Standard spellbook

(Redirected from Standard spell)
The standard spellbook icon.
The standard spellbook icon.
The standard spellbook.

The standard spellbook is a group of Magic spells available to all players, being unlocked by default upon character creation. Standard spells make use of all runes except Astral. Staves are also required to cast some of the spells, including Iban's staff, slayer's staff or staff of the dead, Saradomin staff or staff of light, Zamorak staff, and Guthix staff or void knight mace.

Magic spells are divided into three distinct types: Combat, Utility, and Teleport spells.

You can change back into the standard spellbook at any location where you can change into a different spellbook, and then simply change back again, or at an Occult altar in a POH.

Combat spells

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Offensive spells

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Offensive 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. 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.

Aside from elemental weaknesses, the accuracy of these spells is determined by a number of factors, none of which are the spell itself; all other things being equal. There are four main elements for combat spells in the standard spellbook: wind (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.

Though the elemental spells of each group require different levels to unlock, their max hits are scaled based on the highest level spell of the group the player has unlocked. For example, Wind Bolt has a base max hit of 9 at level 17 (the level in which it is unlocked), but reaching a Magic level of 29, which is the level where Earth Bolt is unlocked, will increase its base max hit to 11 - the same number as Earth Bolt. Thus, once the player accesses the fire spell of that group, the base max hits of the wind, water, and earth spells of that group will increase to match fire's; using the aforementioned example, once the player reaches level 35 Magic (where Fire Bolt is unlocked), all bolt spells will have a base max hit of 12.

In addition to the elemental spells, there are a number of unique combat spells with different properties. Iban Blast requires that Iban's staff be equipped to use it, and casts of Iban Blast drain charges on the staff until it must eventually be recharged; however, it hits extremely hard for the level required to use it. Magic Dart uses no elemental runes, instead using only death runes and mind runes, and has a maximum hit determined by the caster's Magic level. Each of the god spells has a secondary effect upon a successful hit.

Compared to melee and Ranged, some lower-levelled offensive spells have exceptionally high maximum hits for the levels required to cast them. For example, Fire Strike can hit up to 8 damage at a mere level 13 Magic, which is not possible (assuming reasonably consistent skill levels) with either melee or Ranged.

Spell Level Runes XP Base max hit[1][2] Members Coins[3]
1 1Air 1Mind 5.5 2→8 0
8
5 1Air 1Water 1Mind 7.5 4→8 0
13
9 1Air 2Earth 1Mind 9.5 6→8 0
18
13 2Air 3Fire 1Mind 11.5 8 0
28
17 2Air 1Chaos 13.5 9→12 0
121
23 2Air 2Water 1Chaos 16.5 10→12 0
131
29 2Air 3Earth 1Chaos 19.5 11→12 0
136
35 3Air 4Fire 1Chaos 22.5 12 0
146
39 2Air 2Earth 1Chaos 24.5 15 0
131
41 3Air 1Death 25.5 13→16 0
200
47 3Air 3Water 1Death 28.5 14→16 0
215
50 5Fire 1Death + 30 25 1
210
50 1Death 4Mind +[5] 30 15 (→19) 1
197
53 3Air 4Earth 1Death 31.5 15→16 0
220
59 4Air 5Fire 1Death 34.5 16 0
230
60 (80) 4Air 2Fire 2Blood +[6] (+) 35 20 (→30) 1
576
60 (80) 4Air 1Fire 2Blood +[7] (+) 35 20 (→30) 1
571
60 (80) 1Air 4Fire 2Blood +[8] (+) 35 20 (→30) 1
571
62 5Air 1Blood 36 17→20 1
298
65 5Air 7Water 1Blood 37.5 18→20 1
333
70 5Air 7Earth 1Blood 40 19→20 1
333
75 5Air 7Fire 1Blood 42.5 20 1
333
81 7Air 1Wrath 44.5 21→24 1
346
85 7Air 10Water 1Wrath 46.5 22→24 1
396
90 7Air 10Earth 1Wrath 48.2 23→24 1
396
95 7Air 10Fire 1Wrath 50.5 24 1
396
  1. ^ Maximum hit may be increased by using equipment which increases magic damage, wearing a black mask (i) or Slayer helmet (i) and attacking an on-task enemy, or by other methods. To see how these affect a spell's max hit, consult the magic damage calculator on that spell's page.
  2. ^ The maximum hit of every elemental spell will increase to match the highest level spell of that tier that the player has unlocked.
  3. ^ Price will vary when using combination runes.
  4. ^ Crumble Undead can be autocast with a skull sceptre (i), void knight mace, slayer's staff, slayer's staff (e), or any staff of the dead variant. Only works on undead.
  5. ^ Magic Dart can be autocast with any slayer's staff or staff of the dead variant. If slayer's staff (e) is used while on task, base max damage is increased by one for every 10 visible levels.
  6. ^ Saradomin Strike can be autocast with staff of light.
  7. ^ Claws of Guthix can be autocast with staff of balance or void knight mace.
  8. ^ Flames of Zamorak can be autocast with staff of the dead, toxic staff of the dead, or thammaron's sceptre (a), accursed sceptre (a).

