Standard spells

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Standard spells (also called the standard spellbook) are a group of Magic spells available to all players. It is unlocked by default upon character creation, and can be used at level 1 Magic.

Overview[edit | edit source]

All spells in the standard spellbook.

The spells in the standard spellbook can be divided into a number of distinct classifications.

Combat spells[edit | edit source]

Fire Surge icon.png Combat spells are used to by its casters, mostly in battle, for their offensive capabilities. This type of magic can be separated into two sub types. One type of spells give specific elemental damage (Elemental spells, that are often used against monsters with a specific weakness to these elements. The other kind, Curse spells, has different effects and are not mainly used to cause damage, but to make dealing damage easier or safer for the mage casting these curse spells. For example: by lowering the target's (combat) stats or binding it in place preventing it from moving.

Elemental spells[edit | edit source]

Spells such as Water Strike and Fire Blast are simple: They deal damage to one target, with the amount of damage varying according to the spell's maximum hit and other modifiers. The accuracy of these spells is determined by a number of factors, none of which are the spell itself; all other things being equal, Air Strike is as accurate as Fire Surge.

There are four main types Elemental spells in the standard spellbook: wind (air), water, earth, and fire. Additionally, there are five increasingly strong groups of spells: Strike spells, Bolt spells, Blast spells, Wave spells, and Surge spells. Each of these spells makes use of a number of air runes, and a number of water runes, earth runes or fire runes depending on the spell. Free players may use all elemental spells up to and including Fire Blast.

In addition to the elemental spells, there are a number of unique combat spells with different properties.

Compared to melee and Ranged, some lower-levelled offensive spells have exceptionally high maximum hits for the levels required to cast them.

Curses[edit | edit source]

Curse spells are combat spells that are mainly used to cause a negative effect to the caster's target other than damage. Some curse spells temporarily lower the target's stats. As Magic is meant to be strong against melee users, the various curse spells lower Attack, Strength and Defence by either 5% or 10%. Additionally, Teleport Block may be classified as a curse, although it prevents teleportation rather than lowering a stat. Free players have access to the first three curses (Confuse, Weaken and Curse) as well as Teleport Block. All curse spells aside from Teleport Block make use of catalyst runes

Curse spells do not stack with themselves or similar curses; for example, it is not possible to frequently cast Stun on a target to drain its Attack further than 10%, nor is it possible to cast Confuse afterward for an additional 5% drain.

Spells that prevent the target from moving are binding spells. The ability to deal damage from a distance is one of a mage's greatest advantages in combat, and binding spells ensure that melee users are unable to get too close. Free players may use Bind, which holds the target for 10–20 seconds, but members can use the Snare and Entangle spells, which hold the target for 15-30 and 20–40 seconds, respectively. Binding spells use nature runes.

After a binding spell wears off, its target is immune to successive binding spells for five seconds.

Teleports[edit | edit source]

Home Teleport icon.png The standard spellbook contains a number of teleport spells, which instantly transport the caster to a certain destination. These spells are popular as they offer a considerably faster method of transportation than walking everywhere, and several of them, such as Varrock Teleport, lead to popular areas of the map. Free players may access all teleport spells up to and including Falador Teleport. All teleport spells use law runes in addition to other runes.

The standard spellbook is also the only spellbook to feature tele-other spells. When cast on another player, these spells will teleport that player to a certain destination. However, the targeted player must have Accept Aid on, and will be asked whether they wish to accept the teleportation. All tele-other spells use soul runes in addition to law runes.

Skilling spells[edit | edit source]

High Level Alchemy icon.png Skilling spells are that aids the player in a way that is not related to combat in a direct way. These skilling spells can be divided into two types: Enchantment spells and Alchemy spells.

Enchantment spells[edit | edit source]

Enchantment spells imbue certain items with magical properties, giving them new abilities. Any piece of jewellery crafted with a gem may be enchanted by the proper Enchant Jewellery spell, and crossbow bolts with tips made from gems may be enchanted by the proper Enchant Crossbow Bolt spell. Enchanted jewellery items have a wide variety of effects, such as teleportation, increased equipment bonuses, and assistance in skills such as Smithing and Runecrafting. Enchanted crossbow bolts gain secondary effects in combat. Additionally, the Charge Orb spells may be used to imbue unpowered orbs with elemental magic, after which they may be used to make elemental staves. All enchantment spells make use of cosmic runes.

