Gnomish Magics
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Gnomish Magics
INTRODUCTION:
When I think of the combat classes, I think of different mind sets: the meleer, a direct person who lets his actions do the talking. The ranger, a quick thinking fighter who gets out of harm’s way, not without letting a few shots loose first! Finally, the mage, a well planned individual who uses his strategy and conditions to his advantage. A Modern mage uses a combination of binding, curses, and combat spells to his advantage. An Ancient mage chooses his target well to cause as much devastation as possible. A Lunar mage figures out who needs his/her help the most and how to help that person (more on that later).
In “The Eyes of Glouphrie,” we see the sly Glouphrie create an illusion of an army to defeat the Goblin army during the 4th Age. In “Nomad’s Requiem,” Nomad uses mines to attack you. What if we could combine those kinds of spells? The ingenuity of the gnomes would really shine in this spellbook!
TABLE OF CONTENTS:
Key: Topic – (Page Number, Post Number - Page Number, Post Number)
Introduction and Table of Contents – (1, 1)
Gnomish Spellbook – (1, 2 – 2, 2)
“Justification for a 4th Spellbook” – (2, 3 – 2, 6)
FAQ – (2, 7)
Miscellaneous – (2, 8)
When I think of the combat classes, I think of different mind sets: the meleer, a direct person who lets his actions do the talking. The ranger, a quick thinking fighter who gets out of harm’s way, not without letting a few shots loose first! Finally, the mage, a well planned individual who uses his strategy and conditions to his advantage. A Modern mage uses a combination of binding, curses, and combat spells to his advantage. An Ancient mage chooses his target well to cause as much devastation as possible. A Lunar mage figures out who needs his/her help the most and how to help that person (more on that later).
In “The Eyes of Glouphrie,” we see the sly Glouphrie create an illusion of an army to defeat the Goblin army during the 4th Age. In “Nomad’s Requiem,” Nomad uses mines to attack you. What if we could combine those kinds of spells? The ingenuity of the gnomes would really shine in this spellbook!
TABLE OF CONTENTS:
Key: Topic – (Page Number, Post Number - Page Number, Post Number)
Introduction and Table of Contents – (1, 1)
Gnomish Spellbook – (1, 2 – 2, 2)
“Justification for a 4th Spellbook” – (2, 3 – 2, 6)
FAQ – (2, 7)
Miscellaneous – (2, 8)
Last edited by Handeath on Sun Jan 02, 2011 6:24 am; edited 2 times in total
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Re: Gnomish Magics
GNOMISH SPELLBOOK:
This spellbook specializes in altering your environment to hurt your opponent (using traps and such) and illusions. As a result, you will probably have to do a quest in the Gnome series (possibly having “Nomad’s Requiem” as a requirement, but probably not) to unlock this spellbook.
The spells break down into 5 subcategories: Traps, Missiles, Illusions, Teleports, and Skills.
This spellbook specializes in altering your environment to hurt your opponent (using traps and such) and illusions. As a result, you will probably have to do a quest in the Gnome series (possibly having “Nomad’s Requiem” as a requirement, but probably not) to unlock this spellbook.
The spells break down into 5 subcategories: Traps, Missiles, Illusions, Teleports, and Skills.
Last edited by Handeath on Mon Jul 04, 2011 10:06 am; edited 2 times in total
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Re: Gnomish Magics
Traps:
To cast these spells, you must click the icon, and then click on a place on the minimap, or the game screen. An orange dot, the trap, will appear on the minimap where you clicked after you cast the spell (this takes as long as it takes to hit with a scimitar and is not interruptible by combat). However, a trap doesn’t activate until activate someone (including yourself!) steps on it a certain number of times. After a trap has been set off, it disappears.
There are also some limitations: these spells can splash (if you have less than 50 Magic Attack Bonus), and when they do, they will activate on you! Secondly, traps and mines have 45 second and 60 second time limit after the trap has been set. When time runs out, the trap runs out. Finally, traps can’t be placed one square in front of, behind, or to the sides of another.
(# = a trap, X = a space another trap can’t be placed, |_| = a space that can have a trap placed in it.)
|_|X|_|
|X|#|X|
|_|X|_|
Traps are the most basic trap…they take up a 1x1 square and activate upon stepping upon them. As previously stated, Traps last for 45 seconds before they disappear (all of the details had been posted above):
Fire Vortex Trap
Level 60 Magic
1 Nature, 2 Chaos, 1 Fire
Max Hit: 200
This spell is just like the one Nomad uses. If you step on this trap, you will get damaged and lose the amount of damage x .25 from your Run Energy. When set, it looks like a red bump on the ground: it’s the spell Nomad uses.
Vine Trap
Level 62 Magic
1 Nature, 2 Chaos, 1 Earth
Max Hit: 200
If you step on this trap, you will be immobilized for 5 seconds. It looks like a green pod sticking out of the ground.
Gravity Trap
Level 64 Magic
1 Nature, 2 Chaos, 1 Body
Max Hit: 200
If you step on this trap, your Attack Bonuses will drop by 15% for 30 seconds (as if you’re using a weaker weapon!); stepping on another Gravity Trap resets the effect. It looks like a set of 3 blue parallel ridges.
Ejector Trap
Level 66 Magic
1 Nature, 2 Chaos, 1 Air
Max Hit: 200
If you step on this trap, you will be sent 3 spaces back from direction from which you came. When you land you will also be stunned for a few seconds. The trap looks like a white elevated square. (You can’t be ejected through walls or over objects that you can’t simply walk over: you will stop flying back if you are and you will still be stunned. For example, you can’t be ejected over the Wilderness Wall.)
To cast these spells, you must click the icon, and then click on a place on the minimap, or the game screen. An orange dot, the trap, will appear on the minimap where you clicked after you cast the spell (this takes as long as it takes to hit with a scimitar and is not interruptible by combat). However, a trap doesn’t activate until activate someone (including yourself!) steps on it a certain number of times. After a trap has been set off, it disappears.
There are also some limitations: these spells can splash (if you have less than 50 Magic Attack Bonus), and when they do, they will activate on you! Secondly, traps and mines have 45 second and 60 second time limit after the trap has been set. When time runs out, the trap runs out. Finally, traps can’t be placed one square in front of, behind, or to the sides of another.
(# = a trap, X = a space another trap can’t be placed, |_| = a space that can have a trap placed in it.)
|_|X|_|
|X|#|X|
|_|X|_|
Traps are the most basic trap…they take up a 1x1 square and activate upon stepping upon them. As previously stated, Traps last for 45 seconds before they disappear (all of the details had been posted above):
Fire Vortex Trap
Level 60 Magic
1 Nature, 2 Chaos, 1 Fire
Max Hit: 200
This spell is just like the one Nomad uses. If you step on this trap, you will get damaged and lose the amount of damage x .25 from your Run Energy. When set, it looks like a red bump on the ground: it’s the spell Nomad uses.
Vine Trap
Level 62 Magic
1 Nature, 2 Chaos, 1 Earth
Max Hit: 200
If you step on this trap, you will be immobilized for 5 seconds. It looks like a green pod sticking out of the ground.
Gravity Trap
Level 64 Magic
1 Nature, 2 Chaos, 1 Body
Max Hit: 200
If you step on this trap, your Attack Bonuses will drop by 15% for 30 seconds (as if you’re using a weaker weapon!); stepping on another Gravity Trap resets the effect. It looks like a set of 3 blue parallel ridges.
Ejector Trap
Level 66 Magic
1 Nature, 2 Chaos, 1 Air
Max Hit: 200
If you step on this trap, you will be sent 3 spaces back from direction from which you came. When you land you will also be stunned for a few seconds. The trap looks like a white elevated square. (You can’t be ejected through walls or over objects that you can’t simply walk over: you will stop flying back if you are and you will still be stunned. For example, you can’t be ejected over the Wilderness Wall.)
