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heretic hary

heretic hary

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--If the ground your on is rather wet, you won’t have that much to fear from this sort of spell.

Magic: Godspells: Claws of Guthix
Guthix, who is depicted as a nature god and considered to be the god of balance, is depicted well in this spell as claws of a ghostly purple color come out of the ground to crush and tear whatever happens to be in their grasp. Claws of Guthix needs the proper runes and an artifact to align you to Guthix, the two primary examples being the Guthix staff and the Void Knight Mace. After performing the lengthened charge time, the spell involves a massive, five-pronged ghostly purple hand with clawed tips reach up from the ground to attack your opponent, described as being capable of crushing them within its grasp. Obviously, you have two problems: the spell in this state is coming up from beneath someone with no way for them to see it coming, and a spell that crushes someone that easily is a bit overpowered, especially how the “thumb” of the clawed hand comes up at a different direction from the target than the “fingers”. To solve the first problem, you do what you did with Flames of Zamorak: give the spell the same time of a standard, traveling magic projectile by having unchanged magic energy travel along the ground to the selected place (obviously where your opponent is standing) and then form up into a rising claw. To solve the crushing problem, you can treat each of the five clawed “fingers” (four “fingers”, one “thumb”) as though they were each different swords, cutting vertically at an enemy from different directions; making a motion that follows the path of a hook: up and out from the center, and then inward and down before disappearing. As it is with the other godspells, what makes this spell special is that whatever the claws cut generally becomes more brittle, leaving this good for fighting armored enemies like knights.

22-Jul-2012 21:20:44 - Last edited on 17-Oct-2014 03:03:56 by heretic hary

heretic hary

heretic hary

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As a person being attacked by Claws of Guthix, you’ll want to either disrupt the charging of the spell first (you have more time to do this than usual. It’s a godspell, after all.) or simply move from the spot you’re standing. Once again, godspells come from above or below, and go for a target area. In other words, while you can*t duck or jump, you can even move backwards and watch the spell happen right in front of you.

Magic: Godspells: Saradomin Strike
Ever imagined lightning hitting someone for doing something wrong? Well, Saradomin seems to enjoy his followers doing that as Saradomin Strike is essentially lightning from above. After you perform the elongated charge time, a bolt of lightning comes down, striking the target area. Just like Claws of Guthix and Flames of Zamorak, you have some problems. First off, you*** using lightning, which travels so fast it*s considered to be an autohit. Second, it’s coming from above your target, meaning that they have even less of a chance to be aware of what is going on. So, in order to keep this from being one of the most overpowered spells ever, you obviously could give it the projectile movement properties suggested for Claws of Guthix and Flames of Zamorak. You could describe the unchanged magic energy move from your person to X-amount of space above your opponent, and then describing not the lightning but rather lightning coated in a thin magical layer. Why the thin magical layer? You still need to slow the spell down. The thin magical layer of energy could do this, and you could explain it as something that stabilizes the lightning and keeps it from going wild at the cost of the spell being slowed down and weakened from the state of being something with a huge fatality rate. The effect of Saradomin Strike is the removal of the consecration of what it hits.--

22-Jul-2012 21:21:08 - Last edited on 17-Oct-2014 03:04:18 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--In short, while something would bring one “closer” to the god honored by that relic like Saradomin robes or an unholy symbol, it would lose the godly qualities for a time after being hit by Saradomin Strike.

If you’re defending against Saradomin Strike and you have a Crystal shield or something else that’s resistant to electricity, then raise it over your head and use it. Something like a rod could be plunged into the ground to attract the lightning and then be used to attract it away. However, if you’re hit, remember that a lightning strike is generally very painful, and can leave you unable to breathe if the spellcaster chooses to power it that way. Although it’s already been said, the easiest part is to just move out of the way. Godspells target a spot in a vertical, not horizontal or diagonal, fashion.

