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Magic is used in Dungeoneering to fight against monsters and to open skill doors found throughout the dungeons of Daemonheim. The Dungeoneering spellbook uses a combination of the standard spellbook, the Lunar spellbook and six unique spells. As a result, Lunar Diplomacy and Dream Mentor, along with the appropriate level, are required to access every spell available.

Opening doors[edit | edit source]

A Magic Dungeoneering door.

Magic in Dungeoneering allows players to dispel the locks on certain doors that cannot be unlocked with the coloured shapes found throughout the dungeons. The greatest level required to open a door is level 109. All doors in the main path are unlockable by at least one player in the team. Failure to dispel locks on doors will cause the magic energy to rebound and deal large damage to player in attempt.

Spells[edit | edit source]

The dungeoneering spellbook.

The spellbook contains six spells exclusive to Daemonheim. Two of these require that the Daemonheim aura 4 is equipped to be cast.

The experience for some spells (e.g. High Level Alchemy) are cut to 10% of the experience received for casting the equivalent spells outside of Daemonheim, while other spells (e.g. Bones To Bananas) are not affected.

Member-only spells are in italics.

Icon Name Level Exp Runes Note
Home Teleport icon.png Dungeon Home Teleport


1 0 None Teleport to the starting room of the dungeon.
Air Strike icon.png Air Strike 1 - 1Air
Confuse icon.png Confuse 3 13 1Mind Reduces the target's chance to hit by 5% for 1 minute.
Water Strike icon.png Water Strike 5 - 1Water1Air
Earth Strike icon.png Earth Strike 9 - 1Earth1Air
Weaken icon.png Weaken 11 21 1Body Reduces the target's damage dealt by 5% for 1 minute.
Fire Strike icon.png Fire Strike 13 - 1Fire1Air
Bones to Bananas icon.png Bones To Bananas 15 25 1Nature2Earth2Water Converts all bones in the inventory into bananas.
Air Bolt icon.png Air Bolt 17 - 2Air
Curse icon.png Curse 19 29 1Chaos Increases the target's damage received by 5% for 1 minute.
Bind icon.png Bind 20 30 1Nature Prevents creatures from moving for 12 seconds, or players for 6 seconds.
Low Level Alchemy icon.png Low Level Alchemy 21 3.1 1Nature3Fire Converts the targeted item into coins.
Water Bolt icon.png Water Bolt 23 - 2Water2Air
Earth Bolt Earth Bolt 29 - 2Earth2Air
Create Gatestone Create Gatestone


32 0 3Cosmic Create a one-use green gatestone that can be dropped on the ground, providing the destination of the Gatestone Teleport spell.
Gatestone Teleport icon.png Gatestone Teleport


32 0 None Teleport the caster to the location of the green gatestone from Create Gatestone, destroying it.
Fire Bolt icon.png Fire Bolt 35 - 2Fire2Air
Air Blast icon.png Air Blast 41 - 3Air
Water Blast icon.png Water Blast 47 - 3Water3Air
Snare icon.png Snare 50 60 2Nature Prevents creatures from moving for 18 seconds, or players for 9 seconds.
Earth Blast icon.png Earth Blast 53 - 3Earth3Air
High Level Alchemy icon.png High Level Alchemy 55 6.5 1Nature5Fire Converts the targeted item into even more coins. See the high alchemy table.
Fire Blast icon.png Fire Blast 59 - 3Fire3Air
Air Wave icon.png Air Wave 62 - 4Air
Gatestone Teleport icon.png Group Gatestone Teleport


64 0 3Law Teleports to the party gatestone.
Water Wave icon.png Water Wave 65 - 4Water4Air
Vulnerability icon.png Vulnerability 66 76 1Soul1Chaos Increases the target's damage received by 10% for 1 minute.
Monster Examine icon.png Monster Examine


66 6.1 1Cosmic1Astral1Mind Examine the stats of a target monster.
Cure Other icon.png Cure Other


68 6.5 1Astral10Earth Cure a target of poison.
Humidify icon.png Humidify


68 6.5 1Astral1Fire3Water Fill containers with water.
Earth Wave icon.png Earth Wave 70 - 4Earth4Air
Cure Me icon.png Cure Me


71 6.9 2Cosmic2Astral Cure the caster of poison.
Enfeeble icon.png Enfeeble 73 83 1Soul1Body Reduces the target's damage dealt by 10% for 1 minute.
Cure Group icon.png Cure Group


74 7.4 2Cosmic2Astral Cures everyone around the caster standing in a 3-by-3 square of poison.
Fire Wave icon.png Fire Wave 75 - 4Fire4Air
Entangle icon.png Entangle 79 89 3Nature Prevents creatures from moving for 24 seconds, or players for 12 seconds.
Stagger icon.png Stagger 80 90 1Soul1Mind Reduces the target's chance to hit by 10% for 1 minute.
Air Surge icon.png Air Surge 81 - 5Air
Water Surge icon.png Water Surge 85 - 5Water5Air
Earth Surge icon.png Earth Surge 90 - 5Earth5Air
Create Gatestone 2 icon.png Create Gatestone 2


