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NEW Spellbook


Cheefoo

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Many new spells... Many to defeat monsters, the Slayer Spellbook? Many that are advanced versions of normal spells, Modern Spellbook Plus? Maybe it's a new spellbook, or an addition of the normal spellbook? Nor do I know how it's unlocked, but hell, I'll share it with you! Required levels are mostly up to you to decide, so you better think hard. I'm also conjuring the spell icons, but it is difficult, and requires much magical power, runes, and time. Watch this space, and I may have discovered the icons. Well, here we go!

 

 

 

But first one quick thing! This spellbook is designed not for pvp, as the other spellbooks are based off of mostly, but pvm. Monsters have always been ignored when using magic? Why? First of all, it's very expensive. Rangers spend 60-200 gp each attack (and they can pick their ammo up usually) and hit higher generally. Melee fighters spend just about nothing each attack, and hit higher.

 

 

 

Sure, in pvp, the mages live off of their special effects, like freezing, and lowering stats. Though tell me, is it worth it to freeze, or lower the stats of a monster? Unless it's a boss, no. Monsters die too quickly (even with magic) to really have their disadvantages taken advantage of. And if it is in fact a boss monster, it probably won't hit. Many boss monsters are very resistant towards magic for some reason, so they aren't so useful there.

 

 

 

All in all, this book is for affordable, cheap spells that are meant to combat monsters mostly, so expect higher hits, and more damage per gp. Okay, now to the spells!

 

 

 

Name: Bone Banana Blast

 

Cost: 1 nature rune, 5 body runes, 8 earth runes, 8 water runes

 

Description: Target monster cannot move or use melee attacks for the next 15 seconds. Only works on monsters that drop normal bones, ghosts and giants for example do not. If you kill the enemy while in this gross, yet delicious state, they will drop bananas instead of bones. Rougly 3, but some other things have been found in the pile... We'll just forget about them.

 

 

 

Name: Big Bone Banana Blast

 

Cost: 2 nature runes, 1 soul rune, 12 earth runes, 12 water runes

 

Description: Target monster cannot move or use melee attacks for the next 15 seconds. Works on not only monsters that drop normal bones, but big bones, jogre bones, dragon bones, zogre bones, babydragon bones, you name it. Though it's still being discussed if demons do have bones or not, but if they do, they somehow resist this spell. Possibly they change them into ashes before the spell hits, thus negating the effect. As before, instead of bones, they will drop bananas, 6 this time. Yum!

 

 

 

Name: Brains to Bananas

 

Cost: 3 nature runes, 5 mind runes, 15 earth runes, 15 water runes

 

Description: Target monster cannot move or attack for the next 30 seconds. As you might guess (if you were using your brain) this will not work on the undead. Ghosts, because, they don't really have any brain, and zombies... well why else do you think they want brains so much? This spell has an unusual effect on the caster. You cannot cast this spell more than once in one minute. If you do, you risk the fate of your poor test subjects.

 

 

 

Name: Alchemy Blast

 

Cost: 2 nature runes, 1 soul rune

 

Description: Target monster, if lower than 5% health, dies instantly, and instead of its 100% drop, it drops coins equal to its level times 10. Oh dear, more experimenting on things that are definitely not a yew longbow. Inhumane, dispicable, comical, cruel, greedy, and very worth it! Well, not in all cases. You wouldn't want to cast this on a green dragon, even though 790 coins should be able to pay off the runes used for the spell, you're losing about 4k worth of goodies ripped from their dead, non-golden bodies. However, along with the gold, they will drop their normal drops too. So don't be afraid of losing anything valuable! ...Except your humanity...

 

 

 

Name: Crush Shot

 

Cost: 2 chaos runes, 3 air runes, 5 earth runes

 

Description: Why settle for magical damage when you can whack your enemy with a clod of earth? It seems to be a plain old attack spell, it does up to 15 damage. However, if the enemy is weak to crush (if that's their lowest defence) they can take up to 25! Yes, that's a lot of damage for that rather low cost of runes, however. Though this spell book is meant to be affordable to kill monsters with, as spending thousand of coins to kill a few ice monsters isn't worth it usually. Not to mention, you need to know the enemy's weakness, either know it by remembering every bonus of their armor, if they're a player (quite hard), or because they're a monster, and they're weak to crush (much easier to know).

