Standard spells

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The standard spellbook icon.

Standard spells (also called the standard spellbook) are a group of Magic spells available to all players. It is unlocked by default upon character creation, and can be used at level 1 Magic.

All the spells in this Spellbook require Mind, Air, Body, Earth, Water, Cosmic, Fire, Nature, Chaos, Law, Death, Blood, Soul and Wrath runes. 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.

Overview[edit | edit source]

All spells in the standard spellbook.

The spells in the standard spellbook can be divided into a number of distinct classifications.

Combat spells[edit | edit source]

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, metal dragons such as iron dragons are said to be weaker to fire spells than the other elements. Each of these spells makes use of at least one catalyst rune (such as mind runes or death runes), a number of air runes, and a number of water runes, earth runes, or fire runes depending on the spell.

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.

Curses[edit | edit source]

Curses are offensive spells that temporarily lower the target's stats. 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, Teleport Block may be classified as a curse, although it prevents teleportation rather than lowering a stat. Free players have access to the first three curses (Confuse, Weaken and Curse). All curse spells aside from Teleport Block make use of either body or soul runes, as well as earth and water runes.

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.

Binding spells[edit | edit source]

Spells that prevent the target from moving are binding spells. The ability to deal damage from a distance is one of a mage's greatest advantages in combat, and binding spells ensure that melee users are unable to get too close. Free players may use Bind and Snare, which hold the target for 5 and 10 seconds respectively, but members can use these and the Entangle spell, which holds the target for 15 seconds. Binding spells use nature runes.

After a binding spell wears off, its target is immune to successive binding spells for five seconds.

Teleports[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.

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, and crossbow bolts with tips made from gems may be enchanted by the proper Enchant Crossbow Bolt 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. Enchanted crossbow bolts gain secondary effects in combat. 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.

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.

For more alchemy spells see Lunar Spells.

Spell summary[edit | edit source]