Support spells

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Support spells offer a range of benefits to the caster, such as increasing damage, curing poison, and healing other players. However, the standard spellbook only offers one support spell, which increases damage for god spells. When cast, the player becomes imbued with magical power, and for the next 7 minutes god spells will deal up to 30 damage per cast, instead of the usual 20. The respective god cape must be worn for the charge effect to work.

Spell Level Runes XP Members
80 3Air 3Fire 3Blood 180 1

Curse spells

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Curse spells are combat spells that are primarily used to temporarily lower the target's stats or prevent movement. 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, Tele Block may be classified as a curse spell, although it prevents teleportation rather than lowering a stat.

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.

Spell Level Runes XP Members Effect [1][2]
3 2Earth 3Water 1Body 13 0
Reduces the target's Attack by 5%.
11 2Earth 3Water 1Body 21 0
Reduces the target's Strength by 5%.
19 3Earth 2Water 1Body 29 0
Reduces the target's Defence by 5%.
20 3Earth 3Water 2Nature 30 0
Prevents the target from moving for 8 ticks (4.8 secs).
50 4Earth 4Water 3Nature 60 0
Prevents the target from moving for 16 ticks (9.6 secs). Can deal up to 3 points of damage.
66 5Earth 5Water 1Soul 76 1
Reduces the target's Defence by 10%.
73 8Earth 8Water 1Soul 83 1
Reduces the target's Strength by 10%.
79 5Earth 5Water 4Nature 89 1
Prevents the target from moving for 24 ticks (14.4 secs). Can deal up to 5 points of damage.
80 12Earth 12Water 1Soul 90 1
Reduces the target's Attack by 10%.
85 1Chaos 1Death 1Law 80 0
Prevents the target from teleporting for five minutes (half if they are using Protect from Magic).
  1. ^ Charged Tome of water equipped boosts curse spells accuracy by 20% (except Tele Block), and stat draining amount by 50%.
  2. ^ Players can increase the binding duration by equipping swampbark armour; the helm, body, and legs will increase the duration by 2 ticks (1.2 seconds) each.

Teleport spells

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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 teleother spells (although the Lunar spellbook has 'Tele Group' 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 teleother spells use soul runes in addition to law runes.

Spell Level Runes XP Members Notes
N/A N/A 0 0
Teleports the player to Lumbridge. It can only used once every 30 minutes and can be interrupted by combat.
N/A N/A 0 0
Teleports the caster to a minigame of their choice. It can only be used once every 20 minutes and can be interrupted by combat.
25 3Air 1Fire 1Law 35 0
Teleports the caster to the market square in Varrock.
31 3Air 1Earth 1Law 41 0
Teleports the caster to the courtyard of Lumbridge Castle.
37 3Air 1Water 1Law 48 0
Teleports the caster to the centre of Falador.
40 1Air 1Earth 1Law 30 1
Teleports the caster to their player-owned house. This spell's destination can either be the exit portal inside the house itself, or outside the entrance portal.
45 5Air 1Law 55.5 1
Teleports the caster to the gates of Camelot.
48 1Fire 1Water 2Law 58 1
Requires completion of Client of Kourend. Teleports the caster to the Kourend Castle courtyard.
51 2Water 2Law 61 1
Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.
54 1Earth 1Fire 2Law 64 1
Requires completion of Twilight's Promise. Teleports the caster to Sunrise Palace in Civitas illa Fortis.
58 2Earth 2Law 68 1
Requires completion of Watchtower Quest. Teleports the caster to the top of the Watchtower outside of Yanille.
61 2Fire 2Law 68 1
Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.
64 2Fire 2Water 2Law 1 74 1
Requires completion of the Freeing King Awowogei sub-quest of Recipe for Disaster. Teleports the caster to a safe area in the Temple of Marimbo.
67 2Earth 2Water 2Law 77 1
Requires completion of Pandemonium and construction of a greater teleport focus on the boat the player wishes to teleport to. Teleports the caster to their player-owned boat.
74 1Earth 1Law 1Soul 84 1
Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.
82 1Water 1Law 1Soul 92 1
Teleports another player, who must have Accept Aid on, to the centre of Falador.
85 1Chaos 1Death 1Law 45 1
Teleports the player to their assigned target inside Daimon's Crater. Can only be cast on Bounty Hunter worlds.
90 1Law 2Soul 100 1
Teleports another player, who must have Accept Aid on, to the gates of Camelot.

Utility spells

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Utility spells are spells that are typically used outside of combat, such as enchanting items.

Alchemy spells

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Alchemy spells convert items into other items. Including the following: 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. Standard magic also includes; Bones to Bananas, and Bones to Peaches, which use Nature, Earth, and, Water runes.

