Combat spells are used by their casters, mostly in battle, for their offensive 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.
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.
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.
The Lunar spellbook and the Seren spells provide a variety of support spells.
||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.
||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.
||Cures the caster of poison. Like Cure Other, Cure Me does not provide immunity to poison.
||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.
||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.
||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.
||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.
||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.
||The next successful hit the caster receives from another player is negated.
||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.
||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.
||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.
||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.
||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.
- 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.
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- 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.