Icon Mobile
icon
Spell Magic Level Runes Required Experience Base Max hit[1] Notes
Home Teleport.png
Home Teleport icon (mobile).png
Lumbridge Home Teleport 0 None 0 Teleports the player to Lumbridge. It can only used once every 30 minutes and can be interrupted by combat.
Wind Strike.png
Wind Strike icon (mobile).png
Wind Strike 1 1Air 1Mind 5.5+ 2
Confuse.png
Confuse icon (mobile).png
Confuse 3 2Earth 3Water 1Body 13 Lowers the target's Attack by 5%.
Opal bolts (e) detail.png
Enchant Crossbow Bolt icon (mobile).png
Enchant Crossbow Bolt (Opal) 4 2Air 1Cosmic 9 Enchants opal bolts into opal bolts (e), 10 at a time.
Water Strike.png
Water Strike icon (mobile).png
Water Strike 5 1Air 1Water 1Mind 7.5+ 4
Lvl-1 Enchant.png
Lvl-1 Enchant icon (mobile).png
Lvl-1 Enchant 7 1Water 1Cosmic 17.5 Enchants jewellery items made with sapphires.
Sapphire bolts (e) detail.png
Enchant Crossbow Bolt (Sapphire) 7 1Water 1Cosmic 17 Enchants sapphire bolts into sapphire bolts (e), 10 at a time.
Earth Strike.png
Earth Strike icon (mobile).png
Earth Strike 9 1Air 2Earth 1Mind 9.5+ 6
Weaken.png
Weaken icon (mobile).png
Weaken 11 2Earth 3Water 1Body 21 Lowers the target's Strength by 5%.
Fire Strike.png
Fire Strike icon (mobile).png
Fire Strike 13 2Air 3Fire 1Mind 11.5+ 8 Maximum hit is increased to 12 with tome of fire.
Jade bolts (e) detail.png
Enchant Crossbow Bolt (Jade) 14 2Earth 1Cosmic 19 Enchants jade bolts into jade bolts (e), 10 at a time.
Bones to Bananas.png
Bones to Bananas icon (mobile).png
Bones to Bananas 15 2Earth 2Water 1Nature 25 Converts all normal bones in the inventory into bananas.
Wind Bolt.png
Wind Bolt icon (mobile).png
Wind Bolt 17 2Air 1Chaos 13.5+ 9 Maximum hit is increased to 12 with chaos gauntlets.
Curse.png
Curse icon (mobile).png
Curse 19 3Earth 2Water 1Body 29 Lowers the target's Defence by 5%.
Bind.png
Bind icon (mobile).png
Bind 20 3Earth 3Water 2Nature 30 Prevents the target from moving for 5 seconds.
Low Level Alchemy.png
Low Level Alchemy icon (mobile).png
Low Level Alchemy 21 3Fire 1Nature 31 Converts an item into an amount of coins equivalent to the price that a general store will pay for it at zero stock.
Water Bolt.png
Water Bolt icon (mobile).png
Water Bolt 23 2Air 2Water 1Chaos 16.5+ 10 Maximum hit is increased to 13 with chaos gauntlets.
Pearl bolts (e) detail.png
Enchant Crossbow Bolt (Pearl) 24 2Water 1Cosmic 29 Enchants pearl bolts into pearl bolts (e).
Varrock Teleport.png
Varrock Teleport icon (mobile).png
Varrock Teleport 25 3Air 1Fire 1Law 35 Teleports the caster to the market square in Varrock.
Lvl-2 Enchant.png
Lvl-2 Enchant icon (mobile).png
Lvl-2 Enchant 27 3Air 1Cosmic 37 Enchants jewellery items made with emeralds.
Emerald bolts (e) detail.png
Enchant Crossbow Bolt (Emerald) 27 3Air 1Cosmic 1Nature 37 Enchants emerald bolts into emerald bolts (e), 10 at a time.
Earth Bolt.png
Earth Bolt icon (mobile).png
Earth Bolt 29 3Air 1Earth 1Chaos 19.5+ 11 Maximum hit is increased to 14 with chaos gauntlets.
Topaz bolts (e) detail.png
Enchant Crossbow Bolt (Red Topaz) 29 2Fire 1Cosmic 33 Enchants topaz bolts into topaz bolts (e), 10 at a time.
Lumbridge Teleport.png
Lumbridge Teleport icon (mobile).png
Lumbridge Teleport 31 3Air 1Earth 1Law 41 Teleports the caster to the courtyard of Lumbridge Castle.
Telekinetic Grab.png
Telekinetic Grab icon (mobile).png
Telekinetic Grab 33 1Air 1Law 43 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.
Fire Bolt.png
Fire Bolt icon (mobile).png
Fire Bolt 35 3Air 4Fire 1Chaos 22.5+ 12 Maximum hit is increased to 15 with chaos gauntlets, 18 with tome of fire, and 21 with both.
Falador Teleport.png
Falador Teleport icon (mobile).png
Falador Teleport 37 3Air 1Water 1Law 48 Teleports the caster to the centre of Falador.
Crumble Undead.png
Crumble Undead icon (mobile).png
Crumble Undead 39 2Air 2Earth 1Chaos 24.5+ 15 May only be cast against undead monsters, such as skeletons, zombies, ghosts and shades.
Teleport to House.png
Teleport to House icon (mobile).png
Teleport to House 40 1Air 1Earth 1Law 30 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.
Wind Blast.png
Wind Blast icon (mobile).png
Wind Blast 41 3Air 1Death 25.5+ 13
Superheat Item.png
Superheat Item icon (mobile).png
Superheat Item 43 4Fire 1Nature 53 Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.
Camelot Teleport.png
Camelot Teleport icon (mobile).png
Camelot Teleport 45 5Air 1Law 55.5 Teleports the caster to the gates of Camelot.
Water Blast.png
Water Blast icon (mobile).png