Last edited by Handeath on Mon May 09, 2011 3:42 am; edited 2 times in total
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Re: Gnomish Magics
Fences are simply a row of Traps, one Trap 2 squares away from the main Trap, on both sides. To cast one, click on a place on the minimap and then click a second time to the North, South, East, or West. One of the Traps will be placed 2 squares from the main Trap (the first click) in that direction and the other will be on the opposite side. The appearance and effect of each of the traps is the same as a single trap. Also, activating one trap does NOT set off the others:
(# = Main Trap, X = Other Traps)
X|_|#|_|X
Fire Vortex Fence
Level 68 Magic
2 Nature, 3 Chaos, 2 Fire
Vine Fence
Level 70 Magic
2 Nature, 3 Chaos, 2 Earth
Gravity Fence
Level 72 Magic
2 Nature, 3 Chaos, 2 Body
Ejector Fence
Level 74 Magic
2 Nature, 3 Chaos, 2 Air
(# = Main Trap, X = Other Traps)
X|_|#|_|X
Fire Vortex Fence
Level 68 Magic
2 Nature, 3 Chaos, 2 Fire
Vine Fence
Level 70 Magic
2 Nature, 3 Chaos, 2 Earth
Gravity Fence
Level 72 Magic
2 Nature, 3 Chaos, 2 Body
Ejector Fence
Level 74 Magic
2 Nature, 3 Chaos, 2 Air
Last edited by Handeath on Mon May 09, 2011 3:43 am; edited 2 times in total
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Re: Gnomish Magics
Mines are more powerful traps; they take up a 2x2 space and are shown with 4 orange dots. They need to be stepped on twice before disappearing, but the Mine will activate both times they are stepped upon. As previously stated, Mines last for 60 seconds before they disappear. All of the other restrictions apply:
(# = Mine, X = a space a trap can’t be placed, |_| = a space a trap can have a trap placed in it.)
|_|_|X|X|_|_|
|_|_|X|X|_|_|
|X|X|#|#|X|X|
|X|X|#|#|X|X|
|_|_|X|X|_|_|
|_|_|X|X|_|_|
Fire Vortex Mine
Level 76 Magic
2 Nature, 3 Death, 2 Fire
Max Hit: 220
If you step on this trap, you will get damaged and lose the amount of damage x .25 from your Run Energy. When set, it looks like a red six-pointed star with a red bump in the center.
Vine Mine
Level 78 Magic
2 Nature, 3 Death, 2 Earth
Max Hit: 220
If you step on this trap, you will be immobilized for 10 seconds. It looks like 3 green circumventing circles.
Gravity Mine
Level 80 Magic
2 Nature, 3 Death, 2 Body
Max Hit: 220
If you step on this trap, your Attack Bonuses will drop by 30% and your Attack and Strength Levels will drop by 10% for 45 seconds; stepping on another Gravity Mine resets the effect. It looks like 3 parallel blue ridges crossing another set, similar to a grid.
Ejector Mine
Level 82 Magic
2 Nature, 3 Death, 2 Air
Max Hit: 220
If you step on this trap, you will be sent 5 spaces back from direction from which you came. When you land you will also be stunned for a few seconds. The mine looks like a white elevated diamond with 4 white lines coming from it.
(# = Mine, X = a space a trap can’t be placed, |_| = a space a trap can have a trap placed in it.)
|_|_|X|X|_|_|
|_|_|X|X|_|_|
|X|X|#|#|X|X|
|X|X|#|#|X|X|
|_|_|X|X|_|_|
|_|_|X|X|_|_|
Fire Vortex Mine
Level 76 Magic
2 Nature, 3 Death, 2 Fire
Max Hit: 220
If you step on this trap, you will get damaged and lose the amount of damage x .25 from your Run Energy. When set, it looks like a red six-pointed star with a red bump in the center.
Vine Mine
Level 78 Magic
2 Nature, 3 Death, 2 Earth
Max Hit: 220
If you step on this trap, you will be immobilized for 10 seconds. It looks like 3 green circumventing circles.
Gravity Mine
Level 80 Magic
2 Nature, 3 Death, 2 Body
Max Hit: 220
If you step on this trap, your Attack Bonuses will drop by 30% and your Attack and Strength Levels will drop by 10% for 45 seconds; stepping on another Gravity Mine resets the effect. It looks like 3 parallel blue ridges crossing another set, similar to a grid.
Ejector Mine
Level 82 Magic
2 Nature, 3 Death, 2 Air
Max Hit: 220
If you step on this trap, you will be sent 5 spaces back from direction from which you came. When you land you will also be stunned for a few seconds. The mine looks like a white elevated diamond with 4 white lines coming from it.
Last edited by Handeath on Mon May 09, 2011 3:43 am; edited 2 times in total
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Re: Gnomish Magics
Walls are like Fences, simply a row of Mines, one Mine 2 squares away from the main Mine, on both sides. To cast one, click on a place on the minimap and then click a second time to the North, South, East, or West. One of the Mines will to that direction of the main Mine (the first click) and the other will be on the opposite side. The appearance and effect of each of the Mine is the same as a single Mine. Also, activating one trap does NOT set off the others:
(# = Main Mine, X = Other Mines)
X|X|_|_|#|#|_|_|X|X
X|X|_|_|#|#|_|_|X|X
Fire Vortex Wall
Level 84 Magic
4 Nature, 5 Death, 4 Fire
Vine Wall
Level 86 Magic
4 Nature, 5 Death, 4 Earth
Gravity Wall
Level 88 Magic
4 Nature, 5 Death, 4 Body
Ejector Wall
Level 90 Magic
4 Nature, 5 Death, 4 Air
(# = Main Mine, X = Other Mines)
X|X|_|_|#|#|_|_|X|X
X|X|_|_|#|#|_|_|X|X
Fire Vortex Wall
Level 84 Magic
4 Nature, 5 Death, 4 Fire
Vine Wall
Level 86 Magic
4 Nature, 5 Death, 4 Earth
Gravity Wall
Level 88 Magic
4 Nature, 5 Death, 4 Body
Ejector Wall
Level 90 Magic
4 Nature, 5 Death, 4 Air
Last edited by Handeath on Mon May 09, 2011 3:44 am; edited 2 times in total
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Re: Gnomish Magics
Missiles:
These spells are actual combat spells (like Fire Strike, Shadow Blitz, etc.).
Anima Spells:
In “While Guthix Sleeps,” Hazelmere uses a powerful spell in an attempt to defeat Lucien: these spells are similar to the aforementioned spell. They draw their power from the Anima Mundi and are all highly accurate, but take some time to charge and can be interrupted by combat. If the spell is interrupted, your runes will not be used.
Anima Bolt:
Level 84 Magic
1 Soul, 3 Earth, 2 Chaos
Max Hit: 230
Takes 2 seconds to charge and is interruptible by combat. It looks like a few pale cyan crystals flying at your opponent.
Anima Wave:
Level 90 Magic
2 Soul, 3 Nature, 3 Chaos
Max Hit: 250
Takes 4 seconds to charge and is interruptible by combat. It looks like a cluster of pale cyan crystals flying at your opponent.
Anima Flare (Ancients took all of the good names ):
Level 96 Magic
3 Soul, 4 Nature, 3 Deaths
Max Hit: 270
Takes 6 seconds to charge and is interruptible by combat. It looks like a group of pale cyan crystals coming from the ground to hit your opponent. (It looks like the spell Hazelmere uses, but nowhere nearly as impressive.)
These spells are actual combat spells (like Fire Strike, Shadow Blitz, etc.).
Anima Spells:
In “While Guthix Sleeps,” Hazelmere uses a powerful spell in an attempt to defeat Lucien: these spells are similar to the aforementioned spell. They draw their power from the Anima Mundi and are all highly accurate, but take some time to charge and can be interrupted by combat. If the spell is interrupted, your runes will not be used.
Anima Bolt:
Level 84 Magic
1 Soul, 3 Earth, 2 Chaos
Max Hit: 230
Takes 2 seconds to charge and is interruptible by combat. It looks like a few pale cyan crystals flying at your opponent.
Anima Wave:
Level 90 Magic
2 Soul, 3 Nature, 3 Chaos
Max Hit: 250
Takes 4 seconds to charge and is interruptible by combat. It looks like a cluster of pale cyan crystals flying at your opponent.
Anima Flare (Ancients took all of the good names ):
Level 96 Magic
3 Soul, 4 Nature, 3 Deaths
Max Hit: 270
Takes 6 seconds to charge and is interruptible by combat. It looks like a group of pale cyan crystals coming from the ground to hit your opponent. (It looks like the spell Hazelmere uses, but nowhere nearly as impressive.)
Last edited by Handeath on Mon Jul 04, 2011 10:07 am; edited 3 times in total
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Re: Gnomish Magics
Illusions:
Probably the most useful spells in the book, these will help disguise you and your traps. However, they also have their respective time limits and restrictions. They can stack with each other.
Cloak Spells will make you or a trap, that you have selected, appear to be something else (like a Godsword, a Tree, a Level 6 Mugger, etc.). However, they only last for 40 seconds or until are interacted with (like being attacked, activated, etc.). These spells can splash (if you have less than 50 Magic Attack Bonus).
Cloak Trap:
Level 73 Magic
1 Nature, 2 Chaos, 5 Water
To cast this spell, click on the icon, and then click on the trap you wish to Cloak. The trap will be replaced with a high level item, or one that matches the situation, with the options “Pick Up *item* (as opposed to the normal Take *item*),” “Walk Here,” and “Examine Item.” On the minimap, the orange dot will be replaced by a red one. (If the trap is a Mine, the exact location of the item is on one of the 4 squares and the other “disappear” from the minimap.)
Cloak Self:
Level 76 Magic
2 Nature, 4 Body, 5 Water
Simply cast the spell and you will turn into some random piece of scenery, which matches the environment, or, very rarely, a Level 6 Mugger. You still have all of the Player Options though. You can move and talk. This spell has a 1 minute cool down time. Monsters will be aggressive towards you, but their “radius of aggression,” is slightly smaller.
