Inspired by this post.
I'm not 100% sure if this should be a class, a single tree, or just a mod that would never be in the main game, but here it is. This inscription mastery idea focuses on automatic, conditional casting of Runes and infusions. Each "spell" would require two inscriptions, a "trigger" and an "effect", with an investment allowing the character to use more (eg. two effects on one trigger).
Trigger Inscriptions and their conditions:
Wild: Every time you get a new debuff.
Movement: Every time you first walk up to an enemy (opposite of PD rune)
Phase Door: When an enemy first enters a radius of 1 around you, and is NOT checked if you walk up to the enemy.
Controlled Phase Door: 75% chance when an enemy first enters a radius of 1 around you, AND 75% chance if you walk up to the enemy.
Teleport: When an enemy first enters a radius of 5 around you, and is NOT checked if you walk up to the enemy.
Vision: When a monster disappears from sight, or first enters your LoS while stealthed, invisible, etc...
Shield: When an enemy damages you in any way. Can only trigger once every 5 turns per enemy.
Effect Inscriptions and their effects. Most are 1/10 of normal power.
Healing: Heals you for (1/10 as much)
Regeneration: heals you for (1/20 of total) per turn for 3 turns, allows duration refreshing (but not merging), and stacks with normal regeneration.
Wild: 15% chance to remove 1 negative effect of effects listed, 1/10 resist all for 3 turns.
Movement: Wild Speed for +(1/10) movement speed for 1 turn.
Sun: rad 1 light ball, and 20% chance to remove stealth.
Heroism: +(1 or 2) to all stats for 3 turns.
Insidious Poison: (1/5 as much) poison damage over 5 turns, no healing reduction.
Phase Door: teleport 1 tile, randomly.
Controlled Phase Door: 90% chance to teleport 1 tile, directly away from source, 10% chance to teleport next to source.
Teleport: teleport 5 tiles, randomly.
Shielding: Activates a runeshield for 3 turns, and (1/10 as much) health. exactly the same as a damage shield, but is checked first and has a different name.
Invisibility: gives you a (invisibility rune power)% chance to avoid being seen for 3 turns. Similar to invisibility, stealth, pity, etc...
Speed: +(1/10 as much) global speed for 3 turns.
Vision: maps in a radius of 2, and gives you (1/3 as much) see invisible for 3 turns.
Heat Beam: Hits for (1/10 as much) fire damage over 3 turns. This is a direct, unavoidable hit, not a beam.
Frozen Spear: 15% chance to freeze for 3 turns. This is a direct, unavoidable hit, not a bolt.
Acid Wave: Hits for (1/10 as much) acid damage in a radius of 1 around the target. This is a direct, unavoidable hit.
Lightning: Shoots a beam for (1/10 as much) lightning damage. This can be blocked by terrain etc... unlike the others.
Manasurge: Recovers (1/5 as much) mana, with no regeneration boost.
Examples with average runes, and their effects: (format is trigger/effect), and some of these are quite unbalanced.
Phase Door/Shielding: when an enemy walks up to you, you are shielded from 30 damage for the next 3 turns.
Vision/Sun: When you first miss seeing a stealthed/invisible enemy, it is hit with rad 1 light and 20% chance to break stealth.
Wild/Wild: When you are hit with a debuff, there is a 15% chance to remove one (that the Wild Infusion can cure).
Phase Door/Teleport: when an enemy walks up to you, you teleport 5 tiles away.
Shield/Regeneration: When an enemy hits you, you heal for 25 damage over 3 turns.
Possible bonuses available: Multiple trigger/effect pairs active at once, multiple effects on one trigger (or vice versa), increased power/chance.
I don't know how this should be balanced with respect to resources, cooldowns, power, or investment required.
(another) inscription mastery idea
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