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heretic hary

heretic hary

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--While most spells can be dodged if the evader sees the caster while they’re firing the spell and they began the dodging process then, earth spells allow more time. As a result, when you’re casting these, having a friend distract the target is an excellent idea to make up for the lack of speed. It should be noted that earth spells are not made of solid rock, but of very compacted dirt.

If you’re wearing plate armor, or heavy metal armor and you get hit, then forget it. The metal constitution of your armor against magic is bad enough, but the sheer force and crushing power of an earth spell makes things even worse. Using a shield won’t help much either, as it’s going to need a replacement afterward. That is, assuming you survive. The force of the spell is not only enough to dislocate your shield arm, but enough to keep on going and proceed to crush your ribs. Even if you are or aren’t wearing armor, dodge this element at all costs. Thankfully, it’s the easiest to dodge. A well-seasoned combatant may even learn to expect a magician to use an earth spell on them while they’re distracted, and think accordingly beforehand.

Magic: Elemental Magic: Fire
Fire is one of the most overused and lethal elements. However, fire can also be countered by earth spells and by water spells, and a wind spell can halt the advance of a fire spell, despite make the fire spell briefly more intense due an increase of available oxygen. While being a good counter-element to Ice spells, the problem is that Ice spells are liquid until collision, meaning that the fire makes for a good counter-element once the Ice spell has actually become ice instead of a freezing liquid. Fire simply negates itself and the projectile. But on the plus side, the pain this can deal to heavy-armor and lightweight foes alike is exceptional, as those without metal are caught on fire as flesh is burnt from their bones, and those in plate feel the extreme heat turn their armor into a furnace.--

22-Jul-2012 21:09:50 - Last edited on 26-Apr-2014 15:30:36 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--Smarter warriors will make the back of their shield be a substance that won’t conduct heat as easily, nor retain it. However, you’ll need to conduct multiple hits on metal in order to make the armor actually melt. Metal conducts and retains the heat of your spells nicely, but you’ll need to up the quantity to bring it to a melting point.

As a person in plate, you want to use your shield, and definitely not brace your shield with your bear hands. Why? The heat will conduct through the shield, and while it’s better than letting your torso armor taking the hit, you still don’t want your hand burned. Even better yet, try to evade the spell. Keep in mind that the fire will also begin to burn other things around you, meaning you’ll have to deal with more fire, though not in a magical form that grows hotter when it comes into contact with metal. If you are wearing a lighter combination of armor, then just try dodging it. Unless you have a shield, being hit isn’t much of an option as you’ll light up like night lights and begin to burn. So unless you want to die by one of the few ways to prevent someone from reviving you, just try and evade the spell.

Magic: Ancient Magicks: Introduction and Information
The Ancient Magicks are a different sort of magic from elemental. Instead of dealing with the common elements of Wind, Water, Earth and Fire, the Ancient Magicks involves harnessing the properties of runes to create Smoke, Gale, Shadow, Rock, Blood, Bloodfire and Ice. Many people also take advantage of the fact that these spells can cover an entire area when they land, meaning stronger spells will destroy a group of enemies at once. However, these spells, although once thought to be restricted to Zarosians only, are still rare. Ariane, a female magician, laments to the adventurer that he/she made a great find with discovering the Ancient Magicks but that it’s a shame most of the magic community is too superstitious to use it.--

22-Jul-2012 21:10:13 - Last edited on 26-Apr-2014 15:30:50 by heretic hary

heretic hary

heretic hary

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--In other words, to be a non-Zarosian and practice the Ancient Magicks you’d have to be a wizard of enough skill or repute to be able to access them, as the knowledge would likely be kept away from the less skilled wizards. However, this would be for the ancient elements of Gale, Rock, Bloodfire and Ice. To use the three elder siblings of these “newer” ancient elements, Smoke, Blood and Shadow, is something that is rejected greatly by Gielenor’s primary magic community if they know about it, and something reserved for Zarosians and Mahjarrat, who had access to the elder “sibling” elements as well as Ice (which counts as both “newer” and “elder”) in the first place.

