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Unique Spells?

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Post by The Empty Lord Thu Feb 10, 2011 2:54 am

So there I was, playing Blur on my PS3 and tearing through the opposition with my Shunts and Barges, whilst firing Bolts at those in front and behind, and it got me thinking... at the moment, all of Magic's combat spells perform the same basic function. Charge, throw, hit. Ancient Magicks spices up the "hit" part, but all in all it's very samey. What if Air, Water, Earth and Fire each performed a different spell?

Blur's powerups:
• Bolt - Quick, straight-line projectile.
• Barge - Burst that knocks everyone around you.
• Shock - Litters the field with lightning columns.
• Shunt - Slow, homing projectile.
• Mine - Drops an explosive behind you.
• Nitro - Speed boost.
• Shield - Immunity for a period of time.
• Repair - Fixes you.
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Post by Gladzosaurus Rex Thu Feb 10, 2011 4:47 am

For normal magics, would you use this to give air, water and earth spells more flexibility to make them more powerful than fire spells in certain scenario's?
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Post by MorbiusMonster Thu Feb 10, 2011 5:00 am

Orb of Sound - A magical sphere is projected that causes nearby NPCs to do nothing but dance.
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Post by Gladzosaurus Rex Thu Feb 10, 2011 5:10 am

https://www.youtube.com/watch?v=IqhlQfXUk7w

and what would that suggestion be without reference material
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Post by Blaze FF8 Thu Feb 10, 2011 5:20 am

Makes sense. Unlike most RPGs, elemental spells in RS don't really have much difference between each other. Very few enemies seem at all weak or defencive against any.
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Post by Handeath Thu Feb 10, 2011 11:04 am

Actually, I always liked the focus on damage the Modern Spellbook had. I guess making elemental weaknesses more pronounced would be good. Beisdes, I already made a Mine Spellbook. *shameless plugin approaches*
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Post by The Empty Lord Fri Feb 11, 2011 1:41 am

I don't have an issue with the damage they causes, only how they cause it. Well, not even an issue. Just lack of interest. Tongue
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