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Ancient Magicks

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"Ancients" redirects here. For the prayers unlocked after The Temple at Senntisten, see Ancient Curses.
Ancient teleport

A player casting an Ancient Magicks teleport spell.

Ancient Magicks (also known as Zaros spellbookSeren spellbook and Ancients) are a branch of Magic aligned to the gods Zaros and Seren, and their portions are unlocked upon completion of the quests Desert Treasure and The Light Within respectively. When first unlocked this spellbook only contains the portion relating to Zaros from Desert Treasure. Unlike the Lunar spellbook, which primarily focuses on non-combat support spells, and the regular spellbook, which is a mixture of combat and non-combat spells, the Ancient Magicks, when first unlocked, is significantly combat-oriented, including some of the most powerful combat spells in the game. The spellbook, before The Light Within, only contains 17 combat spells and 9 teleports (far fewer spells than the other spellbooks). Owing to their power (a minimum of 50 Magic is needed to even access the spellbook), Ancient Magick spells are popular in player-versus-player activities. Recently this spellbook has had an expansion to incorporate the new Seren Spells from the quest, The Light Within. With this expansion there is now skilling related spells which drastically changed how this spellbook is used because of spells like crystallise which are used to be at the top end of skilling efficiency. This expansion gave the book a total of 14 new spells, 5 of them being under the skilling tab, increasing the total from 26 to 40. Many of the Ancient Magick spells are very rune-intensive and require expensive runes such as death and blood and soul.

BackgroundEdit

Akthanakos teleporting

Akthanakos, one of the original users of the Ancient Magicks, casting a teleport spell

The Ancient Magicks are a long forgotten and destructive set of spells. In the second age they were very commonly used, mostly by the followers of Zaros, who ruled a very large kingdom at that time.

The very destructive and powerful spells of the Ancient Magicks proved to be very useful during the wars in the era. The spellbook also contained various teleport spells which made it easier for the Zarosians to travel across their kingdom, which stretched from the northern Wilderness, to northern Misthalin and north-western Morytania. As of now, the spellbook contains teleports which lead to places where the currently destroyed Zarosian fortresses once stood.

After Zaros' banishment, Zamorak and other gods like Saradomin destroyed the entire kingdom. The destruction of the kingdom and the slow disappearance of runestones caused the Ancient Magicks to become a rarely used form of magic. During this time, only the Mahjarrat used Ancient Magicks, mostly because they didn't need runes to use magic.

Ice barrage

A player casting the Ancient Magicks spell Ice Barrage

The God Wars held after Zaros' banishment saw the slow fade of the Ancient Magicks from common knowledge. Many of the remaining followers of Zaros, whom comprised the majority of spell-casters, were killed or imprisoned. The powerful spells caused much destruction during the enormous battles, although the number of people who knew about the spells was extremely limited. Zuriel, one of the most powerful mages at that time, being one of the few who still possessed the knowledge, devised the Miasmic spells, which at one time was the most powerful combat spell set.

Long after the end of the God Wars, at the beginning of the fifth age, the art of Runecrafting was rediscovered, giving humans a new supply of runes. New spells were invented by modern wizards of the Wizards' Tower, driving the ancient magicks even further into obscurity. Today, Ancient Magicks are used almost exclusively by the Mahjarrat, who have been driven close to extinction in Gielinor. A handful of people, including Zamorakians, such as Solus Dellagar, and Zenevivia, still possess the knowledge of Ancient Magicks. But furthermore, most mages of Gielinor choose to practice the modern magic created at the Wizard's Tower. Players will learn about the Ancient Magicks during the Desert Treasure quest, where they release the imprisoned Zarosian mahjarrat Azzanadra.

Skill and Quest RequirementsEdit

Because unlocking the Ancient Magicks spellbook requires completion of the Desert Treasure quest, the following quests are also required:

Total level: 270
Attack-icon ---- Constitution-icon ---- Mining-icon ----
Strength-icon ---- Agility-icon 15 Smithing-icon 20
Defence-icon ---- Herblore-icon 10 Fishing-icon ----
Ranged-icon 40 Thieving-icon 53 Cooking-icon ----
Prayer-icon 12 Crafting-icon ---- Firemaking-icon 50
Magic-icon 50 Fletching-icon 10 Woodcutting-icon ----
Runecrafting-icon ---- Slayer-icon 10 Farming-icon ----
Construction-icon ---- Hunter-icon ---- Summoning-icon ----
Dungeoneering-icon ---- Divination-icon ---- Music icon fixed ----
Attack style icon fixed 33 Quest icon fixed ---- Task icon fixed ----


Because of these quests, the skills required to obtain the Ancient Magicks can be seen in the table to the right.

