rune (C) deals 50% of user’s health damage when activated.

AB - Negative spin. The (B) second rune’s effects are reduced by 50%.

ABC - Runestorm. After all three runes are used, every enemy in sight is struck by a blast of lightning.

ABC - Runevoid. The third rune has no effect.

ABA - Echo. The “B” rune is activated again immediately after the second time A is used.

ABB - Series. Random rune, which is neither A or B, is used three times.

ABCD - Word of Power. On completion, all stats are +50 for three turns.

ABCD - Word of Crippling. On completion, all stats are set to base 3 for three turns.

Just to fill out the alphabet, some runes.

Bloodlust Rune - sacrifices 10 hp to add a stacking buff that adds 10 damage to next melee/ranged attack. No cooldown, instant cast. This would not be used for spelling.

Inspiration Rune - when activated, reduces cooldown of 2-4 spell talents by 2-4.

Warding Rune - passive, can’t be activated. While inscribed, immune to the listed status ailment (e.g. blind, stun, etc...). Again, wouldn’t be used in spelling.

Rune of Might - when activated, gives bonus to strength and constitution. Bonus ends if a physical status ailment is inflicted, but the ailment is prevented.

Rune of Mind - when activated, gives bonus to will and cunning. Bonus ends if a mental ailment is inflicted, but the ailment is prevented.

Rune of Magic - when activated, gives bonus to magic, passively restores mana while resting. Bonus ends if a magical ailment is inflicted, but the ailment is prevented.

Vampiric Rune - for the next turn when you deal damage, regain that much health. Unique rune.

Time Rune - if used on self, increases duration of buffs. If used on enemy, increases duration of debuffs.

Heretic’s Rune - adds a short term buff that gives 100% immunity to silence and manaburn damage. Unique rune, dropped by demon summoned when Melinda is sacrificed.

Solar Rune - fills light resource and deals minor light damage around the user that reduces the light resistance of those affected.

Lunar Rune - fills dark resource and deals minor dark damage in a ray that reduces the dark resistance of those affected.

Tainted Rune - consumes all Vim to deal blight damage in a cone and add a damage shield. Both effects are based on the amount of Vim consumed.

Eldritch Rune - surrounds user in a temporary storm of arcane damage. Those affected by the storm have reduced arcane resistance.

Harmony Rune - returns user’s equilibrium to zero.

Water Rune - Adds a temporary buff that makes enemies struck by spells have reduced water resistance. Adds temporary water breathing.


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