Curse spells (or Curses) are a subclass of Combat spells in the arts of Magic and are mainly used to cause a negative effect to the caster's target other than damage. Curses are an underused part of Magic, mainly because spellcasters have little time to waste on casting non-combat spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea. Curses also are 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 wore off, unless the curse 'splashes' and does not affect the opponent.
Standard spellbook[edit | edit source]
Member-only spells are indicated with a "(m)" behind the spell's name.
|Icon||Spell||Magic Level||Runes Required||Experience||Cost/XP||Effect|
|In PvM (Player versus Monster)||In PvP (Player versus Player)|
|Confuse||3||1||13||0.9||Reduces the targets' chance to hit by 5% for 1 minute.|
|Weaken||11||1||20.5||0.9||Reduces the targets' damage dealt by 5% for 1 minute.|
|Curse||19||1||29||5.1||Increases the targets' damage received by 5% for 1 minute.|
|Bind||20||1||30||9.1||Prevents target from moving for 12 seconds.||Prevents target from moving for 6 seconds.|
|Snare (m)||50||2||60||9.1||Prevents target from moving for 18 seconds.||Prevents target from moving for 9 seconds.|
|Vulnerability (m)||66||11||76||31.4||Increases the target's damage received by 10% for 1 minute.|
|Enfeeble (m)||73||11||83||27.2||Reduces your opponents strength by 10%.|
|Entangle (m)||79||3||89||9.2||Prevents target from moving for 24 seconds.||Prevents target from moving for 12 seconds.|
|Stagger (m)||80||11||90||25||Reduces the target's chance to hit by 10% for 1 minute.|
|Teleport Block||85||111||80||8.9||Blocks target from teleporting.|
Lunar spells[edit | edit source]
All Lunar spells are members-only.
All spells that affect players within a 3x3 area around the caster will also affect players standing in the caster's square.
|Icon||Spell||Magic Level||Runes Required||Experience||Notes|
|Monster Examine*||66||111||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||68||110||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||71||22||69||Cures the caster of poison. Like Cure Other, Cure Me does not provide immunity to poison.|
|Cure Group||74||22||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*||75||225||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.|
|Stat Restore Pot Share||81||21010||84||Casting this on a restore potion causes the caster to administer 1 dose to each player in a 3x3 square area (including standing on the caster square). Players must have Accept Aid turned on to benefit from this spell.|
|Boost Potion Share||84||31210||88||If cast on a potion that boosts stats (such as a strength potion), the caster distributes 1 dose to each player within a 3x3 square area of the caster. Players must have Accept Aid on in order to benefit from this spell. Because Saradomin brew and Zamorak brew lower some skills and deal damage respectively, Boost Potion Share will not function with them.|
|Disruption Shield**||90||3310||97||The next successful hit the caster receives from another player is negated. Does not work against NPCs.|
|Heal Other||92||133||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||93||2310||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||94||2410||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**||95||3411||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||95||364||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.|
- 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.
Ancient Magicks[edit | edit source]
The use of Ancient Magicks is members-only.
The Ancient Magicks combat spells are Elemental spells with an added Curse effect, making them some of the most dangerous combat spells in the game. These curse effects are linked to a specific elemental. Each of the four elemental classes has a different effect:
|Smoke spells||Reduces the targets' chance to hit by 5% for 10 seconds.|
|Shadow spells||Reduces the targets' damage by 5% for 10 seconds.|
|Blood spells||Caster will be healed for 5% of the damage dealt to the caster's target.|
|Ice spells||Freezes the target in place and prevent it from moving for 10 seconds (5 seconds in PvP).|
In addition to these effects, the Burst and Barrage spells are Area of Effect (AoE), which will hit both the target and any other player or NPC standing in a 3x3 zone around the target. Rush and Blitz spells will only hit a single target.
When using abilities, the spells have an estimated 10% chance to apply their effect. This can be furthermore increased to 20% by using Dark Form prayer.
Senntisten spells[edit | edit source]
Senntisten spells are high level Magic spells that offer unique effects when cast.
|Icon||Spell||Magic Level||Runes Required||Experience||Notes|
|Smoke Cloud||74||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.
|Animate Dead||84||6151530||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.
|Exsanguinate||96||-||Stacks Blood Tithe on enemies, letting the player deal more damage.
- When used with a magic ability, it adds a stack of Blood Tithe even if it misses.
- Runes for Exsanguinate are consumed for every stack of Blood Tithe until 12 stacks are reached.
- Every stack the player accumulates increases the player's damage from magic basic abilities by 1%, capping at 12 for a 12% increase.
- Once the player reaches 12 stacks, abilities used with Exsanguinate will no longer consume runes, and Wrack will transform into Wrack and Ruin.
|Incite Fear||98||-||Grants reduced adrenaline cost of Tsunami as well as dealing a Frost Surge when 5 stacks are reached.
- When used with a magic ability, it adds a stack of Glacial Embrace even if it misses.
- Every stack of Glacial Embrace decreases the adrenaline cost of Tsunami by 12%.
- When the player reaches 5 stacks, the player will perform a Frost Surge, dealing 10-50% ability damage to the primary target and 8 nearby enemies in a 5x5 AoE around the primary target based on hitchance.
- Senntisten Spells require completion of City of Senntisten to cast.
- Senntisten Spells are a part of the Ancient Magicks spellbook.
Update history[edit | edit source]
Trivia[edit | edit source]
- The use of the term "Curse" is similar to the use of the word "Positive" in Operant conditioning, in that it adds something to the target, regardless if this is seen as beneficial or not.