The Arceuus spellbook, sometimes referred to as the necromancy spellbook, is a spellbook which makes use of reanimation spells from ensouled heads, which gives Prayer experience and favour with Arceuus.
In order to access the spellbook, players must have gained 60% favour with Arceuus in Great Kourend. Making extensive use of blood, nature and soul runes, the spellbook also has several teleportation spells to the mainland, primarily teleporting the player to locations associated with death, such as graveyards and dungeons with undead.
Because of the low supply of law runes within the kingdom, the study of teleportation magicks has always been very limited throughout Great Kourend's history, with Xeric being the only known user of teleportation spells. However, with a larger wave of visitors from the mainland arriving to Great Kourend, a steady supply of law runes became available, allowing Arceuus to create teleportation spells to the mainland.
Switching spellbooks[edit | edit source]
Players may speak with Tyss to switch to the Arceuus spellbook. Tyss can be found near the Dark Altar on the north end of Arceuus. Alternatively, players can switch back to the normal spellbook by visiting Tyss again and choosing the "I would like to stop using your Spellbook now" option, and he will lift dark magicks from your mind. You will notice your spellbook returning to the normal spellbook immediately.
Players can use the games necklace to teleport to the Wintertodt Camp and run south-west until they exit the snowy area, then east afterwards. Another method to get there is using the fairy ring code CIS. However, it first needs to be unlocked by speaking to the nearby NPC, Trossa, for a one time fee of 80,000.
Players who have level 80 Construction can build a dark altar within their Achievement Gallery, allowing them to freely switch between the standard and Arceuus spellbooks without having to reach the real Dark Altar.
Spell summary[edit | edit source]
Reanimation spells[edit | edit source]
Reanimation spells will reanimate certain creatures whose heads still contain their souls. Killing reanimated creatures will grant Arceuus favour for each reanimated creature killed based on their toughness, with more favour being awarded if the Client of Kourend quest has been completed. Players are awarded Magic experience for casting the spell, and Prayer experience for killing the reanimated creature. A majority of reanimated creatures will have a maximum of 35 Hitpoints.
If players are on a Slayer task for the appropriate reanimated creature (such as a reanimated abyssal), they will also receive 35 Slayer experience for killing the reanimated creatures. Similarly, if reanimating a Slayer creature, players must have the appropriate Slayer level in order to claim the Prayer experience. The following reanimated creatures will not grant Slayer experience, due to the fact that multiple types of task monsters can drop the same head: demons, giants, horrors, and dragons.
These spells can be cast anywhere across Gielinor only if the ensouled head is obtained as a drop from the respective monster, and using it within a certain time frame in the area. Teleporting removes the ability for the spell to be cast outside the range of the Dark Altar, and attempting to cast the spell afterward will result in the following message: That creature cannot be reanimated so far from where it died, but the power of the crystals by the dark altar will increase the potency of the spell.
Attempting to cast a reanimation spell whilst in combat will yield an error message stating you cannot do so. However, this check only applies to the same game tick that you take damage, and does not actually check to see if the player is in combat. This means with proper timing, you can cast the reanimation spells even under multiple attacks such as with the dagannoth underneath the lighthouse.
You cannot reanimate noted ensouled heads, they must be in item form.
If you do one of the following below after obtaining an ensouled head, you must head to the Dark Altar in order to reanimate the ensouled head.
- Obtaining ensouled heads from other sources (e.g other players, Grand Exchange, etc.)
- Teleporting away after obtaining the ensouled head as a drop
- Waiting too long before casting the spell within the area where the ensouled head was obtained
The reanimated monsters that are summoned with the spells have unknown stats because if you attempt to cast Monster Examine, you will get a message saying "You can't find out their stats."
Note: After casting the reanimation spell on each respective head, there appears to be a bug which causes there to be a small gap of time between when a reanimated monster appears to have spawned and to be attacking, and when the player will auto retaliate. This is because the first attack from the respective monster will not hit, nor trigger auto retaliation. If you're worried about efficiency in xp/hr when using this method, and you do experience this apparent bug, you may avoid it by merely clicking to attack the reanimated monster as soon as it appears. Further research and testing may be required to confirm this bug's commonality.