Water Blast 47 3Air 3Water 1Death 28.5+ 14
Lvl-3 Enchant.png
Lvl-3 Enchant icon (mobile).png
Lvl-3 Enchant 49 5Fire 1Cosmic 59 Enchants jewellery items made with rubies.
Ruby bolts (e) detail.png
Enchant Crossbow Bolt (Ruby) 49 5Fire 1Blood 1Cosmic 59 Enchants ruby bolts into ruby bolts (e), 10 at a time.
Iban Blast.png
Iban Blast icon (mobile).png
Iban Blast 50 5Fire 1Death 30+ 25 Requires completion of Underground Pass and that Iban's staff be equipped. The staff must be recharged after 120 casts of Iban Blast (60 casts against other players) (2500 if you have an upgraded Iban's staff)
Snare.png
Snare icon (mobile).png
Snare 50 4Earth 4Water 3Nature 60 Prevents the target from moving for 10 seconds.
Magic Dart.png
Magic Dart icon (mobile).png
Magic Dart 50 1Death 4Mind 30+ 15 Requires 55 Slayer and use of either a slayer staff or staff of the dead. Magic Dart's maximum hit is 10% of the caster's Magic level plus 10, and it is the only spell that can damage turoth and kurasks.
Ardougne Teleport.png
Ardougne Teleport icon (mobile).png
Ardougne Teleport 51 2Water 2Law 61 Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.
Earth Blast.png
Earth Blast icon (mobile).png
Earth Blast 53 3Air 4Earth 1Death 31.5+ 15
High Level Alchemy.png
High Level Alchemy icon (mobile).png
High Level Alchemy 55 5Fire 1Nature 65 Converts an item into the amount of coins that a specialty shop will pay for it at zero stock; the amount is 50% greater than that of Low Level Alchemy.
Charge Water Orb.png
Charge Water Orb icon (mobile).png
Charge Water Orb 56 30Water 3Cosmic 1Unpowered Orb 66 Turns an unpowered orb into a water orb when cast at the Obelisk of Water.
Lvl-4 Enchant.png
Lvl-4 Enchant icon (mobile).png
Lvl-4 Enchant 57 10Earth 1Cosmic 67 Enchants jewellery items made with diamonds.
Diamond bolts (e) detail.png
Enchant Crossbow Bolt (Diamond) 57 10Earth 1Cosmic 2Law 67 Enchants diamond bolts into diamond bolts (e), 10 at a time.
Watchtower Teleport.png
Watchtower Teleport icon (mobile).png
Watchtower Teleport 58 2Earth 2Law 68 Requires completion of Watchtower Quest. Teleports the caster to the top of the Watchtower outside of Yanille.
Fire Blast.png
Fire Blast icon (mobile).png
Fire Blast 59 4Air 5Fire 1Death 34.5+ 16 This is the strongest combat spell that free players may cast. Maximum hit is increased to 24 with tome of fire.
Charge Earth Orb.png
Charge Earth Orb icon (mobile).png
Charge Earth Orb 60 30Earth 3Cosmic 1Unpowered Orb 70 Turns an unpowered orb into an earth orb when cast at the Obelisk of Earth.
Bones to Peaches.png
Bones to Peaches icon (mobile).png
Bones to Peaches 60 2Earth 4Water 2Nature 65 Must be unlocked at the Mage Training Arena. Converts all bones up to and including big bones in the caster's inventory into peaches.
Saradomin Strike.png
Saradomin Strike icon (mobile).png
Saradomin Strike 60 4Air 2Fire 2Blood 61+ 20 Must be unlocked at the Mage Arena; additionally, a Saradomin staff is required to cast it. Lowers the target's Prayer by 1 each hit. Maximum hit increases to 30 with Charge active, which requires a Saradomin cape to be equipped.
Claws of Guthix.png
Claws of Guthix icon (mobile).png
Claws of Guthix 60 4Air 1Fire 2Blood 61+ 20 Must be unlocked at the Mage Arena; additionally, a Guthix staff or a void knight mace are required to cast it. Lowers the target's Defence by 5%. Maximum hit increases to 30 with Charge active, which requires a Guthix cape to be equipped.
Flames of Zamorak.png
Flames of Zamorak icon (mobile).png
Flames of Zamorak 60 1Air 4Fire 2Blood 61+ 20 Must be unlocked at the Mage Arena; additionally, a Zamorak staff is required to cast it. Lowers the target's Magic by 5%. Maximum hit increases to 30 with Charge active, which requires a Zamorak cape.
Trollheim Teleport.png
Trollheim Teleport icon (mobile).png
Trollheim Teleport 61 2Fire 2Law 68 Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.
Wind Wave.png
Wind Wave icon (mobile).png
Wind Wave 62 5Air 1Blood 36+ 17
Charge Fire Orb.png
Charge Fire Orb icon (mobile).png
Charge Fire Orb 63 30Fire 3Cosmic 1Unpowered Orb 73 Turns an unpowered orb into a fire orb when cast at the Obelisk of Fire.
Ape Atoll Teleport (standard).png
Ape Atoll Teleport (standard) icon (mobile).png
Ape Atoll Teleport 64 2Fire 2Water 2Law 1Banana 74 Requires completion of the Freeing King Awowogei subsection of Recipe for Disaster. Teleports the caster to a safe area in the church on Ape Atoll.
Water Wave.png
Water Wave icon (mobile).png
