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Combat spells

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Combat spells are used by their casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.

Elemental spellsEdit

Air Blast

A player casting the elemental spell Air Blast.

Main article: Elemental spells

The standard and ancient spellbooks consist of a variety of elemental spells. Players on the Lunar spellbook can only cast elemental spells with a Polypore staff or through borrowed power.

Higher level spells deal more damage, but if a monster has a specific elemental weakness, a slightly lower level spell of that element may be preferred for increased hit chance.

Curse spellsEdit


A player casting Curse.

Main article: Curse spells

Curse spells are used to disable the caster's target instead of directly dealing damage by for example lowering their accuracy or defence.

Smoke, Shadow, and Ice elemental spells from Ancient spellbook both damage and disable an opponent.

Curses are an underused part of the standard spellbook, mainly because spellcasters have little time to waste on casting non-damage spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea in order to speed up the fight. Curses can also be useful when competing for a monster respawn, as the curse immediately engages the monster. Curse spells can only be used again on the same target once the first spell has worn off, unless the curse 'splashes' and does not affect the opponent.

Support spellsEdit

The Lunar spellbook and the Seren spells provide a variety of support spells.

Lunar Spells Edit

Icon Spell Magic Level Runes Required Experience Notes
Monster Examine icon Monster Examine* 66 1Cosmic rune1Astral rune1Mind rune 61 Casting this spell on a monster reveals the monster's combat level, current life points, and maximum melee hit, as well as whether the monster can be a slayer assignment. If the monster uses a combat style other than melee, the style(s) in particular are mentioned as well.
Cure Other icon Cure Other 68 1Astral rune10Earth rune 65 Cures a targeted player of poison, but does not grant immunity to poison as an antipoison potion does. The targeted player must have Accept Aid turned on.
Cure Me icon Cure Me 71 2Cosmic rune2Astral rune 69 Cures the caster of poison. Like Cure Other, Cure Me does not provide immunity to poison.
Cure Group icon Cure Group 74 2Cosmic rune2Astral rune 74 Functions like the Cure Me spell, except it cures all players within a 3x3 square area of the caster of poison. Players must have Accept Aid turned on in order to benefit from this spell. Cure Group does not grant immunity to poison.
Stat Spy icon Stat Spy* 75 2Cosmic rune2Astral rune5Body rune 76 Can be cast on other players to see their skill levels, as well as current life points and prayer points. Can be cast on players who have Accept Aid off.
Dream icon Dream* 79 1Cosmic rune2Astral rune5Body rune 82 The caster enters a dream-like state wherein life points regenerate at five times the normal rate (5 life points per 6 seconds, or 50 life points per minute). This spell stacks additively, rather than multiplicatively, with other regenerative effects such as Rapid Heal. Similar to resting, the effect ends if the caster does anything except chat, including move, trade or cast another spell.
Spiritualise Food icon Spiritualise Food** 80 3Cosmic rune2Astral rune5Body rune 81 When cast on a piece of food, this spell enchants the food to be usable on a Summoning familiar. When a familiar eats spiritualised food, its life points are restored, its combat stats are boosted, and its duration timer is replenished.
Stat Restore Pot Share icon Stat Restore Pot Share 81 2Astral rune10Earth rune10Water rune 84 Casting this on a restore potion causes the caster to administer 1 dose to each player in a 3x3 square area (including standing on the caster square). Players must have Accept Aid turned on to benefit from this spell.
Boost Potion Share icon Boost Potion Share 84 3Astral rune12Earth rune10Water rune 88 If cast on a potion that boosts stats (such as a strength potion), the caster distributes 1 dose to each player within a 3x3 square area of the caster. Players must have Accept Aid on in order to benefit from this spell. Because Saradomin brew and Zamorak brew lower some skills and deal damage respectively, Boost Potion Share will not function with them.
Disruption Shield icon Disruption Shield** 90 3Blood rune3Astral rune10Body rune 97 The next successful hit the caster receives from another player is negated.
Heal Other icon Heal Other 92 1Blood rune3Law rune3Astral rune 101 When cast on another player, the caster takes damage equal to up to 75% of their current life points and heals the targeted player, who must have Accept Aid on in order to be healed.
Vengeance Other icon Vengeance Other 93 2Death rune3Astral rune10Earth rune 108 When cast on another player, the targeted player gains the Vengeance effect: The next time the targeted player is damaged by a monster or other player, 75% of the damage dealt is rebounded back to the damaging monster or player. The targeted player must have Accept Aid turned on in order to receive the Vengeance effect. The effect ends if the targeted player logs out without being hit.
Vengeance icon Vengeance 94 2Death rune4Astral rune10Earth rune 112 The caster receives the Vengeance effect, which will recoil 75% of damage dealt the next time the caster is hit by a monster or player. However, the effect wears off if the caster logs out before being hit.
Vengeance Group icon Vengeance Group** 95 3Death rune4Astral rune11Earth rune 120 The caster and any players within a 7x7 area of the caster (up to 50 players at once) receive the Vengeance effect. All other players must have Accept Aid on.
Heal Group icon Heal Group 95 3Blood rune6Law rune4Astral rune 124 The caster takes damage equal to up to 75% of their remaining life points and heals all players within a 3x3 square around the caster. Players must have Accept Aid on in order to be healed by this spell.

Seren Spells Edit

Icon Spell Magic Level Runes Required Experience Notes
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.
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.
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.
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.
  • Spells marked with an asterisk ( * ) require completion of Dream Mentor to cast.
  • Spells marked with two asterisks ( ** ) can be used once unlocked at the Livid Farm activity.
  • Seren Spells are a part of the Ancient Magicks spellbook

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