Combat spells
Combat spells are a type of magic spell used by players, mostly in battle, for their offensive capabilities. Combat spells can be separated into three sub-types. The first type of spells, offensive spells, are primarily used to deal magical damage against opponents. The second type, curse spells, are used to disable or debilitate an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.
Offensive spells
Offensive spells result in a spell-related amount of experience when cast, but they also give experience depending on the amount of damage caused to the opponent. Each damage point caused by an offensive spell yields 2 Magic experience points (i.e. hitting a 30 with a spell yields the spell's base XP + 60 Magic XP) and 1.33 Hitpoint experience points. All offensive spells have an attack range of 10 squares. Generally, most offensive spells use some Air runes in combination with some other "Combat" runes, though there are exceptions with the special spells such as Magic Dart.
A shield icon in the Combat Options panel represents 'defensive casting'. If this button is clicked instead of the regular option, the player will gain Defence experience whenever offensive spells are cast at the cost of receiving a reduced amount of Magic experience. Rather than 2 Magic experience points, defensive casting yields 1.33 Magic experience points and 1 Defence experience point for every damage point inflicted as well as the usual 1.33 Hitpoint experience points and base Magic experience that is earned for each cast.
Offensive spells will occasionally splash upon contact with a target and thus deal no damage. When splashing, the caster will receive only the base experience for that spell and no additional experience. As a result, there is no physical difference between splashing with a spell and hitting a 0 with the same spell. The splash rate depends on five things:
- The caster's Magic level
- The Magic attack bonus of the equipment the caster is wearing
- The target's Magic level
- The target's Defence level (PvP only)
- The Magic defence bonus of the equipment the target is wearing
All spells have equal accuracy, and the magical accuracy is only derived from the current Magic level (and applicable boosts such as from potions or prayer) and Magic accuracy bonus from equipment. To maximise accuracy, especially in training and player killing, players are advised to equip magic-boosting equipment, unequip magic-lowering equipment, and raise Magic levels.
Some monsters are immune to all Magic damage except certain types of spells. For example, the bosses fought in the Mage Arena II can only be damaged by the corresponding god spell of the god they represent, Salarin the twisted can only be damaged by strike spells, and Fareed can only be damaged by water spells via Magic.
Standard spellbook
Standard offensive spells consist primarily of element-based attacks. Some monsters have a partial weakness against them, in which the player's accuracy and damage are increased by 1% for each % the monster is vulnerable to it. For example, ice giants, who have a 100% weakness to fire spells, result in the player's accuracy and damage doubled.
Icon | Mobile icon |
Spell | Level | Runes | Cost of runes | XP | Base Max hit[1][2] | Members |
---|---|---|---|---|---|---|---|---|
Wind Strike | 1 | 1 1 | 8 | 5.5 | 2→8 | |||
Water Strike | 5 | 1 1 1 | 13 | 7.5 | 4→8 | |||
Earth Strike | 9 | 1 2 1 | 18 | 9.5 | 6→8 | |||
Fire Strike | 13 | 2 3 1 | 28 | 11.5 | 8 | |||
Wind Bolt | 17 | 2 1 | 112 | 13.5 | 9→12 | |||
Water Bolt | 23 | 2 2 1 | 122 | 16.5 | 10→12 | |||
Earth Bolt | 29 | 2 3 1 | 127 | 19.5 | 11→12 | |||
Fire Bolt | 35 | 3 4 1 | 137 | 22.5 | 12 | |||
Crumble Undead | 39 | 2 2 1 | 122 | 24.5 | 15 | |||
Wind Blast | 41 | 3 1 | 175 | 25.5 | 13→16 | |||
Water Blast | 47 | 3 3 1 | 190 | 28.5 | 14→16 | |||
Iban Blast | 50 | 5 1 + | 185 | 30 | 25 | |||
Magic Dart | 50 | 1 4 + | 172 | 30 | 15 | |||
Earth Blast | 53 | 3 4 1 | 195 | 31.5 | 15→16 | |||
Fire Blast | 59 | 4 5 1 | 205 | 34.5 | 16 | |||
Saradomin Strike | 60 | 4 2 2 + | 458 | 35 | 20 | |||
Flames of Zamorak | 60 | 1 4 2 + | 453 | 35 | 20 | |||
Claws of Guthix | 60 | 4 1 2 + | 453 | 35 | 20 | |||
Wind Wave | 62 | 5 1 | 239 | 36 | 17→20 | |||
Water Wave | 65 | 5 7 1 | 274 | 37.5 | 18→20 | |||
Earth Wave | 70 | 5 7 1 | 274 | 40 | 19→20 | |||
Fire Wave | 75 | 5 7 1 | 274 | 42.5 | 20 | |||
Wind Surge | 81 | 7 1 | 331 | 44.5 | 21→24 | |||
Water Surge | 85 | 7 10 1 | 381 | 46.5 | 22→24 | |||
Earth Surge | 90 | 7 10 1 | 381 | 48.5 | 23→24 | |||
Fire Surge | 95 | 7 10 1 | 381 | 50.5 | 24 |
- ^ Maximum hit may be increased by using equipment which increases magic damage. Please see the maximum magic hit page for complete statistics.
