Alright, I've thought Homura's runic options over. Please comment if some should be positioned higher or lower on the list. I'm tossing some ideas of possible uses and directions to develop in there to boot, along with some recommended magecraft to learn, some of which will need some external help to do so. If anyone else comes up with a magecraft she could learn I didn't mention, let me know.
Firstly, we have to understand what Homura's actually good at, so we can build off an existing foundation.
She has an origin of Limitation & Perseverance, and an element of
Love. This means she should be
extremely talented at curses, which can be universally defined as an enforced limitation that persists, and is also greatly enhanced by our Witch nature and even the grief we use, which
should fall under our element,
Love. Practicing Gandr a bit and reaching the level of a Finn Shot, something which should be very easy to do at this point (we may have already accomplished that earlier) is a worthwhile endeavor, as is trying to find ways to enhance it further with less magic, likely by meddling with the grief expended in and of itself, or launching it with more force. It's basically a 1:1 curse-based replacement of the guns and explosives Homura had so much experience using, just using finger guns instead of real ones, and is a non-lethal option. Other curse arts would work too, but only Sakura knows any, most notably the cursed boundary layer, something we may very well be able to emulate with our labyrinth in lieu of an imaginary number space and with her direction. The rest will have to come from us meddling with our Witch side, however.
Homura is highly intelligent (she built explosives and not only located, but also robbed the yakuza in
very short order as a 14 year old), is a master marksman and an experienced and talented
terrorist demolitionist. She's enduring, persevering, and has a will of steel. Magecraft to consider is Memory Partition and Thought Acceleration, though I don't know who we could even learn it from, but it would make her managing her
children familiars far easier, especially if we learned Shared Perception from Rin as well, while Thought Acceleration would drastically improve her ability to fight beings stronger than her. Mannaz is probably sufficient in lieu of them. Another neat idea is to enhance our arrows, shaping and building them like AP, HE, and so forth ammo irl, probably in concert with a fire/explosive rune.
Something else to consider that I can't honestly believe that no one has mentioned yet. Recruit Assassin, Caster, and/or Lancer to build
an actual weapon for Homura. Crazy talk, I know. Madoka's bow is great and all, but ultimately, it's a projection that guzzles energy and is essentially more of a meaningful token than a practical weapon long-term due to it essentially
just being a bow that never even belonged to us. Making a bow using it as a blueprint that
does (maybe like Homura's bow in Wraith arc), enhanced with prebaked runes by them would be a literal godsend, even if it only reaches the level of a E-rank NP. Beg Gilgamesh to spare some of his 'low'-tier materials (unless he feels generous and will give us something better), and acquire a drop of Madoka's blood (dat mystery, maybe add Homura's and/or her witch's too for personal binding and meaning), so the quality can increase substantially, maybe reaching C/B- -rank. This would give a substantial boost to our overall ranged penetration, helping make up for the weaknesses inherent in focusing on Isa, and doesn't involve that much personal investment. Maybe make some prebaked emergency arrows too, while we're at it. Yin and yang bow, maybe? It fits with what we're becoming.
In terms of passive runes, I'd go with Inguz to bank grief and/or magic in it (integrate as high quality gems we can get into the design, pref from Gil), Berkano to shoot tracking arrows, Tiwaz and Kenaz for an all-around weapon enhancement, Perthro to literally make her arrows more likely to hit by fucking with causality, Hagalaz to enhance pretty much all attacks, and Nauthiz to enhance our debuffs. For active features, I'd go with a pseudo-NP using the principle behind thermal shock to bypass our crappy penetration. An overcharged Ansuz/Sowilio and Hagalaz/Isa arrow in a semi-unstable form, tearing a durable enemy apart with the clash between fire and ice, kinda like a broken phantasm, all using the banked magic within the bow. Bonus points for filling the bow with grief, and using that to activate Hagalaz/Isa, and magic for Ansuz/Sowilio for maximum instability, kill ourselves in style.
While we're there, enhance our clothing to no tomorrow like we're roleplaying Bazett. It's piss-poor armor that's overdue for an upgrade, so time to change that by doodling on it with numerous runes, mostly passive enhancements and ways for it to operate as actual armor. Dagaz and Berkano for presence concealment, Inguz to store grief or magic in her own outfit, Mannaz as cognitive enhancement and instinct, Kenaz and Tiwaz for Eye of the Mind and ability to fight off her darker impulses, Perthro and Fehu to improve her luck, Jera to give her runic bullet time by accelerating our perception and a rank in disengage, Raidho for Protection from Wind and to prevent mental interferance, Wunjo for anti-depressant and stat buff/telepathy, and Kenaz and Ehwaz to reinforce and harden the outfit, etc. Of course, all won't necessarily be active at one time, but it'd give her an edge. Basically, this would help tailor her into being a hit & runner, a master of gorilla warfare.
Of course, both rely on one of those two to actually help us here, but it's an idea.
Aside from that, get more melee practice in, Homura can project Kansho & Bakuya, if memory serves, but doesn't have much practice with it. She's going to end up in melee at times, whether she likes it or not.
Anyway, runes to consider. Keep in mind that the higher rankings are bit more finicky here and I'm more uncertain on ranking here than I was with Madoka. If anyone has ideas or arguments to upgrade/downgrade ranks, add unincluded runes, or whatever, just say.
