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||Base Max hit||Members|
|Wind Strike||1||1 1||5.5||2|
|Water Strike||5||1 1 1||7.5||4|
|Earth Strike||9||1 2 1||9.5||6|
|Fire Strike||13||2 3 1||11.5||8|
|Wind Bolt||17||2 1||13.5||9|
|Water Bolt||23||2 2 1||16.5||10|
|Earth Bolt||29||2 3 1||19.5||11|
|Fire Bolt||35||3 4 1||22.5||12|
|Crumble Undead||39||2 2 1||24.5||15|
|Wind Blast||41||3 1||25.5||13|
|Water Blast||47||3 3 1||28.5||14|
|Iban Blast||50||5 1 +||30||25|
|Magic Dart||50||1 4 +||30||15|
|Earth Blast||53||3 4 1||31.5||15|
|Fire Blast||59||4 5 1||34.5||16|
|Saradomin Strike||60||4 2 2 +||35||20|
|Flames of Zamorak||60||1 4 2 +||35||20|
|Claws of Guthix||60||4 1 2 +||35||20|
|Wind Wave||62||5 1||36||17|
|Water Wave||65||5 7 1||37.5||18|
|Earth Wave||70||5 7 1||40||19|
|Fire Wave||75||5 7 1||42.5||20|
|Wind Surge||81||7 1||44.5||21|
|Water Surge||85||7 10 1||46.5||22|
|Earth Surge||90||7 10 1||48.5||23|
|Fire Surge||95||7 10 1||50.5||24|
- 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.
|Confuse||3||2 3 1||13||Reduces the target's Attack by 5%.|
|Weaken||11||2 3 1||21||Reduces the target's Strength by 5%.|
|Curse||19||3 2 1||29||Reduces the target's Defence by 5%.|
|Bind||20||3 3 2||30||Prevents the target from moving for 4.8 seconds.|
|Snare||50||4 4 3||60||Prevents the target from moving for 9.6 seconds.|
|Vulnerability||66||5 5 1||76||Reduces the target's Defence by 10%.|
|Enfeeble||73||8 8 1||83||Reduces the target's Strength by 10%.|
|Entangle||79||5 5 4||89||Prevents the target from moving for 14.4 seconds.|
|Stun||80||12 12 1||90||Reduces the target's Attack by 10%.|
|Tele Block||85||1 1 1||80||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.
|Charge||80||3 3 3||180|
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.
|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.|
|Varrock Teleport||25||3 1 1||35||Teleports the caster to the market square in Varrock.|
|Lumbridge Teleport||31||3 1 1||41||Teleports the caster to the courtyard of Lumbridge Castle.|
|Falador Teleport||37||3 1 1||47||Teleports the caster to the centre of Falador.|
|Teleport to House||40||1 1 1||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.|
|Camelot Teleport||45||5 1||55.5||Teleports the caster to the gates of Camelot.|
|Ardougne Teleport||51||2 2||61||Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.|
|Watchtower Teleport||58||2 2||68||Requires completion of Watchtower Quest. Teleports the caster to the top of the Watchtower outside of Yanille.|
|Trollheim Teleport||61||2 2||68||Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.|
|Ape Atoll Teleport||64||2 2 2 1||74||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||69||5 4 2 2||82||Requires reading the book transportation incantations. Teleports the caster to the Kourend Castle courtyard.|
|Teleother Lumbridge||74||1 1 1||84||Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.|
|Teleother Falador||82||1 1 1||92||Teleports another player, who must have Accept Aid on, to the centre of Falador.|
|Teleport to Target||85||1 1 1||45||Teleports the player to an assigned target in the Wilderness. Can only be cast on target worlds.|
|Teleother Camelot||90||1 2||100||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.
|Bones to Bananas||15||2 2 1||25||Converts all normal bones in the inventory into bananas.|
|Low Level Alchemy||21||3 1||31||Gives coins equal to of the item the spell was cast on.|
|Superheat Item||43||4 1||53||Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.|
|High Level Alchemy||55||5 1||65||Gives coins equal to of the item the spell was cast on.|
|Bones to Peaches||60||2 4 2||65||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.
|Lvl-1 Enchant||7||1 1||17.5||Enchants jewellery made from sapphire and opal.|
|Lvl-2 Enchant||27||3 1||37||Enchants jewellery made from emerald and jade.|
|Lvl-3 Enchant||49||5 1||59||Enchants jewellery made from ruby and red topaz.|
|Charge Water Orb||56||30 3 1||56||Enchants an unpowered orb into a water orb when cast at the Obelisk of Water.|
|Lvl-4 Enchant||57||10 1||67||Enchants jewellery made from diamond.|
|Charge Earth Orb||60||30 3 1||70||Enchants an unpowered orb into an earth orb when cast at the Obelisk of Earth.|
|Charge Fire Orb||63||30 3 1||73||Enchants an unpowered orb into a fire orb when cast at the Obelisk of Fire.|
|Charge Air Orb||66||30 3 1||76||Enchants an unpowered orb into an air orb when cast at the Obelisk of Air.|
|Lvl-5 Enchant||68||15 15 1||78||Enchants jewellery made from dragonstone.|
|Lvl-6 Enchant||87||20 20 1||97||Enchants jewellery made from onyx.|
|Lvl-7 Enchant||93||20 1 20||110||Enchants jewellery made from zenyte.|
Enchant Crossbow Bolt[edit | edit source]
Other spells[edit | edit source]
|Telekinetic Grab||33||1 1||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.|
Trivia[edit | edit source]
- 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.