Note: If you use the Dark Altar for reanimation, there is a maximum range of somewhere between 50 and 55 tile spaces from the Dark Altar in which you can cast reanimation spells. This is useful for those doing runs from Wintertodt, as you can cast the spell before reaching the Dark Altar.
|Spell||Magic level||Runes required||Magic experience||Prayer experience||Favour granted||Cost per spell (inc. price for head)||GP/XP||Notes|
|Reanimate Goblin||3||2 1||6||130||0.5 %||582||-4.48||Summons a Reanimated goblin|
|Reanimate Monkey||7||3 1||14||182||0.5%||823||-4.52||Summons a Reanimated monkey|
|Reanimate Imp||12||3 2||24||286||0.5%||1,018||-3.56||Summons a Reanimated imp|
|Reanimate Minotaur||16||4 2||32||364||1.0%||1,593||-4.38||Summons a Reanimated minotaur|
|Reanimate Scorpion||19||1 1||38||454||1.0%||1,183||-2.61||Summons a Reanimated scorpion|
|Reanimate Bear||21||1 1 1||42||480||1.0%||3,703||-7.71||Summons a Reanimated bear|
|Reanimate Unicorn||22||2 1 1||44||494||1.0%||1,718||-3.48||Summons a Reanimated unicorn|
|Reanimate Dog||26||2 2 1||52||520||1.0%||1,708||-3.28||Summons a Reanimated dog|
|Reanimate Chaos Druid||30||3 2 1||60||584||1.0%||1,482||-2.54||Summons a Reanimated chaos druid|
|Reanimate Giant||37||4 2 1||74||650||1.0%||1,593||-2.45||Summons a Reanimated giant|
|Reanimate Ogre||40||4 3 1||80||716||1.0%||1,976||-2.76||Summons a Reanimated ogre|
|Reanimate Elf||43||2 2 2||86||754||1.5%||2,346||-3.11||Summons a Reanimated elf|
|Reanimate Troll||46||3 2 2||92||780||1.5%||2,376||-3.05||Summons a Reanimated troll|
|Reanimate Horror||52||4 2 2||104||832||1.5%||2,827||-3.4||Summons a Reanimated horror|
|Reanimate Kalphite||57||4 3 2||114||884||1.5%||3,208||-3.63||Summons a Reanimated kalphite|
|Reanimate Dagannoth||62||4 3 3||124||936||1.5%||3,670||-3.92||Summons a Reanimated dagannoth|
|Reanimate Bloodveld||65||1 2 2||130||1040||1.5%||3,922||-3.77||Summons a Reanimated bloodveld|
|Reanimate TzHaar||69||1 3 2||138||1104||4,674||-4.23||Summons a Reanimated TzHaar|
|Reanimate Demon||72||1 4 2||144||1170||2.5%||5,475||-4.68||Summons a Reanimated demon|
|Resurrect Crops||78||25 8 12 8||90||N/A||6,740||N/A||Has a 50-75% chance of reanimating a dead farming patch depending on magic level.|
|Reanimate Aviansie||78||1 4 3||156||1234||6,751||-5.47||Summons a Reanimated aviansie|
|Reanimate Abyssal Creature||85||1 4 4||170||1300||6,570||-5.05||Summons a Reanimated abyssal|
|Reanimate Dragon||93||2 4 4||186||1560||8,049||-5.16||Summons a Reanimated dragon|
Teleportation spells[edit | edit source]
|Spell||Magic level||Runes required||Magic experience||Cost per spell||Notes|
|Arceuus Home Teleport||1||None||0||0||Teleports you to the Dark Altar on Great Kourend.|
|Lumbridge Graveyard Teleport||6||2 1||9||160||Teleports you to the Lumbridge Graveyard.|
|Draynor Manor Teleport||17||1 1 1||16||160||Teleports you to the Draynor Manor.|
|Battlefront Teleport||23||1 1 1||19||161||Teleports you to the ancient grave just outside the Battlefront.|
|Mind Altar Teleport||28||1 2||22||158||Teleports you to the Mind altar.|
|Respawn Teleport||34||1 1||27||293||Teleports you to your respawn point.|
|Salve Graveyard Teleport||40||1 2||30||434||Teleports you to the Ghoul area by the entrance to Mort Myre Swamp. Requires completion of Priest in Peril.|
|Fenkenstrain's Castle Teleport||48||1 1 1||50||297||Teleports you to Fenkenstrain's Castle. Requires completion of Priest in Peril.|
|West Ardougne Teleport||61||2 2||68||586||Teleports you to West Ardougne. Requires completion of Biohazard.|
|Harmony Island Teleport||65||1 1 1||74||489||Teleports you to Harmony Island. Requires completion of The Great Brain Robbery.|
|Cemetery Teleport||71||1 1 1||82||688||Teleports you to The Forgotten Cemetery in the Wilderness.|
|Barrows Teleport||83||1 2 2||90||981||Teleports you to Barrows.|
|Ape Atoll Teleport||90||2 2 2||100||1,376||Teleports you to the Ape Atoll Dungeon. Requires completion of Monkey Madness I, including having received Daero's training|