Standard spellbook

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The standard spellbook icon.
The standard spellbook.

The standard spellbook are 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[edit | edit source]

Offensive spells[edit | edit source]

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. 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. Among these groups, wind spells are always the weakest, and fire spells are always the strongest. The elements themselves do not seem to affect much except in a few circumstances; for example, water spells are twice as effective on lava beasts.

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 Max hit[1] Boosted max hit Slayer max hit Members
Wind Strike.png Wind Strike 1 1Air 1Mind 5.5 2 2 2 0
Free-to-play icon.png
Water Strike.png Water Strike 5 1Air 1Water 1Mind 7.5 4 6 6 0
Free-to-play icon.png
Earth Strike.png Earth Strike 9 1Air 2Earth 1Mind 9.5 6 8 9 0
Free-to-play icon.png
Fire Strike.png Fire Strike 13 2Air 3Fire 1Mind 11.5 8 16 17 0
Free-to-play icon.png
Wind Bolt.png Wind Bolt 17 2Air 1Chaos 13.5 9 16 18 0
Free-to-play icon.png
Water Bolt.png Water Bolt 23 2Air 2Water 1Chaos 16.5 10 20 23 0
Free-to-play icon.png
Earth Bolt.png Earth Bolt 29 2Air 3Earth 1Chaos 19.5 11 19 20 0
Free-to-play icon.png
Fire Bolt.png Fire Bolt 35 3Air 4Fire 1Chaos 22.5 12 28 32 0
Free-to-play icon.png
Crumble Undead.png Crumble Undead 39 2Air 2Earth 1Chaos 24.5 15 21 24 0
Free-to-play icon.png
Wind Blast.png Wind Blast 41 3Air 1Death 25.5 13 18 20 0
Free-to-play icon.png
Water Blast.png Water Blast 47 3Air 3Water 1Death 28.5 14 22 25 0
Free-to-play icon.png
Iban Blast.png Iban Blast 50 5Fire 1Death +Iban's staff.png 30 25 32 35 1
Member icon.png
Magic Dart.png Magic Dart 50 1Death 4Mind +Slayer's staff.png 30 15 39 44 1
Member icon.png
Earth Blast.png Earth Blast 53 3Air 4Earth 1Death 31.5 15 21 24 0
Free-to-play icon.png
Fire Blast.png Fire Blast 59 4Air 5Fire 1Death 34.5 16 33 35 0
Free-to-play icon.png
Saradomin Strike.png Saradomin Strike 60 4Air 2Fire 2Blood +Saradomin staff.png 35 20 42 48 1
Member icon.png
Flames of Zamorak.png Flames of Zamorak 60 1Air 4Fire 2Blood +Zamorak staff.png 35 20 42 48 1
Member icon.png
Claws of Guthix.png Claws of Guthix 60 4Air 1Fire 2Blood +Guthix staff.png 35 20 42 48 1
Member icon.png
Wind Wave.png Wind Wave 62 5Air 1Blood 36 17 24 26 1
Member icon.png
Water Wave.png Water Wave 65 5Air 7Water 1Blood 37.5 18 28 32 1
Member icon.png
Earth Wave.png Earth Wave 70 5Air 7Earth 1Blood 40 19 27 31 1
Member icon.png
Fire Wave.png Fire Wave 75 5Air 7Fire 1Blood 42.5 20 40 46 1
Member icon.png
Wind Surge.png Wind Surge 81 7Air 1Wrath 44.5 21 30 33 1
Member icon.png
Water Surge.png Water Surge 85 7Air 10Water 1Wrath 46.5 22 36 39 1
Member icon.png
Earth Surge.png Earth Surge 90 7Air 10Earth 1Wrath 48.2 23 32 36 1
Member icon.png
Fire Surge.png Fire Surge 95 7Air 10Fire 1Wrath 50.5 24 49 55 1
Member icon.png
  1. ^ Max hit may be increased by using equipment which increases magic damage.

Curse spells[edit | edit source]

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
Confuse.png Confuse 3 2Earth 3Water 1Body 13 0
Free-to-play icon.png
Reduces the target's Attack by 5%.
Weaken.png Weaken 11 2Earth 3Water 1Body 21 0
Free-to-play icon.png
Reduces the target's Strength by 5%.
Curse.png Curse 19 3Earth 2Water 1Body 29 0
Free-to-play icon.png
Reduces the target's Defence by 5%.
Bind.png Bind 20 3Earth 3Water 2Nature 30 0
Free-to-play icon.png
Prevents the target from moving for 4.8 seconds.
Snare.png Snare 50 4Earth 4Water 3Nature 60 0
Free-to-play icon.png
Prevents the target from moving for 9.6 seconds.
Vulnerability.png Vulnerability 66 5Earth 5Water 1Soul 76 1
Member icon.png
Reduces the target's Defence by 10%.
Enfeeble.png Enfeeble 73 8Earth 8Water 1Soul 83 1
Member icon.png
Reduces the target's Strength by 10%.
Entangle.png Entangle 79 5Earth 5Water 4Nature 89 1
Member icon.png
Prevents the target from moving for 14.4 seconds.
Stun.png Stun 80 12Earth 12Water 1Soul 90 1
Member icon.png
Reduces the target's Attack by 10%.
Tele Block.png Tele Block 85 1Chaos 1Death 1Law 80 0
Free-to-play icon.png
Prevents the target from teleporting for five minutes (half if they are using Protect from Magic).

