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heretic hary

heretic hary

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--This isn’t a simple, quick spell like other most magical feats. A revival is one of the most complicated spells, and shouldn’t be taken lightly, so include the following:
-Drain the life energy from the blood sacrifice. This will kill them, as one of the primary principles of necromancy is “a life for a life.”
-Move the stolen life energy into the body of the deceased while bringing up the soul of the deceased.
-Make the ritual exceed twenty minutes. As already explained, this allows time for interference from an enemy and helps provide legitimacy to the spell.
-Temporarily lose the ability to use one of your limbs. This helps to make sure you don’t perform repeated revivals.
-An incantation for the words throughout the ritual (from what’s seen in Runescape, Latin is used for necromancy incantations. After all, Latin is considered to be a /dead/ language.)
-Be unconscious for the next few days. No time skips allowed for this.
-Most of the time, you’ll be having your character be feeling exhausted, moody, and filled with suicidal and depressed thoughts for about a week.

^That is a rough summary of guidelines for a ritual regarding a revival. But necromancy can add a far more sinister twist. You can also bind an object to the revived person’s soul, and use it to cause them large amounts of pain. You could easily make them become your slave, so to speak, although you should ask them Out-of-Character’ly if they are ok with this.

Magic: Necromancy: Life extension
How do necromancers keep practicing their time-consuming practice for so long? They simply take someone else’s life in a ritual similar to the one described above, but bring it into themselves instead of sending it elsewhere. This isn’t the exact same as a reviving ritual, but it is related to it to the point of the necromancer soon being able to perform this ritual recently after they can perform a revival.

22-Jul-2012 21:25:09 - Last edited on 25-Jul-2012 03:27:49 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
Necromancers might also be kind enough to extend the life of others nearby who offer a sufficient gift in return. Just as a necromancer increase their own lifespan, they do the same thing as a revival ritual but instead send the life to a living body. Obviously this ritual is different from an actual revival, but it is related to a reviving ritual. This is also less taxing on a necromancer.

Magic: Necromancy: Becoming a Lich
A necromancer can proceed towards becoming a Lich. A Lich is a being that has undergone a ritual that effectively leaves them in a state that appears to be both dead and alive, with their body slowly decaying from the point of when they first performed the ritual. However, their necromancy and magical abilities are greatly enhanced in this state to a drastic degree. As a result, this generally results in being overpowered, meaning this is best saved for private roleplay. Becoming a Lich is not an easy process, and the odds of still having your own soul if the ritual succeeds are one to twenty. As for the other nineteen, that’s the approximate chances of a demon taking over the Lich form instead of you surviving. (Yes, Demons are involved. Scared? You should be.) This process effectively quits your being human (or elf, or whatever race you are) and makes you capable of reverting into a Lich, one of the more Halloween-oriented races in Gielenor.

Magic: Necromancy: The Phylactery
Someone who has become a Lich can achieve yet another level of power related to necromancy: the phylactery. This can actually leave you at a point of borderline immortality, provided whoever is fighting you doesn’t destroy your phylactery first. (When you do have your phylactery, it must be visible, and mentioned. If it isn’t visible near your neck on the front of your person AND mentioned Out-of-Character’ly, then it has no effect.--

22-Jul-2012 21:25:35 - Last edited on 25-Jul-2012 03:29:10 by heretic hary

heretic hary

heretic hary

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--Why? Not mentioning it and having it and having it entirely concealed is a godmod, while keeping it actually physically hidden -even in a pocket- brings you into the overpowered range.) The way a phylactery works is that your soul and mind are kept within your phylactery, so then it has to be on your person. It’s the equivalent of a personal horcrux, so to speak. If someone kills you before they destroy your phylactery, they better burn your body and hope your cult of necromancy followers don’t decide to find you a new body. That’s the most horrifying aspect of a phylactery, until you kill the person with one, they can keep on coming back. Another way that’s used for roleplaying things like phylacteries is that the phylactery is indeed away from the body, but to prevent godmodding or overpowering, aetheric threads connect the phylactery to the body. A magician who became capable of sensing magic cores could sense these, and with the proper form of attack cut them, forcing the Lich to die and make the Phylactery create a new body.