Dispel Cloak:
Level 79 Magic
4 Nature, 10 Death, 10 Water
Cast this spell on any cloaked traps or people will return to normal; even if the target wasn’t cloaked, you will still lose runes.
Probably the most useful spells in the book, these will help disguise you and your traps. However, they also have their respective time limits and restrictions. They can stack with each other.
Cloak Spells will make you or a trap, that you have selected, appear to be something else (like a Godsword, a Tree, a Level 6 Mugger, etc.). However, they only last for 40 seconds or until are interacted with (like being attacked, activated, etc.). These spells can splash (if you have less than 50 Magic Attack Bonus).
Cloak Trap:
Level 73 Magic
1 Nature, 2 Chaos, 5 Water
To cast this spell, click on the icon, and then click on the trap you wish to Cloak. The trap will be replaced with a high level item, or one that matches the situation, with the options “Pick Up *item* (as opposed to the normal Take *item*),” “Walk Here,” and “Examine Item.” On the minimap, the orange dot will be replaced by a red one. (If the trap is a Mine, the exact location of the item is on one of the 4 squares and the other “disappear” from the minimap.)
Cloak Self:
Level 76 Magic
2 Nature, 4 Body, 5 Water
Simply cast the spell and you will turn into some random piece of scenery, which matches the environment, or, very rarely, a Level 6 Mugger. You still have all of the Player Options though. You can move and talk. This spell has a 1 minute cool down time. Monsters will be aggressive towards you, but their “radius of aggression,” is slightly smaller.
Dispel Cloak:
Level 79 Magic
4 Nature, 10 Death, 10 Water
Cast this spell on any cloaked traps or people will return to normal; even if the target wasn’t cloaked, you will still lose runes.
Last edited by Handeath on Sun Jan 09, 2011 11:58 am; edited 1 time in total
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Re: Gnomish Magics
Hide spells make the target invisible: you can’t see them on the minimap or on the game screen. They also only last for 40 seconds or until interacted with. These spells can splash (if you have less than 50 Magic Attack Bonus).
Hide Trap:
Level 82 Magic
1 Nature, 2 Chaos, 5 Cosmic
To cast this spell, click on the icon, and then click on the trap you wish to hide. This causes the trap to be invisible and unseen on the minimap.
Hide Self:
Level 85 Magic
2 Nature, 4 Body, 5 Cosmic
Simply cast the spell and you will turn invisible (but you will have a very faint shadow and will have all of the Player Options). If you attack, are attacked, eat, run, change armor or basically do anything other than talk while the spell is on, the spell wears off and you uncloak. You can walk but if you run, the spell wears off. Monsters will be aggressive towards you, but their “radius of aggression,” is slightly smaller.
Dispel Hide:
Level 88 Magic
4 Nature, 10 Death, 10 Cosmic
Cast this spell on a space and anything in a 3x3 box around it will become visible again; even if you missed, you will still lose runes.
Hide Trap:
Level 82 Magic
1 Nature, 2 Chaos, 5 Cosmic
To cast this spell, click on the icon, and then click on the trap you wish to hide. This causes the trap to be invisible and unseen on the minimap.
Hide Self:
Level 85 Magic
2 Nature, 4 Body, 5 Cosmic
Simply cast the spell and you will turn invisible (but you will have a very faint shadow and will have all of the Player Options). If you attack, are attacked, eat, run, change armor or basically do anything other than talk while the spell is on, the spell wears off and you uncloak. You can walk but if you run, the spell wears off. Monsters will be aggressive towards you, but their “radius of aggression,” is slightly smaller.
Dispel Hide:
Level 88 Magic
4 Nature, 10 Death, 10 Cosmic
Cast this spell on a space and anything in a 3x3 box around it will become visible again; even if you missed, you will still lose runes.
Last edited by Handeath on Sun Jan 09, 2011 11:58 am; edited 1 time in total
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Re: Gnomish Magics
Clone spells will randomly make 2 copies of the target within a box around it. If you interact with one of the clones (activate it, attack it, etc.), it will disappear; interact with the original and the clones disappear. (Clones do no damage.) They have a time limit of 2 minutes (or as long as the trap).
Clone Trap:
Level 91 Magic
1 Nature, 2 Chaos, 5 Air
To cast the spell, click on the trap, and then click on the trap you wish to clone. The clones can be anywhere within a 3x3 (6x6 for Mines) box around it, even where actual traps can’t be placed. The clones last as long as the original trap.
(# = Trap, |_| = a space a clone can have a trap placed in it.)
|_|_|_|
|_|#|_|
|_|_|_|
Clone Self:
Level 94 Magic
2 Nature, 4 Body, 5 Air
Simply cast the spell and you will gain 2 clones in a 5x5 box around you. If you do an action, the clones do the same one (so if you’re charging Mundi Flare, they all will). Many of the restrictions that apply to Summoning apply to your clones (for example, forbidden areas: you can’t have clones in the G.E.). If you teleport, your clones will rematerialize in a new, random space in the box around you (useful if you use the Tactical Teleport…).
Dispel Clone:
Level 97 Magic
4 Nature, 10 Death, 10 Air
Cast this spell on any cloned traps, or people and its clones will disappear (if you cast the spell on a clone, it will disappear); even if the target wasn’t cloned, you will still lose runes.
Clone Trap:
Level 91 Magic
1 Nature, 2 Chaos, 5 Air
To cast the spell, click on the trap, and then click on the trap you wish to clone. The clones can be anywhere within a 3x3 (6x6 for Mines) box around it, even where actual traps can’t be placed. The clones last as long as the original trap.
(# = Trap, |_| = a space a clone can have a trap placed in it.)
|_|_|_|
|_|#|_|
|_|_|_|
Clone Self:
Level 94 Magic
2 Nature, 4 Body, 5 Air
Simply cast the spell and you will gain 2 clones in a 5x5 box around you. If you do an action, the clones do the same one (so if you’re charging Mundi Flare, they all will). Many of the restrictions that apply to Summoning apply to your clones (for example, forbidden areas: you can’t have clones in the G.E.). If you teleport, your clones will rematerialize in a new, random space in the box around you (useful if you use the Tactical Teleport…).
Dispel Clone:
Level 97 Magic
4 Nature, 10 Death, 10 Air
Cast this spell on any cloned traps, or people and its clones will disappear (if you cast the spell on a clone, it will disappear); even if the target wasn’t cloned, you will still lose runes.
Last edited by Handeath on Sun Jan 09, 2011 11:59 am; edited 1 time in total
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Re: Gnomish Magics
Teleports:
Just teleports. They are shown with roots coming up from under you and pulling you into the ground.
Home Teleport:
No Requirements
Teleports you outside of the entrance of Grand Tree. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes.
Tactical Teleport:
Level 67 Magic
1 Law, 1 Nature, 2 Cosmic
To cast this spell, click on the icon, and then click on the square you want to teleport to. You can only teleport to an area that you can reach with normal walking or running. For example, you can't teleport into a room if the door is closed. This spell has a 180 second cool down and if you're unable to move (eg you've been snared) or teleport (eg you have been Teleblocked), you cannot use this spell. You can lower the cool down duration if you have a higher magic attack bonus from equipment. +1 to magic attack is -1 second to cool down. So having a magic attack higher than 180 completely removes the cool down. In PvP, if you teleport with this spell, your opponent will need to re-click your character to continue attacking after you rematerialize. If you have a negative bonus, the spell will splash.
Priwkedra Teleport
Level 71 Magic
1 Law, 3 Nature, 3 Air
Teleports you to the center of the Tree Gnome Village. (The name translates as Tree Village; I made up the word kedra, which means village or town.)
Lemantollyandra Teleport
Level 73 Magic
1 Law, 2 Fire, 2 Earth
Teleports you to the marketplace in Gu’Tanoth. You must have access to the city in order to cast the spell. (The name translates as Stupid Man City.)
Beritakedra Teleport
Level 77 Magic
1 Law, 3 Nature, 3 Water
Teleports you to Zanaris. If you have done “Lost City,” you will teleport northeast of the wheat field. If you haven’t, you will teleport outside of the shed in the Lumbridge Swamp. (The name translates as Fairy Town; I made up the adjective berita, which means bright, colorful, magical, and to an extent, fairy.)
Beritaundri Teleport
Level 85 Magic
2 Law, 4 Nature, 2 Air
Teleports you to the center of Isafdar, in the central Hunter area, near the musician, if you have access to it. (The name translates as Colorful, Bright Lands.)
Arposandra Teleport
Level 89 Magic
2 Law, 3 Death, 4 Earth
Teleports you to the Teak Trees southwest of Castle Wars. Maybe it could teleport you to the actual city in the future… (The name translates as Stone City.)