Support spells[edit | edit source]

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.

Spell Level Runes XP Members
Charge.png Charge 80 3Air 3Fire 3Blood 180 1
Member icon.png

Teleport spells[edit | edit source]

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
Lumbridge Home Teleport.png Lumbridge Home Teleport N/A N/A 0 0
Free-to-play icon.png
Teleports the player to Lumbridge. It can only used once every 30 minutes and can be interrupted by combat.
Varrock Teleport.png Varrock Teleport 25 3Air 1Fire 1Law 35 0
Free-to-play icon.png
Teleports the caster to the market square in Varrock.
Lumbridge Teleport.png Lumbridge Teleport 31 3Air 1Earth 1Law 41 0
Free-to-play icon.png
Teleports the caster to the courtyard of Lumbridge Castle.
Falador Teleport.png Falador Teleport 37 3Air 1Water 1Law 47 0
Free-to-play icon.png
Teleports the caster to the centre of Falador.
Teleport to House.png Teleport to House 40 1Air 1Earth 1Law 30 1
Member icon.png
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.
Camelot Teleport.png Camelot Teleport 45 5Air 1Law 55.5 1
Member icon.png
Teleports the caster to the gates of Camelot.
Ardougne Teleport.png Ardougne Teleport 51 2Water 2Law 61 1
Member icon.png
Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.
Watchtower Teleport.png Watchtower Teleport 58 2Earth 2Law 68 1
Member icon.png
Requires completion of Watchtower Quest. Teleports the caster to the top of the Watchtower outside of Yanille.
Trollheim Teleport.png Trollheim Teleport 61 2Fire 2Law 68 1
Member icon.png
Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.
Ape Atoll Teleport (standard).png Ape Atoll Teleport 64 2Fire 2Water 2Law 1Banana.png 74 1
Member icon.png
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.
Kourend Castle Teleport.png Kourend Castle Teleport 69 5Fire 4Water 2Law 2Soul 82 1
Member icon.png
Requires reading the book transportation incantations. Teleports the caster to the Kourend Castle courtyard.
Teleother Lumbridge.png Teleother Lumbridge 74 1Earth 1Law 1Soul 84 1
Member icon.png
Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.
Teleother Falador.png Teleother Falador 82 1Water 1Law 1Soul 92 1
Member icon.png
Teleports another player, who must have Accept Aid on, to the centre of Falador.
Teleport to Target.png Teleport to Target 85 1Chaos 1Death 1Law 45 1
Member icon.png
Teleports the player to their assigned target in the Daimon's Crater. Can only be cast on Bounty Hunter worlds.
Teleother Camelot.png Teleother Camelot 90 1Law 2Soul 100 1
Member icon.png
Teleports another player, who must have Accept Aid on, to the gates of Camelot.

Utility spells[edit | edit source]

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

Alchemy spells[edit | edit source]

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
Bones to Bananas.png Bones to Bananas 15 2Earth 2Water 1Nature 25 0
Free-to-play icon.png
Converts all normal bones in the inventory into bananas.
Low Level Alchemy.png Low Level Alchemy 21 3Fire 1Nature 31 0
Free-to-play icon.png
Gives coins equal to of the item the spell was cast on.
Superheat Item.png Superheat Item 43 4Fire 1Nature 53 0
Free-to-play icon.png
Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.
High Level Alchemy.png High Level Alchemy 55 5Fire 1Nature 65 0
Free-to-play icon.png
Gives coins equal to of the item the spell was cast on.
Bones to Peaches.png Bones to Peaches 60 2Earth 4Water 2Nature 65 1
Member icon.png
Converts all normal bones in the inventory into peaches. Must be unlocked at the Mage Training Arena.

Enchantment spells[edit | edit source]

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. Additionally, the Charge Orb spells may be used to imbue unpowered orbs with elemental magic, after which they may be used to make elemental staves. All enchantment spells make use of cosmic runes.