- ^ The max hit of every elemental spell will increase to match the highest level spell of that tier that the player has unlocked.
Arceuus spellbook
Icon | Mobile icon |
Spell | Level | Runes | Cost of runes | XP | Base Max hit[1] | Effect |
---|---|---|---|---|---|---|---|---|
Ghostly Grasp | 35 | 4 1 | 122 | 22.5 | 12 | 10% chance to bind the target for 1.2 seconds. | ||
Inferior Demonbane | 44 | 4 1 | 122 | 27 | 16 | Can only be cast on demonic creatures. Damage and accuracy are increased by 25% if the caster is under the effects of the Mark of Darkness spell. | ||
Skeletal Grasp | 56 | 8 1 | 200 | 33 | 17 | 25% chance to bind the target for 1.8 seconds. | ||
Superior Demonbane | 62 | 8 1 | 213 | 36 | 23 | Can only be cast on demonic creatures. Damage and accuracy are increased by 25% if the caster is under the effects of the Mark of Darkness spell. | ||
Undead Grasp | 79 | 12 1 | 274 | 46.5 | 24 | 50% chance to bind the target for 2.4 seconds. | ||
Dark Demonbane | 82 | 12 2 | 406 | 43.5 | 30 | Can only be cast on demonic creatures. Damage and accuracy are increased by 25% if the caster is under the effects of the Mark of Darkness spell. |
- ^ Maximum hit may be increased by using equipment which increases magic damage. Please see the maximum magic hit page for complete statistics.
Ancient Magicks
Icon | Mobile icon |
Spell | Level | Runes | Cost of runes | XP | Base Max hit[1] | Effect |
---|---|---|---|---|---|---|---|---|
Smoke Rush | 50 | 1 1 2 2 | 534 | 30 | 13 | Poisons target starting at 2 damage. | ||
Shadow Rush | 52 | 1 2 2 1 | 702 | 31 | 14 | Reduces target's Attack level by 10%. | ||
Blood Rush | 56 | 1 2 2 | 738 | 33 | 15 | Heals the caster for 25% of the damage inflicted on the target. | ||
Ice Rush | 58 | 2 2 2 | 534 | 34 | 16 | Freezes the target for 5 seconds. | ||
Smoke Burst | 62 | 2 2 4 2 | 748 | 36 | 17 | Hits a 3x3 area around a target. Poisons targets starting at 2 damage. | ||
Shadow Burst | 64 | 1 4 2 2 | 1,079 | 37 | 18 | Hits a 3x3 area around a target. Reduces targets' Attack levels by 10% each. | ||
Blood Burst | 68 | 2 4 2 | 1,156 | 39 | 21 | Hits a 3x3 area around a target. Heals the caster for 25% of the damage inflicted on the targets. | ||
Ice Burst | 70 | 4 4 2 | 748 | 40 | 22 | Hits a 3x3 area around a target. Freezes targets for 10 seconds. | ||
Smoke Blitz | 74 | 2 2 2 2 | 768 | 42 | 23 | Poisons target starting at 4 damage. | ||
Shadow Blitz | 76 | 2 2 2 2 | 1,104 | 43 | 24 | Reduces target's Attack level by 15%. | ||
Blood Blitz | 80 | 4 2 | 1,176 | 45 | 25 | Heals the caster for 25% of the damage inflicted on the target. | ||
Ice Blitz | 82 | 3 2 2 | 763 | 46 | 26 | Freezes target for 15 seconds. | ||
Smoke Barrage | 86 | 4 4 2 4 | 1,108 | 48 | 27 | Hits a 3x3 area around a target. Poisons targets starting at 4 damage. | ||
Shadow Barrage | 88 | 4 2 4 3 | 1,607 | 49 | 28 | Hits a 3x3 area around a target. Reduces targets' Attack levels by 15%. | ||
Blood Barrage | 92 | 4 4 1 | 1,669 | 51 | 29 | Hits a 3x3 area around a target. Heals the caster for 25% of the damage inflicted on the targets. | ||
Ice Barrage | 94 | 6 2 4 | 1,098 | 52 | 30 | Hits a 3x3 area around a target. Freezes targets for 20 seconds. |
- ^ Maximum hit may be increased by using equipment which increases magic damage. Please see the maximum magic hit page for complete statistics.