 

 

 

Name: Slash Shot

 

Cost: 2 chaos runes, 7 air runes

 

Description: Same story with crush shot, 15 damage normally, 25 if they're weak to slash. Though the reason this spell generally costs less (an air staff can reduce the cost to just two chaos runes), is because not many monsters, or armor types are weak against slash. Not to mention, air is more fitting for a slashing attack than earth included, you know?

 

 

 

Name: Stab Shot

 

Cost: 2 chaos runes, 5 air runes, 3 earth runes

 

Description: Sensing a pattern here? 15 damage, 25 if the target is weak to stab. Not a whole lot else to say.

 

 

 

Name: Silver Bullet

 

Cost: 1 blood rune, 7 air runes, and a silver bolt in the ammo slot

 

Description: Does up to 20 damage normally. Seeing as it's a bullet, it travels very fast. When walking and casting, you do not stop moving, but you walk (or run if you're playing outside) while casting. It uses up the silver bolt completely, it spares no bolt. And here's the best part for you Canifis haters, it does up to 30 damage on werewolves, and vampires, and vampyres!

 

 

 

Name: Holy Blast

 

Cost: 1 soul rune, 5 air runes, 1 prayer point

 

Description: Does up to 20 damage. You are healed one quarter of what you hit, but this only works when you have the smite prayer activated. One prayer point is subtracted when you cast it. I don't know why I had to explain that, but I felt like I had to. Not to mention this does up to 30 damage on the undead! Take that, salve amulet, you've got some competition!

 

 

 

Name: Slayer Wave

 

Cost: 2 death runes, 8 mind runes, slayer staff

 

Description: It's technically magic dart, but cooler, and this time, it actually has slayer in its name. Does 15 damage +10% of your magic level, like magic dart, so it can hit up to 25 (if you boost your magic to 100). However, it's outdated with the next effect. It does 30 damage against your slayer task monsters! Not to mention it can hit Kurasks and Turoths, but it won't do 30 damage unless they're your assignment of course. Take that, black mask, you've got some competition!

 

 

 

Name: Intimidation

 

Cost: 5 mind runes, 2 soul runes

 

Description: Simply put, monsters won't mess with you after you cast this. They become "tolerant" as if you stayed there for a few minutes. Doesn't work again monsters that always attack you, such as bosses. I guess they'll never be nice.

 

 

 

EDIT: Or, instead, it counts your combat level as double for 10 minutes so monsters will "respect" you easier.

 

 

 

Name: Super Intimidation

 

Cost: 10 mind runes, 4 soul runes

 

Description: No one will attack you for 5 minutes when you cast this. 5 minutes? There's a time limit now? But when I say no one... I mean no one... Not even bosses will want to get on your bad side.

 

 

 

EDIT: Or, instead, it counts your combat level as triple for 5 minutes.

 

Name: Taunt

 

Cost: 5 mind runes, 2 soul runes

 

Description: When you cast this, everthing in the area will want you dead. Actually, this could be very useful for training. When they stop attacking you, cast this, attract their attention. Though they will eventually become tolerant like normal.

 

 

 

Name: Super Taunt

 

Cost: 10 mind runes, 4 soul runes

 

Description: You will be attacked by every single monster in the room. In multicombat areas, they will drop whatever they're doing, and attack you. Could really be useful to save a friend in need. Or if you just plain want to die. One way or another, it's going to hurt.

 

 

 

Name: Wind Bomb

 

Cost: 2 blood runes, 10 air runes

 

Description: 17 max hit, damages up to 9 enemies in the surrounding 3x3 area.

 

 

 

Name: Water Bomb

 

Cost: 2 blood runes, 10 air runes, 12 water runes

 

Description: 18 max, 3x3

 

 

 

Name: Earth Bomb

 

Cost: 2 blood runes, 10 air runes, 12 earth runes

 

Description: 19 max, 3x3

 

 

 

Name: Fire Bomb

 

Cost 2 blood runes, 10 air runes, 12 fire runes

 

Description: 20 max, 3x3

 

 

 

 

 

To be continued...

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[spoiler=I LOVE MY STATION]

 

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00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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reserve

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[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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reserve

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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Pretty good. Seems like a nice update to magic, but they're pretty overpowering. I mean, come on, the Intimidation spells are SUPER cheap and INSANELY powerful. They make a joke out of all quests and challenges in the game.