Magic: Godspells: What about Storm of Armadyl?
Storm of Armadyl, a godspell released by Jagex in Ritual of the Mahjarrat, is not going to be included. Why? Well, for starters, only the Adventurer seems to be able to know how to make Armadyl runes. Armadyl runes are made from dropped parts of the Staff of Armadyl, and these parts are crushed and used in the process of making the appropriate rune. With only the adventurer being able to access the glacors and know how to make the Armadyl runes, no one else will be able to even get the supplies for that spell. Sure, perhaps some of the NPC Mahjarrat and some other such characters could access the glacors, but for the most part only the adventurer with all his/her skill should be able to cast Storm of Armadyl. As a result, there is no need to go into details about this spell.

If someone thinks they can get away with casting Storm of Armadyl on you, simply void it and explain what they are doing wrong and why. If you don’t, they’ll simply continue raging at you and others.--

22-Jul-2012 21:21:42 - Last edited on 17-Oct-2014 03:04:56 by heretic hary

heretic hary

heretic hary

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--Unless you educate someone on what they’re doing wrong, chances are they won’t stop doing it; even then they probably will need some time to get used to understanding what they were wrong about.

Magic: Necromancy: Introduction and Summary
Necromancy is one of the most demanding magic branches in terms of demanding roleplay ability, and often is remembered as being a way to revive dead characters. To find someone who roleplays as a necromancer with high quality is a bit of a rare find, as many who have necromancy characters are often in the low-quality antagonist clans performing roflrevivals. So while necromancy is given a bad name regarding the revival of dead characters, that makes up a very, very small part of necromancy. Like many other kinds of magic, Necromancy will often share spell sets with other kinds of magic. For example, Necromancy is involves healing spells like the Lunar spellbook. Necromancy, if one were to learn all of the magic that branched off of it, would have their character have a massive diversity of spells. Necromancy is generally a Zamorakian practice, although you can also learn it from the likes of non-Zamorakians who have learned necromancy for personal reasons. Necromancy also takes an incredibly long time to learn compared to some other magicks, as while a decade could go into learning something like earth in some of the slightly longer cases. Someone with preexisting magical experience and optimal conditions would reach the point of being able to learn the spells for life extension in about thirty years if they started from the beginning.

Magic: Necromancy: Speaking with the dead
The most basic part of necromancy, and the original purpose, is speaking with the dead. Obviously, necromancy reached the point of reviving the dead as well, but speaking with the dead was the original purpose.--

22-Jul-2012 21:22:02 - Last edited on 17-Oct-2014 03:05:29 by heretic hary

heretic hary

heretic hary

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--In order to speak with a person who isn’t a walking corpse (a zombie, skeleton or ankou) you need to head to a place that was dear to them in life. Once at the location, some drops of blood and the proper incantation will suffice to awaken, but not quite raise, the spirit. (Raising the spirit would be making a ghost. You don’t need to lose much blood, a few drops will literally do the job.) Now, for at least a brief time, you can communicate with the person who once inhabited the body or died there. A more developed necromancer can make an amulet to contact the dead person instead of visiting the place of death and dropping a few drops of blood. You might even considering putting the artifact you use to speak with them on a ceremonial weapon if you used a gemstone.

Another thing necromancers have is the ability to switch to a language used by the undead to communicate, forsaking the understanding of other languages while they use it. Someone skilled enough in this will be able to make an Amulet of Ghostspeak, used for speaking with ghosts.

Magic: Necromancy: Summoning the Undead
Necromancers will not be head-on fighters unless they’ve trained to do otherwise. To remedy the problem of the heroic band of knights outside, they cleverly loot the local graveyard the night before the knights arrive. Then, after losing a lot of blood and being eaten by the zombies they made, have a way to deal with the knights. (Don*t worry, you aren’t limited to zombies! Yes, they do eat anything that isn’t undead, you included.) Necromancers will, at the cost of more critical amounts of their blood, begin to assemble things such as skeletons, raise up ghosts, and create zombies. Some of the more gutsy necromancers will actually proceed to find corpses of larger beasts before an important battle, and then use the blood of others to replenish their own supply as they summon the skeleton of a giant or such.

