As the title suggest, can we get REALLY powerful magic, of a variety of spells i will list below but before i list them let me discuss the mechanics of powerful magic.
1 it would require resources outside of mere experience points. In many flavor texts it mentions runes and the ability to do some pretty wacky stuff with them such as in the Rite and Magic flavor text,
"Hildur was a wise one,
Old crone rich in years,
They said she knew the runes,
Runes to make a broom dance,
A cat bark,
A sound of silence"
and with nidbanes requiring a fetter, it clearly shows a pattern in the Hearth world of the use of materials to affect the fateweave and pull things out of the Dream. I would like to see more done with this than just for nidbanes and allow us to make fetters for other spells and learn runes.
For a powerful magic spell, you would first need to learn its rune, which i was thinking could be learned randomly from quest givers BUT, to not make it completely random allow an ancestor to teach you a Rune for the expenditure of Numen points. After a rune is learned you can make its fetter and place it in a dolmen to cast its spell. You would also still need to use experience points though just to reinforce the experience cost of spells and to make powerful magic more costly.
List of spells that came to mind:
Rune of Animation: (only useable on certain curiosities) Use your connection to the dream and your manipulation of the fateweave to forceably rip ideas out of the dream and bring them into reality, animating a normally lifeless object with a soul and purpose. Useable on: Bronze Steeds, Tin Soldiers, Bark Boats, Feather Dusters, making them into Fighting Soldier, Galloping Steed, Living Boat, and Dancing Broom. Living forms of curiosities would gain an LP boost by a percentage determined by the quality of the fetter and would also look super cool in your study desk or in a glass case.
Fetter Cost: 10 Beautiful Dreams, 50 stone, 1 Silver Nugget, 5 Wax, The Curiosity you want to increase.
Experience Cost: 1500
Rune of Mass Animation: Can be used to consume all fetters and curiosities currently in the dolmen to animate them into a single curiosity such as, Tin Soldier Army, Herd of Bronze Steeds, Living Flotilla or Broom Troupe, with the LP, and mental weight all being pooled from the collective curiosities but not the time (probably max out the number of curiosities you can mass animate to like 3)
Fetter Cost: A number of Animation fetters equal to curiosities being animated.
Experience Cost: 1500x Curiosities being combined.
Rune of the Archdruid: It was established in the Animal Husbandry flavor text that the Old Gods used tamed Urox to plow into the sky, the furrows of time, as a Druid of absolutely immense power and connection to the land, use the Fateweave to pluck the strings of those furrows and their connection to the land to speed up the coarse of time. This ability would make it so for a time, plants in a radius around the Archdruid would grow faster AND it would increase the quality of those plants by a number determined by the quality of the fetter (nothing to major just like 2-5 points depending on quality.) This would give a debuff called "Exhausted" or something to that effect that would make it impossible to use again for 7 real life days.
Fetter: 50 Tree Seeds. 250 Seeds of crops, 50 Wax, Gold Nugget, 5 Mandrake Root.
Experience Cost: 25000
I will likely post more ideas, i have many, but right now i just want to see whether the community is opposed to this idea as a whole?