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heretic hary

heretic hary

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--A crueler magician could even choose to hit you with a fire spell if they knew both fire and ice, the shock of temperature change wreaking more physical havoc on your nervous system if you were to survive. If not wearing plate armor, just follow the same advice of evasion at all costs. Also, if the magician doesn’t decide to have killed you while you were frozen, then you’ll be feeling very cold and numb, an easy target for what they decide to do next to you. The safest bet would be to throw a ranged projectile, even a throwing knife, at the spell while its traveling to set it off early.

Magic: Lunar Magic: Introduction and Information
Lunar Magic is one of the biggest groups of spells, yet it is mostly non-combat oriented. The Lunar magicians of Lunar Isle, where these spells can be learned, have come up with spells for just about anything. Watering the plants, cooking a pie, probably even spells for hairstyling. With such a large range of spells, only some of the more important spells are going to be covered, otherwise most of this guide would be devoted to Lunar spells. Lunar spells should be learned at Lunar Isle, and Lunar Isle only. Why? The culture that most Lunar magicians grew up in is a peace-oriented culture. The rest of Gielenor is rather violent, meaning they tend to stay on their island. The Lunar magicians are also rather crafty about protecting their island, as they jinxed a pirate ship while inviting a group of pirates to a feast on their island, keeping the ship from returning to the island until the Adventurer solved the problem. They also give runes to the Suqahs inhabiting their island, meaning they have powerful monsters inhabiting the area as well. If you know Lunar spells outside of Lunar Isle, you should have a pretty good backstory to explain exactly how you know Lunar spells.--

22-Jul-2012 21:15:12 - Last edited on 17-Oct-2014 02:57:24 by heretic hary

heretic hary

heretic hary

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--(However, there are people outside of Lunar Isle who know Lunar spells, as Jessika from the Void Knight quest line has talked about someone not responding to her contact spells.)

Magic: Lunar Magic: Curing and Healing Spells
One of the most useful sorts of spells, the curing spells remove common diseases and simpler poisons. However, it should be noted that not all poisons and diseases should be cured, a fungal infection might be ignored by the spell as a plant, or a cancerous tumor bypassed entirely. Some strong poisons will also only be partially reduced, or could kill the caster before they can finish charging the spell. The caster can also cure others or even choose to cure a group all at once.

In terms of magic, there aren’t many ways to actual heal yourself. (No, the regenerate ability in the Combat Beta is not legitimate. It’s a game mechanic, and something that once again belongs to the Adventurer.) The closest legitimate method is to use the Dream spell. This spell puts you in a magically induced coma that causes your wounds to heal five times faster, but leaves you entirely oblivious to what’s going on in the outside world. Cannon go off nearby? You’re still oblivious. This would be the perfect time for a murderer to kill you, to be honest. You lose sense of time, even though you can “wake up” whenever you want. It should be noted that you can** use this spell if you don’t have an injury, and that once your wound heals the coma ends immediately.

For healing others, the Lunar spells have a solution as well. Medical magicians also use these spells. You can slowly, not instantly, begin to heal the cells in someone else’s body through killing your own. As a result, healing a wound that is dangerously near a vital may not be a good idea. Also, some wounds that you attempt to cure will kill the person by the time you charge the spell, such as a crossbow bolt or an arrow that has entered the brain.--

22-Jul-2012 21:15:31 - Last edited on 17-Oct-2014 02:57:46 by heretic hary

heretic hary

heretic hary

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--(They would have two incredibly painful seconds at most, and while some people do survive head wounds, notice that this is extremely rare. Chances are, your character won’t, and isn’t, one of the lucky few because so many people are already doing it that the probability of you being lucky as well is nonexistent.)

Magic: Lunar Magic: Agricultural Spells
Lunar magicians will actually grow their own food, and they do it quite well. Why? Well, maybe that’s because they have a large amount of spells for doing so. Lunar magicians can cure diseases from plants, fertilize the soil, and even do these things from a long distance away. Simply put, if a farmer knows these spells and has enough runes, they could grow their crops without much effort.

Keep in mind that for fertilizing the soil, the effectiveness of the spell will depend on your skill in that sort of spell and the type of soil involved. Obviously some kinds of soil are going to be almost worthless to try and fertilize, while others will respond to the spell with ease.

