No Runes Required:
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Dark Avorian
Apsitively
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No Runes Required:
This is a thread I intend to post on RSOF after you all get a chance to look at/improve/criticise it. I may post it in the TST thread.
Oh, and I improved the formatting.
I have a proposal, and while at first it may sound absurd, I hope I can convince you that this is neither overpowered, nor unfair.; Before I continue, I would like to make it clear that I will not tolerate flaming; If you are going to post negative feedback, do so in a way that will build the idea, and the player you are responding to.(this goes for feedback towards anyone, not just myself). If you are not going to support, you must support your argument with valid points. If you do support, then you must state it clearly.
If you have 99 magic, you should congratulate yourself. Its not a cheap, nor an easy skill to train. It requires concentration, time, and money, and depending on how you train, it can be dangerous. You'd think that after you become a master of magic, you would be more powerful than less advanced magic users. The truth however is disappointing. You are still bound to
using the runes that were created to allow lesser mortals to harness magic. Why, after becoming a so called "master of magic" are you still bound by this; weaker than even the least advanced wizard of the ancient ages? I don't know, but I would like to change that.
The idea is this:
Once you reach 99 in the magic skill,
you will unlock a miniquest(in that it is not an actual quest; there is nothing "mini" about it) in which you one by one unlock each spell without the use of runes. A Currier will summon you to Aubury's Rune shop, where you will be briefed on a secret: You have the ability to cast spells without runes. He will give you a Scrying orb, which you must take to the strongest mages of Runescape; They must in turn cast spells of ascent on the orb. Once you have authorization to continue, The strongest mages of run escape will assign you tasks that will polish your skills and turn you into a real master of magic.
To begin, you must have completed these quests and their prerequisites:Rune mysteries Desert Treasure, Dream
mentor, Enakhra's Lament, Mage arena miniquest, The abyssal miniquest, Swan song, Within the Light, and The Grand Tree, Eyes of Gloughphrie.(If I
overlooked anything please tell me)
Items: Ring of visibility, cabbage, Ghost-speak amulet, Staff of Iban, Staff of Saradomin, Staff of Zamorak, Staff of Guthix, Slayer staff, Lunar staff, Ancient staff
While completing these tasks, you will miss often, and your spells will potentially backfire(after completing the tasks for a spell, your spells will still have a
5-ish% (not my choice to decide, but it wouldn't be terribly high) chance of backfiring. Before you all start skinning me for overpowering this, listen, because
here is where I give my rebuttal to the most obvious arguments:
•This is optional. You can ignore this ability if you want.
•Casting spells for experience will require runes; rune-less casting will NOT give experience
•you will have a slightly lower max hit and accuracy rate even after completely mastering a spell.
•The spells will either require runes for PvP/BH worlds, or they will be 20% less effective than normal.
The 22 Authorizing Mages(and the spells they will later teach you) are:
-Note: they will not teach you all of their the spells at once; You unlock the spells in level order. -
Maglinus Mortipher - South of Falador
Iban Blast, Miasmic spells
Kolodion - Mage arena
charge
•refers you to(you must see Kolodion
first, but you also have to gain their permission to use the spells
without runes):
Wise old Man: Saradomin strike
Zamorak Mage: Flames of Zamorak
Brimstal the gnome:Claws of Guthix
Melzar - Maze south of Falador
bolt spells
Grayzag - Wizard tower
low level Curse spells
Traiborn - Wizard tower
Strike spells
Sedridor - Wizard tower
Binding spells
TzHaar-Mej-Roh - Karamja volcano
Magic dart
Baba Yaga - Lunar Isle
Lunar teleport spells
Aubury - Varrock rune shop
Normal teleport spells
Thormac the Sorcerer - south of Seers' Village.
