Alchemy spells

From Old School RuneScape Wiki
(Redirected from Alching)
Jump to: navigation, search

Alchemy is the process of turning one object into another, and in RuneScape, is used for turning base items into coins, metal bars, food, and other resources.

Normal spells[edit | edit source]

All alchemy spells from the standard spellbook use nature runes to convert an item into a different item.

Icon Mobile
icon
Spell Magic Level Members only Runes Required Experience Description
Bones to bananas icon.png
Bones to Bananas icon (mobile).png
Bones to Bananas 15 No 1Nature2Earth2Water 25 Converts all bones in inventory into bananas.
Low level alchemy icon.png
Low Level Alchemy icon (mobile).png
Low Level Alchemy 21 No 1Nature3Fire 31 Converts items into the same amount of coins as a general store would pay for the item.
Superheat item icon.png
Superheat item icon (mobile).png
Superheat Item 43 No 1Nature4Fire 53 Smelts ores without the need for a furnace. Iron ore will have a 100% success rate using Superheat Item.
High Level Alchemy icon.png
High Level Alchemy icon (mobile).png
High Level Alchemy 55 No 1Nature5Fire 65 Converts items into more coins than Low Level Alchemy spell, equivalent to selling the item to a specialist store.
Bones to peaches icon.png
Bones to Peaches icon (mobile).png
Bones to Peaches 60 Yes 2Nature4Earth4Water 35.5 Converts all bones in inventory into peaches. You must buy this spell from the Mage Training Arena or use the spell in tablet form.

High Level Alchemy[edit | edit source]

High Level Alchemy is by far the most well-known and used alchemy spell. It is commonly used to fill "dead time" between or before activities, in addition to the more focused uses described below.

Alchemist's Playground[edit | edit source]

The Alchemist's Playground is a magic based activity based around the concept of alchemy spells, situated in the Mage Training Arena north of the Duel Arena. Players have to use High Level Alchemy or Low Level Alchemy spells to convert items in eight cupboards to gold coins in an attempt to earn pizazz points which can be traded for certain rewards.

Use for profit[edit | edit source]

Although alchemy spells can convert items into gold, it is very difficult, if not impossible, to turn a profit by buying and alching items. The market price of most commonly alchemised items is usually slightly lower than the respective high alchemy values, but not low enough to offset the cost of the nature rune required to cast the spell. Regardless, high level alchemy remains one of the most common methods of training Magic, because it can be cast on noted items without interfering with training other skills or having to bank.

Players often bring runes for high alchemy when killing monsters, in order to alch some of the items dropped and free up inventory space for valuable items with low alchemy values (such as herbs and uncut gems).

Lunar spells[edit | edit source]

All alchemy spells in the Lunar spellbook use astral runes to convert an item into a different item.

Icon Mobile
icon
Spell Magic Level Runes Required Experience Description
Bake Pie icon.png
Bake Pie icon (mobile).png
Bake Pie 65 1Astral5Fire4Water 60 Automatically bakes all uncooked pies in the caster's inventory without risk of burning. One set of the required runes is required for each baked pie; baking ten pies, for example, requires ten astral runes, fifty fire runes, and forty water runes. The Cooking experience for baking the pies is granted when the spell is used.
Cure Plant icon.png
Cure Plant icon (mobile).png
Cure Plant 66 1Astral8Earth 60 Cures a diseased Farming patch. This spell cannot revive dead crops.
Humidify icon.png
Humidify icon (mobile).png
Humidify* 68 1Astral1Fire3Water 65 Fills all vessels (such as buckets, jugs and vials) in the caster's inventory with water. Will also turn clay into soft clay.
Hunter Kit icon.png
Hunter Kit icon (mobile).png
Hunter Kit* 71 2Astral2Earth 70 Gives the caster a hunter kit containing a noose wand, a butterfly net, a bird snare, a rabbit snare, a teasing stick, an unlit torch, and a box trap.
Superglass Make icon.png
Superglass Make icon (mobile).png
Superglass Make 77 2Astral6Fire10Air 78 Turns all buckets of sand and soda ash, seaweed, or swamp weed in the caster's inventory into molten glass instantly and without the need for a furnace. There is a chance of receiving extra molten glass from the resources consumed. Additionally, 10 Crafting experience is granted for each piece of molten glass received.
Tan Leather icon.png
Tan Leather icon (mobile).png
Tan Leather 78 1Nature2Astral5Fire 81 Tans up to 5 hides in the player's inventory, with no extra gp cost like there would be with the normal process of tanning.
Requires completion of the Hard Fremennik Diary.
String Jewellery icon.png
String Jewellery icon (mobile).png
String Jewellery 80 2Astral10Earth5Water 87 Automatically strings all unstrung amulets in the caster's inventory without the need of a ball of wool. One set of runes is consumed for each amulet strung. 4 Crafting experience is granted for each amulet strung.
Fertile Soil icon.png
Fertile Soil icon (mobile).png
Fertile Soil 83 2Nature3Astral15Earth 87 This spell treats the targeted Farming patch with supercompost, even if something is growing in the patch.
Plank Make icon.png
Plank Make icon (mobile).png
Plank Make* 86 1Nature2Astral15Earth 90 Turns one log into a plank, without need of the sawmill. Coins are still required to convert a log into a plank, but the amount is decreased.
  • Spells marked with an asterisk ( * ) require completion of Dream Mentor to cast.

Arceuus Spells[edit | edit source]

The Arceuus spellbook only has one alchemy spell. Almost all Acreuus spells use soul runes and most higher level spells require blood runes as well.

All Arceuus spells requires Members and 60+% Arceuus favour.

Icon Mobile
icon
Spell Magic Level Runes Required Experience Description
Resurrect Crops icon.png
Resurrect Crops icon (mobile).png
Resurrect Crops 76 8Soul8Blood12Nature25Earth 78 This spell gives the caster a chance to bring a dead farming patch back to life. The chance of the spell succeeding is dependent on a player's Magic level, with a 50% chance at 78 Magic, scaling to a 75% chance at 99 Magic.