Unrealist Posted April 2, 2006 Share Posted April 2, 2006 I thought up the idea for a few new spells. I'll post the ones I think of here. ----------------------------------- Arrow Storm Level 65 Magic 1 Death 2 Chaos 5 Air + Arrows in quiver slot. When cast, this spell sends out a barrage of 5 arrows from your quiver at your enemy. The maximum damage depends on your range and mage level, as well as the arrows you have equipped. This spell will hit through Magic AND Range prayer, because in effect, it is a magic and ranged attack. If you do not have any arrows in your quiver, the spell does not function, and you do not lose runes. Animation: You raise the staff over your head. Then the arrows come flying form your body towards the target. ---------------------------------- Equalizer Level 59 Magic 2 Law 5 Water 5 Air When you cast this spell, your target's hp will be made equal to your own. Thus, if you have 40 hp, your opponent will have their hp reduced (or boosted) to 40. This spell can also function as a healing spell, in that if your hp is higher than your target's, their hp will be boosted. Your target CANNOT go over his maximum hp level. Animation: You swing your staff horizontally, and your opponent is hit with that spell Iban uses against you in the underground pass quest (the ending, where you throw the doll into the well, and the root spells attack you). Link to comment Share on other sites More sharing options...
SaidinWoT Posted April 2, 2006 Share Posted April 2, 2006 Pretty good ideas, although I think the Arrow Storm should act accordingly with the Mage and Range prayers. For instance, if the person is using Mage Prayer, the 5 arrows hit, but only deal damage as if they were normal arrows (i.e. based on the attacker's range and the defender's range and defense). If the person used the Range Prayer, the damage should be cut somewhat, perhaps, depending on how powerful the attacker is in range and mage, lowering the effectiveness of the arrows to that of arrows two or so levels below (for example, Rune Arrows suddenly act like Mithril Arrows). In addition, if you had, say, 4 arrows in your 'quiver', would the spell be stopped? I think it should let the spell continue as long as there is at least 1 arrow in your quiver, as it's your choice if you want to use the runes on a spell that will end up being less effective anyway. Add your blog to the BlogScape Index!SaidinWoT can now be tracked easily on weekends - Erm, maybe when I start playing again.Levels do not measure intelligence OR maturity. Link to comment Share on other sites More sharing options...
Unrealist Posted April 2, 2006 Author Share Posted April 2, 2006 That's basically what I was getting at with the prayer - damage is reduced, but not eliminated altogether. If the opponent prays against Range, the damage will be calculated by the opponent's magic defence and level. As long as you have arrows in your quiver, you can fire. I'm debating whether or not to allow the spell to fire from inventory. Link to comment Share on other sites More sharing options...
Gferbreak Posted April 2, 2006 Share Posted April 2, 2006 Equalizer Level 59 Magic 2 Law 5 Water 5 Air When you cast this spell, your target's hp will be made equal to your own. Thus, if you have 40 hp, your opponent will have their hp reduced (or boosted) to 40. This spell can also function as a healing spell, in that if your hp is higher than your target's, their hp will be boosted. Your target CANNOT go over his maximum hp level. Animation: You swing your staff horizontally, and your opponent is hit with that spell Iban uses against you in the underground pass quest (the ending, where you throw the doll into the well, and the root spells attack you). "Equalizer Noob!" 'nough said Link to comment Share on other sites More sharing options...
doompickels Posted April 2, 2006 Share Posted April 2, 2006 rofl i dont like either of them.. WHY? because the arrows damage could just be a way for a ranger to deal damage 5 times faster than normal. and the equalizer thing could jsut be a way for a lvl 100 to beat a lvl 126, he just lets the 126 take you down to 10, then if he is poisoned, then cast equalizer and eat, then bam!ownage... see were im getting at?... also if in multi target area, a lvl 80 with 6 hp and a lvl 80 with 70 hp could own anyone!... why? because the lvl 80 with 70 hp could attack a lvl 126, then the lvl 80 with 6 hp can cast equalizer and bam! pure ownage! it sucks! Link to comment Share on other sites More sharing options...
SaidinWoT Posted April 2, 2006 Share Posted April 2, 2006 Perhaps equalizer could lower or raise your opponents health to your maximum health? That way the situation proposed could not occur, it would not harm the higher level as much, but would still take them down a bit. As to the arrows, I believe the idea was to reduce damage enough to compensate for the fact that there are 5 arrows going. Otherwise a level 99 ranger with high mage could (note: could, it would not necessarily ever happen) hit 95 with one spell, so yea, I think the point was to make it less effective than if each were shot normally, but worth it because you're dealing damage faster, even if less per arrow. Add your blog to the BlogScape Index!SaidinWoT can now be tracked easily on weekends - Erm, maybe when I start playing again.Levels do not measure intelligence OR maturity. Link to comment Share on other sites More sharing options...
Indizle Posted April 2, 2006 Share Posted April 2, 2006 The level for equilizer seems WAY too low. Anyone with about 200K (less if using curse) can get 59 magic in a week. I say raising the level much higher, like in the upper 80's to ninties. Especially with a pure. A level 31 with 10 hp can get level 59 magic. Imagine him using equilizer from a distance on a warrior who has much more hp, then using a single blast spell. Way too cheap. Link to comment Share on other sites More sharing options...
kamikaze914 Posted April 2, 2006 Share Posted April 2, 2006 how about it adds your and the oppenents hp together and gives half of the total to each player??? Link to comment Share on other sites More sharing options...
Sorry Posted April 2, 2006 Share Posted April 2, 2006 In nonmulti wildy, fights would never end in conventional ways, because friends can help the fighting friend restore hp. Also the first one is to strong. Link to comment Share on other sites More sharing options...
microtosh Posted April 3, 2006 Share Posted April 3, 2006 first one too strong. and tt is at 65 magic. meh. if you hav a lvl 99 range. and you shoot 5 arrows. think. max dmg : 19 per arrow. multiply tt by 5 and you get? 95. gd job bud. everyone wld get owned in wild. i got another idea anywayz. its quite useful and i find it frustrating when jagex doesnt add it in. Super Burn Lvl 58 magic 4 fire runes 1 Nature rune When cast this spell will send a fire orb to the ground in front o f you, setting it ablaze. You can then cook your items on the neat fire. =) THis wld be very very very useful for those guys who need fires urgently. You dont have to go around cutting wood, buyin hatchets, buying tinderboxes and so on ... Link to comment Share on other sites More sharing options...
Lord_Kiwish Posted April 3, 2006 Share Posted April 3, 2006 How about a firewall spell? It lays down a wall of fire and whenever an enemy walks through it they get damaged. Link to comment Share on other sites More sharing options...
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