Just teleports. They are shown with roots coming up from under you and pulling you into the ground.
Home Teleport:
No Requirements
Teleports you outside of the entrance of Grand Tree. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes.
Tactical Teleport:
Level 67 Magic
1 Law, 1 Nature, 2 Cosmic
To cast this spell, click on the icon, and then click on the square you want to teleport to. You can only teleport to an area that you can reach with normal walking or running. For example, you can't teleport into a room if the door is closed. This spell has a 180 second cool down and if you're unable to move (eg you've been snared) or teleport (eg you have been Teleblocked), you cannot use this spell. You can lower the cool down duration if you have a higher magic attack bonus from equipment. +1 to magic attack is -1 second to cool down. So having a magic attack higher than 180 completely removes the cool down. In PvP, if you teleport with this spell, your opponent will need to re-click your character to continue attacking after you rematerialize. If you have a negative bonus, the spell will splash.
Priwkedra Teleport
Level 71 Magic
1 Law, 3 Nature, 3 Air
Teleports you to the center of the Tree Gnome Village. (The name translates as Tree Village; I made up the word kedra, which means village or town.)
Lemantollyandra Teleport
Level 73 Magic
1 Law, 2 Fire, 2 Earth
Teleports you to the marketplace in Gu’Tanoth. You must have access to the city in order to cast the spell. (The name translates as Stupid Man City.)
Beritakedra Teleport
Level 77 Magic
1 Law, 3 Nature, 3 Water
Teleports you to Zanaris. If you have done “Lost City,” you will teleport northeast of the wheat field. If you haven’t, you will teleport outside of the shed in the Lumbridge Swamp. (The name translates as Fairy Town; I made up the adjective berita, which means bright, colorful, magical, and to an extent, fairy.)
Beritaundri Teleport
Level 85 Magic
2 Law, 4 Nature, 2 Air
Teleports you to the center of Isafdar, in the central Hunter area, near the musician, if you have access to it. (The name translates as Colorful, Bright Lands.)
Arposandra Teleport
Level 89 Magic
2 Law, 3 Death, 4 Earth
Teleports you to the Teak Trees southwest of Castle Wars. Maybe it could teleport you to the actual city in the future… (The name translates as Stone City.)
Last edited by Handeath on Mon Apr 18, 2011 4:14 am; edited 3 times in total
Handeath- Advocate
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Re: Gnomish Magics
Skill Spells:
When I looked at the Ancient Spellbook, a tear came to my eye: there weren’t any skill spells! It looked incomplete, like a cake without frosting. So, the Gnomish Spellbook will have skill spells!
More Equa:
Level 61 Magic
1 Nature, 4 Fire, 2 Air
To cast the spell, click on the icon, and then click on a piece of food to which you wish to add Equa. Doing this adds (e) to the end of the food’s name, that piece of food becomes untradeable, now heals 20 more Lp, and boosts your Agility by 1. If the piece of food is Gnomish (e.g. a Toad Batta) that piece of food becomes untradeable, now heals 50 more Lp, and boosts your Agility by 2.
Nimble Fingers:
Level 64 Magic
1 Nature, 5 Body, 6 Mind
For 2 minutes, tools are not required to do certain actions. (You can smith without a Hammer, fletch without a knife, etc.) Does not apply to fishing; no harpoon fishing has already been implemented through Barbarian Fishing.
Decant
Level 70 Magic
1 Nature, 1 Law, 5 Water
All potions in your inventory are decanted. (If you have a 3-dose potion and a 2-dose potion, you will get a 4-dose potion and a 1-dose potion.)
Hydration
Level 75 Magic
1 Nature, 5 Water, 5 Chaos
The desert effect doesn’t affect you for 5 minutes. 8 minute cooldown.
Nonperishability
Level 77 Magic
1 Nature, 5 Earth, 1 Death
The swamp effect doesn’t affect you for 5 minutes (your food can’t rot either). 8 minute cooldown.
Warmth
Level 79 Magic
1 Nature, 10 Fire, 3 Blood
The cold effect doesn’t affect you for 5 minutes. 8 minute cooldown.
Kibbles
Level 83 Magic
1 Nature, 5 Body, 1 Blood
Feeds your pet whatever it needs. 10 minute cooldown (to prevent fast Magic Xp.)
Swift Feet
Level 89 Magic
3 Nature, 10 Body, 10 Air
You can run 10% faster for 3 minutes. 20 minute cooldown.
When I looked at the Ancient Spellbook, a tear came to my eye: there weren’t any skill spells! It looked incomplete, like a cake without frosting. So, the Gnomish Spellbook will have skill spells!
More Equa:
Level 61 Magic
1 Nature, 4 Fire, 2 Air
To cast the spell, click on the icon, and then click on a piece of food to which you wish to add Equa. Doing this adds (e) to the end of the food’s name, that piece of food becomes untradeable, now heals 20 more Lp, and boosts your Agility by 1. If the piece of food is Gnomish (e.g. a Toad Batta) that piece of food becomes untradeable, now heals 50 more Lp, and boosts your Agility by 2.
Nimble Fingers:
Level 64 Magic
1 Nature, 5 Body, 6 Mind
For 2 minutes, tools are not required to do certain actions. (You can smith without a Hammer, fletch without a knife, etc.) Does not apply to fishing; no harpoon fishing has already been implemented through Barbarian Fishing.
Decant
Level 70 Magic
1 Nature, 1 Law, 5 Water
All potions in your inventory are decanted. (If you have a 3-dose potion and a 2-dose potion, you will get a 4-dose potion and a 1-dose potion.)
Hydration
Level 75 Magic
1 Nature, 5 Water, 5 Chaos
The desert effect doesn’t affect you for 5 minutes. 8 minute cooldown.
Nonperishability
Level 77 Magic
1 Nature, 5 Earth, 1 Death
The swamp effect doesn’t affect you for 5 minutes (your food can’t rot either). 8 minute cooldown.
Warmth
Level 79 Magic
1 Nature, 10 Fire, 3 Blood
The cold effect doesn’t affect you for 5 minutes. 8 minute cooldown.
Kibbles
Level 83 Magic
1 Nature, 5 Body, 1 Blood
Feeds your pet whatever it needs. 10 minute cooldown (to prevent fast Magic Xp.)
Swift Feet
Level 89 Magic
3 Nature, 10 Body, 10 Air
You can run 10% faster for 3 minutes. 20 minute cooldown.
Last edited by Handeath on Sun Jan 09, 2011 12:03 pm; edited 1 time in total
Handeath- Advocate
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Re: Gnomish Magics
JUSTIFICATION FOR A 4th SPELLBOOK:
In a Q&A, this question, and answer, was given:
“Are you ever going to add another spellbook to Magic (along with Ancients, Lunar and Modern)?
Aandj293
Well, it’s possible it might happen one day, though, the more spell books we have, the more likely it is that one will barely get used. There probably needs to be slightly more done to justify the existence of three before we think about doing a fourth.
Paul”
To justify the existence of a 4th spellbook, they all must have themes. The Gnomish Spellbook is the environmental spellbook; you change your surroundings and yourself to attack and confuse your opponent, although the attacks aren’t as powerful as the other spellbooks.
In a Q&A, this question, and answer, was given:
“Are you ever going to add another spellbook to Magic (along with Ancients, Lunar and Modern)?
Aandj293
Well, it’s possible it might happen one day, though, the more spell books we have, the more likely it is that one will barely get used. There probably needs to be slightly more done to justify the existence of three before we think about doing a fourth.
Paul”
To justify the existence of a 4th spellbook, they all must have themes. The Gnomish Spellbook is the environmental spellbook; you change your surroundings and yourself to attack and confuse your opponent, although the attacks aren’t as powerful as the other spellbooks.
Last edited by Handeath on Sun Jan 09, 2011 12:03 pm; edited 1 time in total
Handeath- Advocate
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Location : USA
Re: Gnomish Magics
The Modern Spellbook:
This should be damage spellbook with the highest max hits. (A Charged God Spell can hit as high as Ice Barrage.) Thus the max hits need to increase like so:
Strikes – No Change:
Wind Strike – New Max Hit: 20
Earth Strike – New Max Hit: 40
Water Strike – New Max Hit: 60
Fire Strike – New Max Hit: 80
Bolts – Plus 10:
Wind Bolt – New Max Hit: 100
Earth Bolt – New Max Hit: 110
Water Bolt – New Max Hit: 120
Fire Bolt – New Max Hit: 130
The damage boost that is given by Chaos Gauntlets will further increase the Max Hit of those spells.