22-Jul-2012 21:22:28 - Last edited on 17-Oct-2014 03:05:54 by heretic hary

heretic hary

heretic hary

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Ghosts aren’t going to listen to you unless you actually do something to make them want to listen to you, like promise them a permanent and peaceful rest. Even then, they still might not be obliged to do as you ask. Ghosts are similar to Vampyres in the fact that they are resistant to some of the normal weapons, with exceptions being magical objects, consecrated artifacts, spells or silver. While game mechanics leave the impression that ghosts can be hurt by these things, that’s in-game. In roleplay, ghosts are ethereal, meaning they’ll be having different properties. One ideal use for ghosts is spying, as they are the most coherent at speech if you happen to be adept enough at the language of the dead, or are going to use a ghostspeak amulet. Due to their partial intangibility, you don’t need to worry about what kind of ground you’re summoning a ghost from, unless it’s from a holy spot such as the monastery or citharede.

Skeletons are a mix between the corporeal zombie and the ethereal ghost. They don’t have much physical strength, but are rather accurate with their attacks and are capable of holding and using weapons. Skeletons are also incapable of speaking, although they can understand it, and give nods of things such as yes and no. For summoning your own skeleton, you’ll need to lose a sufficient amount of blood. Once you lose the right amount, a magical incantation is then needed to pull up the skeleton. As the dirt and so on is tossed aside, the skeleton will exist briefly before the spirit that once had that skeleton when it was once living leaves. To remedy this, gathering magic in your fingers and writing the appropriate glyph will seal the spirit in place, animating the skeleton for you. The glyph will also bring the skeleton under your command, unlike a zombie.--

22-Jul-2012 21:22:55 - Last edited on 25-Jul-2012 03:21:02 by heretic hary

heretic hary

heretic hary

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--If you try summoning a skeleton where there isn’t a skeleton, the drain from the incantation and blood loss will continue and progress rapidly, but considering how old Gielenor is, finding a dead body shouldn’t be a problem. Also note that the bigger the skeleton, the more blood will be needed. A skeleton won’t be breaking through wooden floorboards or cobblestone roads, so a plain old graveyard works best. A word of warning: all it takes is the slightest damage or erasing of even part of the glyph, and the skeleton collapses.

Zombies are strong, stupid, inaccurate, and they don’t care about you. They will eat anyone nearby, so summon them in an area with multiple targets. This way the zombie will be less likely to choose you as its prey. The best thing about zombies is that they are strong, and horrifying. In a crowd of unarmed civilians, their ugly appearance and lack of discrimination leaves them horrifying. The young and the old are the same in the mind of a zombie. A zombie is essentially a skeleton with flesh on it but no spirit to maintain control or glyph to align its mind to your control. If you want to wreak havoc against a city, the best way would be to found the dead body of a massive creature, gather enough blood sacrifices to account for the blood loss that would normally come from you, and let the beast lose. Twelve undead trolls running around would annihilate a small town with ease, if you gave them armor and weapons beforehand. Of course, that’s assuming those trolls used a weapon of some sort in their previous life. Bigger zombies can be summoned through cobblestone roads, and other ones through rotting planks. Tightly packed stone and well-nailed wooden boards will stop them from rising up.

An Ankou is a unique mix between a ghost and skeleton. Instead of the ghost being within the skeleton serving as the soul used in the reanimation spell and bound by a glyph under your control, the skeleton has the ghost covering it.--

22-Jul-2012 21:23:17 - Last edited on 25-Jul-2012 03:22:42 by heretic hary

heretic hary

heretic hary

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--However, the ghost does not look like a person but rather a mix between a person and the skeleton. Ankous are also seen in mainly very deadly, dark areas such as the Wilderness Volcano, the fourth floor of the Stronghold of Security, etc. These places seem to be spots that a standard necromancer wouldn’t lurk, causing different ideas on how to summon an Ankou if possible. Is it the spirit of a skeleton slowly leaving a skeleton after a long period of time? Is it a unique, highly skilled mix between a skeleton and a ghost used for more nefarious reasons? The roleplay community seems to have left this largely undefined, so for now it’s up for debate as to what they are.

