[quote=@6slyboy6] [@Lucius Cypher] My rule of thumb is to have fun. Something VERY OVERLOOKED recently. [b]If I wanted to go and do OP shit and ruin RPs then I would do it without your permission.[/b] And not like even if I did people couldn't object and refuse to accept it as canon. [/quote] I should remind you that comments like this is why you got tangled up in trouble back at that Guildfall RP. If you don't want "misunderstandings" from happening, it'd be in your best interest if you don't make it blatant that you're going to go against not only a Co-Gm, but also the rules in this RP. [quote=@6slyboy6]But for the sake of the RP, lets go DnD rules. Casting a basic level magic would take both actions a turn, so movement and action. This means 6 seconds according to 3.5 rules. I'd imagine every next level (El, Ur, Al) would effectively double the cast time, so an El would be 12 second, Ur 24, and Al a whopping 48. Granted he has the runes to do so.[/quote] If we're going to abide by these rules, be aware that this doesn't just apply to you. Everyone will have to do it, or at the very least everyone that this character will face in a fight. Whether or not everyone wants to play by a D&D combat system is up to Life, Fiddle, and anyone else who intends to see a lot of combat. [quote=@6slyboy6]Lets put rules on the runes too, so lets go. Simple spells are mostly caltrops or air runes (eg only needs the air around to cast). El, Ur, and Al woulf need actual runes. I am thinking wood/leather, stone and finally metal/crystal in the order of the spell difficulty. DnD rules would probably let him regenerate set amount of these per short rest, but how much I leave it to you. I think thats fair, and still wont make the character, well, useless. His whole character revolts around this attunement, and neutrality and taking it away would make him absolutely boring. [/quote] That still doesn't change the fact that his rune magics, despite the casting time and material components, are still able to use pretty much any spell given the time and materials. Usually what limits other spellcasters is their specialization in magic. If we make everyone take do combat D&D style, then they too will be spending actions to cast their spells, so usually about once per round and once they cast a spell you can get a good idea of what sort of magic they use. But your character isn't limited by that specialization. You'll have to be a lot more specific on what sort of spells he can actually do with rune magic, because right now it doesn't seem so much as "Neutral" as it does "General", as in it uses "Generally" anything that requires mana. Which is nearly all types of magic not directly linked to Divine Blessings. And it's vague enough that I'm not even certain if his Runes can't duplicate the effects of Divine Blessings.