Alchemy spells[edit | edit source]

Alchemy spells convert items into other items. There are only three alchemy spells in the game. Low Level Alchemy and High Level Alchemy convert items into certain amounts of coins, and Superheat Item may be used to forge ore into bars without a furnace. These three spells all use nature runes and fire runes.

Spell Summary[edit | edit source]

Icon Spell Magic Level Members only? Runes Required Experience Maximum hit Notes
Home Teleport icon.png Home Teleport 0 No None 0 N/A Gives a variety of options to teleport to areas around Gielinor via the Lodestone Network.
Air Strike icon.png

Air Strike

1 No 1Air 5.5+ 48 + Magic level
Confuse icon.png Confuse 3 No 1Mind 13 N/A Reduces the target's chance to hit by 5% for 1 minute.
Opal bolts (e) 5.png Enchant Crossbow Bolt (Opal) 4 Yes 1Cosmic2Air 9 N/A Enchants opal bolts into opal bolts (e), 10 at a time.
Water Strike icon.png Water Strike 5 No 1Water1Air 7.5+ 48 + Magic level
Lvl-1 Enchant icon.png Lvl-1 Enchant 7 No 1Cosmic1Water 17.5 N/A Enchants jewellery items made with sapphires.
Sapphire bolts (e) 5.png Enchant Crossbow Bolt (Sapphire) 7 Yes 1Cosmic1Mind1Water 17 N/A Enchants sapphire bolts into sapphire bolts (e), 10 at a time.
Earth Strike icon.png Earth Strike 9 No 1Earth1Air 9.5+ 86 + Magic level
South Feldip Hills Teleport icon.png South Feldip Hills Teleport 10 Yes 1Law1Water1Air 19 N/A Teleports the caster to South Feldip Hills.
Weaken icon.png Weaken 11 No 1Body 21 N/A Reduces the target's damage dealt by 5% for 1 minute.
Fire Strike icon.png Fire Strike 13 No 1Fire1Air 11.5+ 124 + Magic level
Jade bolts 5.png Enchant Crossbow Bolt (Jade) 14 Yes 1Cosmic2Earth 19 N/A Enchants jade bolts into jade bolts (e), 10 at a time.
Bones to Bananas icon.png Bones To Bananas 15 No 1Nature2Earth2Water 25 N/A Converts all normal bones in the inventory into bananas.
Air Bolt icon.png Air Bolt 17 No 2Air 13.5+ 163 + Magic level Maximum hit is increased with chaos gauntlets.
Curse icon.png Curse 19 No 1Chaos 29 N/A

Increases the target's damage received by 5% for 1 minute.