Blast spells
Wizard Frumscone - Wizard's Guild
Crumble undead
Ghost of Damis - Near glarials tomb
Shadow spells
Ghost of Kamil - Ice path
Ice spells
Ghost of Fareed - Smoke well
Smoke spells
Ghost of Dessous - Morytania by his tomb
blood spells
Eluned - Isafdar
Enchantment spells
Oneiromancer - lunar isle
spellbook swap
Meteora - lunar isle
Lunar combat assist spells
Eblis - Bandits camp in the desert
Ancient teleports
Merlin – Camelot
High level curse spells
Unlocking spells:
beginning with air strike, the player
would have to unlock each spell in order.(though a player could begin unlocking Ancient Magjicks once all the normal spells up to level 50 were unlocked; the same is applicable to the Lunar spellbook.) When you are training a spell without runes, it would have a red outline around it in the spellbook. Once mastered, the red outline dissapears.
The basic task to unlock each spell will be something along these lines:
Start by visiting the assigned wizard.
He/she will give your character a mental overview of the spell (whether its an incantation or a way to concentrate/focus, you don't
really need to know or pay attention to it; it just makes for more complete dialogue) Then will have you practice it on a dummy 100
times successfully. Once you are somewhat proficient, you will advance to weak monsters. Then the mage will assign you a task
similar to a slayer task, of monsters that will be somewhat of a challenge to slay with the spell.
Failure:
As I mentioned before, while
training,(and afterward, though much less often) your spells have a chance of failing; teleports may put you in odd places(this will be
hard to program, but it might be possible; if not, they may just deal damage). battle spells may rebound and hit the owner (better hope you don't have an
ice barrage rebound!). Utility spells such as the pie baking spell may burn a whole load of pies, tele-other spells may damage, teleport or mis-teleport you, though your target will be safely transported.. Humidify might overfill and break your vials(or whatever else you may be filling). I think you
get the idea. Due to multiple suggestions, i have removed alchemy and super heat item from the list.
Oh, and I improved the formatting.
I have a proposal, and while at first it may sound absurd, I hope I can convince you that this is neither overpowered, nor unfair.; Before I continue, I would like to make it clear that I will not tolerate flaming; If you are going to post negative feedback, do so in a way that will build the idea, and the player you are responding to.(this goes for feedback towards anyone, not just myself). If you are not going to support, you must support your argument with valid points. If you do support, then you must state it clearly.
If you have 99 magic, you should congratulate yourself. Its not a cheap, nor an easy skill to train. It requires concentration, time, and money, and depending on how you train, it can be dangerous. You'd think that after you become a master of magic, you would be more powerful than less advanced magic users. The truth however is disappointing. You are still bound to
using the runes that were created to allow lesser mortals to harness magic. Why, after becoming a so called "master of magic" are you still bound by this; weaker than even the least advanced wizard of the ancient ages? I don't know, but I would like to change that.
The idea is this:
Once you reach 99 in the magic skill,
you will unlock a miniquest(in that it is not an actual quest; there is nothing "mini" about it) in which you one by one unlock each spell without the use of runes. A Currier will summon you to Aubury's Rune shop, where you will be briefed on a secret: You have the ability to cast spells without runes. He will give you a Scrying orb, which you must take to the strongest mages of Runescape; They must in turn cast spells of ascent on the orb. Once you have authorization to continue, The strongest mages of run escape will assign you tasks that will polish your skills and turn you into a real master of magic.
To begin, you must have completed these quests and their prerequisites:Rune mysteries Desert Treasure, Dream
mentor, Enakhra's Lament, Mage arena miniquest, The abyssal miniquest, Swan song, Within the Light, and The Grand Tree, Eyes of Gloughphrie.(If I
overlooked anything please tell me)
Items: Ring of visibility, cabbage, Ghost-speak amulet, Staff of Iban, Staff of Saradomin, Staff of Zamorak, Staff of Guthix, Slayer staff, Lunar staff, Ancient staff
While completing these tasks, you will miss often, and your spells will potentially backfire(after completing the tasks for a spell, your spells will still have a
5-ish% (not my choice to decide, but it wouldn't be terribly high) chance of backfiring. Before you all start skinning me for overpowering this, listen, because
here is where I give my rebuttal to the most obvious arguments:
•This is optional. You can ignore this ability if you want.
