Standard spells
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]
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 | ![]() |
1 | 1![]() |
13 | Reduces the target's chance to hit by 5% for 1 minute. |
Air Strike | ![]() |
1 | 1![]() |
N/A | A simple air spell. |
Water Strike | ![]() |
5 | 1![]() ![]() |
N/A | A simple water spell. |
Earth Strike | ![]() |
9 | 1![]() ![]() |
N/A | A simple earth spell. |
Weaken | ![]() |
11 | 1![]() |
21 | Reduces the target's damage dealt by 5% for 1 minute. |
Fire Strike | ![]() |
13 | 1![]() ![]() |
N/A | A simple fire spell. |
Air Bolt | ![]() |
17 | 2![]() |
N/A | A basic air spell. |
Curse | ![]() |
19 | 1![]() |
29 | Increases the target's damage received by 5% for 1 minute. |
Bind | ![]() |
20 | 1![]() |
30 | Prevents creatures from moving for 12 seconds, or players for 6 seconds. |
Water Bolt | ![]() |
23 | 2![]() ![]() |
N/A | A basic water spell. |
Earth Bolt | ![]() |
29 | 2![]() ![]() |
N/A | A basic earth spell. |
Fire Bolt | ![]() |
35 | 2![]() ![]() |
N/A | A basic fire spell. |
Air Blast | ![]() |
41 | 3![]() |
N/A | A standard air spell. |
Water Blast | ![]() |
47 | 3![]() ![]() |
N/A | A standard water spell. |
Slayer Dart | ![]() |
50 | 1![]() ![]() Slayer staff, Staff of Light, |
N/A | A powerful air spell, which is particularly effective against certain Slayer creatures. |
Snare | ![]() |
50 | 2![]() |
60.5 | Prevents creatures from moving for 18 seconds, or players for 9 seconds. |
Earth Blast | ![]() |
53 | 3![]() ![]() |
N/A | A standard earth spell. |
Fire Blast | ![]() |
59 | 3![]() ![]() |
N/A | A standard fire spell. |
Divine Storm | ![]() |
60 | 5![]() |
N/A | A powerful air spell. |
Air Wave | ![]() |
62 | 4![]() |
N/A | A powerful air spell. |
Water Wave | ![]() |
65 | 4![]() ![]() |
N/A | A powerful water spell. |
Vulnerability | ![]() |
66 | 1![]() ![]() |
76 | Increases the target's damage received by 10% for 1 minute. |
Earth Wave | ![]() |
70 | 4![]() ![]() |
N/A | A powerful earth spell. |
Enfeeble | ![]() |
73 | 1![]() ![]() |
83 | Reduces the target's damage dealt by 10% for 1 minute. |
Fire Wave | ![]() |
75 | 4![]() ![]() |
N/A | A powerful fire spell. |
Storm of Armadyl | ![]() |
77 | 1![]() |
N/A | A very powerful air spell. |
Entangle | ![]() |
79 | 3![]() |
89 | Prevents creatures from moving for 24 seconds, or players for 12 seconds. |
Polypore Strike | ![]() |
80 | 5![]() ![]() |
N/A | A very powerful air spell. |
Stagger | ![]() |
80 | 1![]() ![]() |
90 | Reduces the target's chance to hit by 10% for 1 minute. |
Air Surge | ![]() |
81 | 5![]() |
N/A | A very powerful air spell. |
Teleport Block | ![]() |
85 | 1![]() ![]() ![]() |
80 | Prevent the targeted player from using teleport spells and items for 5 minutes. |
Water Surge | ![]() |
85 | 5![]() ![]() |
N/A | A very powerful water spell. |
Earth Surge | ![]() |
90 | 5![]() ![]() |
N/A | A very powerful earth spell. |
Fire Surge | ![]() |
95 | 5![]() ![]() |
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 | ![]() |
0 | None | 0 | Teleport to the city hub of your choice. |
War's Retreat Teleport | ![]() |
0 | None | 0 | Teleport to War's Retreat. |
Max guild Teleport | ![]() |
0 | None | 0 | Teleport to the Max guild. |
Skeletal horror Teleport | ![]() |
1 | None | 0 | Teleport to the Skeletal horror. |
Kandarin monastery Teleport | ![]() |
1 | None | 0 | Teleport to the Kandarin monastery. |
South Feldip Hills Teleport | ![]() |
10 | 1![]() ![]() ![]() |
19 | Teleport yourself to South Feldip Hills. |
Taverley Teleport | ![]() |
19 | 1![]() ![]() ![]() |
38 | Teleport yourself to Taverley. |
Varrock Teleport | ![]() |
25 | 1![]() ![]() ![]() |
35 | Teleport yourself to Varrock. |
Lumbridge Teleport | ![]() |
31 | 1![]() ![]() ![]() |
41 | Teleport yourself to Lumbridge. |
Falador Teleport | ![]() |
37 | 1![]() ![]() ![]() |
48 | Teleport yourself to Falador. |
House Teleport | ![]() |