Magic: Necromancy: Reanimation
The Reanimation spell is one of the most crucial spells in a necromancer’s arsenal. With it, they can vacate their soul into a different device and animate it, effectively switching their body for the new one. Reanimating the skeleton of a dragon, for example, would be one instance. However, as a necromancer, your body is completely limp and motionless. But your body is still alive as well, meaning a clever opponent will simply defeat you by killing your body. However, there is a small, small chance that you will live on in your animation, meaning that the killer could still have to deal with whatever you animated. A clever necromancer will use this spell in part of a plot to fake their own death, and keep those heroic die-hard types off their backs for awhile.

Magic: Necromancy: Shapeshifting
Shapeshifting is generally learned in the Eastern Lands (as explained by the makeover magician near Falador) but necromancers, through their constant studying of bodies, have learned how to manipulate cellular structures as well.--

22-Jul-2012 21:23:41 - Last edited on 17-Oct-2014 03:06:26 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
--Necromancers will use this to alter the appearance of some of their own special creations (if any) or change facial features of their person in an attempt to hide themselves from the guards of a town they’re wanted in. Necromancers will also use this to make give them a younger appearance, and get rid of gray hair.

Those who go further into shapeshifting will even be able to alter their appearance further through changing things such as their anatomy and so on. Scaly skin could be just one example, although you generally need to have the same mass as when you did before the transformation. Since it’s unknown exactly what you’ll look like while transforming, be creative with how you would describe the transformation if doing it in a more instantaneous fashion. This also is the sort of magic to know if you want to be a creeper and have a character who changes their gender.

Magic: Necromancy: Healing
Necromancy has to do more often than not with raising the dead and so on, so them studying the body and figuring out how to restore parts of it in ways similar to the healing spells mentioned found on the Lunar Isles is a branch-off of mainstream necromancy.

For healing spells, remember that you use magic to effectively transfer life energy from cells on your body to the cells of the same area and have their cells then undergo forced reproduction to create new cells at a rapid speed. The downside is that you end up with approximately ¾ of the wound on you, and in the same area for those less skilled in healing spells. This deters newer healers from healing wounds done to vital organs, but those with more skill will be able to redirect the damage done to themselves to other areas, often an arm or a different limb, using the life energy from cells in their arm to actually restore some of the cells in someone’s large intestine, for example.

22-Jul-2012 21:24:04 - Last edited on 17-Oct-2014 03:07:04 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
Magic: Necromancy: Full Revival
Necromancy has gained attention for its ability to do something that can*t be done by any other branch of magic: bring back a fallen character from the dead. Some clans, namely the more low-quality antagonist ones, will have their members die and then revive them without performing the ritual, causing that clan to be dismissed with others. However, legitimately reviving a character can be a good method for giving an unexpected plot twist when done right. Some people even go so far as to try and have necromancers actually perform a revival on the battlefield, to fully legitimatize the revival and show their necromancer has a lot of courage or a lot of stupidity.

For conducting a revival, you need a few items:
-A necromancer capable of conducting the ritual. Having other necromancers of equal or greater caliber around to help can ease the strain on the primary necromancer.
-A soul-bound item as this will be used during the ritual.
-The body of the person you are trying to revive. If they have a missing vital or burnt body (obviously multiple missing vitals as the organ would be ashes) or the body is in poor enough condition, then the person can*t be revived. You may have to actually repair some of the damages first.
-A blood sacrifice. This has to be someone else’s character, not one of your side characters. So yeah, you’ll be going out to catch someone’s character, and they’ll be losing it.
-A preferably secluded area. Chances are, you’ll die before you get these things if you were on a battlefield.
-A circle with multiple glyphs inside to help the magic being conducted flow properly.

For actually performing the ritual, you’ll need to first make sure that your actions and descriptions will make the ritual actually exceed twenty real-life minutes, excluding time spent lagging and other things. The reason for this is to enable a chance for interference from an enemy, and include the power behind the ritual.--

22-Jul-2012 21:24:44 - Last edited on 17-Oct-2014 03:07:25 by heretic hary

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