Blasts – Plus 40:
Wind Blast – New Max Hit: 170
Earth Blast – New Max Hit: 180
Water Blast – New Max Hit: 190
Fire Blast – New Max Hit: 200
Waves – Plus 70:
Wind Wave – New Max Hit: 240
Earth Wave – New Max Hit: 250
Water Wave – New Max Hit: 260
Fire Wave – New Max Hit: 270
Surges – Plus 100:
Wind Surge – New Max Hit: 320
Earth Surge – New Max Hit: 340
Water Surge – New Max Hit: 360
Fire Surge – New Max Hit: 380
God Spells:
These spells need to be updated so they can still compete with the updated Surge Spells. Charge should not have a cape requirement, but an item of the respective god. This would help in games where using cape is impossible, like Castle Wars.
God Spell – New Max Hit without Charge: 300 - New Max Hit with Charge: 400
The other combat spells have suitable max hits for their level.
This should be damage spellbook with the highest max hits. (A Charged God Spell can hit as high as Ice Barrage.) Thus the max hits need to increase like so:
Strikes – No Change:
Wind Strike – New Max Hit: 20
Earth Strike – New Max Hit: 40
Water Strike – New Max Hit: 60
Fire Strike – New Max Hit: 80
Bolts – Plus 10:
Wind Bolt – New Max Hit: 100
Earth Bolt – New Max Hit: 110
Water Bolt – New Max Hit: 120
Fire Bolt – New Max Hit: 130
The damage boost that is given by Chaos Gauntlets will further increase the Max Hit of those spells.
Blasts – Plus 40:
Wind Blast – New Max Hit: 170
Earth Blast – New Max Hit: 180
Water Blast – New Max Hit: 190
Fire Blast – New Max Hit: 200
Waves – Plus 70:
Wind Wave – New Max Hit: 240
Earth Wave – New Max Hit: 250
Water Wave – New Max Hit: 260
Fire Wave – New Max Hit: 270
Surges – Plus 100:
Wind Surge – New Max Hit: 320
Earth Surge – New Max Hit: 340
Water Surge – New Max Hit: 360
Fire Surge – New Max Hit: 380
God Spells:
These spells need to be updated so they can still compete with the updated Surge Spells. Charge should not have a cape requirement, but an item of the respective god. This would help in games where using cape is impossible, like Castle Wars.
God Spell – New Max Hit without Charge: 300 - New Max Hit with Charge: 400
The other combat spells have suitable max hits for their level.
Last edited by Handeath on Sun Jan 09, 2011 12:15 pm; edited 1 time in total
Handeath- Advocate
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Re: Gnomish Magics
The Ancient Spellbook:
Now all of the Ancienters are probably mad at me. “Ancients is the combat spellbook!” I hear you cry. Well, you’re right and wrong. The Ancient Spellbook has devastating multi-target spells with powerful combat effects, making it great for PvP. Therefore, it isn’t the Damage Spellbook, but the Status one. You can whittle away your opponent’s Lp while weakening him stat wise, keeping your Lp high, and keeping him as far away from you as possible.
Smoke Spells – Increase the potency of the poison:
Smoke Rush – Poisons for 35
Smoke Burst – Poisons for 35
Smoke Blitz – Poisons for 70
Smoke Barrage – Poisons for 70
Shadow Spells – Increase the power of the Attack reduction:
Shadow Rush – Reduces target’s Attack Level by 10%
Shadow Burst – Reduces target’s Attack Level by 10%
Shadow Blitz – Reduces target’s Attack Level by 20%
Shadow Barrage – Reduces target’s Attack Level by 20%
Blood Spells – Increase the Damage done to Healed ratio:
Blood Rush – Heals caster by 15% of damage dealt
Blood Burst – Heals caster by 15% of damage dealt
Blood Blitz – Heals caster by 30% of damage dealt
Blood Barrage – Heals caster by 30% of damage dealt
Ice Spells – Increase the freeze time:
Ice Rush – Freezes for 10 seconds
Ice Burst – Freezes for 15 seconds
Ice Blitz – Freezes for 20 seconds
Ice Barrage – Freezes for 25 seconds
Miasmic Spells – No change
Miasmic Rush – Halves the speed of melee and ranged attacks for 12 seconds
Miasmic Burst – Halves the speed of melee and ranged attacks for 24 seconds
Miasmic Blitz – Halves the speed of melee and ranged attacks for 36 seconds
Miasmic Barrage – Halves the speed of melee and ranged attacks for 48 seconds
A few more spells with new status effects would be nice, but that disturbs the ‘4 and 5’ pattern in the Modern and Ancient (4 elements, 5 types of spells: 5 elements, 4 types of spells).
Now all of the Ancienters are probably mad at me. “Ancients is the combat spellbook!” I hear you cry. Well, you’re right and wrong. The Ancient Spellbook has devastating multi-target spells with powerful combat effects, making it great for PvP. Therefore, it isn’t the Damage Spellbook, but the Status one. You can whittle away your opponent’s Lp while weakening him stat wise, keeping your Lp high, and keeping him as far away from you as possible.
Smoke Spells – Increase the potency of the poison:
Smoke Rush – Poisons for 35
Smoke Burst – Poisons for 35
Smoke Blitz – Poisons for 70
Smoke Barrage – Poisons for 70
Shadow Spells – Increase the power of the Attack reduction:
Shadow Rush – Reduces target’s Attack Level by 10%
Shadow Burst – Reduces target’s Attack Level by 10%
Shadow Blitz – Reduces target’s Attack Level by 20%
Shadow Barrage – Reduces target’s Attack Level by 20%
Blood Spells – Increase the Damage done to Healed ratio:
Blood Rush – Heals caster by 15% of damage dealt
Blood Burst – Heals caster by 15% of damage dealt
Blood Blitz – Heals caster by 30% of damage dealt
Blood Barrage – Heals caster by 30% of damage dealt
Ice Spells – Increase the freeze time:
Ice Rush – Freezes for 10 seconds
Ice Burst – Freezes for 15 seconds
Ice Blitz – Freezes for 20 seconds
Ice Barrage – Freezes for 25 seconds
Miasmic Spells – No change
Miasmic Rush – Halves the speed of melee and ranged attacks for 12 seconds
Miasmic Burst – Halves the speed of melee and ranged attacks for 24 seconds
Miasmic Blitz – Halves the speed of melee and ranged attacks for 36 seconds
Miasmic Barrage – Halves the speed of melee and ranged attacks for 48 seconds
A few more spells with new status effects would be nice, but that disturbs the ‘4 and 5’ pattern in the Modern and Ancient (4 elements, 5 types of spells: 5 elements, 4 types of spells).
Last edited by Handeath on Sun Jan 09, 2011 12:27 pm; edited 2 times in total
Handeath- Advocate
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Re: Gnomish Magics
The Lunar Spellbook:
The Support spellbook, hands down. But the cost of some of the healing spells is rather perturbing. So there should be a calculation that determines how much damage is done to the caster.
Equation to calculate damage reduced on the caster of a healing spell based on Magic Attack Bonus.
T = Damage taken by the caster
H = Damage healed
B = Magic Attack Bonus
K = Constant
D = % Damage Bonus
As long as |((B + (B(D))/H)(%))| < 1
T = H - H((B + (B(D))/ H)(%))
Otherwise T = 0
Example, I will use .3 as K, 90 as the B, and 30 as the H, and no staff bonus.
30-30(90/30(.3))
30-30(3(.3))
30-30(.9)
30-27
Damage taken by the caster = 3
If a 10 % had been used T would have been .3
For group spells we would not add all the damage together and plug it in, we would make the calculation for the healing done to each player. So we would take the calculation to heal 1 person for 30 damage and times it by lets say ~ 4 (healing 4 people for 30 damage each) the caster would take 12 damage. That is the extreme though; of course this would take adjusting.
With 128 B and a 10% staff with a .2 constant it would cost 69 Lp to heal someone for 98 Lp. It is good that it is exponential because since the healing is instant, it should cost more to heal more.
Constants anywhere between .1 and .3 work well.
There should also be more support spells. In fact, I made up a few!
Vaccinate Spells – Cures one of disease (On a side note, I’d like there to be a way to disease other players.)
Vaccinate Me
Vaccinate Other
Vaccinate Group
Teleport Allow – Ends the Teleblock effect
Teleport Allow Other
Teleport Allow Group
Sanctify Spells – Restores another player’s Prayer Points (The cost calculation above is used.)
Sanctify Other
Sanctify Group
Refocus Spells – Restores one’s Summoning Points (The cost calculation above is used.)
Refocus Me
Refocus Other
Refocus Group
Euthanize Spells – Kills the target, but a Caution sign appears first. Can’t be cast in dangerous PvP areas.
Euthanize Me
Euthanize Other
The Lunar Spellbook also could use a few combat spells, the Moon Clan can destroy people with their minds after all! That and a supporter has no use if s/he can't defend her/himself.
Stardust – Max Hit: 120
Comet – Max Hit: 140
Asteroid – Max Hit: 160
Meteor – Max Hit: 180
The Support spellbook, hands down. But the cost of some of the healing spells is rather perturbing. So there should be a calculation that determines how much damage is done to the caster.
Equation to calculate damage reduced on the caster of a healing spell based on Magic Attack Bonus.
