The combat triangle is a mixture of range and armor. A wizard will generally be victorious over a heavily armored opponent, because it is more difficult to dodge and the armor is conductive to magical attacks- and, to a greater extent than anything else, magic has an area of effect and slight potential for homing missiles. A ranger will triumph over a wizard because spells, in general, require time to cast and equally also time to travel. An arrow shot can be fired at greater range, and will arrive before most spells in turn can be completed. Finally, a melee warrior may win over a ranger as they are able to wield heavy shields that can withstand a long-ranged arrow, thus allowing them to close in on their opponents. This is the one that falls the most short, really. The range advantage is, in my experience, underplayed and very rarely accurately portrayed in roleplay.
Fact: running away as a ranger and/or wizard from a melee opponent is an underused strategy and would, in theory, be significantly effective.
Short-range teleportation is a lie and indeed, I vaguely remember a time when (at least as far as I recall) the lore said that creating a teleport spell to a specific location requires years of careful calculation. Considering this, it perfectly stands to reason that there are places on Gielinor where a village has never seen a teleportation spell being cast, and considers such things as the Lodestone Network an amazing- though ultra modern and potentially dangerous- advancement.
My existence is debatable, but likely.
23-May-2020 17:34:29