Spell Level Runes XP Members Effect
Lvl-1 Enchant.png Lvl-1 Enchant 7 1Water 1Cosmic 17.5 0
Free-to-play icon.png
Enchants jewellery made from sapphire and opal.
Lvl-2 Enchant.png Lvl-2 Enchant 27 3Air 1Cosmic 37 0
Free-to-play icon.png
Enchants jewellery made from emerald and jade.
Lvl-3 Enchant.png Lvl-3 Enchant 49 5Fire 1Cosmic 59 0
Free-to-play icon.png
Enchants jewellery made from ruby and red topaz.
Charge Water Orb.png Charge Water Orb 56 30Water 3Cosmic 1Unpowered orb.png 56 1
Member icon.png
Enchants an unpowered orb into a water orb when cast at the Obelisk of Water.
Lvl-4 Enchant.png Lvl-4 Enchant 57 10Earth 1Cosmic 67 0
Free-to-play icon.png
Enchants jewellery made from diamond.
Charge Earth Orb.png Charge Earth Orb 60 30Earth 3Cosmic 1Unpowered orb.png 70 1
Member icon.png
Enchants an unpowered orb into an earth orb when cast at the Obelisk of Earth.
Charge Fire Orb.png Charge Fire Orb 63 30Fire 3Cosmic 1Unpowered orb.png 73 1
Member icon.png
Enchants an unpowered orb into a fire orb when cast at the Obelisk of Fire.
Charge Air Orb.png Charge Air Orb 66 30Air 3Cosmic 1Unpowered orb.png 76 1
Member icon.png
Enchants an unpowered orb into an air orb when cast at the Obelisk of Air.
Lvl-5 Enchant.png Lvl-5 Enchant 68 15Earth 15Water 1Cosmic 78 1
Member icon.png
Enchants jewellery made from dragonstone.
Lvl-6 Enchant.png Lvl-6 Enchant 87 20Earth 20Fire 1Cosmic 97 1
Member icon.png
Enchants jewellery made from onyx.
Lvl-7 Enchant.png Lvl-7 Enchant 93 20Blood 1Cosmic 20Soul 110 1
Member icon.png
Enchants jewellery made from zenyte.

Enchant Crossbow Bolt[edit | edit source]

Enchant Crossbow Bolt icon (mobile).png

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 XP Members Notes
Opal bolts (e) detail.png
Enchant Crossbow Bolt (Opal) 4 2Air 1Cosmic
10Opal bolts 5.png
9 1
Member icon.png
Enchants opal bolts into opal bolts (e), 10 at a time.
Sapphire bolts (e) detail.png
Enchant Crossbow Bolt (Sapphire) 7 1Water 1Cosmic 1Mind
10Sapphire bolts 5.png
17.5 1
Member icon.png
Enchants sapphire bolts into sapphire bolts (e), 10 at a time.
Jade bolts (e) detail.png
Enchant Crossbow Bolt (Jade) 14 2Earth 1Cosmic
10Jade bolts 5.png
19 1
Member icon.png
Enchants jade bolts into jade bolts (e), 10 at a time.
Pearl bolts (e) detail.png
Enchant Crossbow Bolt (Pearl) 24 2Water 1Cosmic
10Pearl bolts 5.png
29 1
Member icon.png
Enchants pearl bolts into pearl bolts (e).
Emerald bolts (e) detail.png
Enchant Crossbow Bolt (Emerald) 27 3Air 1Cosmic 1Nature
10Emerald bolts 5.png
37 1
Member icon.png
Enchants emerald bolts into emerald bolts (e), 10 at a time.
Topaz bolts (e) detail.png
Enchant Crossbow Bolt (Red Topaz) 29 2Fire 1Cosmic
10Topaz bolts 5.png
33 1
Member icon.png
Enchants topaz bolts into topaz bolts (e), 10 at a time.
Ruby bolts (e) detail.png
Enchant Crossbow Bolt (Ruby) 49 5Fire 1Blood 1Cosmic
10Ruby bolts 5.png
59 1
Member icon.png
Enchants ruby bolts into ruby bolts (e), 10 at a time.
Diamond bolts (e) detail.png
Enchant Crossbow Bolt (Diamond) 57 10Earth 1Cosmic 2Law
10Diamond bolts 5.png
67 1
Member icon.png
Enchants diamond bolts into diamond bolts (e), 10 at a time.
Dragonstone bolts (e) detail.png
Enchant Crossbow Bolt (Dragonstone) 68 15Earth 1Cosmic 1Soul
10Dragonstone bolts 5.png
78 1
Member icon.png
Enchants dragonstone bolts into dragonstone bolts (e), 10 at a time.
Onyx bolts (e) detail.png
Enchant Crossbow Bolt (Onyx) 87 20Fire 1Cosmic 1Death
10Onyx bolts 5.png
97 1
Member icon.png
Enchants onyx bolts into onyx bolts (e), 10 at a time.

Other spells[edit | edit source]

Spell Level Runes XP Members Effect
Telekinetic Grab.png Telekinetic Grab 33 1Air 1Law 43 0
Free-to-play icon.png
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.

Trivia[edit | edit source]

  • Within the game cache, there are three unused spell icons that can be found (Unused standard spell 1.png Unused standard spell 2.png Unused standard spell 3.png). These were scrapped summoning spells from RuneScape Classic that utilised life runes, which were also scrapped.
Restraint icon (mobile).png
  • 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.