T = Damage taken by the caster
H = Damage healed
B = Magic Attack Bonus
K = Constant
D = % Damage Bonus
As long as |((B + (B(D))/H)(%))| < 1
T = H - H((B + (B(D))/ H)(%))
Otherwise T = 0
Example, I will use .3 as K, 90 as the B, and 30 as the H, and no staff bonus.
30-30(90/30(.3))
30-30(3(.3))
30-30(.9)
30-27
Damage taken by the caster = 3
If a 10 % had been used T would have been .3
For group spells we would not add all the damage together and plug it in, we would make the calculation for the healing done to each player. So we would take the calculation to heal 1 person for 30 damage and times it by lets say ~ 4 (healing 4 people for 30 damage each) the caster would take 12 damage. That is the extreme though; of course this would take adjusting.
With 128 B and a 10% staff with a .2 constant it would cost 69 Lp to heal someone for 98 Lp. It is good that it is exponential because since the healing is instant, it should cost more to heal more.
Constants anywhere between .1 and .3 work well.
There should also be more support spells. In fact, I made up a few!
Vaccinate Spells – Cures one of disease (On a side note, I’d like there to be a way to disease other players.)
Vaccinate Me
Vaccinate Other
Vaccinate Group
Teleport Allow – Ends the Teleblock effect
Teleport Allow Other
Teleport Allow Group
Sanctify Spells – Restores another player’s Prayer Points (The cost calculation above is used.)
Sanctify Other
Sanctify Group
Refocus Spells – Restores one’s Summoning Points (The cost calculation above is used.)
Refocus Me
Refocus Other
Refocus Group
Euthanize Spells – Kills the target, but a Caution sign appears first. Can’t be cast in dangerous PvP areas.
Euthanize Me
Euthanize Other
The Lunar Spellbook also could use a few combat spells, the Moon Clan can destroy people with their minds after all! That and a supporter has no use if s/he can't defend her/himself.
Stardust – Max Hit: 120
Comet – Max Hit: 140
Asteroid – Max Hit: 160
Meteor – Max Hit: 180
Last edited by Handeath on Wed Jan 26, 2011 11:50 am; edited 3 times in total
Handeath- Advocate
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Age : 28
Location : USA
Re: Gnomish Magics
FAQ:
Does Damage Boosting apply to traps?
I would say no; it would be too complicated. If it did apply, I would say it would apply to when the trap is set.
What if you cast a trap beneath your opponent?
Then it activates immediately. If it’s an Ejector trap, the target is sent flying away from you.
Can you cast/auto-cast traps like combat spells (e.g. Cast Gravity Mine on *insert NPC/Player Name here*)?
I’d say yes, you cast the trap between your opponent and his/her destination. If your opponent is stationary, you would cast the trap underneath them.
Does Tactical Teleport work in Level 20+ Wilderness?
Yes, since it doesn’t let you escape: the spell is treated as normal walking.
How do you stack when you have clones out?
If you cast an Illusion Self spell while you have clones out, they will also be hidden/cloaked.
If you have a familiar out while you have clones, whom will your familiar follow?
A random person, you or a clone.
Can we clone clones?
No, but you can hide or cloak them.
This would make PvP worlds a nightmare! People would just set traps all over the place!
Not really a question, but did this happen with Ancients? The Magic Attack Bonus recommendation would prevent this as well.
How would this work in single combat?
The same way casting spells on different targets: if one trap activates on one target, you’ll have to wait a short amount of time before setting a trap on another target.
Can you charge a spell like Anima Bolt while hidden?
Since you aren’t technically attacking anyone, you can be hidden while charging. However, once the spell has been cast, the Hide Self spell ends.
If the charging of a Anima Spell is interrupted, will I lose runes?
No, your runes are used after the spell is cast.
Wait, gnomes don’t like magic, because of Glouphrie’s treachery! How can they have a spellbook?
This has come up more than I would like it. Firstly, there are many famous gnomish mages, the most of which are good. Brimstail, Hazelmere, Glouphrie (the only bad guy on this list), and Imblewyn are all good. Secondly, if you talk to Professor Imblewyn in the Magic Guild, he will tell you that gnomes are interested in everything, including Magic. Lastly, if gnomes don't like magic, why do they cast Claws of Guthix in the Mage Arena and mage from the tops of Tortoises?
Does Damage Boosting apply to traps?
I would say no; it would be too complicated. If it did apply, I would say it would apply to when the trap is set.
What if you cast a trap beneath your opponent?
Then it activates immediately. If it’s an Ejector trap, the target is sent flying away from you.
Can you cast/auto-cast traps like combat spells (e.g. Cast Gravity Mine on *insert NPC/Player Name here*)?
I’d say yes, you cast the trap between your opponent and his/her destination. If your opponent is stationary, you would cast the trap underneath them.
Does Tactical Teleport work in Level 20+ Wilderness?
Yes, since it doesn’t let you escape: the spell is treated as normal walking.
How do you stack when you have clones out?
If you cast an Illusion Self spell while you have clones out, they will also be hidden/cloaked.
If you have a familiar out while you have clones, whom will your familiar follow?
A random person, you or a clone.
Can we clone clones?
No, but you can hide or cloak them.
This would make PvP worlds a nightmare! People would just set traps all over the place!
Not really a question, but did this happen with Ancients? The Magic Attack Bonus recommendation would prevent this as well.
How would this work in single combat?
The same way casting spells on different targets: if one trap activates on one target, you’ll have to wait a short amount of time before setting a trap on another target.
Can you charge a spell like Anima Bolt while hidden?
Since you aren’t technically attacking anyone, you can be hidden while charging. However, once the spell has been cast, the Hide Self spell ends.
If the charging of a Anima Spell is interrupted, will I lose runes?
No, your runes are used after the spell is cast.
Wait, gnomes don’t like magic, because of Glouphrie’s treachery! How can they have a spellbook?
This has come up more than I would like it. Firstly, there are many famous gnomish mages, the most of which are good. Brimstail, Hazelmere, Glouphrie (the only bad guy on this list), and Imblewyn are all good. Secondly, if you talk to Professor Imblewyn in the Magic Guild, he will tell you that gnomes are interested in everything, including Magic. Lastly, if gnomes don't like magic, why do they cast Claws of Guthix in the Mage Arena and mage from the tops of Tortoises?
Last edited by Handeath on Fri Jan 07, 2011 1:50 pm; edited 1 time in total
Handeath- Advocate
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Location : USA
Re: Gnomish Magics
MISCELLANEOUS:
The current Magic armor should get a Melee Defence Bonus boost – Zuriel’s armor could be comparable to Granite armor, then work down. The reasoning is based on the idea that the armor is enchanted to reduce impact, but not as well against arrows because their surface area is very small.
“Magic Defence” should be removed. There is no passive “Melee Defence” that lowers Melee Accuracy, regardless of armor worn. Since that and “Ranged Defence” will never exist, “Magic Defence” should be removed. Mages should hit how they are supposed to hit.
Melee weapons should give a negative Magic Defence Bonus: Melee weapons and armor both are made of metal. Melee armor gives a negative Magic Defence Bonus. Because they are made of the same material, Melee weapons should also give a negative bonus. (That phrase is kind of an oxymoron: negative bonus.)
There should be Super Magic/Ranged potions. The Magic and Ranged Potions can have their effects boosted to Super-like (thus making them Super potions), and new Magic/Ranged potions should be made. (The Magic Essence potion can boost Magic and heal you slightly.)
Runes need to become cheaper, like 45% cheaper.
Weaker spells should be cast faster than more powerful ones.
A few of the spells still need a graphical update. (Flames of Zamorak should set your target on fire, not the ground beneath them; etc.)
Some NPCs need graphical updates (like trolls).
The current Magic armor should get a Melee Defence Bonus boost – Zuriel’s armor could be comparable to Granite armor, then work down. The reasoning is based on the idea that the armor is enchanted to reduce impact, but not as well against arrows because their surface area is very small.
“Magic Defence” should be removed. There is no passive “Melee Defence” that lowers Melee Accuracy, regardless of armor worn. Since that and “Ranged Defence” will never exist, “Magic Defence” should be removed. Mages should hit how they are supposed to hit.
Melee weapons should give a negative Magic Defence Bonus: Melee weapons and armor both are made of metal. Melee armor gives a negative Magic Defence Bonus. Because they are made of the same material, Melee weapons should also give a negative bonus. (That phrase is kind of an oxymoron: negative bonus.)
There should be Super Magic/Ranged potions. The Magic and Ranged Potions can have their effects boosted to Super-like (thus making them Super potions), and new Magic/Ranged potions should be made. (The Magic Essence potion can boost Magic and heal you slightly.)
Runes need to become cheaper, like 45% cheaper.
Weaker spells should be cast faster than more powerful ones.
A few of the spells still need a graphical update. (Flames of Zamorak should set your target on fire, not the ground beneath them; etc.)
