So I really enjoy Hearth Magic, but they have barely any mechanics or lore behind them.
1) hearth magics should require reagents/ingredients to work
----- player must gather/trade for materials to create the reagent
----- Once the reagent is crafted, it must be studied in your mentory
--------- Spells studied in your mentory use experience = to spell cost
--------- Reagents are consumed when object has finished being studied
2) there should be a finite number of spells you can currently have active, limited by lore level
----- activated spells take up X number of lore space, similar to mental weight.
For instance, I often use hearth magic to start fires.
I would gather .10 ash, 5 sticks, and 1 beautiful dream to craft a "fire token" or soemthing equally larpy
I would place the fire token in my mentory
after X amount of time, I finish the fire token and my kindle hearth magic is usuable, instantly, one time.
my learned kindle spell would take X amount of lore weight.
activating kindle would require no XP, because it was consumed by the fire token.
using kindle would consume the active kindle spell and reduce my lore weight by X amount.
Now I realize the whole purpose of hearth magic is "muh convenience", but i feel this addition would give nabs something to trade to big factions (in this case magic tokens/totems/runes/larpy name) and also really flesh out hearth magic without taking away too much of its convenience.
inb4 "people will just make spell alts" - there's nothing currently stopping people from making spell alts
questions/comments/concerns