Cacmypants Posted October 14, 2009 Share Posted October 14, 2009 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 TeleportExp: N/ARunes: N/A Lv70 – DiminishType: Curse SpellEffect: Reverses all of an opponent’s boosted stats back to normal, has no effect on the usage of an overload potion.Cool-down: 5 SecondsExp: 20Runes: 1 Fate, 2 Mind, 2 Body Lv71 – PurgeType: Attack SpellEffect: Deal base 15 damage on a single targetCool-down: Attack speed = 7 (very fast)Exp: 44+Runes: 1 Fate, 10 Air Lv72 – Teleport to Golden Apple TreeType: TeleportExp: 70Runes: 1 Fate, 2 Law, 2 Earth Lv73 – PlagueType: Curse SpellEffect: Your opponents Food will inflict 10 poison damage when eaten (If eaten within 30 second of this spell being cast)Cool-down: 30 secondsExp: 80Runes: 2 Fate, 1 Death, 1 Nature Lv74 – ReverenceType: 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 secondsExp: 135Runes: 2 Fate, 5 Law, 25% special bar, 2 Prayer points Lv75 – Dead-lockType: Curse SpellEffect: 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 secondsExp: 80Runes: 2 Fate, 10 Body, 10 Mind Lv77 – Teleport to Baxtorian FallsType: TeleportExp: 82Runes: 1 Fate, 2 Law, 2 Water Lv80 – CoronaType: Attack SpellEffect: 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’glogType: TeleportExp: 90Runes: 1 Fate, 2 Law, 2 Body Lv85 – Great HasteType: Self Empowering SpellEffect: Run 3x faster for the duration of 30 secondsExp: 40Cool-down: 1 minuteRunes: 1 Fate, 10 Body Lv86 – Teleport to EntranaType: TeleportExp: 94Runes: 1 Fate, 2 Law, 2 Nature (must also satisfy normal boat conditions) Lv86 – Spiritual DeflectionType: 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 minutesExp: 200Runes: 5 Fate, 3 Soul, 25% special bar Lv87 – Weakness Shift: RangeType: Curse SpellEffect: 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 minuteExp: 98Runes: 1 Fate, 6 Chaos, 6 Body Lv87 – Flash TorrentType: Attack SpellEffect: 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 VillageType: TeleportEXP: 92Runes: 1 Fate, 2 Law, 2 Nature Lv89 – GodspeedType: Self Empowering SpellEffect: All skilling actions are carried out 3x faster for the duration of 25 seconds.Cool-down: 1 minuteExp: 20Runes: 2 Fate, 15 Body, 1 prayer point Lv90 – BanishType: Attack SpellEffect: Deal base 70 damage on a monster or familiar (no effect on players), No additional exp for damageCool-down: Attack speed = 4 (slow)EXP: 70Runes: 3 Fate, 40 Air Lv90 – Divine InterventionType: Curse SpellEffect: Opponent cannot move or teleport for the duration of 20 secondsCool-down: 30 secondsEXP: 120Runes: 5 Fate, 10 Nature, 5 Cosmic, 10 prayer points, 50% special bar Lv91 – Weakness Shift: MeleeType: Curse SpellEffect: 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 minuteExp: 102Runes: 1 Fate, 6 Chaos, 6 Body Lv93 – Teleport to Mort’tonType: TeleportExp: 98Runes: 1 Fate, 2 Law, 2 Death Lv95 – Mystical SurgeType: 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 secondsEXP: 200Runes: 2 Fate, 2 Soul, 6 Body, 5 prayer points, 25% special bar Lv97 – Teleport to God Wars DungeonType: TeleportExp: 112Runes: 2 Fate, 4 Law, 4 Chaos, 50 prayer points (requires strength lv60 and agility lv60) Lv98 – Weakness shift: MagicType: Curse SpellEffect: 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 minuteExp: 120Runes: 1 Fate, 6 Chaos, 6 Body Lv99 – Deific InspirationType: 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 accuracyNote: 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 minutesExp: 300Runes: 20 Fate, 50 prayer points, 100% special bar Lv99 – ArmageddonType: Attack SpellEffect: Deal base 50 damage on a single targetCool-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. Link to comment Share on other sites More sharing options...
abbydog95 Posted October 14, 2009 Share Posted October 14, 2009 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. PSN: Skaterguy1224 Tactical Nukes - 22 Link to comment Share on other sites More sharing options...
sees_all1 Posted October 14, 2009 Share Posted October 14, 2009 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 thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪ Link to comment Share on other sites More sharing options...
J35u5_M4 Posted October 15, 2009 Share Posted October 15, 2009 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 Link to comment Share on other sites More sharing options...
Cacmypants Posted October 15, 2009 Author Share Posted October 15, 2009 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 Link to comment Share on other sites More sharing options...
AKASNM Posted October 18, 2009 Share Posted October 18, 2009 Many of these spells seem very overpowered. Im a mage too : | I think many of the effects should be halved, or made so only those in mage gear can use them, as I can already see this way overpowering mellee. Link to comment Share on other sites More sharing options...
Youmu Posted October 18, 2009 Share Posted October 18, 2009 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: BlogTrimmed | Master Quester | Final BossBoss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings120s: Dungeoneering | Invention Link to comment Share on other sites More sharing options...
osiris_1993 Posted October 22, 2009 Share Posted October 22, 2009 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. Link to comment Share on other sites More sharing options...
Draconic Posted October 22, 2009 Share Posted October 22, 2009 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. Both Lunar and Ancient spellbooks have more spells.... When you go feather dragon god, you never go back. Link to comment Share on other sites More sharing options...
TreeHunters Posted October 23, 2009 Share Posted October 23, 2009 Some of these are very good ideas, but several are way overpowered. Link to comment Share on other sites More sharing options...
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