Some NPCs need graphical updates (like trolls).
Last edited by Handeath on Sat Feb 12, 2011 1:03 pm; edited 2 times in total
Handeath- Advocate
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Age : 28
Location : USA
Re: Gnomish Magics
If you read up to here, you deserve a cookie! And the ability to post.
Last edited by Handeath on Sun Jan 09, 2011 12:29 pm; edited 1 time in total
Handeath- Advocate
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Re: Gnomish Magics
Okay, well I dug this out of my files if anyone wants to read it, maybe it will give you an idea for the actual quest you want to use.
- Spoiler:
- With The Anima Mundi
Quick Summary: The player must learn to be the chosen mage of the Anima Mundi (as Hazelmere was before her/him). And repair the damage that has been done in the absence of a chosen one. They must go through several trials from elves, leprechauns, and gnomes in order to be anointed.
Requirements
Quests: While Guthix Sleeps, Back To My Roots, Fairy Tale Pt. II, Cure a Queen.
Skills: 75 Mage (from WGS but no boosts allowed)*, Lvl 65 Farming*, Herblore*, Prayer*, and Summoning*, 61 Hunter, 60 Crafting & Runecrafting. 72 FM and 72 Wc (Back to my roots) 64 agility, 60 FM
*required to start the quest.
Rewards: Fairy Rings and Spirit Trees become linked together in one system, Along with the ability to use them to access Lletya.
New Anima Mundi Spellbook for 75+ mages (with a twist)
Ability to plant up to two Spirit trees out of the possible 3
Lvl 3 clue scroll and 5 10k xp lamps + 1 150k xp lamp for any of the “Mystical skills”
Staff of Animalius, ability to enchant splitbark
Death will transport you to a spirit tree, and if gravestone is “unrecoverable” it will be moved by the anima mundi to an equally dangerous location, (I. e. barrow tunnels gravestone is moved to Kardias house) (you will be informed of this location)
The Beginning.
To start the quest speak to Daero the tree guardian. He will tell you that the Spirit Tree has informed him of a grave dilemma, the Anima Mundi has no Chosen Mage to guard it and control it. It is beginning to warp and distort and a new chosen mage must be found. You then inform him of the fact that Hazelmere told you that you would inherit his powers. He will then tell you that beyond the names of a few ancient chosen mages he knows nothing about them… He then lists the names “Arkor, Daniin, Viyeldi, Dormi-“
“Viyeldi? I once picked up a blue hat and a man who called himself Viyeldi appeared”
If you killed him in Legends quest: “I killed him.” To which Daero responds “He’s dead and a chosen mage, I doubt you could kill him”
Viyeldi
So go speak to Viyeldi and he will speak to you referring to you as heir of Hazelmere, however right before he tell you the key piece of information about the death of a chosen mage a cut scene begins.
*ground shakes*
You: What was that?
Viyeldi: Oh mighty Seren, oh great Guthix, a totem beast, the Anima Mundi has been horribly corrupted…
So as you might have guessed you now have to kill a Totem Beast (378). This creature looks like a massive demonic Totem pole located at the center of the spiral of ledge (you know the annoying thing you have to climb down) and reaching up to the ceiling. You can Range or Mage from the ledge or you can melee from the bottom, however there is literally a horde of broodoos down there and its now Multi Combat. The totem beast can send out a darts and wave of fire from its mouth (range &mage) and if you’re on the ground it can jump on you … yes that’s right…JUMP ON YOU!
After killing it you will spontaneously send four massive blasts of earth magic at its corpse, the first one hits all the broodoos, the second blasts it into pieces, the third destroys these and the fourth seeps into the ground after which you see a pure totem arise from the center.
Viyeldi now informs you that the hat of the deceased chosen mage forms a crypt for itself and builds up magical barricades; he will say that you must track the hat to its crypt….
So return to the area of the attack, and using your hunter skills you must follow the magical residues, (note that although not specified you also have to have lunar magicks open for the tracking). You will eventually find your way to the air obelisk hill, your character, in a fit of annoyance will spontaneously summon vine ropes that allow you to walk up the side of the hill. Upon entering you find that Chronozon has marshaled the demons against you, you must defeat the three black demons blockading the door whilst Chronozon rains spell on you. Having defeated the demons you are attacked by Chronozon who is thrown back and tied to the wall by vines growing from it, now enter the new trapdoor at the base of the earth obelisk.
You are now within the Crypt of Hazelmere. The first challenge is a ring of graves around a well, if you attempt the well, powerful revenants will attack you using all three protect prayers at once (aka they’re invulnerable)in order to block this you must solve the riddle on the grave and plant the correct seed, and fertilize with the correct potion. This will block the revenants rise. You will now enter a very deadly maze. At various points along the walls are slight discolorations, a single large circle generates a magical attack when you walk by, a single small discoloration sends out a spear which is quickly pulled back (melee) and three smaller ones send out three darts (ranged) all along the maze are idols you can pray to, however all forms of healing (including natural regeneration) are blocked in the maze, and if you are hit once it deals half your health (therefore the second hit is death) unless you use the correct prayer. The final test is that you must use a mithril grapple to climb up a series of ledges each 3 spaces wide and one space deep, these are set up so that boulders will fall down at random among the three columns of squares, again, 2 hits kill + 1 hit will make you restart. (Jagex can add or remove puzzles as they see fit obviously)
So you have reached Hazelmere’s hat… all you have to do is pick it up and speak to Hazelmere, he will also show you the very convenient back entrance…the Grand Exchange spirit tree…
Hazelmere: Aah… (Player name) I have been waiting for you…You must save the sapling…and the seed…
You: What Sapling? What Seed?
Hazelmere: The two remnants of Argento of course…The seed pod I carried with me…and the sapling from the secret cavern under my house, Plant the sapling in Lletya…and bring the seedpod back here…The sapling is defended by 4 tree spirits, the seedpod will be drawn to the sapling, and it may be a little more troublesome…
The Sapling
For this you must enter the trapdoor by Hazelmere’s house. You will have to go along a maze patterned similarly to the underground pass grid; there are a number of pillars, with vine swings between them. Each person will have a different sequence of vines, all other vines “cannot support you weight” and will automatically drop you.
Upon reaching the sapling take the enchanted plantpot, and enchanted trowel and spade and attempt to dig it up, 4 Tree spirits (lvl 189) will appear and begin to attack with melee and earth spells. Once they are defeated you may transplant the sapling…Now you head to Lletya…
In Lletya you will find there is a new farming patch across from the tree patch. Speak to the elf in charge of the tree patch about planting it. He will tell you to talk to Arianwyn about getting permission. Arianwyn will summon Eluned who will inform him that she believes it is the Lady Seren’s wish and that in the future he must keep in mind Her link to the Anima Mundi.
So ask the Gardener again and he will take the sapling and plant it. Now comes the hard part… when the Sapling is partially grown an Evil Spirit Tree (evil tree) will sprout out of the ground, the wilderness corrupted the seedpod and you must now defeat it.
The Battle
This is similar to the Evil Tree except that the Spirit tree can hit you with earth spells and its roots do damage…and it can also teleport you to random spots in Lletya. It is lvl 300 with 350 hp and it can summon corrupt Tree Spirits to assist it. When killed it will drop the seedpod and a crystalline tree branch. The Sapling will now be fully grown, the rebel base will now be surrounding by a crystalline wall of force and you can teleport off to the Grand Exchange to talk to Hazelmere…
(You Now Have Access to a new silver Lletya Spirit Tree)
Upon speaking to Hazelmere he will tell you that Argento’s Seedpod must assume its rightful place as the top of the staff of Animalius… He will give you instructions on the creation of the staff. 1st you must speak to the Guardian of Seren in the Well of voyage grotto (the cave in Isafdar with the Altar and the Obelisk). You will only be able to see him while wearing a ring of visibility and you can only talk to him if you have a ghostspeak amulet… Go to him and speak with him, he will speak in ancient Elvish and you will realize the only way to fully understand him will be to cast the Mindweft on him… so it’s back to Hazelmere you go… Hazelmere will tell you that the only gnome you could possibly find who might be able to is Glough himself, Hazelmere will then tell you that you will have to subdue him with some sort of holy force…
You quickly realize that you must speak to Ugandulu about this, so return to the legends dungeon and he will tell you that to subdue a mage like Glough he will need you to catch a direct offensive spell in a specially carved Rune Essence blessed at the Nature Altar. So carve a pure essence with a chisel and take it to the Nature Altar to be blessed…
When you arrive back at the grand tree (Gate, Spirit Tree, Agility, Seedpod or Glider) you will immediately be attacked by a corrupt tree spirit while the entire time Earth spells will be shooting at you randomly from all directions. Run to Glough’s house where Daero, Narnode, and Bolren (yes that’s right Bolren) will be holding off attacks. They will inform you that Glough is deep in the roots of the Grand tree and is controlling powers they didn’t even know the tree had. You must enter the tree using the entrance in Glough’s house. Go to the center of the roots and you will see a small hole you can climb down…
You must now run through a version of the Monkey Madness Dungeon that has Zooknock at the end, except spike traps are replaces with places roots shoot up out of and the undead monkeys are replaced by Black Demons, Warped Terrorbirds and Tortoises, and Corrupted Tree Spirits. At the very end you will find Glough who will attack you, you must wield the Carved Essence and he will attack once more before realizing something has happened and teleporting you out…
Return to Ugandulu for a Holy Force Spell card, when you next arrive at the tree Ugandulu and Zooknock will both appear and dispel the spells sent at you. Go back to eh tunnels however this time you will start spontaneously generating magic again and the Warped beasts will revert to normal, the Demons will be destroyed instantly and the Corrupt Tree Spirits will be purified… also any root traps you activate will now teleport you farther into the dungeon…upon casting the Holy Force on Glough you will force him to teach you the Mindweft and he will hand you a scroll detailing the necessary runes and chants etc.