Making a phylactery involves being able to soul-bind an item and use the Reanimation spell, as well as having a very magical friend to help you in the process. However, if you lose the phylactery (it becomes separated from your body with the phylactery still intact) the phylactery that houses your consciousness and soul is going to leave your body an empty shell, which could be killed at any moment (you are stuck in your phylactery) or inhabited by the ghostly form of a Lich who died before they could have their phylactery destroyed and are looking for a new body.

Magic: Necromancy: Miasma
Miasma is viewed by many to be perhaps the most lethal sort of magic, and considered to be the holder of the most devastating effects. The hard part about casting this is that it doesn’t just demand an excessive amount of runes in comparison to other combat spells, it also demands a special kind of crystal as well.--

22-Jul-2012 21:25:56 - Last edited on 25-Jul-2012 03:30:16 by heretic hary

heretic hary

heretic hary

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--This crystal, once it has undergone the proper enchantments, will allow the person who has it to cast miasma. Miasma is perhaps the holder of the grimmest effect: the halving of the victim’s overall speed (including things such as reflexes, meaning that even if they did survive, they’d be slower than expected). Miasma is a gas, and while being incredibly hot and will easily burn an enemy, they won’t actually catch fire.

For defending against Miasma, you don’t have any options of blocking it. Using a ranged weapon to attack them while charging, or preventing the spell from fully forming, is your best bet. Once the Miasma spell is charged, dodge it at all costs. It’s been said about so many other kinds of spells, but here it takes supreme emphasis. DO NOT LET MIASMA COME IN CONTACT WITH YOUR PERSON! Even a shield touching the spell is enough to activate the effect. If the burning properties doesn’t mean most of your person is burned away from the hit, you’ll be slowed down, an easy target for the next attack. Evading the attack and then firing an immediate ranged attack is the most proper response, as you may have other things to worry about if your enemy can cast Miasma.

Magic: Teleportation: Introduction and Information
Teleportation magic is the only way to travel from Point A to Point C without having to move through Point B instantly. Teleporting is the fastest way to move from one place to another, and is used by some people to escape death before it happens. Need to move from Falador to Ardougne? With the right teleportation spell, you can move from one spot to another instantly. More skilled magicians can keep others from teleporting, teleport someone somewhere else, and teleport groups to another place. The superior teleportation magician will even be able to use close-range teleports for travel. (Close-range teleporting in combat is severely overpowered.)--

22-Jul-2012 21:26:18 - Last edited on 25-Jul-2012 03:31:37 by heretic hary

heretic hary

heretic hary

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--Teleportation spells can often be learned in similar places to those that teach the elemental spells.

How teleportation spells work is by opening a hole into the abyss, a thin area between dimensions. Think of it as subspace. (No, it isn’t actually subspace.) Your spell then brings you back out through a different hole, and at the spot you cast the spell to move to. Some other teleportation systems, such as fairy rings, work in a different manner. However, the majority of all teleports involve the abyss. (Yes, the same ones with abyssal demons. No, you can’t teleport yourself into there and stay, as you probably wouldn’t be able to get out, unless you use “slow* teleportation.) The fairies of Zanaris appear to know about the Abyss, as they have built a fairy ring to enter the Abyss.

On a side note, many characters eventually seem to have a method to teleport to almost anywhere. While this can be unrealistic and irritating, it can often simply be confined to private roleplay to make those roleplays easier if they involve multiple locations.

Magic: Teleportation: Preset Standard Locations
The standard spellbook used by the adventurer has a large quantity of preset teleportation locations. These are considered to be the locations the standard magician would learn to teleport to. Some of the locations include towns such as Varrock, Lumbridge, Edgeville, Falador, Camelot, Ardougne, Ape Atoll and Trollhiem to name some of the locations. These appear in the in-game spellbook, although it’s assumed that there are teleportation spells for places such as Draynor, Edgeville and Al-Kharid In-Character’ly. Unless you’re using a Teleportation Tablet (known as a teletablet or teletab for short), you will need to charge your teleport spell before teleporting, just like any other spell.