- Isa: Temporarily grant rank in (not) Supporting Shamanism, reduce life energy in target, time magic (best when slowing or stopping time), sleep magic, temporarily halt any changes to one's state of mind in exchange for immunity to mental interference, dull target's senses and thoughts, ice magic. Obviously, our core rune. Work on bullet time, penetrating arrows, acquire and practice with Isa-based traps, etc. Confringentur 3; a Madoka Magica / Fate/Stay Night 3quel Crossover. Top priority.
- Wunjo: Anti-depressant, increases stats when working in conjunction with trusted allies, friends, and loved ones, depending on the strength of the bond, create a telepathic bond with others, increases synergy with trusted allies, friends, and loved ones, depending on the strength of the bond, talk-no-jutsu. Given Homura's personality, priorities (based on our Witch), and the strength of her bonds, it should work nearly as well for her as it does for Madoka. Talk-no-jutsu aside, it may even work better, due to her having closer bonds with active combatants than Madoka does, though Madoka is more talented and can provide substantially more power to it. It even plays nicely with our element, Love. As a bonus, gives Homura a bonding activity with Madoka. Very high priority.
- Thurisaz: Causes mental interference/Berserker-like tendencies in a target, lightning magic, viagra, cursing enemies. Can be used to curse enemies, though who knows in what capacity, but it works well with Homura's talents. May be substantially better or worse, depending on the level of cursing possible. Low-Very high priority. Fire magic, translation magic, hypnosis magic, aid in creating non-living familiars, project sound
- Sowilo: Fire magic (more powerful than Ansuz but less precise), enhance ability to seamlessly utilize abilities towards a given goal/action, purges illnesses and diseases. Thermal shock is our best bet to deal damage to anything remotely durable right now, and to do so we need a source of fire as well. Can also double as an explosive if using Sowilo. Plenty of uses to enhance mundane explosives, traps, grenades, or even our basic arrows. Despite technically not explicitly working within our remit and thus may be harder to learn, but there are notable workarounds, especially execution-wise (e.g. using grief and hence Love to power the rune), and it's a rune, rather than traditional magecraft which may very well help. Still, it's worth it. Maybe it's the scientist in me, but manipulating/creating ice is functionally the very similar to manipulating/creating fire, but opposite in element, i.e. both the spontaneous creation of ice and fire are forced exothermic reactions, so trying a circuitous route may be viable. Very high priority.
- Hagalaz: Water/ice magic, shadow magic, use this rune to grant Magic Resistance to items/objects, enhance durability, enhance destructive magics. Pretty much everything Homura does with her bow is a destructive magic, and shadow magic may interact with grief in interesting ways as well as greatly aiding stealth. Helps us work ourselves into an assassin role. More ice magic may enhance all our ice-based magecraft. Very high priority.
- Perthro: Causality magic, alteration of probability, enhance ability to make educated guesses and deductions. Interesting idea to turn every arrow a shitty off-brand versions of gae bolg, or at least enhance accuracy and our own dodging/blocking ability. May be better on equipment, though. Low/High priority, depending if it's on our equipment.
Mannaz: Increase memory recollection, memory alteration magic, temporarily grant rank in Instinct, temporarily increase cognition. Helps her keep up with stronger beings, enhances training, and managing her familiars. Might be able to have it put on our clothing instead of learning it. Low/High priority, depending on if we enhance our clothing.
- Othala: Barrier magic, Bounded Field magic, aids in creation of Magic Crests or anything like it, temporarily grant rank in Hero Creation. Bounded field magic can enhance our labyrinth, gives us an actual defensive ability instead of relying on dodging and blocking with our broken shield. Not urgent for our role. Mid priority.
- Berkano: Tracking magic, sealing magic, increase or decrease female fertility, grant rank in Presence Concealment. Dependent on if on our equipment, useful to keep track of enemies. Low/Mid priority.
- Nauthiz: Increase willpower and resistance to mental effects, love magic, temporarily induce mental interference to boost stats, temporarily grant rank in Magic Resistance to self, restraint magic, sealing/debuffing magic (not as focused/powerful as Berkano & Isa respectively). Interesting idea to pursue, love magic. No clue what we could do with it, but it's a thing. Mid priority.
- Kenaz: Illumination magic, grants clarity of thought, enhance sight without the dangers of reinforcing one's eyes like Archer, enhance intuition, grant rank of Eye of the Mind (False), enhance objects like reinforcement. Useful, but honestly not much to it, and can probably be on our clothes instead. Mid priority.
- Laguz: Enhance pre-existing psychic abilities, emotion alteration magic, dream magic, water magic, boost vitality/life force, telepathy magic. Unique uses for our witch and our Labyrinth (is it considered a dream world?). ??? priority.
Now if you excuse me, my arms are dead from typing all this on a shitty tablet.
[X] Plan Disregard Humans, Acquire Gainz
-[X] Get crackin' and train Isa and grief manipulation until you're bone tired. Practicing Isa inevitably creates grief, that can then be practiced with in and of itself.
--[X] For Isa, practice creating bullet time. If there's still time left, attempt to stagnate both your ice arrows velocity and structure. Start with the latter to merely make extremely durable arrows, and the former to make them stop for nothing. Move up to stagnating acceleration instead of velocity. Then, put it together for maximum damage.
--[X] For grief, practice Gandr and endeavor to make flying more efficient in terms of grief consumption.