Standard spells

From the RuneScape Wiki, the wiki for all things RuneScape
Jump to navigation Jump to search

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]

Combat spells are used for their offensive capabilities - mostly in battle. They can be separated into two main sub-types: elemental spells and curse spells. Elemental spells give specific elemental damage and are often used against monsters with a specific weakness to the element. Curse spells have different effects, and are not mainly used to cause damage, but rather to make dealing-damage easier or safer for the caster, for example by lowering the target's combat stats or by preventing it from moving by binding it in place.

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 of Elemental spells in the standard spellbook: 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 make 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 3 to 12 seconds, but members can use the Snare and Entangle spells, which hold the target for 4.5 to 18 and 6 to 24 seconds, respectively. Binding spells use nature runes.

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

Spell Icon Magic Level Runes Required Experience Description
Confuse Confuse icon.png 1 1Mind 13 Reduces the target's chance to hit by 5% for 1 minute.
Air Strike Air Strike icon.png 1 1Air N/A A simple air spell.
Water Strike Water Strike icon.png 5 1Water1Air N/A A simple water spell.
Earth Strike Earth Strike icon.png 9 1Earth1Air N/A A simple earth spell.
Weaken Weaken icon.png 11 1Body 21 Reduces the target's damage dealt by 5% for 1 minute.
Fire Strike Fire Strike icon.png 13 1Fire1Air N/A A simple fire spell.
Air Bolt Air Bolt icon.png 17 2Air N/A A basic air spell.
Curse Curse icon.png 19 1Chaos 29 Increases the target's damage received by 5% for 1 minute.
Bind Bind icon.png 20 1Nature 30 Prevents creatures from moving for 12 seconds, or players for 6 seconds.
Water Bolt Water Bolt icon.png 23 2Water2Air N/A A basic water spell.
Earth Bolt Earth Bolt icon.png 29 2Earth2Air N/A A basic earth spell.
Fire Bolt Fire Bolt icon.png 35 2Fire2Air N/A A basic fire spell.
Air Blast Air Blast icon.png 41 3Air N/A A standard air spell.
Water Blast Water Blast icon.png 47 3Water3Air N/A A standard water spell.
Slayer Dart Slayer Dart icon.png 50 1Death3Air
Slayer staff, Staff of Light,

Staff of darkness, or Abyssal wand

N/A A powerful air spell, which is particularly effective against certain Slayer creatures.
Snare Snare icon.png 50 2Nature 60.5 Prevents creatures from moving for 18 seconds, or players for 9 seconds.
Earth Blast Earth Blast icon.png 53 3Earth3Air N/A A standard earth spell.
Fire Blast Fire Blast icon.png 59 3Fire3Air N/A A standard fire spell.
Divine Storm Divine Storm icon.png 60 5Air N/A A powerful air spell.
Air Wave Air Wave icon.png 62 4Air N/A A powerful air spell.
Water Wave Water Wave icon.png 65 4Water4Air N/A A powerful water spell.
Vulnerability Vulnerability icon.png 66 1Soul1Chaos 76 Increases the target's damage received by 10% for 1 minute.
Earth Wave Earth Wave icon.png 70 4Earth4Air N/A A powerful earth spell.
Enfeeble Enfeeble icon.png 73 1Soul1Body 83 Reduces the target's damage dealt by 10% for 1 minute.
Fire Wave Fire Wave icon.png 75 4Fire4Air N/A A powerful fire spell.
Storm of Armadyl Storm of Armadyl icon.png 77 1Armadyl rune N/A A very powerful air spell.
Entangle Entangle icon.png 79 3Nature 89 Prevents creatures from moving for 24 seconds, or players for 12 seconds.
Polypore Strike Polypore Strike icon.png 80 5Fire1Polypore spore N/A A very powerful air spell.
Stagger Stagger icon.png 80 1Soul1Mind 90 Reduces the target's chance to hit by 10% for 1 minute.
Air Surge Air Surge icon.png 81 5Air N/A A very powerful air spell.
Teleport Block Teleport Block icon.png 85 1Law1Death1Chaos 80 Prevent the targeted player from using teleport spells and items for 5 minutes.
Water Surge Water Surge icon.png 85 5Water5Air N/A A very powerful water spell.
Earth Surge Earth Surge icon.png 90 5Earth5Air N/A A very powerful earth spell.
Fire Surge Fire Surge icon.png 95 5Fire5Air N/A A very powerful fire spell.

Teleports[edit | edit source]

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.