Bind icon.png Bind 20 No 1Nature 30 N/A Prevents creatures from moving for 20 seconds, or players for 10 seconds.
Low Level Alchemy icon.png Low Level Alchemy 21 No 1Nature3Fire 31 N/A Converts an item into an amount of coins equivalent to the price that a general store will pay for it at zero stock.
Water Bolt icon.png Water Bolt 23 No 2Water2Air 16.5+ 220 + Magic level Maximum hit is increased with chaos gauntlets.
Pearl bolts (e) 5.png Enchant Crossbow Bolt (Pearl) 24 Yes 1Cosmic2Water 29 N/A Enchants pearl bolts into pearl bolts (e)
Varrock Teleport icon.png Varrock Teleport 25 No 1Law1Fire3Air 35 N/A Teleports the caster to the market square in Varrock. After completion of the easy Varrock tasks, the spell's destination can be changed to the entrance to the Grand Exchange.
Lvl-2 Enchant icon.png Lvl-2 Enchant 27 No 1Cosmic3Air 37 N/A Enchants jewellery items made with emeralds.
Emerald bolts (e) 5.png Enchant Crossbow Bolt (Emerald) 27 Yes 1Nature1Cosmic3Air 37 N/A Enchants emerald bolts into emerald bolts (e), 10 at a time.
Earth Bolt icon.png Earth Bolt 29 No 2Earth2Air 19.5+ 278 + Magic level Maximum hit is increased with chaos gauntlets.
Topaz bolts 5.png Enchant Crossbow Bolt (Red Topaz) 29 Yes 1Cosmic2Fire 33 N/A Enchants red topaz bolts into red topaz bolts (e), 10 at a time.
Lumbridge Teleport icon.png Lumbridge Teleport 31 No 1Law1Earth3Air 41 N/A Teleports the caster to the courtyard of Lumbridge Castle.
Telekinetic Grab icon.png Telekinetic Grab 33 No 1Law1Air 43 N/A Remotely takes an item laying on the ground or on a table. Can be cast through barriers such as fences and jail cell bars, but not through solid objects like doors or walls.
Fire Bolt icon.png Fire Bolt 35 No 2Fire2Air 22.5+ 336 + Magic level Maximum hit is increased with chaos gauntlets.
Falador Teleport icon.png Falador Teleport 37 No 1Law1Water3Air 47 N/A Teleports the caster to the centre of Falador.
House Teleport icon.png House Teleport 40 Yes 1Law1Earth1Air 30 N/A Teleports the caster to their player-owned house. This spell's destination can either be the exit portal inside the house itself, or outside the entrance portal.
Air Blast icon.png Air Blast 41 No 3Air 25.5+ 393 + Magic level
Superheat Item icon.png Superheat Item 43 No 1Nature4Fire 53 N/A Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.
Camelot Teleport icon.png Camelot Teleport 45 Yes 1Law5Air 55.5 N/A Teleports the caster to the gates of Camelot. After completion of the hard Seers' Village tasks, this spell's destination may be changed to the middle of Seers' Village.
Water Blast icon.png Water Blast 47 No 3Water3Air 28.5+ 451 + Magic level
Lvl-3 Enchant icon.png Lvl-3 Enchant 49 No 1Cosmic5Fire 59 N/A Enchants jewellery items made with rubies.
Ruby bolts (e) 5.png Enchant Crossbow Bolt (Ruby) 49 Yes 1Blood1Cosmic5Fire 59 N/A Enchants ruby bolts into ruby bolts (e), 10 at a time.
Entangle icon.png Snare 50 Yes 2Nature 60 30 Prevents creatures from moving for 30 seconds, or players for 15 seconds.
Slayer Dart icon.png Slayer Dart 50 Yes 1Death3Air
+Slayer staff
61+ 480 Requires 55 Slayer and use of either a slayer staff or staff of light. This is the only spell that can damage turoth and kurasks.
Ardougne Teleport icon.png Ardougne Teleport 51 Yes 2Law2Water 61 N/A Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.
Earth Blast icon.png Earth Blast 53 No 3Earth3Air 31.5+ 508 + Magic level
High Level Alchemy icon.png High Level Alchemy 55 No 1Nature5Fire 65 N/A Converts an item into the amount of coins that a specialty shop will pay for it at zero stock; the amount is 50% greater than that of Low Level Alchemy.
Charge Water Orb icon.png Charge Water Orb 56 Yes 3Cosmic30Water1Unpowered Orb 66 N/A Turns an unpowered orb into a water orb when cast at the Water Obelisk.
Lvl-4 Enchant icon.png Lvl-4 Enchant 57 No 1Cosmic10Earth 67 N/A Enchants jewellery items made with diamonds.
Diamond bolts (e) 5.png Enchant Crossbow Bolt (Diamond) 57 Yes 2Law1Cosmic10Earth 67 N/A Enchants diamond bolts into diamond bolts (e), 10 at a time.
Watchtower Teleport icon.png Watchtower Teleport 58 Yes 2Law2Earth 68 N/A Requires completion of Watchtower quest. Teleports the caster to the top of the Watchtower outside of Yanille. After completion of the hard Ardougne tasks, this spell's destination may be changed to the middle of Yanille.
