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Gnomish Magics

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Post by Handeath Sun Jan 02, 2011 6:13 am

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)


Last edited by Handeath on Sun Jan 02, 2011 6:24 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:13 am

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.


Last edited by Handeath on Mon Jul 04, 2011 10:06 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:13 am

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.)


Last edited by Handeath on Mon May 09, 2011 3:42 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:14 am

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


Last edited by Handeath on Mon May 09, 2011 3:43 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:14 am

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.


Last edited by Handeath on Mon May 09, 2011 3:43 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:14 am

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


Last edited by Handeath on Mon May 09, 2011 3:44 am; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:14 am

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 Gnomish Magics 692219):
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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Post by Handeath Sun Jan 02, 2011 6:15 am

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.


Last edited by Handeath on Sun Jan 09, 2011 11:58 am; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:15 am

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.


Last edited by Handeath on Sun Jan 09, 2011 11:58 am; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:15 am

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.


Last edited by Handeath on Sun Jan 09, 2011 11:59 am; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:15 am

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.)


Last edited by Handeath on Mon Apr 18, 2011 4:14 am; edited 3 times in total
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Post by Handeath Sun Jan 02, 2011 6:16 am

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.


Last edited by Handeath on Sun Jan 09, 2011 12:03 pm; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:16 am

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.


Last edited by Handeath on Sun Jan 09, 2011 12:03 pm; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:16 am

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.


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Post by Handeath Sun Jan 02, 2011 6:17 am

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).


Last edited by Handeath on Sun Jan 09, 2011 12:27 pm; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:18 am

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


Last edited by Handeath on Wed Jan 26, 2011 11:50 am; edited 3 times in total
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Post by Handeath Sun Jan 02, 2011 6:18 am

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?


Last edited by Handeath on Fri Jan 07, 2011 1:50 pm; edited 1 time in total
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Post by Handeath Sun Jan 02, 2011 6:19 am

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).


Last edited by Handeath on Sat Feb 12, 2011 1:03 pm; edited 2 times in total
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Post by Handeath Sun Jan 02, 2011 6:19 am

If you read up to here, you deserve a cookie! Grin And the ability to post.


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Post by Dark Avorian Sun Jan 02, 2011 6:59 am

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:
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Post by Handeath Mon Jan 03, 2011 4:40 am

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....
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Post by Dragon78114 Mon Jan 03, 2011 3:53 pm

perhaps Brimstail could know the magics as well?
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Post by Handeath Tue Jan 04, 2011 1:58 am

That would work.
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Post by Gladzosaurus Rex Thu Jan 06, 2011 12:35 am

Looks like an imbalancing nightmare in multi fights, both these things in P2p and the normal spellbook damage boost in F2p.
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Post by Handeath Thu Jan 06, 2011 12:23 pm

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?
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