Keep in mind that for area spells, you need to increase the number of runes depending on the area, as well as the charge time. No, you can’t cover the entire back half of the Blue Moon Inn in Varrock after one “turn” of charging in a blanket of shadow. Keep in mind as you’re casting these spells the legitimacy of the area spell, as spells that cover too large of an area without enough charge time will result in raging from other players, sometimes the attack being ignored entirely.

Magic: Ancient Magicks: Smoke
Smoke is similar to the Wind element in the way of it being a gas, but otherwise lacks the knockback properties of Wind in exchange for staying around longer. In fact, smoke spells are best at staying around leaving an entire area in smoke. The smoke is best to be avoided, as staying within the smoke can cause lung damage. Why? You’re breathing in a lot of smoke, nothing else. As a result, you can cause enemies to avoid the area you’ve smoked, effectively rerouting them as you prepare your next move. Smoke spells inside a building will generally mea the smoke is there to stay, unless the smoke has a way to escape.

If you’re a heavily armored opponent fighting an enemy who cast a smoke spell at you, move away.--

22-Jul-2012 21:10:38 - Last edited on 26-Apr-2014 15:31:02 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--The metal will obviously conduct the magic and increase the thickness of the smoke around you, and while normally the stronger smoke spells are the ones that can block your vision, this can up the density of the magical smoke around you. In the case of being a more weight person, you could use something like a wet cloth to temporarily filter out some of the smoke and then rush through and catch the magician by surprise. In either case, simply taking a breath of air before the spell hits and then charging the caster would also be an effective choice.

Magic: Ancient Magicks: Gale
Gale is a relatively newer part of the Ancient Magicks, discovered by the adventurer when they freed Azzanadra from his pyramid-like tomb. This was released by the adventurer to the primary Gielenor magic community, and while it has a lukewarm reception, it is almost capable of being considered as having a warm welcome in comparison to the superstitions around the more elder ancient elements of Smoke, Blood and Shadow.

Gale (not talking about the guy from the Hunger Games, thank you very much!) is very useful for flooring an opponent and then letting you finish them off. A gale is essentially a storm. As such, Gale has the knockback power of Wind but instead of it being clear, it obscures vision as much as Smoke, but through multiple droplets of water. Using this, you can first fire the spell at your opponent, and after they can*t see through the spell for the small moments the spell is being fired, you begin charging another spell or you can dash forward while unsheathing a sword, and after the spell knocks them down, simply make a nice, clean slash through their person, or a stab if they’ve got plate armor.

For defending against this, tuck yourself down towards the ground in a crouching position with your shield, and remember that the spell obstructing your vision will be cleared briefly.--

22-Jul-2012 21:12:31 - Last edited on 26-Apr-2014 15:31:11 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--While crouching, be prepared to spring upwards and ready for close combat if you’re facing a magician who likes using melee as well as magic. Otherwise, then you simply continue your advance towards the magician and prepare to annihilate them.

Magic: Ancient Magicks: Shadow
Shadow is, in my personal opinion, one of the most fun types of magic in the Ancient Magicks. Shadow can be used only when you have a shadow nearby, although your own shadow will suffice. Keep in mind that sometimes, just like in real life, multiple light sources will result in your shadow being rather faded. Having more shadows in an environment will help increase the power. Shadow itself has the knockback power of the Water element, but is a gas. The Soul rune used in the process causes the shadow to have a burning feeling upon coming into contact with someone’s skin, and will actually burn them.* Unlike fire, the shadow doesn’t “spread” to other parts, it just burns the area it comes into contact with. (Keep in mind there are other interpretations to Shadow spells, and these may be used as well. Some players are ignorant of the Soul rune involved, and as a result simply end up treating it as a way to create a massive patch of darkness over an area.)

One clever trick you could do would be to cover an area in Shadow, and then draw upon this new area of Shadow to fuel the next spell. The result, if repeated, would be increasingly larger waves of Shadow spells. However keep in mind that just as whoever is in the darkened area will not be able to see outside (or inside the area) you won’t be able to see who’s inside either. Vyrelords have been seen using a form of Shadow spells that appear to be able to affect someone just by the target looking at it, as well as more formidable Vyrelords like Vanstrom showing that they can actually solidify Shadows, a trait specific only to Vyrelords.--

22-Jul-2012 21:12:57 - Last edited on 26-Apr-2014 15:31:53 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--Shadow spells affecting an area will disappear after a small amount of time, the duration depending on the amount of light nearby.

