Greetings fellow modders! This is a thread where I tell you about how I plan to overhaul my old Runecaster skill mod. This is an opportunity for you to see what I plan to do with the mod and provide your opinions/suggestions/expertise. For those unfamiliar with my runecaster mod, you can see it on steam workshop or this thread: http://community.gaslampgames.com/t...nes-and-destroy-your-enemies.2283/#post-19582 The following changes are the basic points of how I plan to overhaul Runecaster: The player will be able to summon any single rune by choice: I'm going to introduce a new method of summoning runes. Rather than the old method, which summoned random runes from a particular rune family, The player must now cast two spells to summon a rune. 1 spell to designate the rune family or "circle" and another spell to choose a rune from within that circle. So at level 1, the player will have access to the first rune circle and the first quadrant (while rune circles are established, this new system I haven't found an appropriate name for yet, suggestions welcome) This means that by casting the spell to summon the first circle, and then casting the spell for the first quadrant, the player will be able to summon one rune (Rune of Movement). Thankfully, the rune word spell recipes have been changed so that this is sufficient to create Runewords of Force. As the character levels up, the gain either access to deeper circles, or more quadrants, and the progression goes something like this. Also-- when a rune is summoned it's automatically picked up and put in the player's inventory! awesome! Rune Pieces Progression by Skill level Level 1: 1st circle, 1st quadrant, 1 rune Level 2: 2nd circle, 2 runes (1 new) Level 3: 2nd quadrant, 4 runes (2 new) Level 4: 3rd circle, 6 runes (2 new) Level 5: 3rd quadrant, 9 runes (3 new) Level 6: 4th circle, 12 runes (3 new) Level 7: 5th circle, 15 runes (3 new) Level 8: 4th Quadrant, 20 runes (5 new) Runeword Spells Gained by Skill level Level 1: Force Level 2: Stone Level 3: Instability, Fire Level 4: Teleport, Swiftness, Storms Level 5: Healing, Ice, Steel Level 6: Light, Blossom, Aurafication Level 7: Power, Love, Restoration Level 8: Death, Prophecy, Entropy, Destruction, Decay In addition, when a player summons runes, he will recieve a permanent maximum mana debuff for every rune that he creates. This mana will be returned when he casts runeword spells with his runes. This change is critical because it puts limits on how many runes the player could make for himself at one time. Consequently, this means that the cost of making runes can now be reduced, and the overall wait period for making rune spells is shorter. summoning runes mid combat, however, will still be time consuming and risky. As a consequence of this design decision, Skoling your runes is now a very bad idea. In addition, alchemy rune transmutation would be obsolete and therefore removed. RUNEWORD SPELL CONTEST I'm taking suggestions again for new runeword spells. If you wish to suggest a runeword, please provide the following: 1. Name of Runeword spell 2: Suggested Rune Symbol and/or Sprite 3. Skill Level that the runeword spell would be attained. 4. Description of the runeword spell effect.