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Level 120 Magic Idea

Quick find code: 185-186-549-66283969

Val-Raaven
Jul Member 2022

Val-Raaven

Posts: 6 Bronze Posts by user Forum Profile RuneMetrics Profile
Basic idea: Allow magic to max at 120 and add a new spellbook: player created spellbook.

Expanded explanation: obviously, the idea just comes across as an insane amount of complexity and wondering what the limitations would be. So, I understand reluctance here but there are grounds for quite a lot of future expansion. Regardless, it would be really interesting to see a new form of magic in a similar manner to archaeology and research.
1. You could use research to study each of the major spells and glean information from each of the spells. Study fire-based spells to learn about spells to deal burning damage or cause extra damage to opponents wearing metal armors. Study blood magics to learn how to take life force from one creature and provide it to another. Study teleportation to learn how to create teleportation spells (obviously opening a door for game breaking issues, but more on that in point 3). You could do this research and create new spells. For example, a blood and ice spell that deals freezing attacks as well as heals the caster. The effects would be substantially lower than the individual spells but would result in both effects.
2. Spell creation could be very set in stone: you unlock spells that you “researched” but the Mod team had already created (essentially the way magic already worked but just new spells). Spell creation could be combination based: take one effect with one reduction, choose another, so forth and create useful spells. Weakness mixed with fire, etc. Understand that this is just a suggestion so I know that there would be a lot of information to dig through.
3. Teleportation spells could be based off existing loadstones. You could thematically introduce ways to learn about teleportation crafting and you have to do some form of scanning, or construct powerful nodes in an area, or many other options. You could then essentially create new teleportation spells to new locations.

23-Jul-2023 03:37:04

Val-Raaven
Jul Member 2022

Val-Raaven

Posts: 6 Bronze Posts by user Forum Profile RuneMetrics Profile
E.g., you studied the area of Falador in depth and created a new teleport that takes you to the center of Falador Castle. E.g., You studied Ardougne in depth and created a teleport that takes you to the Clocktower. The locations could be preset, just a couple buildable loadstones in each of the regions that you could create, or they could be played based, though I would not be sure how great the strain on the system that would be. The main benefit here is for high level resources and timesaving by teleporting to your favorite locations after you have spent hundreds of hours of Runescape, fought gods, changed the course of history, and became unbelievably powerful.
4. This opens a door for a lot of quests, community engagement (player suggested spells ideas), a new spellbook, and a combination of spellbooks. It would be interesting to see if maybe you created this new spellbook and you can add spells from Lunar, Standard, and Ancient and always have access. Limitations would be easy to set. Maximum number of teleportation spells, combat spells, buff/debuff spells, etc. The requirements could be expanded substantially. Difficult and costly research, rare items required for expansion of spellbooks, combination of skills to create new effects (e.g. high level crafting, runecrafting, magic, etc., all being required to create new loadstones), the ideas truly become endless.
5. My favorite point: combined with EoC, Necromancy, and Invention, you could see an explosion of new combat ideas and teamwork to take on bosses, PvM, and PvP.
6. My least favorite point: you could make a skill about spellcrafting but that’s essentially a rework of Divination but again, the idea is out there, the actual ridiculous hard work required would be on the Mod team.

23-Jul-2023 03:37:22

Bertel62
Aug Member 2023

Bertel62

Posts: 1,017 Mithril Posts by user Forum Profile RuneMetrics Profile
That would require magic to be extended with a lot of new contents from level 99 to 120. I am not going to level a skill from 99 to 120 to only get something out of it at level 120. You cannot have a skill where nothing happens for 20 levels, especially at the high end.

23-Jul-2023 22:02:20 - Last edited on 23-Jul-2023 22:04:23 by Bertel62

Val-Raaven
Jul Member 2022

Val-Raaven

Posts: 6 Bronze Posts by user Forum Profile RuneMetrics Profile
I can see how i was not clear enough in my original post. The idea would be from somewhere in the 90s to 120 you can start building your spellbook. Each level would have new research, maybe new research slots (have three or four research teams), number of combined effects, level or effectively of combined effects, and so forth. The options are extensive. By the time you reach 120, you'd have hundreds of spell options and combinations and number of possible spells. Maybe you start with just four created spells, two teleports, and three buff types or whatever. Maybe at 100 you can research ancient spells, and then at 110 you can research lunar. So leveles would be worth something.

24-Jul-2023 03:43:10

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