Hmmm. I take it there are no complaints? ::)<br/><br/>Oh, and I've been working on hammering out the details of the setting and how it works, so when the whole party gets together and all the solo adventures concluded... don't be surprised if there are some differences from what was previously established.<br/><br/>So ulthakptah made me realize that if my players were going to interract with magical sites and all sorts of fun gadgets that might be useful in the future, I should actually set down some ground rules on how they work. I was inspired by this (http://www.giantitp.com/forums/showthread.php?t=182780), but felt like it didn't exactly capture what I was going for... And it was a bit too much for my needs. Anyways, this might only be relevant to Dexter and Ivette, but here it is;<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">=== Magic Storing Devices ===<br/><br/>In ancient times, runes were used to store latent magical energy. They were carved into objects or ingrained into their construction and this is fundamentally how most magic <br/><br/>items are created today. Modern glyphs now use direct magical input for power because of their reliability.<br/><br/>==== Input ====<br/><br/>Spell-Attuned Glyphs<br/>As a full-round action, an arcane spellcaster may funnel any number of spells into this glyph. The glyph gains 'charges' depending on the spell level channeled into it. Expending <br/><br/>a spell in this fashion creates [(Spell Level + 5) x Spell Level] charges.<br/><br/>Cantrip: 0<br/>1st Level: 6<br/>2nd Level: 14<br/>3rd Level: 24<br/>4th Level: 36<br/>5th Level: 50<br/>6th Level: 66<br/>7th Level: 84<br/>8th Level: 104<br/>9th Level: 126<br/><br/>Lesser Glyphs function as above, but only at half efficiency. Greater Glyphs function at 1.5x the efficiency (A 5th level spell would grant 75 charges) Epic Glyphs do not exist.<br/><br/>The spell power stored within Glyphs will decay at a rate of 1 charge per day for lesser, 5 per day for moderate, and 10 per day for greater glyphs.<br/><br/>Energy-Attuned Runes<br/>These runes are not powered by spell slots, but rather raw energy. They must be attuned to a specific energy type (Fire, Sonic, Electricity, ect.) and gains charges depending on <br/><br/> the amount of damage that the energy would have dealt to the rune.<br/><br/>Lesser Runes gain charges at a rate of (Energy Damage x 1)<br/>Moderate Runes gain charges at a rate of (Energy Damage x 2)<br/>Greater Runes gain charges at a rate of (Energy Damage x 3)<br/>Epic Runes gain charges at a rate of (Energy Damage x 5)<br/><br/>The energy stored within Runes will decay at a rate of 1 charge per hour for lesser, 1 per day for moderate, 1 per week for greater, and 1 per month for epic.<br/><br/>==== Charges and Containment ====<br/><br/>The containment seals on a magic storing device is seperate from the glyphs and runes altogether. So an epic rune can be attuned to a lesser containment. This would mean that <br/><br/>the device absorbs energy very well, but cannot hold very much of it.<br/><br/>Lesser Containment Seals contain 25 charges. Moderate seals can hold 50. Greater ones 100 and Epic seals can contain a maximum of 200 charges.<br/><br/>When a containment seal absorbs 10 charges above its' limit, it overloads and begin to lose the ability to sustain the power within. In 1d4 rounds, the seal explodes, dealing <br/><br/>1d6 magical damage in a 10 foot radius. For every 5 charges inside the containment seal at the time of the explosion, It deals an additional 1d6 damage and the radius increases <br/><br/>by another 10 feet.<br/><br/>Should the seal be drained of charges before it explodes, the overload is prevented. At this time, the seal's effectiveness permanently goes down one level (Epic to Greater, <br/><br/>Moderate to Lesser, ect.) and it loses half of its' current charges.<br/><br/>==== Output ====<br/><br/>Magitek require active charges in order to preform a variety of functions. Some abilities only require that the minimum number of charges exist within the device in order to function, while others actively draw upon and expend the charges to preform. </div></div><br/><br/>In the future, identifying the exact nature of the magic device you're dealing with should be easier. So this'll probably be the last time Dexter is more or less just 'pushing buttons' to see what works. If the need arises, it would also be handy to know how to overload something if you need a big distraction...  ::)<br/><br/>Also, in laymen's terms... Ancient Ruins = Runes. Modern Airships and Gaming Devices = Glyphs.