(After this point Glough will be back in his house with Members of the 7th squad (Secret Service/CIA/ MI6) guarding him.)
Now go back to the guardian with 2 of each of the following runes: Nature, Cosmic, Soul, and Mind. He will tell you of the most secret sore of the Anima Mundi, Seren’s Grotto. He will open the new destination of the well of Voyage for you. Now step in and you will be teleported to a cavern with a dying and corrupted spirit Tree it also appears to be surrounded by a ring of wilting fairy Mushrooms. The Cavern is Large and covered in crystals. Then a dark voice chuckles from the shadows…
Voice: Hah! You fool! You forced me to be teleported somewhere and thought it would kill me? But in your foolish actions you sent me straight to the heart of the life of the world. I will now be able to remove the souls of everyone in the name of my father… ZAMORAK!
You: Wow (player name) you really screwed that one up. You just had to teleport the crazed mage Iban to the center of the world’s life force? Didn’t you?
Iban: Now face my servants…Holthion…Othanion…Doomion come to me…!!!
Ok so now you will have about a five second warning to leave (Jagex should make clear what is about to happen about five seconds before it does) before 3 revenant Demons attack you…upon Defeating them your character will pull another spontaneous spell out of his spontaneous sleeve and impale Iban with crystalline darts. You will now be given the corpse of Iban and will have to use pyre logs to ritually burn him at his tomb in order to cleanse his powers from the Anima Mundi.
(When Burned he will bless you for final peace and teach you to autocast his spell using his staff) (Possibly)
Ok so as you might have guessed you will now need to cleanse the Central Tree. You’re character will need to ask Eluned for help with singing and Thaerisk Cemphier to call upon Guthix’s power for the ritual. Now you will view a cut scene in which the tree grows tall and strong and the Fairy Mushrooms become blessed again...
(You now have access to the new Tree and a new master Fairy ring (you can input codes) (Code from it to other master ring and back is AIP))
The spirit tree gives you three light blue scrolls and tells you that these will lead you to a book of spells, instructions for making the ritual armour, and instructions for making the staff of Animalius…
To cut the thing short these are three lvl 3 clues (as in same amount of hints, same hints possible, same guardians.) each with at least one sliding puzzle, 2 coordinates, 2 emotes, and 2 other clues.
So now your almost done. To make the staff you must carve the crystalline branch and set the seedpod in it and then get it blessed by the guardian of Seren, Filliman Tarlocks nature altar, and cast charge earth orb on it.
For the armour you must dip fine cloth in Tarlock’s wishing well. Mine lunar ore and smelt them and then prime them in the elemental workshop. Then you must get the Guardian to bless several diamonds for you. Finally you must get the Splitbark Mage to make Splitbark out of your enchanted cloth, and then construct the final armour at an armour stand using a hammer, primed lunar plates, Spirit shards, and enchanted diamonds. The final look is vaguely like splitbark except it has crystalline growths on it and is bluish greenish (lunar armour colours).
You return to the cavern and see yourself filled with the power of the Anima Mundi
CONGRATULATIONS QUEST COMPLETE!
REWARDS: 5 Quest Points
Rewards: Fairy Rings and Spirit Trees become linked together in one system, Along with the ability to use them to access Lletya.
New Anima Mundi Spellbook for 75+ mages (with a twist)
Ability to plant up to two Spirit trees out of the possible 3
Lvl 3 clue scroll and 5 10k xp lamps + 1 150k xp lamp for any of the “Mystical skills”
Staff of Animalius, ability to enchant splitbark
Death will transport you to a spirit tree, and if gravestone is “unrecoverable” it will be moved by the anima mundi to an equally dangerous location, (I. e. barrow tunnels gravestone is moved to Kardias house) (you will be informed of this location)
Enchanted Splitbark can be better as your magic level goes up by using even more spirit shards and higher gems (Dragonstone, onyx)
Diamond Splitbark: 75 Mage
Dragonstone Splitbark: 85 Mage
Onyx Splitbark: 95 Mage
The Spellbook of the Anima Mundi!
Aah at last a Spellbook with powers worthy of a mighty mage…the power to destroy monsters, kidnap enemies and utilize the full extent of your god given powers. This Spellbook may be switched on by speaking to the central Spirit Tree. Certain spells require Summoning, Herblore, Prayer, or Farming levels to cast. Some spells use up special energy… some require the wearing of the staff of Animalius, or full Anima Mundi Mage Gear. Some of the more powerful may even require a certain lvl of enchanted splitbark. (I will allow Jagex to determine most requirements/ lvls, probably will need to have more than 1 spell per lvl)
Existing Spells that have made their way into this book
Earth Spells, Claws of Guthix, Fertile Soil from lunar and possibly Monster Examine
Teleports: Lletya, Tarlock’s Grotto, Nature Altar, Grand Tree Roots, Tai Bwo Wannai Hardwood grove, Cauldron of Thunder.
Basic Combat Spells: Crystalline spells, (Dart, Hail, Spear) Vine Whips, (come from staff, Basic, Thorny, Poison Thorny) Root summoning spells (like Iban, small, Large, many)
Other Stuff: Trip: Catches Opponent so they lose run energy, and are stunned. Crystallize: freezes opponent, Underground: Roots carry you in a concealed manner underground allowing you to travel. Vine Grapple: sends out a vine from your staff to use in place of Mithril Grapple, Teleport Sapling: sets a teleport destination for Kidnap & Destination, Destination: Teleports you to destination, Quickport: roots come up and instantly teleport you to a selected visible square (cool-down 20 seconds), Fertilize: plants 3 belladonna, 3 poison Ivy and 3 cactus seeds in target awaiting Bloom, Bloom: The 9 seed instantly grow dealing heavy damage and poisoning the opponent (can be cast as long as they are still in the same Pvp area as you) . Familiarity: all enemy familiars attack their owner. Tree Tower: creates a standing battle station from which to cast spells who’s flailing roots knock back enemies (roots can be dealt with like the Evil Tree).
Special Spells. Rain of Seren: a massive hail of crystal darts fall from the heaven on the target (Max 40). Root Summonation: Summons roots like Iban’s in an area around you (Max 45). Kidnap: Teleports the affected to Target Sapling. Food Poisoning: the affected will now be poisoned by any of their own food or potions they drink until spell wears off
And the Penultimate Spell: Rage of Life: you are suspended in something like a green version of Quest Cape Emote. Your defenses are almost entirely negated for duration of spell and damage against you is doubled. From the target you can go out three squares in all cardinal directions, then make a diamond from the end squares, All enemies within diamond are wrapped in roots and Green versions of retribution strike them (Max of 60 on target Square fading out by ten on each consecutive set of squares) drains 100% of special energy and Run, Summoning, and Prayer… In order to cast must have 99 magic, Summoning, and Prayer and must be wearing Onyx Splitbark, Staff of Animalius and one of the three Skillcapes)
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Gnomish Magics
Cool, but having WGS as a requirement and giving a spellbook that many wouldn't use could lead to problems. However, Hazelmere's demise could lead to problems....
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Gnomish Magics
perhaps Brimstail could know the magics as well?
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Gnomish Magics
Looks like an imbalancing nightmare in multi fights, both these things in P2p and the normal spellbook damage boost in F2p.
Re: Gnomish Magics
Remember that each trap only lasts for 60 seconds at the most. If each spell takes about 5 seconds to cast, you can only have about 12 traps out at once, 36 if you use Mines/Fences. Considering the difficulty of using this spellbook, I say only a few would use this. However, only a few of those few would spam this spellbook to hit as many people as possible, so it wouldn't be an imbalance in practice. Tha having been said, the best counter to a Gnomish Mage is to stand still, his spells will become a lot less effective.
The max hit of F2P with the boosted Modern Spellbook would be 200, overpowered?
The max hit of F2P with the boosted Modern Spellbook would be 200, overpowered?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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