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Khaine's Magic Guide Thread is locked

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heretic hary

heretic hary

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The guide is finished, for now.

Ara, open fire. Feel free to pick out anything that interests you, as public, in-forums discussion is especially healthy for threads like this.

Roleplaying Community may perform the following on this thread (aside from what they can already do):
- Troll it.
- Point out that some forms of magic have been neglected almost entirely.
- Demand improvements on various sections, some of the names already being in the back of my mind.
- Provide suggestions that will improve the guide.
- Question the guide in multiple spots, for both satisfying curiousity and inquiry of legitimacy.
- Tell me that I am wrong about something and then proceed to explain why.

23-Jul-2012 20:35:05

Alchimous
Aug Member 2006

Alchimous

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Of what I've read, I disagree with your assessment of the new vs old ancient magicks, you know why, and teleporting, due to a small note:

The Abyss isn't another plane, it's the lining around a plane. It could be said that if you were to walk from a plane towards the "center" you would hit the abyss, some connected planes(the spirit realm, for instance), more abyss, void(not the place the Pests come from, but empty space), then Zanaris. If you kept going you'd eventually hit ScapeRune.

I also disagree about Liches, their bodies aren't converted into bones immediately, rather the body stops regenerating naturally and would rot away. Personally, I also don't think they would need to have the phylactery on their person, but it would be connected to them by something similar to Aetheric threads, should these be severed the body would be effectively dead, and the phylactery would be forced to generate a new one. The "threads" would be detectable by those able to detect a magic core. This is how I roleplayed it, and not saying it was perfect.

Also, Magic core, I was thinking about this recently. You can't increase how powerful it is, you're simply born with it and must make due. You can, however, increase how effectively you use it. As such(if you read my magic explanation, this will make more sense) someone with a powerful core might not look for the possiblities, and just barrage them all and know it will work out. Someone with more training would be able to find the best choice faster. Just my take on things.

Demons are not Zamorakian, a number of them allied with Zamorak when he took over, but most anyone could summon them. It's similar to Vampyres, they took advantage of a situation, without really caring about the god. That said, you should still have an "evil" character to summon them, because that's just how it works really.
"There is no Good or Evil, no Light or Dark, Order or Chaos. Just knowledge and your own ability to know when to stop. And if you knew when to stop, you'd never achieve the impossible."

23-Jul-2012 22:02:21 - Last edited on 23-Jul-2012 22:23:40 by Alchimous

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
*Reads lore goddess' post*

Criticism, although it makes one bleed, makes one bleed for a good reason: a cancerous and malignant tumor is being removed. Following this, I am able to accept much of your criticism, and I will make the appropriate changes to the guide.

The parts regarding new vs. old ancient magicks, I'd like to hear more of. Back when the changes were being discussed by the roleplay community for proper integration of the newer ancient magicks, I was unable to follow the thread for awhile, meaning I didn't get to see the end result. So further details would be great on that. Then I'll be sure to make the needed changes.

The parts I typed regarding the abyss I'm definitely wrong on, as I'm assuming you have better knowledge of magick than me, which I believe would be true. That will be changed for sure, and the abyss being the lining between realms wouldn't surprise me.

The part about Liches and phylacteries is the one thing I disagree with, seeing as I hold to Lor break's view of the phylactery. However, the way you explain that you roleplay it (even if its something personal) does solve the issue of what would happen if it were dropped, the cord snapping, etc. I'll contemplate that, but give it mention as an alternative view. (Although I do like it as it reminds me of the Hell Chains in the fourth Bleach movie.)

The magic core is something I view as an object that becomes "more powerful" in the sense of it developing like a muscle, with the "block lifting" being how long the caster could hold the continuous charge, in combination of controlling the magic from the runes and the wording for the spell. Although with what you suggest, there would still be more exertion from the person in casting a spell, although through more mental effort. I'll be sure to switch what I said with this, as it would make more sense.

After remembering Legend's Quest, I can agree with this statement. It appears as though the demon involved sought power for --

24-Jul-2012 00:10:15

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--it's own advancement, as well as another demon of its kind that appeared to be named "Vacu".

In summary:
Ancient Magick errors: pending, needs more information
Abyssal errors: to be changed in accordance with criticism
Lich and Phylactery errors: pending, will probably be integrated if not used to change the guide in accordance with criticism.
Magic core errors: to be changed in accordance with criticism
Astropathy/Demonology errors: to be changed in accordance with criticism
Other: adding of lore goddess to the contributor's section at the end of the guide.

I shall try to make the necessarry changes sometime around tomorrow night, around 10:00 P.M. EST., or 3:00 A.M. GMT.

EDIT: The way the guide is updated to accomodate for changes like this is split into multiple steps:
1. Changes are reviewed, and then put onto an MS Word document.
2. The proposed changes in the new MS Word document are put into the Magic Guide on an MS Word document.
3. The entire guide is reposted onto the thread to accomodate for these changes, the older posts being replaced through the editting.

This way, I can keep a backup of the guide at all times. Of course, this also means I'll wait before x-amount of changes need to be made, unless I can squeeze it in without breaking the character limit.

24-Jul-2012 00:16:57 - Last edited on 24-Jul-2012 00:47:32 by heretic hary

Alchimous
Aug Member 2006

Alchimous

Posts: 4,910 Adamant Posts by user Forum Profile RuneMetrics Profile
Vacu wasn't another demon actually! They were what demon lords called their mortal(human) servants in the 3rd age.

My suggestion was simply that the "new" types of spell were what The Adventurer found when they prayed at the altar in the pyramid. The old spells simply being from another civilisation in the second age. These spells could have been discovered in another ruin by The Adventurer again, and relayed to the various magic organisations around Gielinor.

To put it simply, the old spells become available to anyone interested in that era, wizards and researchers alike. The new spells get reserved for Mahjarrat/Zarosians.
"There is no Good or Evil, no Light or Dark, Order or Chaos. Just knowledge and your own ability to know when to stop. And if you knew when to stop, you'd never achieve the impossible."

24-Jul-2012 00:59:44

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
Thanks lore goddess! The clarification helped a lot. (ooh, so that's what "Vacu" was really used for. The demon was offering the old wise guy what was allegedly eternal life...) So the adventurer and the Mahjarrats and Zarosians have the new ones, and everyone and their mothers gets the old ones if they manage to find a way to learn it. I remember reading about the proposal for that, but never got to read what the community response was to it afterwards. I'll be sure to incorporate this, as it is definitely more important than I thought.

Also, I reread that old thread. A solution for Metamorphosis is that it just becomes the name for an ability highly talented elemental magicians possessed, which was turning themselves into elementals. The Beta version, at least the limits, could be used as guidelines to determine the effects and rules regarding metamorphosis. That's my thought on it, and while it's going to be a pain to put into the Guide, I could easily insert a paragraph about using it and countering it for each possible element that can be used for metamorphosis.

24-Jul-2012 01:22:32 - Last edited on 24-Jul-2012 01:38:59 by heretic hary

Alchimous
Aug Member 2006

Alchimous

Posts: 4,910 Adamant Posts by user Forum Profile RuneMetrics Profile
It could go that way, yes. I chose it the other way because you do get the other gale, whatever, and rock from the altar in beta. If you wanted it to be the other way around, I wouldn't be opposed. "There is no Good or Evil, no Light or Dark, Order or Chaos. Just knowledge and your own ability to know when to stop. And if you knew when to stop, you'd never achieve the impossible."

24-Jul-2012 01:34:58

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