•Casting spells for experience will require runes; rune-less casting will NOT give experience
•you will have a slightly lower max hit and accuracy rate even after completely mastering a spell.
•The spells will either require runes for PvP/BH worlds, or they will be 20% less effective than normal.
The 22 Authorizing Mages(and the spells they will later teach you) are:
-Note: they will not teach you all of their the spells at once; You unlock the spells in level order. -
Maglinus Mortipher - South of Falador
Iban Blast, Miasmic spells
Kolodion - Mage arena
charge
•refers you to(you must see Kolodion
first, but you also have to gain their permission to use the spells
without runes):
Wise old Man: Saradomin strike
Zamorak Mage: Flames of Zamorak
Brimstal the gnome:Claws of Guthix
Melzar - Maze south of Falador
bolt spells
Grayzag - Wizard tower
low level Curse spells
Traiborn - Wizard tower
Strike spells
Sedridor - Wizard tower
Binding spells
TzHaar-Mej-Roh - Karamja volcano
Magic dart
Baba Yaga - Lunar Isle
Lunar teleport spells
Aubury - Varrock rune shop
Normal teleport spells
Thormac the Sorcerer - south of Seers' Village.
Blast spells
Wizard Frumscone - Wizard's Guild
Crumble undead
Ghost of Damis - Near glarials tomb
Shadow spells
Ghost of Kamil - Ice path
Ice spells
Ghost of Fareed - Smoke well
Smoke spells
Ghost of Dessous - Morytania by his tomb
blood spells
Eluned - Isafdar
Enchantment spells
Oneiromancer - lunar isle
spellbook swap
Meteora - lunar isle
Lunar combat assist spells
Eblis - Bandits camp in the desert
Ancient teleports
Merlin – Camelot
High level curse spells
Unlocking spells:
beginning with air strike, the player
would have to unlock each spell in order.(though a player could begin unlocking Ancient Magjicks once all the normal spells up to level 50 were unlocked; the same is applicable to the Lunar spellbook.) When you are training a spell without runes, it would have a red outline around it in the spellbook. Once mastered, the red outline dissapears.
The basic task to unlock each spell will be something along these lines:
Start by visiting the assigned wizard.
He/she will give your character a mental overview of the spell (whether its an incantation or a way to concentrate/focus, you don't
really need to know or pay attention to it; it just makes for more complete dialogue) Then will have you practice it on a dummy 100
times successfully. Once you are somewhat proficient, you will advance to weak monsters. Then the mage will assign you a task
similar to a slayer task, of monsters that will be somewhat of a challenge to slay with the spell.
Failure:
As I mentioned before, while
training,(and afterward, though much less often) your spells have a chance of failing; teleports may put you in odd places(this will be
hard to program, but it might be possible; if not, they may just deal damage). battle spells may rebound and hit the owner (better hope you don't have an
ice barrage rebound!). Utility spells such as the pie baking spell may burn a whole load of pies, tele-other spells may damage, teleport or mis-teleport you, though your target will be safely transported.. Humidify might overfill and break your vials(or whatever else you may be filling). I think you
get the idea. Due to multiple suggestions, i have removed alchemy and super heat item from the list.
Last edited by Apsitively on Wed Dec 02, 2009 5:47 am; edited 4 times in total
Apsitively- Squire
- Number of posts : 14
Age : 33
Location : just behind the screen of your monitor.
Re: No Runes Required:
Seems good...except...why does magic get something so awesome at 99 and every other skills gets crap?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: No Runes Required:
Personally, I think this would work better if it was only combat spells, and you unlocked them over the course of the game and not only at level 99.
At... I don't know, level 17 Traiborn will teach you strike spells. This level is greater than that required for strike spells, for obvious reasons. And then it should just progress from there... bolt, blast, wave, surge, rush, burst, blitz and barrage.
Other than that, it's an interesting concept. But, personally, I think the money has already been wasted once you've achieve 99 Magic... and whilst I'm all for rewarding their toils, it won't change any of Magic's problems.
