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New Spellbook: Divine (2nd Draft)


Cacmypants

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I don't think the new herblore update rebalanced magic at all (mainly due to the ridiculusly high and expensive skill requirement)

 

I haven't actually thought of a quest to go with the spellbook yet, but here's my second draft.

 

Basically, I've revamped the whole thing, changed "Life" runes to "Fate" runes and added some new spells (namely the aura ones), please tell me what you think.

 

Hmm... It may be a little overpowered considering this spellbook gives a 99 mage the potential to hit a solid 100 on a player under the right circumstances.

 

=====================================================================

 

Lv1: Home Teleport (To quest related)

Type: Home Teleport

Exp: N/A

Runes: N/A

 

Lv70 – Diminish

Type: Curse Spell

Effect: Reverses all of an opponent’s boosted stats back to normal, has no effect on the usage of an overload potion.

Cool-down: 5 Seconds

Exp: 20

Runes: 1 Fate, 2 Mind, 2 Body

 

Lv71 – Purge

Type: Attack Spell

Effect: Deal base 15 damage on a single target

Cool-down: Attack speed = 7 (very fast)

Exp: 44+

Runes: 1 Fate, 10 Air

 

Lv72 – Teleport to Golden Apple Tree

Type: Teleport

Exp: 70

Runes: 1 Fate, 2 Law, 2 Earth

 

Lv73 – Plague

Type: Curse Spell

Effect: Your opponents Food will inflict 10 poison damage when eaten (If eaten within 30 second of this spell being cast)

Cool-down: 30 seconds

Exp: 80

Runes: 2 Fate, 1 Death, 1 Nature

 

Lv74 – Reverence

Type: Aura Spell (6x6 around the caster)

Effect: Players within the spell’s area of effect (glowing in appearance) will have their prayer bonus boosted by 50. Those wearing god related items will evenly restore run energy, HP, prayer, and summoning points. Spell lasts for 40 seconds. (Warning, affects opponents as well).

Cool-down: 40 seconds

Exp: 135

Runes: 2 Fate, 5 Law, 25% special bar, 2 Prayer points

 

Lv75 – Dead-lock

Type: Curse Spell

Effect: The opponent cannot switch, take off or put on gear, change attack style or activate/change prayers for the duration of 30 seconds.

Cool-down: 5 seconds

Exp: 80

Runes: 2 Fate, 10 Body, 10 Mind

 

Lv77 – Teleport to Baxtorian Falls

Type: Teleport

Exp: 82

Runes: 1 Fate, 2 Law, 2 Water

 

Lv80 – Corona

Type: Attack Spell

Effect: Deal base 28 damage on a single target, (if successful) drains opponent’s Special Bar and run energy by 20% and transfers 10% of each to the caster (effect does not apply when used on NPCs)

Cool-down: Attack speed = 4 (normal)

Exp: 50+

Runes: 2 Fate, 30 Air

 

Lv83 – Teleport to Oo’glog

Type: Teleport

Exp: 90

Runes: 1 Fate, 2 Law, 2 Body

 

Lv85 – Great Haste

Type: Self Empowering Spell

Effect: Run 3x faster for the duration of 30 seconds

Exp: 40

Cool-down: 1 minute

Runes: 1 Fate, 10 Body

 

Lv86 – Teleport to Entrana

Type: Teleport

Exp: 94

Runes: 1 Fate, 2 Law, 2 Nature (must also satisfy normal boat conditions)

 

Lv86 – Spiritual Deflection

Type: Aura Spell (3x3 around the caster)

Effect: A large bubble is formed around (and moves with) the caster which cancels out any magic or ranged attacks being targeted towards someone inside. (Warning, also cancels out range/mage attacks targeting someone on the outside from the inside). This spell lasts 1 minute.

Cool-down: 2 minutes

Exp: 200

Runes: 5 Fate, 3 Soul, 25% special bar

 

Lv87 – Weakness Shift: Range

Type: Curse Spell

Effect: Lowers target’s range defense by 300 while increasing all melee and magic defense by 200 each for the duration of 20 seconds (works on monsters).

Cool-down: 1 minute

Exp: 98

Runes: 1 Fate, 6 Chaos, 6 Body

 

Lv87 – Flash Torrent

Type: Attack Spell

Effect: Hits 2 times simultaneously for base 20 damage each, 70% chance of bouncing off the initial target (similar to rune throwing axe special attack) and attacking another within range (costing no additional runes). This can occur for a maximum of 10 bounces (each bounce must be a unique target).

Cool-down: Attack speed = 5 (normal)

Runes: 4 Fate, 35 Air

 

Lv88 – Teleport to Shilo Village

Type: Teleport

EXP: 92

Runes: 1 Fate, 2 Law, 2 Nature

 

Lv89 – Godspeed

Type: Self Empowering Spell

Effect: All skilling actions are carried out 3x faster for the duration of 25 seconds.