For curing plant diseases, your effectiveness will be determined by what is ailing the plant, and once more your skill in that spell. Something such ergot growing onto your rye, seeing as it is a fungus, probably won’t be affected as much as a more simple, almost generic (although the better roleplayers will often balk at the concept of a *generic” disease, cure, poison or antipoison) infection or disease.

For doing the mighty Lunar task of accomplishing all of this from far away, you’ll effectively be using an incredible amount of what appears to be telekinesis sent to the patch through teleportation. (In all honesty, you wouldn’t be able to use that in combat. Exactly how this spell could really work is entirely beyond my ability to comprehend.) This spell is something that keeps a Lunar farmer from working hard at just about anything through their sheer magical skill in the agricultural lunar aspect.

22-Jul-2012 21:15:50 - Last edited on 17-Oct-2014 02:58:08 by heretic hary

heretic hary

heretic hary

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Magic: Lunar Magic: Industrial Spells
Lunar magicians not only grow their own food, they also make just about anything they’ve got. To say that they are self-sufficient is a bit of an understatement. Lunar magicians have shown themselves capable of doing things such as making glass without needing a heat source, making planks, and fusing runes to make combination runes without having to visit the appropriate altar. Lunar magicians probably have much, much more spells of this sort they can cast, such as spells for even the mediocre task of stringing amulets, but not much of this is revealed.

For doing things like making planks, it’s unknown what would happen if you tried using it on an unarmored person. It could either cut them severely, do nothing, etc. (Besides, if you know this and you are a proper Lunar magician, you won’t utilize this as a weapon.) A lazier Lunar magician might use this spell directly on a tree itself, although the top part (which won** have been converted into planks) would probably fall down on them afterwards.

For fusing runes together, just remember that you won’t be able to do this on huge amounts of runes at once. Repeated castings are needed for transforming runes into their desired type.

The ability to make glass without a significant source of heat hints that Lunar magicians may have been the inspiration for the superheat spell a long, long time ago. This probably could be utilized as a weapon, but probably not.

Magic: Lunar Magic: Combat Spells (Pending Changes)
Even though Lunar magicians are mostly peaceful, they do have some combat-related spells. However, the four most well-known ones cannot be used in roleplay as Disruption Shield, which full negates one incoming attack, is overpowered. The other three, being Vengeance Self, Vengeance Other, and Vengeance Group, effectively autohit and/or powerplay the opponent, meaning they are ultimately voidable.--

22-Jul-2012 21:16:09 - Last edited on 17-Oct-2014 02:58:53 by heretic hary

heretic hary

heretic hary

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--Combine this by following the more peaceful aspect of the inhabitants of the Lunar Isles, and you see why few people even bother with the combat aspect of the Lunar magicians.

If you were to try and utilize the Vengeance spells in a private roleplay, you could try roleplay it has the skull shown in the in-game animation above your head almost “hopping” over to where they are, the “jump” time providing enough time to evade the spell. If they were hit by it, then they would be simply affected by the same sort of wound that they dealt you. (Remember, this is a proposed fix to be used within a private roleplay, not a public one, unless the roleplay community were to decide otherwise.) If an enemy had stuck you in the gut and tried pulling back their sword only to have it caught due to the shape of the weapon keep them from pulling it back, by the time they realize they need to let go it may very well be too late.

If you are going to try and get the Disruption Shield to be used in your private (or sandbox) roleplay, then good luck. You could roleplay it as a magical barrier that was x-amount thick with increased thickness for the longer you charged it, with the durability matching that of various metals, the durability also increasing, the longer you charged it. This could work well with the proposed spell charging system found earlier in this thread, as a “strong” (6 seconds of charge time) spell could break through a “normal” (4 seconds of charge time) Disruption Shield. Otherwise, you could assume that for a melee or ranged attack, a Disruption Shield given x-amount of charge time would be as strong as a certain metal, and thus you would roleplay that as being a “shield” blocking that attack. To depower this spell for the use in private roleplay, a time limit to how long it lasts and a size limit (to confine it to one direction or area) will also help.

