Special moves

Special moves are a feature of the Summoning skill. They are unique abilities possessed by Summoning familiars, and are activated by using Summoning scrolls. Their effects include dealing more damage to an opponent, healing the player, banking items, and many other aids to combat and skilling. The potency of a special move increases with higher level familiars.
In addition to Summoning scrolls, special moves cost points, represented as a spell point bar in the Summoning interface. A full bar equates to 60 spell points. Each use of a special move depletes these points, until there are not enough for the familiar to perform any further moves. Special moves can be activated by clicking on the howling wolf icon in the Summoning interface or by setting it as the left click option on the Summoning icon on the action bar. Mousing over the howling wolf icon details the special move and how many points it costs. The number above the icon indicates how many scrolls are held.
By storing in a familiar the necessary scrolls, it will use its special move automatically, given it has the required spell points. The amount of attacks between special moves can be changed by right-clicking the spell point bar. Values from 0 to 15 are permissible; choosing 0 means the familiar will never use its special move. A combat familiar can hold up to 500 scrolls, which can be withdrawn by using the take beast of burden items button. If a familiar despawns whilst holding a set of scrolls, unconsumed scrolls will be placed in the player's inventory if there is space, and on the ground if there is not.
The points cost for each special move varies, ranging from 3 points for low-level moves like Howl and Dreadfowl Strike to 20 for the wolpertinger's Magic Focus and the unicorn stallion's Healing Aura. The spell point bar will recharge over time at a rate of 15 points per every 30 seconds, thus taking 2 minutes to recharge fully.
A Summoning potion, as well as a spiritual prayer potion, both restore 15 of the familiar's Summoning spell points per dose as well as restoring a player's Summoning points.
A Summoning renewal potion will gradually restore a total of 60 special move points over a time period of 6 minutes, along with 545 regular summoning points.
Owning a spirit cape will reduce the spell point cost by 20%. This affects both combat and non-combat familiars. The cape does not need to be worn for this effect.
Each potency level of spirit weed incense sticks provides 10% increased familiar special attack recovery rate. The potency level will increase every 10 minutes and will reach its maximum at level 4 meaning a 40% increased recovery rate. Overloading consumes 6 sticks but instantly provides the maximum potency.
The Prism of Restoration is a Seren spell that creates a 15x15 area of effect prism that works on any non-Ironman player with accept aid on and lasts for 40 seconds. It heals familiars and increases their special attack energy by 1 special point every 3 ticks (1.8 seconds). It also has an approximate 10% chance of saving special move scrolls when they're used near it.
The level of spell points remains with the player even after a familiar is gone.
List of all Special moves[edit | edit source]

Familiar | Summoning level | Special move | Effect | Cost | Cost (![]() |
Combat |
---|---|---|---|---|---|---|
Abyssal demon (familiar) | 85 | Abyssal Block | Bind and teleblock the target for 9.6 seconds. | 20 | 16 | Yes |
Abyssal lurker | 62 | Abyssal Stealth | Temporarily increases a player's Agility and Thieving by 4 levels. | 20 | 16 | No |
Abyssal titan | 93 | Essence Shipment | Sends all essence (pure and rune) in the player's and the titan's inventory to the bank. | 6 | 4.8 | No |
Arctic bear | 71 | Arctic Blast | Deals up to 921 magic damage, with a chance of stunning the opponent. | 6 | 4.8 | Yes |
Adamant minotaur | 76 | Adamant Bull Rush | Deals up to 993 ranged damage, with a chance of stunning the opponent. | 6 | 4.8 | Yes |