Water Wave 65 5Air 7Water 1Blood 37.5+ 18
Charge Air Orb.png
Charge Air Orb icon (mobile).png
Charge Air Orb 66 30Air 3Cosmic 1Unpowered Orb 76 Turns an unpowered orb into an air orb when cast at the Obelisk of Air.
Vulnerability.png
Vulnerability icon (mobile).png
Vulnerability 66 5Earth 5Water 1Soul 76 Lowers the target's Defence by 10%.
Lvl-5 Enchant.png
Lvl-5 Enchant icon (mobile).png
Lvl-5 Enchant 68 15Earth 15Water 1Cosmic 78 Enchants jewellery items made with dragonstones.
Dragonstone bolts (e) detail.png
Enchant Crossbow Bolt (Dragonstone) 68 12Earth 1Cosmic 1Soul 78 Enchants dragonstone bolt into dragonstone bolts (e), 10 at a time.
Kourend Castle Teleport.png
Kourend Castle Teleport icon (mobile).png
Kourend Castle Teleport 69 5Fire 4Water 2Law 2Soul 82 Requires reading the book transportation incantations. Teleports the caster to the Kourend Castle courtyard.
Earth Wave.png
Earth Wave icon (mobile).png
Earth Wave 70 5Air 7Earth 1Blood 40+ 19
Enfeeble.png
Enfeeble icon (mobile).png
Enfeeble 73 8Earth 8Water 1Soul 83 Lowers the target's Strength by 10%.
Teleother Lumbridge.png
Teleother Lumbridge icon (mobile).png
Teleother Lumbridge 74 1Earth 1Law 1Soul 84 Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.
Fire Wave.png
Fire Wave icon (mobile).png
Fire Wave 75 5Air 7Fire 1Blood 42.5+ 20 Maximum hit is increased to 30 with tome of fire.
Entangle.png
Entangle icon (mobile).png
Entangle 79 5Earth 5Water 4Nature 70 Prevents the target from moving for 15 seconds.
Stun.png
Stun icon (mobile).png
Stun 80 12Earth 12Water 1Soul 90 Lowers the target's Attack by 10%.
Charge.png
Charge icon (mobile).png
Charge 80 3Air 3Fire 3Blood 180 Increases the maximum hits of Saradomin Strike, Claws of Guthix and Flames of Zamorak to 30 (50% extra damage) for about seven minutes.
Wind Surge.png
Wind Surge icon (mobile).png
Wind Surge 81 7Air 1Wrath 44.5+ 21
Teleother Falador.png
Teleother Falador icon (mobile).png
Teleother Falador 82 1Water 1Law 1Soul 92 Teleports another player, who must have Accept Aid on, to the middle of Falador.
Water Surge.png
Water Surge icon (mobile).png
Water Surge 85 7Air 10Water 1Wrath 46.5+ 22
Tele Block.png
Tele Block icon (mobile).png
Tele Block 85 1Chaos 1Death 1Law 80 Can only be cast on another player in the Wilderness. Prevents the target from using any form of teleportation for five minutes (two and a half minutes if the target has Protect from Magic active at the time of the casting).
Teleport to Bounty Target.png
Teleport to Bounty Target icon (mobile).png
Teleport to Bounty Target 85 1Chaos 1Death 1Law 45 Teleports the player within 12 squares of their assigned target in the Bounty Hunter minigame, provided that they have unlocked the spell via bounty teleport scroll.
Lvl-6 Enchant.png
Lvl-6 Enchant icon (mobile).png
Lvl-6 Enchant 87 20Earth 20Fire 1Cosmic 97 Enchants jewellery items made with onyx.
Onyx bolts (e) detail.png
Enchant Crossbow Bolt (Onyx) 87 20Fire 1Cosmic 1Death 97 Enchants onyx bolts into onyx bolts (e), 10 at a time.
Teleother Camelot.png
Teleother Camelot icon (mobile).png
Teleother Camelot 90 1Law 2Soul 100 Teleports another player, who must have Accept Aid on, to the gates of Camelot.
Earth Surge.png
Earth Surge icon (mobile).png
Earth Surge 90 7Air 10Earth 1Wrath 48.5+ 23
Lvl-7 Enchant.png
Lvl-7 Enchant icon (mobile).png
Lvl-7 Enchant 93 20Blood 1Cosmic 20Soul 110 Enchants jewellery items made with zenyte.
Fire Surge.png
Fire Surge icon (mobile).png
Fire Surge 95 7Air 10Fire 1Wrath 50.5+ 24 Maximum hit is increased to 36 with tome of fire.
  1. Max hit may be increased by using equipment which increases magic damage.

Trivia[edit | edit source]

  • Within the game cache, there are three other unused spell icons that can be found (Unused standard spell 1.png Unused standard spell 2.png Unused standard spell 3.png). According to Mod Wolf, there are a lot of unused assets in the game directory in which their use has been forgotten[1], with him guessing the intended uses of the spells.
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.

See also[edit | edit source]

References[edit | edit source]

  1. Jagex. Mod Wolf's Twitter account. 6 November 2018. (Archived from the original on 30 May 2020.) Mod Wolf: "There's a lot of these kind of unused assets in our directory. If I was to guess, the 2nd would be a stronger version of crumble undead and the 3rd would likely be a spell stronger against demons. The first I can't really make out."