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New Magicks for Members Only


Blyaunte

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New Magicks: (for Members only)

 

A first draft to simply "flesh out" some ideas. Your input would be appreciated. Thanks!

 

 

Arcane Magic: Arcane -- that which is known or understood by very few -- mysterious, secret, obscure, esoteric ...

 

Arcane Magic is a very old form of magic originating with the Majharrat and has been a very closely guarded secret. Until now, no human has ever been in possession of such magic. These are spells devoted to manipulating energy for the purposes of launching powerful attacks on one's opponent.

 

Arcane magic provides very powerful offensive-type combat spells - using Death, Blood and Chaos Runes.

 

Spells would include:

  • Ability Buffers - like potions/prayers boosting:
    • Buff Attack
    • Buff Strength
    • Buff Defence
    • Buff Hitpoints
    • Boost Other Attack, Strength, Defence and Hitpoints

    [*] Clone Spell Nomad's cloing spell which allows the player to duplicate themselves into multiple targets will make use of "Body" runes.

    [*] Arcane Burst: Nomad's 750 lifepoint strike spell. This spell can be dodged as it will not hit opponents through solid objects - requires level 95 magic.

    [*] Arcane Ice: Nomad's freezing spell which causes no damage but freezes the opponent in place until attacked - requires level 98 magic.

    [*] Arcane Blast: Nomad's lifepoints-1 strike spell takes time to charge this spell as it did with Nomad, during which time the spellcaster is vulnerable to attack - level 99 magic.

    [*] Various Teleport locations:

    • Wilderness

 

The amount of damage and the effectiveness against armours that any of these spells may posess are, of course, entirely "negotiable" ...

 

Spirit Magic:

 

Spirit Magic is the magic of the Necromancer. These are spells devoted to the manipulation of the dead, the undeath and the manipulation of life energy. It provides the mage with the ability to commune with the undead, spirits and ghosts.

 

Makes use of Death, Soul and Body runes.

  • Invisibility - level 85
  • Necromancy various spells that help or create the Undead and/or Animate Dead
    • Create Undead
    • Animate Dead
    • Commune with Dead speak with the dead (ghosts, revenants, etc.) and get them to do your bidding, including attacking other players

    [*] Spells that hurt the Undead

    • Disrupt Undead

    [*] Spells that hurt other people

    • Enervation
    • Vampiric Touch

    [*] Spells that manipulate life in order to heal:

    • Regenerate
    • Cure Minor Wounds
    • Cure Intermediate Wounds
    • Cure Major Wounds

    [*] Damage Deflectors

    [*] Various Teleport Locations

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Spirit Spells are ok, but they can be expanded. Arcane spells are just too OP in PvP and in PvM; I would take out all those spells, except maybe the buff spells( depending on the bonuses).

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  • 4 weeks later...

I like Nomad's spells, though I feel you should add that you can't move or eat during the blast... people can just walk out on you unless you froze them first (in which case they better safe). Also add a 3-6 second delay after casting it. And no way we need an lp-1 atk on Nex :P. So it should have a damage cap of about a thousand or so.

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  • 2 weeks later...

Mmhmm...the spells seem too cheap....maybe add another spell that allows you to teleport to anywhere there's land on the world map...that and the ability to summon an easy button....god that'd be useful...lol

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You can't really "balance the combat triangle" when it is already balanced. Mage is only underpowered in pvm (especially vs. bosses) and f2p.. Even the pvm part is debatable when referring to general pvm-most people don't take dpm or xp rates into consideration. They simply look at the cost.

 

With all of that being said the Arcane spells look drastically overpowered (Especially arcane blast). I do like the idea of a high hitting spell which can be dodged though, but it would be hard to implement for players and would be even harder to balance. The spirit spells don't appear to be that useful and even if they are, it would be more for support then anything.

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  • 3 weeks later...

i see no need to implement another mage spellbook there is already 3...

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Go Chicago Bears!

 

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To seize everything you ever wanted-One moment

Would you capture it or just let it slip?"

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  • 2 weeks later...

As I understand it now, PvP's pretty much sorted out balance wise. Also, isn't it the point that Nomad's spells extend far beyond what any normal human could and should possess? I mean, he's level 699. Now, if there was a magic book dedicated to PvM, filled with really cheap spells, then I'd be interested.

~ W ~

 

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