Barker toad | 66 | Toad Bark | Launches a cannonball at the opponent, dealing up to 1152[1] ranged damage. | 6 | 4.8 | Yes |
Bloated leech | 49 | Blood Drain | Drains 100 life points, but restores stats and removes poison. | 6 | 4.8 | Yes |
Blood reaver (familiar) | 73 | Blood Siphon | Transfer 10% of the familiar's maximum health (830 lifepoints heal) to you. | 6 | 4.8 | Yes |
Bunyip | 68 | Swallow Whole | Allows players to eat an uncooked fish, restoring life points as if it were cooked, if they have the Cooking level to cook the fish. | 3 | 2.4 | No |
Dreadfowl | 4 | Dreadfowl Strike | Long-ranged magic attack which deals up to 51 life points and has a chance to hit twice simultaneously | 3 | 2.4 | Yes |
Evil turnip | 42 | Evil Flames | Magic attack which drains the enemy's magic level and slightly heals the Evil turnip when used. | 6 | 4.8 | Yes |
Forge regent | 76 | Inferno | Deals up to 993 magic damage, disarming an enemy's weapon or shield. | 6 | 4.8 | Yes |
Fruit bat | 69 | Fruitfall | Sends the bat in search of fruit, dropping up to eight random fruit around the player. | 6 | 4.8 | No |
Gargoyle (familiar) | 75 | Hammer Rock | Your next Mining swing to deal 50% more damage. | 6 | 4.8 | No |
Geyser titan | 89 | Boil | Deals magic damage based on the enemy's armour bonus, hitting a max of 1600 against unarmoured enemies. | 6 | 4.8 | Yes |
Ghast (familiar) | 87 | Ghastly request | Restores 100 prayer points. | 20 | 16 | No |
Giant ent | 78 | Acorn Missile | Deals up to 1022 magic damage. | 6 | 4.8 | Yes |
Granite crab | 16 | Stony Shell | Temporarily boosts the player's Defence by 4 levels. | 12 | 9.6 | No |
Granite lobster | 74 | Crushing Claw | Deals up to 964 magic damage and temporarily decreases an opponent's Defence by 5 levels. | 6 | 4.8 | Yes |
Hellhound (familiar) | 45 | Soul Food | Heal the Hellhound familiar for 10% of its maximum health (2,000 lifepoints heal). | 20 | 16 | Yes |
Holy scarab | 80 | Bone Conjure | Conjure a random bone into the player's inventory. | 15 | 12 | No |
Hydra | 80 | Regrowth | When used on a farming tree stump, it automatically regrows the associated tree without delay. | 6 | 4.8 | No |
Iron titan | 95 | Iron Within | Inflicts three attacks instead of one in the next attack, each hit dealing up to 1238 damage. | 18 | 14.4 | Yes |
Kal'gerion demon (familiar) | 90 | Crit-i-Kal | Temporarily provide the player, the familiar, and other nearby players with a +5% critical strike buff for 15 seconds. The buff acts in a 7x7 square centred on the south west corner of the familiar. | 30 | 24 | Yes |
Lava titan | 83 | Ebon Thunder | Deals up to 1300+ magic damage, and can drain an enemy's adrenaline by 10% if they have over 50% adrenaline. | 4 | 3.2 | Yes |
Meerkat | 4 | Fetch casket | Digs at the location of an active clue scroll, bypassing any god wizard fights that would have ensued normally. | 12 | 9.6 | Yes |
Spirit mosquito | 17 | Pester | Familiar attacks an enemy even if it is not currently a target of the player | 3 | 2.4 | Yes |
Mithril minotaur | 66 | Mithril Bull Rush | Deals up to 864 ranged damage, with a chance of stunning the opponent. | 6 | 4.8 | Yes |
Obsidian golem | 73 | Volcanic Strength | Temporarily boosts the player's Strength by 9 levels. | 12 | 9.6 | No |
Pack yak | 96 | Winter Storage | When used on an item in the player's inventory, instantly banks it remotely. | 12 | 9.6 | No |
Praying mantis | 75 | Mantis Strike | Deals up to 979 magic damage, drains the opponent's prayer, and binds them for 1.8 seconds (3 ticks). | 6 | 4.8 | Yes |
Ravenous locust | 70 | Famine | Allows the locust to "eat" a piece of the opponent's food. | 12 | 9.6 | Yes |
Ripper Demon (familiar) | 96 | Death From Above | A variant of the Ripper Demon's instant-kill attack, leaping up into the air before crashing down and striking the opponent once, dealing 200-320% damage of their maximum hit. | 20 | 16 | Yes |
Rune minotaur | 86 | Rune Bull Rush | Deals up to 1123 ranged damage, with a chance of stunning the opponent. | 6 | 4.8 | Yes |