40 | 1![]() ![]() ![]() |
30 | Teleport yourself to your player-owned-house. |
Camelot Teleport | ![]() |
45 | 1![]() ![]() |
55.5 | Teleport yourself to Camelot. |
Ardougne Teleport | ![]() |
51 | 2![]() ![]() |
61 | Teleport yourself to Ardougne. |
Manor farm Teleport | ![]() |
51 | None | 0 | Teleport to the Manor farm. |
Watchtower Teleport | ![]() |
58 | 2![]() ![]() |
68 | Teleport yourself to Yanille. |
God Wars Dungeon Teleport | ![]() |
61 | 2![]() ![]() |
68 | Teleport yourself to the God Wars Dungeon. |
Trollheim Teleport | ![]() |
61 | 2![]() ![]() |
68 | Teleport yourself to the summit of Trollheim. |
Ape Atoll Teleport | ![]() |
64 | 2![]() ![]() ![]() ![]() |
76 | Teleport yourself to Ape Atoll. |
Mazcab Teleport | ![]() |
70 | 1![]() ![]() ![]() |
35 | Teleport yourself to Mazcab |
Anachronia Teleport | ![]() |
72 | 1![]() ![]() ![]() |
42 | Teleport yourself to your Anachronia teleport totem. |
Tele-other Lumbridge | ![]() |
74 | 1![]() ![]() ![]() |
84 | Teleport the targeted player to Lumbridge. |
Tele-other Falador | ![]() |
82 | 1![]() ![]() ![]() |
92 | Teleport the targeted player to Falador. |
Tele-other Camelot | ![]() |
90 | 2![]() ![]() |
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 | ![]() |
7 | 1![]() ![]() |
17.5 | Imbues sapphire, opal and lapis lazuli jewellery with magical properties. |
Bones to Bananas | ![]() |
15 | 1![]() ![]() ![]() |
25 | Converts all bones, up to big bones, in your inventory into edible bananas. |
Low Level Alchemy | ![]() |
21 | 1![]() ![]() |
31 | Converts the targeted item into coins. |
Lvl-2 Enchant | ![]() |
27 | 1![]() ![]() |
37 | Imbues emerald and jade jewellery with magical properties. |
Telekinetic Grab | ![]() |
33 | 1![]() ![]() |
43 | Magically place the targeted item into your inventory. |
Superheat Item | ![]() |
43 | 1![]() ![]() |
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 | ![]() |
49 | 1![]() ![]() |
59 | Imbues ruby and topaz jewellery with magical properties. |
High Level Alchemy | ![]() |
55 | 1![]() ![]() |
65 | Converts the targeted item into even more coins! |
Charge Water Orb | ![]() |
56 | 3![]() ![]() ![]() |
66 | Converts unpowered orbs in your inventory into water orbs. Must be cast on the water obelisk near Taverley. |
Lvl-4 Enchant | ![]() |
57 | 1![]() ![]() |
67 | Imbues diamond jewellery with magical properties. |
Bones to Peaches | ![]() |
60 | 2![]() ![]() ![]() |
35.5 | Converts all bones, up to big bones, in your inventory into edible peaches. |
Charge Earth Orb | ![]() |
60 | 3![]() ![]() ![]() |
70 | Converts unpowered orbs in your inventory into earth orbs. Must be cast on the earth obelisk near Edgeville. |
Charge Fire Orb | ![]() |
63 | 3![]() ![]() ![]() |
73 | Converts unpowered orbs in your inventory into fire orbs. Must be cast on the fire obelisk near Taverley. |
Charge Air Orb | ![]() |
66 | 3![]() ![]() ![]() |
76 | Converts unpowered orbs in your inventory into air orbs. Must be cast on the air obelisk near Edgeville. |
Lvl-5 Enchant | ![]() |
68 | 1![]() ![]() ![]() |
78 | Imbues dragonstone jewellery with magical properties. |
Lvl-6 Enchant | ![]() |
87 | 1![]() ![]() ![]() |
97 | Imbues onyx, alchemical onyx, hydrix and alchemical hydrix jewellery with magical properties. |
Enchant Crossbow Bolt | ![]() |
Various | Various | Various | Enchant crossbow bolts to have additional magical effects when they are fired. |
Update history[edit | edit source]
- patch 11 May 2020 (Update):
- At the request of clue hunters, a teleport to Turael's previous location in Taverley has been added to the spell book. It currently uses the Trollheim Teleport icon.
Combat |
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Teleport |
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Skilling |
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Removed |
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