The quest also requires Ice Gloves to wield a weapon against one of the bosses, which require 50 mining to acquire. The quest can be completed without them using ice arrows, but it is generally regarded as difficult and thus 50 mining could be considered an unlisted requirement for Desert Treasure.

For the Seren portion of the spellbook you will need to complete The Light Within quest, which requires the following quests to be completed.

The quest also requires multiple level 80s and Plague's End requires multiple level 75s to start.

Switching spellbooksEdit

Jaldraocht Altar

The altar at which player can switch between Ancient Magicks and the basic spellbook

Players can switch to Ancient Magicks at the altar inside the Jaldraocht Pyramid (simply "Pyramid" on the World Map) in the Kharidian Desert, southwest of Pollnivneach and north of Menaphos. There is a rear entrance (tunnel) to the south of the pyramid that allows players who have completed Desert Treasure to enter the throne room directly, where the altar resides, without having to navigate the four floors of the pyramid. At the altar, players can pray to switch to or from the Ancient Magicks spellbook, though this drains all Prayer points to zero. (Players can still switch spellbooks even with 0 Prayer points.)

Those who simply wish to switch from Ancient Magicks to the regular spellbook may find it easier to pray twice at the Astral Altar on Lunar Isle, provided Lunar Diplomacy has been completed.

Alternatively, players who have completed Plague's End can use the Elven grimoire found within the Cadarn Clan district of Prifddinas to switch between standard spells and Ancients.

Reaching the pyramidEdit

Jaldraocht Pyramid location

The location of the Pyramid

Various methods of teleportation exist for reaching the Jaldraocht Pyramid:

AutocastingEdit

Prior to the autocasting update on 2 September 2009, the Ancient staff was the only way to autocast Ancient Magicks combat spells. It can be obtained once from Eblis, who will sell it for 80,000 coins after the completion of Desert Treasure. Alternately, the staff can be bought on the Grand Exchange for 60,372 coins, or obtained as a drop from Mummies. When the staff's original purpose was rendered obsolete, it provided a 10% bonus to spell damage until the Evolution of Combat, when it became a standard level 50 staff.

CombatEdit

The Ancient Magicks combat spells are, as mentioned, the most dangerous combat spells in the game. Not only can they deal a substantial amount of damage, but each of the four classes of elemental spells has a different curse effect:

  • The Smoke spells (air) are able to reduce the target's chance to hit by 5% for 10 seconds.
  • The Shadow spells (earth) can be used to lower the target's damage by 5% for 10 seconds.
  • The Blood spells (fire) will heal the caster 5% of the damage dealt to main target, +3% of the rest. 
  • The Ice spells (water) freeze the target in place and prevent it from moving for 10 seconds (2.4-9.6 seconds in PvP).

In addition to these effects, the Burst and Barrage spells are Area of Effect (AoE), which will hit both the target and any other player or NPC standing in a 3x3 zone around the target. Rush and Blitz spells will only hit a single target. "AOE spells now deal slightly less damage to non-main targets."

The special effects and AoE traits only apply to auto-attacks and Momentum. When using abilities, the Ancient Magicks lose their effects and become typical spells, albeit spells of a higher level. So while using abilities negates the use of runes, it also negate the specific AoE and Curse effects. Ice spells are an exception, as they will still bind the target when using abilities.

Some monsters are large, meaning that they take up more than one square of space. When a Burst or Barrage spell is cast on one of these monsters, it will hit the monster plus any surrounding monsters with any square of space standing within a 3x3 zone of the targeted monster's south-westernmost corner square, which is treated as its "origin" square.

While less popular for general training, Ancient Magicks is often used in various player-versus-player activities, such as the TzHaar Fight Pit, Stealing Creation, Castle Wars, Fist of Guthix and Soul Wars. Ice spells, especially Ice Burst and Ice Barrage, are especially popular, due to their freezing effects.

Ancient Magicks are not allowed in Barbarian Assault.

Combat spellsEdit

The maximum hits listed here are the spells' base maximum hits, without any modifiers. See here for a list of items that increase the maximum hit of magic spells.

There are four ascending types of spells, these are: Rush, Burst, Blitz and Barrage. For these spell-types are 4 ancient 'elemental' variations for each spell type, in ascending order: Smoke, Shadow, Blood & Ice.