Smoke devil | 61 | Dust Cloud | Deals up to 792 magic damage on up to 6 random nearby enemies. | 6 | 4.8 | Yes |
Spirit cobra | 63 | Ophidian Incubation | Transforms a single egg from the player's inventory into a corresponding variety of Cockatrice egg. | 3 | 2.4 | No |
Spirit dagannoth | 83 | Spike Shot | Deals up to 1080 magic damage, with a chance of stunning the opponent. | 6 | 4.8 | Yes |
Spirit spider | 10 | Egg Spawn | Spawns up to 5 red spiders' eggs on the ground next to the player. | 6 | 4.8 | No |
Spirit terrorbird | 52 | Tireless Run | Restores the player's run energy by half their Agility level rounded up, and temporarily boosts the player's Agility level by 2. | 8 | 6.4 | No |
Spirit wolf | 1 | Howl | Causes nearby enemies to flee for a few seconds. | 3 | 2.4 | Yes |
Steel titan | 99 | Steel of Legends | Inflicts four attacks instead of one in the next attack, each hit dealing up to 1296 damage. | 18 | 14.4 | Yes |
Stranger plant | 64 | Poisonous Blast | Deals up to 1036 magic damage. | 6 | 4.8 | Yes |
Swamp titan | 85 | Swamp Plague | Deals up to 1108 magic damage. | 6 | 4.8 | Yes |
Talon beast | 77 | Deadly Claw | Deals three rapid magic hits, each hit dealing up to 1008 damage. | 6 | 4.8 | Yes |
Thorny Snail | 13 | Slime Spray | Deals up to 80 ranged damage. | 3 | 2.4 | Yes |
Unicorn stallion | 88 | Healing Aura | Heals the player by 10% of their maximum life points. | 20 | 16 | Yes |
War tortoise | 67 | Testudo | Temporarily boosts the player's Defence by 8 levels. | 20 | 16 | Yes |
Waterfiend (familiar) | 50 | Straight Flush | Teleport all items stored within the familiar's inventory to the bank (note that this means it does not deposit items to the material storage container). If the bank is full or does not have space for a specific material or artefact, the item will remain in the familiar's inventory. | 6 | 4.8 | No |
Wolpertinger | 92 | Magic Focus | Temporarily boosts the player's Magic by 7 levels. | 20 | 16 | No |
[edit | edit source]
Update history[edit | edit source]
- update 13 September 2021 (Update):
- The 20% reduction in special move cost now also affects non-combat familiars.
- ninja 14 June 2021 (Update):
- The familiar special points bar is now green, the same colour as its action bar variant.
- Added a button to set the special attack auto-fire rate and removed the right-click option to do the same thing on the special points bar.
- Highlighted keywording
- Familiar scrolls have had a similar tooltip touch-up and now display the Familiar they belong to and how many special move points they'll consume.
- Dungeoneering and Stealing Creation Familiars have also had their scroll and Pouch information updated.
- Those same Familiars can also hold their own scrolls now.
- Added info-box messages for various erroneous actions, such as casting scrolls for a Familiar when there are none available.
- The term 'Summoning special points' has been changed to 'Familiar special points'.
- patch 22 July 2019 (Update):
- Familiars special moves can now be cast near Obelisks. This in turn, fixes an issue where the Meerkat's Fetch Casket special move couldn't be cast in the Kharidian Desert (south of the Penguin's T.A.R.D.I.S.).
- patch 21 January 2014 (Update):
- The Steel of Legends and Iron Within special moves now cost 18 points, down from 25.
- Familiar special moves now function correctly when used from an action bar slot.
- patch 20 August 2013 (Update):
- Familiar special moves now function correctly when used from an action bar slot.
- patch 2 November 2010 (Update):
- Several Summoning special move messages have been removed from the game’s spam filter.
- patch 19 July 2010 (Update):
- Your open tabs should now be more consistent when using familiar special moves.
- patch 11 January 2010 (Update):
- Made the Summoning "Special Move" consistent on the Summoning left-click options.
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