22-Jul-2012 21:26:40 - Last edited on 25-Jul-2012 03:32:41 by heretic hary

heretic hary

heretic hary

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Magic: Teleportation: Teleport Other (Teleother)
Teleportation magicians can do more than just send themselves from one place to another, they can also send people from Point A to Point B as well. Through this, they could send an enemy into a trap or send a friend to safety. A more sadistic magician will do something horrifically wicked: teleport a creature such as a dragon or a demon (assuming they don’t die first) into a place such as Varrock or Falador. However, most of the antagonist magicians don’t seem to have this proficiency in teleportation magic or have bothered to implement this idea. Some magicians might teleport an oncoming opponent away or fire a teleother spell at an oncoming ranged projectile to send it away.

If you have a magician actually attacking you with one of these, then remember that you won** know where it’s meant to send you until it hits you. Once the spell makes contact with you, even through a shield, you’ll be teleported. So just like the dodging rule of thumb for any other spell, follow the guideline of if you could see it charging and began to evade the spell as it was being fired, then you’ll avoid it. As long as the magician doesn’t decide to be sneaky and catch you by surprise, you should be able to get away from the spell. If it does hit you, be on your guard immediately. For all you know, you could be teleported into the middle of a dungeon full of rodents of unusual size, which would be a painful way to die.

Magic: Teleportation: Group Teleports.
Wait, wasn’t this covered in the Lunar section? Yes. But this is a mix of the two, so it’ll be mentioned. A magician who has enough teleportation ability and is adequate at using Astral runes can use group teleport spells, teleporting themselves and others to another place. The people involved are those within a small radius around the caster, although the radius expands the longer the spell is charged.

22-Jul-2012 21:29:47 - Last edited on 25-Jul-2012 03:33:34 by heretic hary

heretic hary

heretic hary

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Magic: Teleportation: Teleport Block (Teleblock)
Teleportation magicians are well aware of people teleporting away from them, so they even went so far as to develop a spell against this. You release an electrically charged bolt of teleportation magic that acts like an EMP (is it pronounced “emp” or “E-M-P”?) by causing them to be unable to actually form the concentration of their focus and runes to teleport. This even affect items on their person, meaning that items won’t allow them to teleport. To make things worse for them, if they actually do manage to teleport, they still have the spell on them in such a way that they’ll not be teleported to their destination but rather have tiny pieces of themselves teleported everywhere across Gielenor, killing them permanently.

Magic: Teleportation: Close-range Teleportation
This is the most misused form of teleportation. Many people will simply use Mahjarrat characters and make them able to use close range teleports. Then, they use it in combat to teleport behind someone while chopping their opponent’s head off. In the quests, you don’t actually see this happening, as it’s used for travel, not combat. Sure, some enemies use it to teleport to the next enemy after their opponent is down, but you don’t see them using it to kill someone in the overpowered way people misuse it. If you do make your character capable of close-range teleportation, use it only for traveling. You still need to charge spell for it, even if you’re just going up a flight of stairs or heading straight from the dinner table to bed. Even if someone could use it in combat, they would be just as vulnerable as their enemy. No, they can’t draw their sword and chop off your head just after they teleported, because them teleporting and then adjusting to their new settings would have taken some time anyway.

22-Jul-2012 21:30:16 - Last edited on 25-Jul-2012 03:34:40 by heretic hary

heretic hary

heretic hary

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Magic: Teleportation: “Slow* Teleportation
Used by the antagonist in the “Wanted!” quest, and discussed by the adventurer’s Temple Knight’s communications orb (also known as a commorb for short) friend Savant, “slow* teleportation is almost unseen in roleplay. It literally allows the caster to head anywhere that they want, but it takes longer, meaning it isn’t as fast as standard teleportation. While discovered by the Temple Knights, they decided not to use it as the dimension that they traveled through was found to cause mental problems leading to insanity. As the adventurer discovered during the quest, using it would displace some of the materials around the person who used it. Unless you were to find the restricted section of the Temple Knight library and then find the notes on this, you probably wouldn’t be able to learn it.

Being able to go anywhere is cool, but it takes awhile. Say that you need to get to the other side of a mountain. Using the *slow* teleportation, you’d simply open a hole into the other dimension, walk straight through the place the mountain would be, and you’d be at your destination. The time it would take you would be the same time that it would take you to walk across said mountain in a straight line with no slopes or inclines. Using this in combat would be outright stupid, as your opponent would be able to judge where you went by the material displacement and then just ambush you once you got out, if they even accepted your use of such teleportation in combat roleplay.