90 0 None Create a one-use red gatestone that can be dropped on the ground, providing the destination of the Gatestone Teleport 2 spell. Requires the Daemonheim aura 4.
Gatestone Teleport 2 icon.png Gatestone Teleport 2


90 0 None Teleport the caster to the location of the red gatestone from Create Gatestone 2, destroying it. Requires the Daemonheim aura 4.
Vengeance Other icon.png Vengeance Other


93 10.8 2Death3Astral10Earth Allow the target to gain power of inflicting opponent a large percentage of damage dealt to the target.
Vengeance icon.png Vengeance


94 11.2 2Death4Astral10Earth

Rebounds 75% of the damage of the next hit back to the caster's opponent.

Vengeance Group icon.png Vengeance Group


95 12 3Death4Astral11Earth Allows everyone in the 7x7 square around the caster to rebound 75% of the next hit's damage.
Fire Surge icon.png Fire Surge 95 - 5Fire5Air
  1. ^ a b c d e f Dungeoneering-only spell
  2. ^ a b c d e f g Members who have not completed Lunar Diplomacy or Dream Mentor cannot cast the Lunar spells they unlock, although the spells are still visible to the player.
  3. ^ Vengeance Group must be bought at the Livid Farm before it can be cast. This also requires completion of Lunar Diplomacy.

Spell components[edit | edit source]

Runes[edit | edit source]

Main article: Runes

All spells (except Dungeon Home Teleport and Gatestone Teleport) require the use of runes as a consumed resource. Runes are obtained by crafting runes on the Runecrafting altar using the Runecrafting skill or from monster drops.

Blast and surgeboxes[edit | edit source]

Magical blastboxes and celestial surgeboxes can be found as drops from forgotten mages. The blastbox is dropped by mages wearing tier 1-6 robes, and the surgebox is dropped by mages that wear tier 7 or higher robes. The boxes may be bound in the ammunition slot. They provide infinite elemental runes.

Staves and wands[edit | edit source]

Elemental staves can appear in the main room on low complexity levels and can be dropped by monsters. They act in a similar fashion to the elemental staves outside of Daemonheim, offering an unlimited supply of runes of their designated element. As an example, wielding an air staff allows a player to cast Air Wave without any runes.

Unimbued staves and wands can be created by members or found as monster drops. They offer an unlimited supply of all the elemental runes at once. As a result, having one of these weapons leaves a mage free to use combat spells at will without expending any runes.

Equipment[edit | edit source]

Weapons[edit | edit source]

Various magical weapons are available in Daemonheim. Free players are limited to basic elemental staves, whereas members are capable of using more powerful staves. Staves can be obtained either by using the Fletching skill, Runecrafting skill, or through monster drops.

Robes and armour[edit | edit source]

Various robes can be worn in Daemonheim that allow unhindered spellcasting. Robes can be obtained through the Crafting skill or through monster drops. Most robes require a minimum Defence level in order to be worn.

Rewards[edit | edit source]

Once a player has obtained a certain number of Dungeoneering tokens various rewards can be purchased from the rewards trader provided the minimum Dungeoneering level and Magic level requirements have been met. Unlike other magical equipment found throughout Daemonheim, these rewards can be used throughout Runescape.

Temporary Boosts[edit | edit source]

Players can improve their Magic levels, only while in Daemonheim, by using numerous potions that can be made using the Herblore skill.

Potion Image Level Herb

Second Ingredient

XP Effect
Weak magic potion Weak magic potion.png 3 Herblore Clean sagewort.pngSagewort Void dust.pngVoid dust 21 Boosts Magic by 2 + 7% of Magic level
Magic potion Magic potion (Dungeoneering).png 36 Herblore Clean wormwood leaf.pngWormwood leaf Void dust.pngVoid dust 79.5 Boosts Magic by 2.5 + 11% of Magic level
Strong magic potion Strong magic potion.png 69 Herblore Clean winter's grip.pngWinter's grip Void dust.pngVoid dust 155.5 Boosts Magic by 3 + 15% of Magic level

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!
  • ninja 3 March 2014 (Update):
    • Dungeoneering spells will now be remembered between floors.
  • patch 21 January 2014 (Update):
    • Spells no longer disappear from the spellbook in Dungeoneering, when opening the interface for Dungeoneering keys.
  • patch 13 August 2013 (Update):
    • In Dungeoneering, autocast selection is now retained on death and when transitioning from one dungeon to the next.
  • patch 3 May 2011 (Update):
    • Dungeoneering’s Home teleport and Vengeance spells are now sortable by category on the magic spellbook interface.
    • The Cure Me and Cure Group spells no longer state the need for law runes inside Daemonheim.
  • patch 28 April 2010 (Update):
    • The Stat Spy spell now works within Daemonheim.