Spell Icon Magic Level Runes Required Experience Description
Home Teleport Home Teleport icon.png 0 None 0 Teleport to the city hub of your choice.
War's Retreat Teleport War's Retreat Teleport icon.png 0 None 0 Teleport to War's Retreat.
Max guild Teleport Max guild Teleport icon.png 0 None 0 Teleport to the Max guild.
Skeletal horror Teleport Skeletal horror Teleport icon.png 1 None 0 Teleport to the Skeletal horror.
Kandarin monastery Teleport Kandarin monastery Teleport icon.png 1 None 0 Teleport to the Kandarin monastery.
South Feldip Hills Teleport South Feldip Hills Teleport icon.png 10 1Law1Water1Air 19 Teleport yourself to South Feldip Hills.
Taverley Teleport Taverley Teleport icon.png 19 1Law1Fire3Air 38 Teleport yourself to Taverley.
Varrock Teleport Varrock Teleport icon.png 25 1Law1Fire3Air 35 Teleport yourself to Varrock.
Lumbridge Teleport Lumbridge Teleport icon.png 31 1Law1Earth3Air 41 Teleport yourself to Lumbridge.
Falador Teleport Falador Teleport icon.png 37 1Law1Water3Air 48 Teleport yourself to Falador.
House Teleport House Teleport icon.png 40 1Law1Earth1Air 30 Teleport yourself to your player-owned-house.
Camelot Teleport Camelot Teleport icon.png 45 1Law5Air 55.5 Teleport yourself to Camelot.
Ardougne Teleport Ardougne Teleport icon.png 51 2Law2Water 61 Teleport yourself to Ardougne.
Manor farm Teleport Manor farm Teleport icon.png 51 None 0 Teleport to the Manor farm.
Watchtower Teleport Watchtower Teleport icon.png 58 2Law2Earth 68 Teleport yourself to Yanille.
God Wars Dungeon Teleport God Wars Dungeon Teleport icon.png 61 2Law2Fire 68 Teleport yourself to the God Wars Dungeon.
Trollheim Teleport Trollheim Teleport icon.png 61 2Law2Fire 68 Teleport yourself to the summit of Trollheim.
Ape Atoll Teleport Ape Atoll Teleport icon.png 64 2Law2Fire2Water1Banana 76 Teleport yourself to Ape Atoll.
Mazcab Teleport Mazcab Teleport icon.png 70 1Soul1Law3Cosmic 35 Teleport yourself to Mazcab
Anachronia Teleport Anachronia Teleport icon.png 72 1Law3Nature1Earth 42 Teleport yourself to your Anachronia teleport totem.
Tele-other Lumbridge Tele-other Lumbridge icon.png 74 1Soul1Law1Earth 84 Teleport the targeted player to Lumbridge.
Tele-other Falador Tele-other Falador icon.png 82 1Soul1Law1Water 92 Teleport the targeted player to Falador.
Tele-other Camelot Tele-other Camelot icon.png 90 2Soul1Law 100 Teleport the targeted player to Camelot.

Skilling spells[edit | edit source]

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 Icon Magic Level Runes Required Experience Description
Lvl-1 Enchant Lvl-1 Enchant icon.png 7 1Cosmic1Water 17.5 Imbues sapphire, opal and lapis lazuli jewellery with magical properties.
Bones to Bananas Bones to Bananas icon.png 15 1Nature2Earth2Water 25 Converts all bones, up to big bones, in your inventory into edible bananas.
Low Level Alchemy Low Level Alchemy icon.png 21 1Nature3Fire 31 Converts the targeted item into coins.
Lvl-2 Enchant Lvl-2 Enchant icon.png 27 1Cosmic3Air 37 Imbues emerald and jade jewellery with magical properties.
Telekinetic Grab Telekinetic Grab icon.png 33 1Law1Air 43 Magically place the targeted item into your inventory.
Superheat Item Superheat Item icon.png 43 1Nature4Fire 53 Smelt the targeted ore into a metal bar without using a furnace, or re-heat your unfinished smithing item. If used within the Artisans' Workshop this works with the smelting gauntlets.
Lvl-3 Enchant Lvl-3 Enchant icon.png 49 1Cosmic5Fire 59 Imbues ruby and topaz jewellery with magical properties.
High Level Alchemy High Level Alchemy icon.png 55 1Nature5Fire 65 Converts the targeted item into even more coins!
Charge Water Orb Charge Water Orb icon.png 56 3Cosmic30Water1Unpowered Orb 66 Converts unpowered orbs in your inventory into water orbs. Must be cast on the water obelisk near Taverley.
Lvl-4 Enchant Lvl-4 Enchant icon.png 57 1Cosmic10Earth 67 Imbues diamond jewellery with magical properties.
Bones to Peaches Bones to Peaches icon.png 60 2Nature4Earth4Water 35.5 Converts all bones, up to big bones, in your inventory into edible peaches.
Charge Earth Orb Charge Earth Orb icon.png 60 3Cosmic30Earth1Unpowered Orb 70 Converts unpowered orbs in your inventory into earth orbs. Must be cast on the earth obelisk near Edgeville.
Charge Fire Orb Charge Fire Orb icon.png 63 3Cosmic30Fire1Unpowered Orb 73 Converts unpowered orbs in your inventory into fire orbs. Must be cast on the fire obelisk near Taverley.
Charge Air Orb Charge Air Orb icon.png 66 3Cosmic30Air1Unpowered Orb 76 Converts unpowered orbs in your inventory into air orbs. Must be cast on the air obelisk near Edgeville.
Lvl-5 Enchant Lvl-5 Enchant icon.png 68 1Cosmic15Earth15Water 78 Imbues dragonstone jewellery with magical properties.
Lvl-6 Enchant Lvl-6 Enchant icon.png 87 1Cosmic20Fire20Earth 97 Imbues onyx, alchemical onyx, hydrix and alchemical hydrix jewellery with magical properties.
Enchant Crossbow Bolt Enchant Crossbow Bolt icon.png Various Various Various Enchant crossbow bolts to have additional magical effects when they are fired.

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!
  • update 2 September 2009 (Update):
    • In the standard spellbook, "Autocast" is now the default option (left-click) for combat spells, with "Cast" as the alternate option (right-click).