If you’re having a shadow attack come at you, one of the things you need to protect if it will hit is your eyes. Close your eyelids, at the least. Thicker patches of shadow created by these spells will have persistency to burn through your eyelids and burn your pupils, meaning you won’t just be blind inside the area of the shadow spell, but blinded permanently. Upon contact with metal, it’s best to assume the darkness intensifies, so act accordingly. As always, it’s best to evade an oncoming spell, but in the event that you can**, stand in as bright of an environment as possible. In a spot with no shadows except your own in broad daylight, the spell shouldn’t last too long, or be too painful. Another trick you could perform, if a Shadow user yourself, would be to begin charging your own spell and draw on the incoming Shadow spell to fuel your own. However, if the spell is to strong, you’ll be blasted by what you were charging and the original spell itself. This act of volleying the Shadow spell back and forth will ultimately be decided by the better spell caster, meaning you should only try this if you know you’re superior.

*The roleplay community has not come to an absolute decision on the properties of Shadow, so many roleplayers have different interpretations of this element of the Ancient Magicks. Having a different interpretation is perfectly fine, but you can easily use this as a guideline if you think that you like it.

Magic: Ancient Magicks: Rock
Rock is a relatively newer part of the Ancient Magicks, discovered by the adventurer when they freed Azzanadra from his pyramid-like tomb.--

22-Jul-2012 21:13:20 - Last edited on 26-Apr-2014 15:32:14 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--This was released by the adventurer to the primary Gielenor magic community, and while it has a lukewarm reception, it is almost capable of being considered as having a warm welcome in comparison to the superstitions around the more elder ancient elements of Smoke, Blood and Shadow.

Earth had a marvelous crushing power, but it was slow. Well, guess what? Rock has an even greater crushing power, and is even slower. Remember how a guy in full plate wouldn’t want to be hit by Earth? Well, they really won’t want to be hit head-on by a Rock spell. A craftier magician would shoot the Rock spell up into to the air, and once it stopped traveling up, let gravity bring it down towards the target faster than the spell would’ve moved by itself. You could also use this when assaulting a fortress, namely to attack the cannons and the tops of the battlements. A thin wall could be smashed through. One thing to keep in mind when attacking is that these are not single, solid heavy boulders but a large, sedimentary mass. You could also build yourself a small wall before a battle, or to hide behind.

If you’re defending and the magician is casting the spell straight at you, you simply step to the side and don’t let it hit you. You have more time to evade Rock than you do Earth, so evasion should be pretty easy. But when you face that crafty, sneaky little magician mentioned earlier, then vacate the area you’re in entirely. Once the Rock spell loses upward momentum and falls downward, it’ll be falling at the rate of 9.8 meters per second, and accelerating the whole time. The impact from this would crush you with ease, and there’s nothing to guarantee that the spell will land right where you are. If it’s an area spell, then the ground around you will be bombarded as well. Don’t try raising your shield, that’s just going to break. Guess what else will break? Yep, it’s you.--

22-Jul-2012 21:13:41 - Last edited on 25-Jul-2012 02:55:07 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--You’ll have your bones smashed and you’ll have a corpse that’s very hard for your friends to retrieve if they did*’t bring their pickaxes. If you raise a metal shield, you’ll be crushed even more because magic is conducted by metal. While using ranged, you want to shoot the magician before they get into the later stages of developing the spell. Why? Well, shooting a rock simply isn’t very effective.

Magic: Ancient Magicks: Blood
If a fight doesn’t have enough gore, you can change that up with a blood spell. The most commonly accepted use of a blood spell involves two methods: 1. using a blood spell to fire a projectile of blood onto an enemy’s wound(s) and then watch as varying amounts of blood are pulled from the wound(s) injuring them further, or 2. cast the spell on a preexisting pool of blood to bring some of the blood into one of your own wounds. The first method is mostly used by combatants, while necromancers will use both variants (or just the second variant) in succession of each other. Vyrelords are also seen using blood spells powerful enough to actually rip and remove all of the blood from the target’s body, a trait of their high status in the Vampyre hierarchy.

