Charge

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This article is about the spell. For the process by which equipment reaches zero charges, see Degradation.

Charge is a spell used to empower the god spells from the Mage Arena. Unlike the god spells themselves, which require level 60 Magic to cast, charge requires level 80 Magic. When cast, the player becomes imbued with magical power, and for the next six minutes (600 game ticks) god spells will deal up to 30 damage per cast, instead of the usual 20. You must be wearing the respective god cape for the charge effect to work. Unequipping and reequipping the god cape still provides the bonus as long as the six minute timer has not elapsed.

Charge can only be cast once every 60 seconds, preventing players from gaining Magic experience at an incredible rate.

Because the god spells only require level 60 Magic to cast, players can use a temporary boost once to cast Charge before level 80 Magic, and then be able to use the god spells in a prolonged fight.

Note: You need to claim a god staff from the Chamber guardian before you can cast this spell, even if you intend to use a Staff of the dead, Staff of light or Void mace.

Cost[edit | edit source]

Spell cost
InputCost
3Fire rune.png3Blood rune.png3Air rune.png1,248
Combo runes
3Fire rune.png3Blood rune.png3Dust rune.png1,257
3Blood rune.png3Air rune.png3Lava rune.png1,248
3Blood rune.png3Smoke rune.png1,458
3Blood rune.png3Air rune.png3Steam rune.png1,413
3Fire rune.png3Blood rune.png3Mist rune.png1,641
Main-hands
3Fire rune.png3Blood rune.pngStaff of air.pngAlt1,233
3Blood rune.png3Air rune.pngStaff of fire.pngAlt1,230
3Blood rune.pngSmoke battlestaff.png1,215
Main and off-hands
3Blood rune.png3Air rune.pngTome of fire.png1,230
3Blood rune.pngStaff of air.pngAltTome of fire.png1,215

Changes[edit | edit source]

Date Changes
28 November 2013
(update | poll)
The messages from the Charge spell now appear in red to make them easier to see.