Magic: Demonology: Introduction and Information
Astropathy is just as dark, it not darker, than necromancy. Through this art you can actually summon demons, once you’ve assembled a group of other wizards for this heathen practice. Astropathy is also available to mostly Zamorakians. Demons are mostly allied with Zamorak, and while not entirely Zamorakian in nature, appear to follow him.--

22-Jul-2012 21:30:39 - Last edited on 17-Oct-2014 03:08:15 by heretic hary

heretic hary

heretic hary

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--You won’t find an Armadylian demon, Saradominist demon, or Zarosian demon etc. because they have solid allegiances to Zamorak, and a non-Zamorakian demon that serves a different major god (referring to Bandos, Armadyl, Saradomin, etc.) has yet to be seen. Another thing to keep in mind is that it appears that only the more hardcore Zamorakians are keeping the knowledge of how to learn Astropathy. (However, there are plenty of ways around this. Murder is one option, just kill the Zamorakian magician while their library is unlocked and they’re in it.) If you’re going to actually go out with your friends and summon a demon, you’ll either be doing it in a desolate place or doing summoning of a demon to prepare for a battle. If you happen to be summoning a legendary demon to destroy a town or whatever, don’t be surprised if a heroic adventurer shows up, kills some of you, and then banishes the demon or kills it. Like necromancy, Astropathy takes a very long time to learn in comparison to some of the other skills.

Magic: Demonology: Obtaining Visions from a Demon
As shown in Legend’s Quest, there’s more to demons than just summoning them. The craftier, stronger demons will offer to grant you visions. Do they regard the future, the past or the present? The person having the vision won** know and doesn’t know. Part of the procedure involves an incantation (the language that seems to be used in Runescape for demonic practices is Italian. Perhaps this is a reference to /Dante’s Inferno/?) Burning some sort of incense will also help. The quickest way for this to work is in a place that is cursed, and alone. Being in the dark can also ease the transition. The drawback is that a demon will start substituting bits of themselves in place of the visions and actually possess you until they can leave your body and enter the world to wreak havoc, and bring along some of their friends as well.

22-Jul-2012 21:31:02 - Last edited on 17-Oct-2014 03:08:41 by heretic hary

heretic hary

heretic hary

Posts: 3,137 Adamant Posts by user Forum Profile RuneMetrics Profile
If you think you might be possessed by a demon, or are inhabited by a demonic spirit, you need to find somewhere secluded, make the eight-pointed star around you on the ground, and then light it with a consecrated magical fire. According to Legend’s quest, the fire needs to be doused by holy water for someone to bypass it.

Magic: Demonology: Summoning a Demon
By yourself, you could summon a few imps. But for an actual demon, you’re going to need a couple of friends as well. The first part is drawing a certain shape, an eight-pointed star, around the area. This shape confuses demons, regardless of their intelligence and power, while keeping the magic involved confined. If you’re looking to summon a stronger demon, having demonic sigils will help greatly. For the summoning of specific demons, include their name within the incantation. You need from four to eight people, positioned evenly. In other words, everyone must be evenly spaced apart. Then you can begin the incantation. I highly advise running away once the demon is summoned, as you might be a good snack. (However, as seen in quests, the demon doesn’t usually do this.)

Magic: Curse Magic: Introduction and Information
No, these aren’t the Ancient Curses. This refers to spells such as Entangle, Weaken, Confuse and so on. These spells are simply known as the curse spells, used by magicians to weaken an opponent or hold them in place. Despite the “curse” part of the title making this sound rather dark, many of the more common magicians can be seen using spells such as bind, which often fall into this category. The Wizard’s Tower is one of the better places to learn this, as well as other magical institutions. Ardougne has some very prominent wizard characters in it, and they might teach you if you ask nicely.

Magic: Curse Magic: Defensive Reduction Spells
How does a magician weaken a warrior’s shield or armor so they don’t need to worry about that shield blocking some of their spells?--

22-Jul-2012 21:31:26 - Last edited on 17-Oct-2014 03:09:06 by heretic hary

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