Combat spells

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Combat Spells icon.png

Combat spells are used by their casters, mostly in battle, for their offensive and support capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.

Elemental spells[edit | edit source]

A player casting the elemental spell Air Blast.

The standard and ancient spellbooks consist of a variety of elemental spells. Players on the Lunar spellbook can only cast elemental spells with a Polypore staff or through borrowed power.

Higher level spells deal more damage, but if a monster has a specific elemental weakness, a slightly lower level spell of that element may be preferred for increased hit chance.

Spell Speed[edit | edit source]

There is a certain amount of time between when the player casts a combat spell and when the auto-attack damage takes effect. This depends on the type of spell selected.

Spell speed - The amount of ticks a Magic auto-attack takes to land after cast
1 tick = Fast, 2 ticks = Slow, 3 ticks = Slowest
Type of auto-attack Lands[note 1] (X ticks after cast)
Cast 1-4 squares away from target[note 2] Cast 5-7 squares away from target[note 2] Cast 8 squares away from target[note 2]
Burst Smoke Burst icon.pngShadow Burst icon.pngBlood Burst icon.pngIce Burst icon.png 1 1 2
Barrage Smoke Barrage icon.pngShadow Barrage icon.pngBlood Barrage icon.pngIce Barrage icon.png
Rush Smoke Rush icon.pngShadow Rush icon.pngBlood Rush icon.pngIce Rush icon.png 2 3 3
Blitz Smoke Blitz icon.pngShadow Blitz icon.pngBlood Blitz icon.pngIce Blitz icon.png
Exsanguinate Exsanguinate icon.png
Incite Fear Incite Fear icon.png
Aurora Opal Aurora icon.pngSapphire Aurora icon.pngEmerald Aurora icon.pngRuby Aurora icon.png 2 2 2
Strike Air Strike icon.pngWater Strike icon.pngEarth Strike icon.pngFire Strike icon.png
Bolt Air Bolt icon.pngWater Bolt icon.pngEarth Bolt icon.pngFire Bolt icon.png
Wave Air Wave icon.pngWater Wave icon.pngEarth Wave icon.pngFire Wave icon.png
Surge Air Surge icon.pngWater Surge icon.pngEarth Surge icon.pngFire Surge icon.png
Divine Storm Divine Storm icon.png
Storm of Armadyl Storm of Armadyl icon.png
Polypore Strike Polypore Strike icon.png
Slayer Dart Slayer Dart icon.png
  1. ^ Includes area-of-effect properties of spell.
  2. ^ a b c 1 square away is melee distance (often called MD or md).

Curse spells[edit | edit source]

A player casting Curse.

Curse spells are used to disable the caster's target instead of directly dealing damage by for example lowering their accuracy or defence.

Smoke, Shadow, and Ice elemental spells from Ancient spellbook both damage and disable an opponent.

Curses are an underused part of the standard spellbook, mainly because spellcasters have little time to waste on casting non-damage spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea in order to speed up the fight. Curses can also be useful when competing for a monster respawn, as the curse immediately engages the monster. Curse spells can only be used again on the same target once the first spell has worn off, unless the curse 'splashes' and does not affect the opponent.

Support spells[edit | edit source]

The Lunar spellbook, the Seren spells and the Senntisten spells provide a variety of support spells.

Lunar Spells[edit | edit source]