Spell Level Runes XP Members Effect
15 2Earth 2Water 1Nature 25 0
Converts all normal bones in the inventory into bananas.
21 3Fire 1Nature 31 0
Gives coins equal to 0.4×Value of the item the spell was cast on.
43 4Fire 1Nature 53 0
Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.
55 5Fire 1Nature 65 0
Gives coins equal to 0.6×Value of the item the spell was cast on.
60 2Earth 4Water 2Nature 35.5 1
Converts all normal bones in the inventory into peaches. Must be unlocked at the Mage Training Arena.

Enchantment spells

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There are three types of enchantment spells. Jewellery Enchantments are used for enchanting jewellery with gems, Enchant Crossbow Bolt provides jewel-tipped crossbow bolts with additional effects, and Charge Orb spells will apply elemental alignments to staff orbs. All enchantment spells make use of cosmic runes.

Jewellery Enchantments

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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. Enchanted jewellery items have a wide variety of effects, such as teleportation, increased equipment bonuses, and assistance in skills such as Smithing and Runecraft.

Spell Level Runes XP Members Effect
7 1Water 1Cosmic 17.5 0
Enchants jewellery made from sapphire and opal.
27 3Air 1Cosmic 37 0
Enchants jewellery made from emerald and jade.
49 5Fire 1Cosmic 59 0
Enchants jewellery made from ruby and red topaz.
57 10Earth 1Cosmic 67 0
Enchants jewellery made from diamond.
68 15Earth 15Water 1Cosmic 78 1
Enchants jewellery made from dragonstone.
87 20Earth 20Fire 1Cosmic 97 1
Enchants jewellery made from onyx.
93 20Blood 1Cosmic 20Soul 110 1
Enchants jewellery made from zenyte.

Enchant Crossbow Bolt

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Crossbow bolts with tips made from gems may be enchanted by members with the proper Enchant Crossbow Bolt spell, where they then gain secondary effects in combat.

Spell Level Runes Input Output XP Members
Enchant Crossbow Bolt (Opal) 4 2Air 1Cosmic 10
or
10
10
or
10
9 1
Enchant Crossbow Bolt (Sapphire) 7 1Water 1Cosmic 1Mind 10
or
10
10
or
10
17.5 1
Enchant Crossbow Bolt (Jade) 14 2Earth 1Cosmic 10
or
10
10
or
10
19 1
Enchant Crossbow Bolt (Pearl) 24 2Water 1Cosmic 10
or
10
10
or
10
29 1
Enchant Crossbow Bolt (Emerald) 27 3Air 1Cosmic 1Nature 10
or
10
10
or
10
37 1
Enchant Crossbow Bolt (Red Topaz) 29 2Fire 1Cosmic 10
or
10
10
or
10
33 1
Enchant Crossbow Bolt (Ruby) 49 5Fire 1Blood 1Cosmic 10
or
10
10
or
10
59 1
Enchant Crossbow Bolt (Diamond) 57 10Earth 1Cosmic 2Law 10
or
10
10
or
10
67 1
Enchant Crossbow Bolt (Dragonstone) 68 15Earth 1Cosmic 1Soul 10
or
10
10
or
10
78 1
Enchant Crossbow Bolt (Onyx) 87 20Fire 1Cosmic 1Death 10
or
10
10
or
10
97 1

Charge Orb spells

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Charge Orb spells are used to imbue unpowered orbs with elemental magic, after which they may be used to make elemental staves.

Spell Level Runes XP Members Effect
56 30Water 3Cosmic 1 56 1
Enchants an unpowered orb into a water orb when cast at the Obelisk of Water.
60 30Earth 3Cosmic 1 70 1
Enchants an unpowered orb into an earth orb when cast at the Obelisk of Earth.
63 30Fire 3Cosmic 1 73 1
Enchants an unpowered orb into a fire orb when cast at the Obelisk of Fire.
66 30Air 3Cosmic 1 76 1
Enchants an unpowered orb into an air orb when cast at the Obelisk of Air.

Other spells

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Spell Level Runes XP Members Effect
33 1Air 1Law 43 0
Remotely takes an item laying on the ground or on a table. Can be cast through barriers such as fences and jail cell bars, but not through solid objects like doors or walls.
42 2Body 2Mind 30.5 0
Displays information about the monster the spell is cast upon, such as its combat stats, defensive bonuses, and whether it can be killed as part of a Slayer task.
56 1Earth 1Water 2Law 66 1
Teleports the caster's player-owned boat to the nearest mooring point. Requires completion of Pandemonium and construction of a teleport focus on the boat the player wishes to teleport.

Trivia

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  • Within the game cache, there are three unused spell icons that can be found ( ). These were scrapped summoning spells from RuneScape Classic that utilised life runes, which were also scrapped.
  • There is also one unused mobile spell icon within the game cache, which is the icon for Restraint, a level 89 spell costing 5 Wrath, 10 Fire and 10 Earth runes per cast, capable of hitting up to 8 damage and being able to freeze a single opponent for 20 seconds. This spell was offered in the Revenant Cave Rewards: Revisited & Content Changes Poll, but failed by 3.3% votes.