22-Jul-2012 21:16:31 - Last edited on 26-Apr-2014 15:34:51 by heretic hary

heretic hary

heretic hary

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Magic: Lunar Magic: Knowledge Spells
A unique feature about Lunar spells is that there are spells meant for sharing knowledge. These range from lending someone access to one spell to a dozen castings for temporary use, or even transferring actual knowledge such as how to actually cast a spell. However, they can*t transfer actual magic strength, meaning that while the recipient could know how to cast a spell, they’d still have to build up their ability to mentally concentrate on forming the spell from the magic energy gathered for casting.

For granting temporary knowledge, keep in mind that unless they are being granted further knowledge in something they already studied, it won*t do too much. Some Lunar magicians will actually make it so that the person they are lending power to will actually be able to cast the spell regardless of their magical ability. This is great for enabling a friend to heal you when you’re injured. Another sort of knowledge spells will actually substitute your knowledge and skill of Lunar magic for knowledge of a different sort of magic for a temporary amount of time, any long-lasting effects ending once the time limit is up.

Magic: Lunar Magic: Group Teleportation
A teleportation magician who has gotten a decent grip on Astral runes can use group teleportation spells, effectively sending themselves and those in a small radius around them to the designated location. This can be useful for a travelling into a dungeon or other spot, instead of the magician sending their companions there one at a time.

Magic: Godspells: Introduction and Information
Unless it's private roleplay, avoid using these. Their legitimacy in public is uncertain at best, and arguably lorebreak/godmod/overpowered from many post-World Wakes persepctives.

Far, far out in the Wilderness, Kolodion promises a chance to let someone cast spells powered by the gods.--

22-Jul-2012 21:16:52 - Last edited on 17-Oct-2014 03:02:33 by heretic hary

heretic hary

heretic hary

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--The godspells, while consisting of the gods’ power, are far from being on a godmodding level. Some people actually seem to think that “godspell” is simply “godmod” with different spelling. Well, if you choose to cast it without runes and no charge time, then yes, it would be. But otherwise, these spells are simply difficult to learn. Why? First, while you could hear about them, Kolodion himself confirms that the only way to be able to cast a godspell is to first manage to cast the spell up to one hundred times within the arena, which is often followed by a spar against Kolodion. However, this applies only if you need one of the three staves to align yourself to one of the three primary gods: Zamorak, Guthix or Saradomin, as creatures such as Icyenes, who are Saradominist in nature, can cast Saradomin Strike while not needing a device to align themselves to Saradomin.

First, to cast a godspell you need to align yourself to a particular god. Unless you’re something like an Icyene or Demon, you won’t be naturally aligned to one of the three primarily known gods. Kolodion presents his solution by offering to sell a Zamorak Staff, Guthix Staff or Saradomin Staff for a hefty price. One misconception is that there is only one of each staff, and that these are god-given items and make godspells illegitimate in roleplay. However, Kolodion’s area in the Wilderness has barrels full of these staves, showing that far more than one person can know a godspell. The staff that you choose will show what god you are aligned to, meaning that you will then be able to cast the godspell you wish to train in. However, the drawback of these staves is that they appear to only function after using them to cast the spell a hundred times in the arena, and as mentioned before, Kolodion will probably appear at the end to duel the trainee. Kolodion himself claims that the reason for this is to make sure that the trainee is fit to wield such power.--

22-Jul-2012 21:17:15 - Last edited on 26-Apr-2014 15:35:13 by heretic hary

heretic hary

heretic hary

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--Items do exist outside of these staves that allow you to cast a godspell, the Void Knight Mace being the best example, as it aligns you to Guthix and thus allows someone with sufficient experience and skill to use Claws of Guthix. (No, things like holy symbols or robes won’t quite do the trick; these won’t align you to the god. They’ll indicate that you serve the god of the items you have, but not much beyond that.)