Icon Spell Magic Level Runes Required Experience Notes
Monster Examine icon.png Monster Examine* 66 1Cosmic1Astral1Mind 61 Casting this spell on a monster reveals the monster's combat level, current life points, and maximum melee hit, as well as whether the monster can be a slayer assignment. If the monster uses a combat style other than melee, the style(s) in particular are mentioned as well.
Cure Other icon.png Cure Other 68 1Astral10Earth 65 Cures a targeted player of poison, but does not grant immunity to poison as an antipoison potion does. The targeted player must have Accept Aid turned on.
Cure Me icon.png Cure Me 71 2Cosmic2Astral 69 Cures the caster of poison. Like Cure Other, Cure Me does not provide immunity to poison.
Cure Group icon.png Cure Group 74 2Cosmic2Astral 74 Functions like the Cure Me spell, except it cures all players within a 3x3 square area of the caster of poison. Players must have Accept Aid turned on in order to benefit from this spell. Cure Group does not grant immunity to poison.
Stat Spy icon.png Stat Spy* 75 2Cosmic2Astral5Body 76 Can be cast on other players to see their skill levels, as well as current life points and prayer points. Can be cast on players who have Accept Aid off.
Dream icon.png Dream* 79 1Cosmic2Astral5Body 82 The caster enters a dream-like state wherein life points regenerate at five times the normal rate (5 life points per 6 seconds, or 50 life points per minute). This spell stacks additively, rather than multiplicatively, with other regenerative effects such as Rapid Heal. Similar to resting, the effect ends if the caster does anything except chat, including move, trade or cast another spell.
Spiritual Healing icon.png Spiritual Healing** 80 3Cosmic2Astral5Body 81 Heal your familiar, boost its combat stats and extends its lifetime by 20% of its starting value. Can only be used once per familiar, and once every two minutes.
Potion Share icon.png Potion Share 81 2Astral10Earth10Water 84 Shares the targeted, tradeable, standard potion between you and all players adjacent to you. Uses one dose per player, excluding you. Will not work on potions with a negative effect.
Disruption Shield icon.png Disruption Shield** 90 3Blood3Astral10Body 97 The next successful hit the caster receives from another player is negated.
Heal Other icon.png Heal Other 92 1Blood3Law3Astral 101 When cast on another player, the caster takes damage equal to up to 75% of their current life points and heals the targeted player, who must have Accept Aid on in order to be healed.
Vengeance Other icon.png Vengeance Other 93 2Death3Astral10Earth 108 When cast on another player, the targeted player gains the Vengeance effect: The next time the targeted player is damaged by a monster or other player, 75% of the damage dealt is rebounded back to the damaging monster or player. The targeted player must have Accept Aid turned on in order to receive the Vengeance effect. The effect ends if the targeted player logs out without being hit.
Vengeance icon.png Vengeance 94 2Death4Astral10Earth 112 The caster receives the Vengeance effect, which will recoil 75% of damage dealt the next time the caster is hit by a monster or player. However, the effect wears off if the caster logs out before being hit.
Vengeance Group icon.png Vengeance Group** 95 3Death4Astral11Earth 120 The caster and any players within a 7x7 area of the caster (up to 50 players at once) receive the Vengeance effect. All other players must have Accept Aid on.
Heal Group icon.png Heal Group 95 3Blood6Law4Astral 124 The caster takes damage equal to up to 75% of their remaining life points and heals all players within a 3x3 square around the caster. Players must have Accept Aid on in order to be healed by this spell.

Seren Spells[edit | edit source]

Icon Spell Magic Level Runes Required Experience Notes
Prism of Restoration icon.png Prism of Restoration 76 6Soul2Blood6Astral 84 Places a prism which heals nearby familiars and restores their special attack energy, and gives a chance to not use scrolls on familiar special ability use.
Intercept icon.png Intercept 77 2Soul3Earth3Air 80 Redirects damage taken by the targeted player over the next three seconds to the caster, and reduces the damage to 95% of the original hit.
Prism of Salvation icon.png Prism of Salvation 80 6Soul2Blood6Astral 89 Places a prism which players can click to teleport near to, as long as there's a clear path between.
Prism of Loyalty icon.png Prism of Loyalty 82 6Soul2Blood6Astral 97 Places a prism into which players can funnel life points. Anyone doing so will take damage, and the prism will automatically heal nearby players with 25% or lower life points.
Shield Dome icon.png Shield Dome 84

3Soul3Earth3Water

87 Deploys a static dome that allies can stand within to reduce incoming damage by 50%. Domes cannot be layered on top of each other, and new shield domes affecting a player within 2 minutes have diminishing returns.
  • Spells marked with an asterisk ( * ) require completion of Dream Mentor to cast.
  • Spells marked with two asterisks ( ** ) can be used once unlocked at the Livid Farm activity.
  • Seren Spells are a part of the Ancient Magicks spellbook.

Senntisten spells[edit | edit source]

Icon Spell Magic Level Runes Required Experience Notes
Smoke Cloud icon.png Smoke Cloud 74 5Soul5Blood5Chaos10Air 192 Disorient the target with a veil of smoke, leaving them vulnerable.
- Increases the target's damage received from critical strikes by 15%.
- The damage cap against the target when landing a critical strike is increased by 12%.
- 120s duration.
- Effect is 40% effective for non-magic damage.
Animate Dead icon.png Animate Dead 84 6Soul15Blood15Death30Earth 194 Replace life with shadows to create a shield from the fallen.

For each piece of magic tank equipment worn:
- Gain 10% of it's[sic] armour value as flat damage reduction.
- Gain 33% of your defence level as flat damage reduction.
- 12m duration.
- Damage cannot be reduced by more than 75% due to this effect.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
  • patch 15 March 2011 (Update):
    • You will now continue to autocast combat spells if your Magic stat drops below the required level for a spell. This is consistent with how Ranged and melee work.