At... I don't know, level 17 Traiborn will teach you strike spells. This level is greater than that required for strike spells, for obvious reasons. And then it should just progress from there... bolt, blast, wave, surge, rush, burst, blitz and barrage.
Other than that, it's an interesting concept. But, personally, I think the money has already been wasted once you've achieve 99 Magic... and whilst I'm all for rewarding their toils, it won't change any of Magic's problems.
Re: No Runes Required:
As for why magic gets something this awesome, I have no idea... maybe someone could develop something for the rest of the skills?
The reason I decided that this should be exclusively 99 is this: if you assigned each runeless spell to twice the normal magic level,than you would be stuck at the level 50 spells. The problem is that no matter the ratio, the problem still exists. As for only combat spells, this is a possibility; But which spells were you specifically thinking of disabling specifically. At least the teleport spells should be available.?
The reason I decided that this should be exclusively 99 is this: if you assigned each runeless spell to twice the normal magic level,than you would be stuck at the level 50 spells. The problem is that no matter the ratio, the problem still exists. As for only combat spells, this is a possibility; But which spells were you specifically thinking of disabling specifically. At least the teleport spells should be available.?
Apsitively- Squire
- Number of posts : 14
Age : 33
Location : just behind the screen of your monitor.
Re: No Runes Required:
I am not a fan of this idea sorry. I don't like the idea of free spells under any circumstances.
(I am 96 Mage by the way)
(I am 96 Mage by the way)
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: No Runes Required:
thanks for your input
Apsitively- Squire
- Number of posts : 14
Age : 33
Location : just behind the screen of your monitor.
Re: No Runes Required:
Apsitively wrote:As for why magic gets something this awesome, I have no idea... maybe someone could develop something for the rest of the skills?
The reason I decided that this should be exclusively 99 is this: if you assigned each runeless spell to twice the normal magic level,than you would be stuck at the level 50 spells. The problem is that no matter the ratio, the problem still exists. As for only combat spells, this is a possibility; But which spells were you specifically thinking of disabling specifically. At least the teleport spells should be available.?
Lol... combat-only kinda speaks for itself in terms of which spells. Teleports, alchemy, enchantment... all should require runes, forever. End of in my opinion. Usually I would class curses and binds as non-combat, but for this idea I'm not sure.
Also, the problem won't exist forever. Simply placing the required level for freecast a few levels about the fire/ice spell will solve the problem. Surge and Barrage could just not have the ability for freecast if the distance between fire/ice and 99 is too small to place a freecast milestone.
Re: No Runes Required:
This is a decent idea. I'm going with 3mpty on making it combat only, though.
A nice little reward for those who want to keep using magic after 99 I guess
A nice little reward for those who want to keep using magic after 99 I guess
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: No Runes Required:
Sorry, but I;d have to agree with TATORZ and 3mpty...
I mean, what would be the purpose of loosing 20% gold on a failed alchemy spell that gives no XP (players other than I would absolutely hate that)
Also, to talk to the dudes you have slain in Desert Treasure, wouldn't you need the Ring of Visiblity? (just being a tad picky). One more thing: it would be wiser to have completed 'The Eyes of Glouphrie' before starting the miniquest with Brimstall in my opinion.
I mean, what would be the purpose of loosing 20% gold on a failed alchemy spell that gives no XP (players other than I would absolutely hate that)
Also, to talk to the dudes you have slain in Desert Treasure, wouldn't you need the Ring of Visiblity? (just being a tad picky). One more thing: it would be wiser to have completed 'The Eyes of Glouphrie' before starting the miniquest with Brimstall in my opinion.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: No Runes Required:
I believe that i have the ring of visibility under the items section, however i did miss eyes of gloughphrie and ill add it.
Okay, so no alchemy spells; What are the objections to the teleports?
Okay, so no alchemy spells; What are the objections to the teleports?
Apsitively- Squire
- Number of posts : 14
Age : 33
Location : just behind the screen of your monitor.
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