After becoming capable of using the staff outside of the arena, you would then be taken to a room where you pray to the god your staff is aligned to. Here, you can have your character obtain what may be the only legitimate god-given item. After doing this, your character would then receive either the Zamorak Cloak, which is synonymous with the Zamorak staff; the Guthix Cloak, which is synonymous with the Guthix staff; or the Saradomin cloak, which is synonymous with the Saradomin staff. These cloaks confirm the legitimacy of your power, so to speak, and as a result will empower your spell. It should be noted that it’s impossible, both Out-of-Character’ly and In-Character’ly, to be given more than one cloak. The cloak, not the staff, marks you as having earned the favor of the god. The staff marks your alignment and aligns you to that god. Out-of-Character’ly, you can actually learn all three of these spells and get all three staves, but only one cloak. In-Character’ly, it’s overpowering to have earned more than one godspell, and the gods will ignore your prayers if you were to pray to a different god for a cloak anyway. (So no, you can** scam another cloak off of the gods, In-Character’ly or Out-of-Character’ly.)

It should be noted that godspells are still rather powerful, and you should depower the intensity of the spell in accordance to the combat ability of your character.--

22-Jul-2012 21:17:39 - Last edited on 26-Apr-2014 15:35:22 by heretic hary

heretic hary

heretic hary

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--When decreasing the power of the godspell, one of the first things you should do is to remove the reduction effect of the godspell. While you could keep it, this will depower the spell greatly.

Magic: Godspells: Divine Storm
Technically, this spell isn’t a godspell, but one that you could learn before a godspell. The spell is powerful and known to be of divine origin (unholy or holy is unknown) but doesn’t appear to draw on the power of a specific god, or demand an artifact to align you to a god. Another surprising feature about this spell is the small number of runes required for the initial casting. Due to Divine Storm not being directly fueled by a specific god’s power, it isn’t as powerful as the three primary godspells. After performed the elongated charge time (but not as long as the primary godspells) and the use of the proper runes, a small whirlwind appears where the target is standing, battering them with fierce winds as well as separating them from others nearby while blinding them. But with the spell coming from all sides and starting from above the target, this reduces their chance to dodge. As a result, if you do cast this then be sure to describe something such as magic energy flowing to a spot above their heads like a projectile, and then morphing into the aforementioned storm. In my opinion, this should provide a fix to that problem.

If you’re defending against Divine Storm, remember that this spell may be harder to recognize during the charging time but is definitely weaker than the actual godspells. You’ll soon find out that since the spell strikes from above or below instead of the typical projectile fashion, you can** do things like duck or jump. Instead, you simply step backwards. Or step to the left. Or step to the right. Or you can even step forward. Why can you do this? Well, the spell is coming at the spot you are standing vertically. It isn’t targeting you, but the ground you were standing on when it was cast.--

22-Jul-2012 21:18:05 - Last edited on 17-Oct-2014 03:03:04 by heretic hary

heretic hary

heretic hary

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--As a result, sidestepping makes for an easy evasion of this sort of spell.

Magic: Godspells: Flames of Zamorak
The pyromaniac role players have something to be excited about: Flames of Zamorak is obviously a spell that involves fire. The Flames of Zamorak spell will need the proper runes and something to align yourself to Zamorak, more likely than not the aforementioned Zamorak Staff. After performing the increased charging time, as godspells have a longer charge time than normal spells, you won’t actually have the spell move from you to them. It actually comes from beneath your opponent. So how do you actually give your opponent a chance to dodge? You could roleplay it as though unchanged magic energy was running along the ground from you to the spot where your opponent was standing, and once at the spot your opponent was standing, it would then to convert into the upward blast of fire known as Flames of Zamorak. An opponent hit by Flames of Zamorak, while generally being a fire spell around the same power as a “blast” spell, becomes deadly in the aspect of its ability to temporarily reduce the strength of an enemy’s magic core. This means that the target being hit too much by Flames of Zamorak will leave them unable to cast some of their stronger spells. This makes the spell useful in a fight against other magicians who have just become capable of casting their strongest spells, as they’ll suddenly lose a key spell to their fighting style.

If you’re defending against someone casting Flames of Zamorak, something you should keep in mind is that due to godspells coming from either above or below, you merely need to move from that spot to avoid the incoming disaster from hitting you. If you have a shield, you could put that on the ground and let the shield take the brunt of the attack instead of yourself. Another thing to keep in mind is that this spell is one made of fire.--

22-Jul-2012 21:18:32 - Last edited on 17-Oct-2014 03:03:26 by heretic hary

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