Curse spells
Curse spells are mainly used to cause a negative effect to its target other than damage. Curse spells are an underused part of Magic, mainly because spellcasters have little time to waste on casting them when they could be casting offensive spells instead.
In prolonged or group fights, using a curse spell or two at the beginning may be a good idea. Curses also are useful when competing for a monster respawn in single-way combat, as the curse immediately engages the monster. Curse spells can only be used again on the same target once the first spell wore off, unless the curse 'splashes' and does not affect the opponent.
Standard spellbook
Icon | Mobile icon |
Spell | Level | Runes | XP | Members | Effect |
---|---|---|---|---|---|---|---|
Confuse | 3 | 2 3 1 | 13 | Reduces the target's Attack by 5%. | |||
Weaken | 11 | 2 3 1 | 21 | Reduces the target's Strength by 5%. | |||
Curse | 19 | 3 2 1 | 29 | Reduces the target's Defence by 5%. | |||
Bind | 20 | 3 3 2 | 30 | Prevents the target from moving for 4.8 seconds. | |||
Snare | 50 | 4 4 3 | 60 | Prevents the target from moving for 9.6 seconds. | |||
Vulnerability | 66 | 5 5 1 | 76 | Reduces the target's Defence by 10%. | |||
Enfeeble | 73 | 8 8 1 | 83 | Reduces the target's Strength by 10%. | |||
Entangle | 79 | 5 5 4 | 89 | Prevents the target from moving for 14.4 seconds. | |||
Stun | 80 | 12 12 1 | 90 | Reduces the target's Attack by 10%. | |||
Tele Block | 85 | 1 1 1 | 80 | Prevents the target from teleporting for five minutes (half if they are using Protect from Magic). |
Arceuus spellbook
Icon | Mobile icon |
Spell | Level | Runes | XP | Effect |
---|---|---|---|---|---|---|
Dark Lure | 50 | 1 1 | 60 | Lures monsters to attack you, and stops them from retreating. Can also be cast on implings. | ||
Lesser Corruption | 64 | 1 2 | 75 | 33% chance to inflict corruption on the caster's next successful hit. | ||
Greater Corruption | 85 | 1 3 | 95 | 66% chance to inflict corruption on the caster's next successful hit. |
Support spells
Support spells are used to help support the player or their partners during a fight, and see the most usage during raids. Support spells range from healing players, sharing doses of potions, and buffing the player's damage output.