Fire Blast icon.png Fire Blast 59 No 3Fire3Air 34.5+ 566 + Magic level This is the strongest combat spell that free players may cast.
Divine Storm.png Divine Storm 60 Yes 5Air 35 576 A powerful air spell.
Charge Earth Orb icon.png Charge Earth Orb 60 Yes 3Cosmic30Earth1Unpowered Orb 70 N/A Turns an unpowered orb into an earth orb when cast at the Earth Obelisk.
Bones to Peaches icon.png Bones to Peaches 60 Yes 2Nature4Earth4Water 65 N/A Must be unlocked at the Mage Training Arena. Converts all bones up to and including big bones in the caster's inventory into peaches.
God Wars Dungeon Teleport icon.png God Wars Dungeon Teleport 61 Yes 2Law2Fire N/A Requires completion of The Mighty Fall.
Trollheim Teleport icon.png Trollheim Teleport 61 Yes 2Law2Fire 68 N/A Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.
Air Wave icon.png Air Wave 62 Yes 4Air 36+ 595 + Magic level
Charge Fire Orb icon.png Charge Fire Orb 63 Yes 3Cosmic30Fire1Unpowered Orb 73 N/A Turns an unpowered orb into a fire orb when cast at the Fire Obelisk.
Ape Atoll Teleport icon.png Ape Atoll Teleport 64 Yes 2Law2Fire2Water1Banana 74 N/A Requires completion of the Freeing King Awowogei subsection of Recipe for Disaster. Teleports the caster to a safe area in the church on Ape Atoll.
Water Wave icon.png Water Wave 65 Yes 4Water4Air 37.5+ 624 + Magic level
Charge Air Orb icon.png Charge Air Orb 66 Yes 3Cosmic30Air1Unpowered Orb 76 N/A Turns an unpowered orb into an air orb when cast at the Air Obelisk.
Vulnerability icon.png Vulnerability 66 Yes 1Soul1Chaos 76 N/A Increases the target's damage received by 10% for 1 minute.
Lvl-5 Enchant icon.png Lvl-5 Enchant 68 Yes 1Cosmic15Earth15Water 78 N/A Enchants jewellery items made with dragonstones.
Dragon bolts 5.png Enchant Crossbow Bolt (Dragonstone) 68 Yes 1Soul1Cosmic15Earth 78 N/A Enchants dragonstone bolts into dragonstone bolts (e), 10 at a time.
Earth Wave icon.png Earth Wave 70 Yes 4Earth4Air 40+ 672 + Magic level
Enfeeble icon.png Enfeeble 73 Yes 1Soul1Body 83 N/A Lowers the target's Strength by 10%.
Tele-other Lumbridge icon.png Tele-other Lumbridge 74 Yes 1Soul1Law1Earth 84 N/A Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.
Fire Wave icon.png Fire Wave 75 Yes 4Fire4Air 42.5+ 720 + Magic level
Divine Storm.png Storm of Armadyl 77 Yes 1Armadyl rune 70+ 270 Maximum hit scales with the caster's Magic level. Each hit will deal a minimum amount of damage. Lowers the target's Defence by 1 point per cast, whether a hit or a miss. Requires completion of The Ritual of the Mahjarrat to use.
Snare icon.png Entangle 79 Yes 3Nature 89 50 Prevents creatures from moving for 40 seconds, or players for 20 seconds.
Polypore Strike icon.png Polypore Strike 80 Yes Polypore staff.pngPolypore staff 786 This strike is in all three spellbooks and requires the Polypore staff to cast. The max hit is increased by 1 for each magic level the user has.
Stagger icon.png Stagger 80 Yes 1Soul1Mind 90 N/A Reduces the target's chance to hit by 10% for 1 minute.
Air Surge icon.png Air Surge 81 Yes 5Air 75+ 777 + Magic level
Tele-other Falador icon.png Tele-other Falador 82 Yes 1Soul1Law1Water 92 N/A Teleports another player, who must have Accept Aid on, to the middle of Falador.
Water Surge icon.png Water Surge 85 Yes 5Water5Air 80 816 + Magic level
Teleport Block icon.png Teleport Block 85 No 1Law1Death1Chaos 80 30 Can only be cast on another player in the Wilderness. Prevents the target from using any form of teleportation for five minutes (two and a half minutes if the target has Protect from Magic or Deflect Magic active at the time of the casting). This is the highest-level spell that free players may cast.
Lvl-6 Enchant icon.png Lvl-6 Enchant 87 Yes 1Cosmic20Fire20Earth 97 N/A Enchants jewellery items made with onyx.
Onyx bolts (e) 5.png Enchant Crossbow Bolt (Onyx) 87 Yes 1Death1Cosmic20Fire 97 N/A Enchants onyx bolts into onyx bolts (e), 10 at a time.
Earth Surge icon.png Earth Surge 90 Yes 5Earth5Air 85+ 864 + Magic level
Tele-other Camelot icon.png Tele-other Camelot 90 Yes 2Soul1Law 100 N/A Teleports another player, who must have Accept Aid on, to the gates of Camelot.
Fire Surge icon.png Fire Surge 95 Yes 5Fire5Air 90+ 883 + Magic level