Icon Spell Magic Level Runes Required Base Experience Damage[1] Notes
Smoke Rush Smoke Rush 50 1Death rune3Air rune 30 480 Reduce the target's chance to hit by 5% for 10 seconds
Shadow Rush Shadow Rush 52 1Death rune3Earth rune 31 499 Reduce the target's damage dealt by 5% for 10 seconds
Blood Rush Blood Rush 56 1Death rune3Fire rune 33 535 Heal the caster for 5% of the damage inflicted on the target
Ice Rush Ice Rush 58 1Death rune3Water rune 34 556 Immobilises the target for 10 seconds, or 2.4 seconds for players
Smoke Burst Smoke Burst 62 2Death rune4Air rune 36 595 Reduce the targets' chance to hit by 5% for 10 seconds
Shadow Burst Shadow Burst 64 2Death rune4Earth rune 37 614 Reduce the targets' damage dealt by 5% for 10 seconds
Blood Burst Blood Burst 68 2Death rune4Fire rune 39 652 Heal the caster for 5% of the damage inflicted on the main target, +3% of damage inflicted to others.
Ice Burst Ice Burst 70 2Death rune4Water rune 40 672 Immobilises the targets for 10 seconds, or 4.8 seconds for players
Smoke Blitz Smoke Blitz 74 1Blood rune5Air rune 42 710 Reduce the target's chance to hit by 5% for 10 seconds
Shadow Blitz Shadow Blitz 76 1Blood rune5Earth rune 43 729 Reduce the target's damage dealt by 5% for 10 seconds
Blood Blitz Blood Blitz 80 1Blood rune5Fire rune 45 786 Heal the caster for 5% of the damage inflicted on the target
Polypore Strike icon Polypore Strike 80 Polypore staffPolypore staff 786 It counts as an air spell.
Ice Blitz Ice Blitz 82 1Blood rune5Water rune 46 787 Immobilises the target for 10 seconds, or 7.2 seconds for players
Smoke Barrage Smoke Barrage 86 2Blood rune5Air rune 48 825 Reduce the targets' chance to hit by 5% for 10 seconds
Shadow Barrage Shadow Barrage 88 2Blood rune5Earth rune 48 844 Reduce the targets' damage dealt by 5% for 10 seconds
Blood Barrage Blood Barrage 92 2Blood rune5Fire rune 51 864 Heal the caster for 5% of the damage inflicted on the main target, +3% of damage inflicted to others.
Ice Barrage Ice Barrage 94 2Blood rune5Water rune 52 864 Immobilises the targets for 10 seconds, or 9.6 seconds for players
  1. ^ A spell's maximum hit increases by 1 for each Magic level of the caster, up to 99 extra damage at level 99 Magic.

Teleportation spellsEdit

Icon Spell Magic Level Runes Required Experience Notes
Home Teleport icon Home Teleport 0 None None Opens the Home Teleport interface allowing the player to teleport to any lodestone that player has available.
Paddewwa Teleport icon Paddewwa Teleport 54 2Law rune1Fire rune1Air rune 64 Teleports to the entrance of Edgeville Dungeon.
Senntisten Teleport icon Senntisten Teleport 60 1Soul rune2Law rune 70 Teleports to the Digsite and Senntisten Temple.
Kharyrll Teleport icon Kharyrll Teleport 66 1Blood rune2Law rune 76 Teleports to Canifis. This is the only teleport spell that can be added to a portal in a player-owned house that is not from the basic spellbook.
Lassar Teleport icon Lassar Teleport 72 2Law rune4Water rune 82 Teleports to the top of Ice Mountain.
Dareeyak Teleport icon Dareeyak Teleport 78 2Law rune3Fire rune2Air rune 88 Teleports to the ruins west of the Bandit Camp in the Wilderness.
Carrallanger Teleport icon Carrallanger Teleport 84 2Soul rune2Law rune 94 Teleports to the Graveyard of Shadows in the Wilderness.
Annakarl Teleport icon Annakarl Teleport 90 2Blood rune2Law rune 100 Teleports to the Demonic Ruins in the Wilderness.
Ghorrock Teleport icon Ghorrock Teleport 96 2Law rune8Water rune 106 Teleports to Ice Plateau in the Wilderness.

Seren spellsEdit

All skilling spells are unlocked after completing The Light Within.

