The Azzain Spellbook

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The Azzain Spellbook

Post by Dragon78114 on Sun Nov 27, 2011 8:02 am

First topic message reminder :

Alright, well, since you all know I am overhauling my Axar series. Well, what is also included is a new spellbook, and since it is part of the series it also will be overhauled.


Where it is right now, well, let's just say it needs work and I need a little help. I'm thinking about completely redoing the spellbook and thus that would mean I am redoing the entire series after it is released. That means Quests 6, 7, 8, and 9 will have to change with its changes, especially Quests 6 and 7 where you use Azzain magic to solve puzzles.

Right now, I am aiming for every spell to have a combative AND non-combative use. It is this duality, I hope, that will really make this spellbook appealing.

Currently there are two main types of spells:

Puppet spells, which virtually make your opponent a figure of your control while ruthlessly dealing considerable damage.

Command spells, which do nasty things to your target to have the battle shift in your favor and make your target an object of your will and control

Also....

A new rune shall be used to make these dominating spells:

Duress Runes They are new runes which have the pure controlling magic of Hector. They must be used to use any spell in the Azzain Spellbook. A Duress Rune can be created by dipping an earth rune in the waters of Hector's Birthplace, with of course an adequate runecrafting level. Thak you Handeath for the idea! Smile


Last edited by Dragon78114 on Mon Apr 23, 2012 6:51 am; edited 8 times in total
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Re: The Azzain Spellbook

Post by Duskcurse on Sun Apr 29, 2012 11:17 am

Ullek?

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Re: The Azzain Spellbook

Post by Handeath on Sun Apr 29, 2012 12:41 pm

Some places in Morytania?
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Re: The Azzain Spellbook

Post by Dragon78114 on Sun Apr 29, 2012 1:12 pm

hm... the additions to Morytania would make sense only if they were added posthumously by future High Priests as sort of an honorarium.


Wait...that gives me plenty of ideas: maybe thats how they get to so many places! They altered The Azzain Spellbook

so now all we gotta do is figure out only a few places where it could be somewhat convenient.

Let's see: Around the Zamorakian altar in Varrock, near the Tower of Life, maybe a few others.

I don't know if that was Ulleck. It is unnmed and it goes along with the story of Elidinis and Nardarine (http://runescape.wikia.com/wiki/Elidinis). Maybe instead of that being Hector's birthplace, it could be the town where Nardarine came from... hm....
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Re: The Azzain Spellbook

Post by Slayer Noir on Sun Apr 29, 2012 7:26 pm

Teleports are gonna suck if they're all in the desert.

And I swear Drakan's assault of Hallowvale was one of the early battles in the God Wars, not in the 4th age????

I know the RS wiki sometimes gets things wrong, but here, it says:
"The Fall of Hallowvale was a massive military campaign led by Lord Lowerniel Vergidiyad Drakan in the early Third Age. The war saw the invasion of the Hallowland by Drakan and an army of vampyres, werewolves, and other magically-infused races."

I can't really suggest places to teleport while I'm confused about the period of time we're working in... Don't worry, soon as you clarify, I'll have loads of ideas Tongue
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon Apr 30, 2012 3:06 am

My bad. I think the 4th thing was typo. I meant to correct it but completely forgot.

So then the spellbook should offer teleports to places that existed in the god wars... >.>
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Re: The Azzain Spellbook

Post by Slayer Noir on Mon Apr 30, 2012 3:29 am

A rather turbulent time. Makes things difficult. No matter. I enjoy a challenge.

The temple of Ikov existed in the second age and survived the god wars - it's mentioned in the Betrayal of Zaros story. I'd put that in.

How about the Feldip Hills? That Fayargs and Ourgs are buried there despite being wiped out by the God Wars implies that orge settlements were there in the 3rd age

And um... I'm out of ideas...
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon Apr 30, 2012 3:33 am

Well those too. Good.

I did also mention that the High Priests over time has added a few teleports so they could easily Import victims, so we're no specifically confined to the 3rd age.
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon Apr 30, 2012 9:27 am

I've been playing around with numbers and stuff with the Duress rune production on the wikia. Take a look!

http://suggestion.wikia.com/wiki/The_Axarian_Revolution/Duress_rune
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon May 21, 2012 9:29 am

Yeah that Duress runes stuff was a little strange. I'll think of a better system of creating them.

All right.

Next topic to move on: Imaging Spells. I want to abolish them because the command spells and the Puppet spells will tend to be the best parts of the book.


Another topic which needs to be addressed: teleport spells. So far we have:

X Azzan
X Nardah
X West Ardougne
X Sophanem
X Catherby
X and one more location



Opinions?
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Re: The Azzain Spellbook

Post by Slayer Noir on Mon May 21, 2012 9:53 am

Nardah and Sophanem are pretty close to one another, do you need both?

Gah, I looked back ages for the previous discussion we had on this. Turned out it was on this page. I'd still like to push Ikov and the Feldip Hills. Both areas are logically possible given your design brief and well spaced out from what you already have...
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Re: The Azzain Spellbook

Post by Handeath on Mon May 21, 2012 11:29 am

I think Ikov would be redundant if both Catherby and West Ardy are available teleports.
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon May 21, 2012 1:28 pm

Maybe the Remmington? The Chemist will play a small role in Quest 6.
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Re: The Azzain Spellbook

Post by Handeath on Mon May 21, 2012 9:29 pm

You said that the teleport locations are near places Priests regularly visit to abduct new citizens.
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Re: The Azzain Spellbook

Post by Slayer Noir on Mon May 21, 2012 11:39 pm

Surely if that's the case then we could put almost any big city in?
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Re: The Azzain Spellbook

Post by Dragon78114 on Tue May 22, 2012 4:02 am

I don't know! I'm just brainstorming.

Then I'll put one in Varrock so at least some people would this book.
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Re: The Azzain Spellbook

Post by Slayer Noir on Tue May 22, 2012 4:36 am

Are you not gonna have a lodestone teleport in the book?
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Re: The Azzain Spellbook

Post by Dragon78114 on Tue May 22, 2012 8:24 am

hm... does every other book have one? then of course.
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Re: The Azzain Spellbook

Post by Slayer Noir on Tue May 22, 2012 8:33 am

I can't confirm it, I haven't been a member since the lodestone network was released, but I believe so.
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Re: The Azzain Spellbook

Post by Dragon78114 on Tue May 22, 2012 8:39 am

yup; it is in both the ancient and lunar books
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Re: The Azzain Spellbook

Post by Slayer Noir on Tue May 22, 2012 10:21 am

In that case, forget Varrock
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Re: The Azzain Spellbook

Post by Dragon78114 on Tue May 22, 2012 5:36 pm

okay.... I know! Meiyerditch(sp?)
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Re: The Azzain Spellbook

Post by Slayer Noir on Tue May 22, 2012 7:14 pm

Why there?
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Re: The Azzain Spellbook

Post by Dragon78114 on Wed May 23, 2012 7:19 am

because that is where the people of Azzan originate (you'll discover why in the third quest)
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Re: The Azzain Spellbook

Post by Dragon78114 on Sun Jun 03, 2012 7:55 am

I'm writing the final format now for posting on the RSOF.
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Re: The Azzain Spellbook

Post by Dragon78114 on Mon Jun 04, 2012 6:54 am

now it has been posted on the RSOF. Go and take a look, please. Smile
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Re: The Azzain Spellbook

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