Cool-down: 1 minute

Exp: 20

Runes: 2 Fate, 15 Body, 1 prayer point

 

Lv90 – Banish

Type: Attack Spell

Effect: Deal base 70 damage on a monster or familiar (no effect on players), No additional exp for damage

Cool-down: Attack speed = 4 (slow)

EXP: 70

Runes: 3 Fate, 40 Air

 

Lv90 – Divine Intervention

Type: Curse Spell

Effect: Opponent cannot move or teleport for the duration of 20 seconds

Cool-down: 30 seconds

EXP: 120

Runes: 5 Fate, 10 Nature, 5 Cosmic, 10 prayer points, 50% special bar

 

Lv91 – Weakness Shift: Melee

Type: Curse Spell

Effect: Lowers target’s melee defenses by 300 while increasing range and magic defense by 200 each for the duration of 20 seconds (works on monsters).

Cool-down: 1 minute

Exp: 102

Runes: 1 Fate, 6 Chaos, 6 Body

 

Lv93 – Teleport to Mort’ton

Type: Teleport

Exp: 98

Runes: 1 Fate, 2 Law, 2 Death

 

Lv95 – Mystical Surge

Type: Aura Spell (3x3 around the caster)

Effect: A large ring is formed around the caster which causes Melee/Ranged/Magic attacks are 1 level faster for the duration of 25 seconds for whoever is inside (Warning, affects opponents as well).

Cool-down: 30 seconds

EXP: 200

Runes: 2 Fate, 2 Soul, 6 Body, 5 prayer points, 25% special bar

 

Lv97 – Teleport to God Wars Dungeon

Type: Teleport

Exp: 112

Runes: 2 Fate, 4 Law, 4 Chaos, 50 prayer points (requires strength lv60 and agility lv60)

 

Lv98 – Weakness shift: Magic

Type: Curse Spell

Effect: Lowers target’s magic defense by 300 while increasing all melee and range defense by 200 each for the duration of 20 seconds (works on monsters).

Cool-down: 1 minute

Exp: 120

Runes: 1 Fate, 6 Chaos, 6 Body

 

Lv99 – Deific Inspiration

Type: Aura Spell (6x6 around the caster)

Effect: All spells are free to cast and prayers last indefinitely for any player under this effect. The following bonuses also apply:

- Any Bandos item equipped grants +50% to melee damage and accuracy

- Any Saradomin item equipped grants a 50% reduction to all damage taken

- Any Armadyl item equipped grants +50% to range damage and accuracy

- Any Zamorak item equipped grants +50% to magic damage and accuracy

Note: These additional effects only count for one item (the most valuable) and thus cannot stack (though they may stack with other equipment such as void or spirit shields)

This spell lasts for 1 minute.

Cool-down: 3 minutes

Exp: 300

Runes: 20 Fate, 50 prayer points, 100% special bar

 

Lv99 – Armageddon

Type: Attack Spell

Effect: Deal base 50 damage on a single target

Cool-down: Attack speed = 1 (extremely slow, leaves caster vulnerable)

Exp: 100+

Runes: 10 Fate, 12 Death, 6 Soul, 50 prayer points, 100% special bar, magic skill-cape equipped

 

================================================

 

Note: Only one aura spell may be active at any one time. Aura spells themselves do not affect monsters in any way.

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Well thought out, and the 99 mage may hit very high, but you must have 99 mage, so it balances out. But i think the combat ones shouldnt be able to be used in PvP or Castle Wars and soul wars, it may be unfair to lower levels.

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PSN: Skaterguy1224 Tactical Nukes - 22

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I like most of these, they're much different from my suggestion.

I'm not sure where the Fate rune comes from, I'm assuming quest related.

The special transfer is an interesting idea, but may be a tad overpowered in multi-areas (unlimited specials?)

Also, attack speeds for different spells are a little weird, I thought different staffs had different speeds.

99 dungeoneering achieved, thanks to everyone that celebrated with me!

 

♪♪ Don't interrupt me as I struggle to complete this thought
Have some respect for someone more forgetful than yourself ♪♪

♪♪ And I'm not done
And I won't be till my head falls off ♪♪

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Even though the lv 99 is VERY OVERPOWERED, it balances out with all those reqs, so it would probably be used as a knock out spell instead of pulling out claws.

 

I really like it, but 28 damage for a lv 80 spell seems too much

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Even though the lv 99 is VERY OVERPOWERED, it balances out with all those reqs, so it would probably be used as a knock out spell instead of pulling out claws.

 

I really like it, but 28 damage for a lv 80 spell seems too much

 

I think I agree tbh, I originally had it at 30, but I'll lower it even more

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Even though the level 99 Magic spell is EXTREMELY overpowered, it balances out since you need 99 Magic to do so. You should also add so that you can only perform it when wearing a Magic skillcape.

 

I like most of your ideas, support. :thumbsup:

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You have too much spells, some of them are overpowered by the way.

 

Look at the Ancient and Lunar spellbook, those have MUCH less spells.

99 Magic; achieved on 4-4-2009.

85 Slayer; achieved on 6-8-2009.

99 Defence; achieved on 14-8-2009.

99 Constitution; achieved on 12-3-2013.

99 Attack; achieved on 12-5-2013.

99 Slayer; achieved on 21-6-2013.

 

I came, I saw, I ran away.

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