When defending against a blood spell that isn’t cast at you by a Vyrelord, you won’t be affected if you don’t have a preexisting wound. You may feel some discomfort, but that’s it. On the other hand, if you do have an open wound, keep it away from the spell in any way possible. There’s a math to blood loss: the more blood you lose, the weaker you become. Once the spell hits, you will lose a lot more blood, and then you’ll have an even harder time dodging the next one, or even defending against it. You could even go into a state of shock, meaning that you could die from that if left unattended. Having metal in contact with the same wound the spell hits is another bad thing, as that will increases the force of the blood being pulled out and the amount of blood.--

22-Jul-2012 21:14:04 - Last edited on 26-Apr-2014 15:32:32 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--Also, depending on where the spells hits your body, even if not at the wound, a close hit will draw blood but not as much. Like it is for most spells, ranged armor materials can help reduce the effects of spells to a minor extent, so leather wrappings will help greatly, especially if it covers the wound. Obviously though, this won’t negate the spell.

Magic: Ancient Magicks: Bloodfire
Bloodfire is a relatively newer part of the Ancient Magicks, discovered by the adventurer when they freed Azzanadra from his pyramid-like tomb. This was released by the adventurer to the primary Gielenor magic community, and while it has a lukewarm reception, it is almost capable of being considered as having a warm welcome in comparison to the superstitions around the more elder ancient elements of Smoke, Blood and Shadow.

Bloodfire doesn’t pull out blood, or give blood. Bloodfire can literally make someone’s blood not only boil, but burn. Similar rules for this apply as they do for the normal blood spells, the effect is greater when it hits an open wound. The “bloodfire” then travels through very small portions of the exposed veins, and causes extreme pain and burning sensations before cauterizing what’s been hit. This works great for crippling an enemy, and gives you the opportunity to hurt them even more, meaning this is probably going to be a favorite among the more sadistic characters. Unlike blood, you can** use this to draw blood into your own body, and you probably won’t want to.

When defending against this, keep in mind that some of the same rules for defending against Blood still apply: the closer it is to a wound, the more likely you’ll end up being fully affected by it. Metal intensifies the heat of the fire and the distance the liquid will travel once it enters your body, meaning you’d be in even more pain. A shield will do nicely for a good defense, as the heat of Bloodfire does not match that of pure fire spells.

22-Jul-2012 21:14:26 - Last edited on 26-Apr-2014 15:33:21 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
Magic: Ancient Magicks: Ice
Ice is the only element of the elder ancient elements that has “crossed over” into the newer Ancient Magicks. As a result, it also is known to the mainland Gielenor magic community.

Ice is a favorite among many role players who use the Ancient Magicks. Why? Once it hits someone, they’re trapped in ice for varying amounts of time, and during that time you can easily annihilate them. When someone blocks the spell with their shield, the shield just gets frozen along with them. When you cast the spell, you cast it in the first form of a liquid that is below freezing but not yet frozen. When it comes into contact will a solid object, the liquid disperses at an amazingly fast speed, freezing around the target in the process. Nearby moisture in the air is gathered on the target and frozen as well. Some of the stronger spells will leave the ice even thicker so that instead of the ice being a sculpture of their person, the ice has more of a block shape. A clever ice user will freeze various parts of the ground, and then fire another spell when their enemy slips to finish the job.

If you’re defending against an Ice spell, avoid it entirely, as well as any nearby solid objects the spell might hit. If you’re wearing plate armor, and it hits, you can forget about surviving. First, you have to deal with the icebox effect, you’re covered in ice at a temperature well below freezing while wearing metal armor. The coldness you feel will be significantly worse than what it would be for the guy without armor, so stuffing some furs beneath your armor will cramp your movement but help you survive an attack by an Ice user much more easily. Then, you have to remember that the metal you’re wearing is affected by magic in a way that sucks for you, and the coldness is going to be worse. If you haven’t frozen to death already, you’ll also be frozen in place, unable to move.--

22-Jul-2012 21:14:49 - Last edited on 26-Apr-2014 15:33:32 by heretic hary

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