Icon Spell Magic Level Runes Required Base Experience Notes
Opal Aurora Opal Aurora 75 2Soul rune3Air rune 1 Direct damage spell. Also restores lifespan on prisms.
Prism of Restoration Prism of Restoration 76 6Soul rune2Blood rune6Astral rune 84 Places a prism which heals nearby familiars and restores their special attack energy, and gives a chance to not use scrolls on familiar special ability use.
Sapphire Aurora Sapphire Aurora 77 1Soul rune3Water rune 1 Direct damage spell. Also overcharges prisms, adding useful effects on their next tick.
Intercept Intercept 77 2Soul rune3Earth rune3Air rune 80 Redirects damage taken by the targeted player over the next three seconds to the caster, and reduces the damage to 95% of the original hit.
Emerald Aurora Emerald Aurora 79 1Soul rune3Earth rune 1 Direct damage spell. Also applies a stacking 1% damage reduction buff to the caster. Stacks up to 5%, and with other damage reduction methods.
Prism of Salvation Prism of Salvation 80 6Soul rune2Blood rune6Astral rune 89 Places a prism which players can click to teleport near to, as long as there's a clear path between.
Ruby Aurora Ruby Aurora 81 1Soul rune3Fire rune 1 Direct damage spell. Also has a chance to apply a 1% damage buff to nearby allies. Stacks up 3%.
Prism of Loyalty Prism of Loyalty 82 6Soul rune2Blood rune6Astral rune 97 Places a prism into which players can funnel life points. Anyone doing so will take damage, and the prism will automatically heal nearby players with 25% or lower life points.
Shield Dome Shield Dome 84 3Soul rune3Earth rune3Water rune 87 Deploys a static dome that allies can stand within to reduce incoming damage by 50%. Domes cannot be layered on top of each other, and new shield domes affecting a player within 2 minutes have diminishing returns.
Prism of Dowsing Prism of Dowsing 86 3Soul rune3Nature rune3Fire rune3Earth rune 103 Places a prism which attracts wisps to it and increases the chance of drawing enriched wisps. All nearby players can benefit from this.
Crystallise Crystallise 88 6Soul rune6Chaos rune6Fire rune6Water rune 95 When cast on mining, fishing or woodcutting spots - or full box traps - will cause the resource to persist for 30 seconds, yield no resources and give increased XP rounded to 50%. Other players may still deplete the resource, but Crystallise will carry on when the resource is back.
Rapid Growth Rapid Growth 88 3Soul rune3Nature rune3Earth rune3Water rune 95 Skips a tree, fruit tree or herb patch forward a growth stage. Usable once per day on each eligible farming location.
Crystal Mask Crystal Mask 90 4Soul rune5Body rune6Fire rune7Earth rune 112 Gives +15% to pickpocketing chance and gives a chance to avoid damage and stun on failure.
Spellbook Swap icon Spellbook Swap 96 1Law rune2Cosmic rune3Astral rune 1 Gives the ability to cast 1 spell from the Lunar or regular spellbook.

TriviaEdit

  • Before the release of the Seren spells, the only combination runes useful for the Ancient Magicks were Smoke runes, as the Paddewwa and Dareeyak Teleports were the only spells to use more than one elemental rune.
  • On the day of release, these spells had a glitch where every spell, along with the original effects, would freeze opponents.
  • The animation of the Daemonheim teleport that can be done with the Ring of Kinship is similar to (except for the colour) the Ancient Magicks teleport - and looks similar to the Pharaoh's sceptre's teleport animation. This may suggest a common (teleportation) principle or origin.
  • Each Ancient Magicks spell has a unique sound.
  • The Dungeoneering spellbook includes spells from both the regular and Lunar spellbooks, but none from the Ancient Magicks spellbook.
  • If your membership expires whilst the Ancient Magicks spellbook activated then it will return to the regular spellbook, even when you re-activate your membership.
  • During the early stages of the Evolution of Combat, the spells were called Gale, Rock, Bloodfire and Ice respectively, and Miasmic spells were removed. Before the Evolution of Combat, all the spells had different effects too: Smoke poisoned the target (poison damage has been removed), Shadow lowered the target's Attack, Blood healed you for 25% (now only 5%) of damage inflicted by you on your opponent, and Ice's freezing time varied depending on how strong the spell was (now all Ice spells freeze for 10 seconds when cast on NPC's and varies depending on spell with players), and Miasmic halved melee and ranged attack speed. In early 2014, the name changes were reverted, but the effects were not.

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