Standard spellbook
Icon | Mobile icon |
Spell | Level | Runes | XP | Effect |
---|---|---|---|---|---|---|
Charge | 80 | 3 3 3 | 180 | Increases the max hit of god spells from 20 to 30. |
Arceuus spellbook
Icon | Mobile icon |
Spell | Level | Runes | XP | Effect |
---|---|---|---|---|---|---|
Resurrect Lesser Ghost | 38 | 10 1 5 | 55 | Costing two prayer points, the spell summons a lesser ghostly thrall that attacks the player's current target with magic. | ||
Resurrect Lesser Skeleton | 38 | 10 1 5 | 55 | Costing two prayer points, the spell summons a lesser skeletal thrall that attacks the player's current target with ranged. | ||
Resurrect Lesser Zombie | 38 | 10 1 5 | 55 | Costing two prayer points, the spell summons a lesser zombified thrall that attacks the player's current target with melee. | ||
Resurrect Superior Ghost | 57 | 10 1 5 | 70 | Costing four prayer points, the spell summons a superior ghostly thrall that attacks the player's current target with magic. | ||
Resurrect Superior Skeleton | 57 | 10 1 5 | 70 | Costing four prayer points, the spell summons a superior skeletal thrall that attacks the player's current target with ranged. | ||
Resurrect Superior Zombie | 57 | 10 1 5 | 70 | Costing four prayer points, the spell summons a superior zombified thrall that attacks the player's current target with melee. | ||
Mark of Darkness | 59 | 1 1 | 70 | Gives various offensive buffs to oneself that lasts for a set amount of time. | ||
Ward of Arceuus | 73 | 1 2 4 | 83 | Gives various defensive buffs to oneself that lasts for a set amount of time. | ||
Resurrect Greater Ghost | 76 | 10 5 1 | 70 | Costing six prayer points, the spell summons a greater ghostly thrall that attacks the player's current target with magic. | ||
Resurrect Greater Skeleton | 76 | 10 5 1 | 70 | Costing six prayer points, the spell summons a greater skeletal thrall that attacks the player's current target with ranged. | ||
Resurrect Greater Zombie | 76 | 10 5 1 | 70 | Costing six prayer points, the spell summons a greater zombified thrall that attacks the player's current target with melee. |
Lunar spellbook
Icon | Mobile icon |
Spell | Level | Runes | XP | Effect |
---|---|---|---|---|---|---|
Monster Examine | 66 | 1 1 1 | 61 | Displays information about the monster the spell is casted on, such as its combat stats, defensive bonuses, and whether it can be killed as part of a Slayer task. | ||
Cure Other | 68 | 10 1 1 | 65 | Cures a targeted player that is poisoned. The targeted player must have Accept Aid turned on. | ||
Cure Me | 71 | 2 2 1 | 69 | Cures the caster of poison as though they had taken an antipoison. | ||
Cure Group | 74 | 2 2 2 | 74 | Cures all players of poison within a 3x3 square area of the caster (including standing on the caster's square). Players need to have Accept Aid turned on in order to benefit from this spell. | ||
Stat Spy | 75 | 2 5 1 | 76 | Cast on other players to see their combat stats as well as non-combat stats. It also shows their current stats, i.e. their current hitpoints and prayer points. | ||
Dream | 79 | 2 5 1 | 82 | Puts the caster into a dream-like state where hitpoints recharge at three times the normal rate (1 hitpoint every 20 seconds). The caster will stay in this state until they move or reach full health. | ||
Stat Restore Pot Share | 81 | 10 10 2 | 84 | Casting this on a stat restore potion causes the caster to administer 1 dose to each player in a 3x3 square area (including standing on the caster's square) if they have Accept Aid turned on. | ||
Boost Potion Share | 84 | 12 10 3 | 88 | Casting this on almost any potion causes the caster to administer 1 dose to each player in a 3x3 square area (including standing on the caster's square) if they have Accept Aid turned on. | ||
Energy Transfer | 91 | 3 2 1 | 100 | Transfers to the targeted player 100% of the caster's special attack energy and some of their run energy. Cannot be cast unless the caster has a full special attack energy bar. Players must have Accept Aid turned on to benefit from this spell. | ||
Heal Other | 92 | 3 1 3 | 101 | Transfers 75% of the caster's current Hitpoints to the targeted player. The targeted player must have Accept Aid turned on to be healed by this spell. | ||
Vengeance Other | 93 | 10 3 2 | 108 | The targeted player will be under the effect of the Vengeance spell. The targeted player must have Accept Aid turned on to receive this benefit. | ||
Vengeance | 94 | 10 4 2 | 112 | The next damaging attack that hits the caster will also hit the opponent dealing the damage for up to 75% of the original damage dealt. | ||
Heal Group | 95 | 4 3 6 | 124 | Transfers 75% of the caster's current Hitpoints among injured players who are within a 3x3 square area of the caster (including standing on the caster's square). Players must have Accept Aid turned on to benefit from this spell. |
Standard spellbook |
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Arceuus spellbook |
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Ancient Magicks |
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Lunar spellbook |
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