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Pretty good. Seems like a nice update to magic, but they're pretty overpowering. I mean, come on, the Intimidation spells are SUPER cheap and INSANELY powerful. They make a joke out of all quests and challenges in the game.

 

 

 

Well, the magic level is still hazy... What if it took 95 magic? If you had 95 hp, or defence, you could survive the attacks. If you get a very high skill, there's bound to be some type of advantage.

 

 

 

Of course there could be certain monsters that simply can't be affected, such as quest monsters. They're apparently protected with "Plotonium" the most magical material that makes anything happen in favor of the story or gameplay, no matter how unrealistic.

 

 

 

P.S. Don't tell me not being attacked by bosses for 5 minutes is going to give any advantages. There's no advantage to standing in a boss room for a whopping five minutes... And if there is *coughlootsharecough*, there can be remidies, such as no *coughlootsharecough* when the spell is in effect. Plotonium can be applied in a number of fashions! No wonder it's a must have in videogames and movies. I mean, what else could be preventing the ghostspeak amulet from being traded?

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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Pretty good. Seems like a nice update to magic, but they're pretty overpowering. I mean, come on, the Intimidation spells are SUPER cheap and INSANELY powerful. They make a joke out of all quests and challenges in the game.

 

 

 

Well, the magic level is still hazy... What if it took 95 magic? If you had 95 hp, or defence, you could survive the attacks. If you get a very high skill, there's bound to be some type of advantage.

 

 

 

Of course there could be certain monsters that simply can't be affected, such as quest monsters. They're apparently protected with "Plotonium" the most magical material that makes anything happen in favor of the story or gameplay, no matter how unrealistic.

 

 

 

P.S. Don't tell me not being attacked by bosses for 5 minutes is going to give any advantages. There's no advantage to standing in a boss room for a whopping five minutes... And if there is *coughlootsharecough*, there can be remidies, such as no *coughlootsharecough* when the spell is in effect. Plotonium can be applied in a number of fashions! No wonder it's a must have in videogames and movies. I mean, what else could be preventing the ghostspeak amulet from being traded?

 

 

 

*Jagex released new grandmaster quest*

 

 

 

*I go to do it*

 

 

 

*I don't know what I'm doing, I'm just going about it on my way*

 

 

 

*Oh wow I just got attacked by 3 level 200s, I should keep Super Intimidation cast, just to be safe*

 

 

 

*I keep doing quest*

 

 

 

*OH @#$#@ LEVEL 1000 MONSTER JUST APPEAR RIGHT IN FRONT OF ME!!!!!*

 

 

 

*Good thing I still have 4 minutes to get ready or run away!*

 

 

 

It's not that standing around doing nothing is why it's overpowered, it's because there's no risk anymore. With Intimidation, all anyone would need is to cast the spell, and no God items would be needed in GWD. You could cast it and have theoretically forever to prepare for any fight. You could cast it and make traveling the wild perfectly safe.

 

 

 

If there's no risk, it's too safe, and that just spoils the game, no matter the cost or requirements.

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Of course there could be certain monsters that simply can't be affected, such as quest monsters.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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Of course there could be certain monsters that simply can't be affected, such as quest monsters.

 

 

 

But what if a quest goes into a preexisting area? Ex. Ancient Cavern. Just use this spell and all those mithril dragons are harmless.

 

 

 

Quest monsters were just an example, my point is that this removes a whole part of the game-risk.

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Of course there could be certain monsters that simply can't be affected, such as quest monsters.

 

 

 

But what if a quest goes into a preexisting area? Ex. Ancient Cavern. Just use this spell and all those mithril dragons are harmless.

 

 

 

Quest monsters were just an example, my point is that this removes a whole part of the game-risk.

 

 

 

Once you get 99 defence and hitpoints does that remove the risk too?

 

 

 

If you get a high level, you should be rewarded. Maybe it's a bit drastic, but it could require 95+.

 

 

 

Or it could technically "double" your combat level, so things will "respect" you easier.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

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Of course there could be certain monsters that simply can't be affected, such as quest monsters.

 

 

 

But what if a quest goes into a preexisting area? Ex. Ancient Cavern. Just use this spell and all those mithril dragons are harmless.

 

 

 

Quest monsters were just an example, my point is that this removes a whole part of the game-risk.

 

 

 

Once you get 99 defence and hitpoints does that remove the risk too?

 

 

 

 

Simply put, no.

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