Curse spells (or Curses) are a subclass of Combat spells in the arts of Magic and are mainly used to cause a negative effect to the caster's target other than damage. Curses are an underused part of Magic, mainly because spellcasters have little time to waste on casting non-combat spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea. Curses also are 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 wore off, unless the curse 'splashes' and does not affect the opponent.
Member only spells are indicated with a "(m)" behind the spells name.
|Icon||Spell||Magic Level||Runes Required||Experience||Cost/XP||Effect|
|In PvM (Player versus Monster)||In PvP (Player versus Player)|
|Confuse||3||1||13||1.5||Reduces the targets' chance to hit by 5% for 1 minute.|
|Weaken||11||1||20.5||1.7||Reduces the targets' damage dealt by 5% for 1 minute.|
|Curse||19||1||29||2.8||Increases the targets' damage received by 5% for 1 minute.|
|Bind||20||1||30||13.4||Prevents target from moving for 12 seconds.||Prevents target from moving for 6 seconds.|
|Snare (m)||50||2||60||13.4||Prevents target from moving for 18 seconds.||Prevents target from moving for 9 seconds.|
|Vulnerability (m)||66||11||76||10||Increases the target's damage received by 10% for 1 minute.|
|Enfeeble (m)||73||11||83||8.6||Reduces your opponents strength by 10%.|
|Entangle (m)||79||3||89||13.5||Prevents target from moving for 40 seconds.||Prevents target from moving for 20 seconds.|
|Stagger (m)||80||11||90||7.7||Reduces the target's chance to hit by 10% for 1 minute.|
|Teleport Block||85||111||80||6.5||Blocks target from teleporting.|
All Lunar spells are members only.
All spells that affect players within a 3x3 area around the caster will also affect players standing in the caster's square.
|Icon||Spell||Magic Level||Runes Required||Experience||Notes|
|Monster Examine*||66||111||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||68||110||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||71||22||69||Cures the caster of poison. Like Cure Other, Cure Me does not provide immunity to poison.|
|Cure Group||74||22||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*||75||225||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.|
|Stat Restore Pot Share||81||21010||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||84||31210||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**||90||3310||97||The next successful hit the caster receives from another player is negated. Does not work against NPCs.|
|Heal Other||92||133||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||93||2310||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||94||2410||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**||95||3411||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||95||364||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.|
- 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.
The use of Ancient Magicks is members only.
The Ancient Magicks combat spells are Elemental spells with an added Curse effect, making them some of the most dangerous combat spells in the game. These curse effects are linked to the elemental specific Each of the four elemental classes has a different effect:
|Smoke spells||Reduces the targets' chance to hit by 5% for 10 seconds.|
|Shadow spells||Reduces the targets' damage by 5% for 10 seconds.|
|Blood spells||Caster will be healed for 5% of the damage dealt to the caster's target.|
|Ice spells||Freezes the target in place and prevent it from moving for 10 seconds (5 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.
When using abilities, the spells have an estimated 10% chance to apply their effect. This can be furthermore increased to 20% by using Dark Form prayer.
- The use of the term "Curse" is similar to the use of the word "Positive" in Operant conditioning, in that it adds something to the target regardless if this is seen as beneficial or not.