Elemental spells are the primary source of damage for mages. The standard and ancient spellbooks contain a variety of elemental spells across many levels. Lunar mages can only cast elemental spells with a polypore staff or through the use of Borrowed Power.
Types of spellsEdit
Many monsters have a weakness to a specific element. For example, TzHaar-Kets are weak to water spells. Any spell will be effective against such an opponent, but a water spell will offer higher accuracy. A player who is weak to magic attacks will have no specific elemental weakness.
In order of ascending required level, the four elements of the standard spellbook are:
On the Ancient Magicks, the same elements come in a slightly different order:
Each elemental class has a range of different spells. For the standard spellbook these are as follows, in order of ascending power:
The range of different spells in the ancient spellbook are as follows, in order of ascending power:
Comparison between Standard and Ancient spellsEdit
|Element||Classic combat spells||Ancient Magicks combat spells|
|Air||1 (48)||17 (163)||41 (393)||62 (595)||81 (777)||Smoke||50 (480)||62 (595)||74 (710)||86 (825)|
|Water||5 (48)||23 (220)||47 (451)||65 (624)||85 (816)||Ice||58 (556)||70 (672)||82 (787)||94 (883)|
|Earth||9 (86)||29 (278)||53 (508)||70 (672)||90 (864)||Shadow||52 (499)||64 (614)||76 (729)||88 (844)|
|Fire||13 (124)||35 (336)||59 (566)||75 (720)||95 (883)||Blood||56 (535)||68 (652)||80 (786)||92 (883)|
|Required level to cast (Maximum damage dealt)|
In addition to those above, there are four special air spells. The first three are unique to the standard spellbook, whereas the last is on all spellbooks.
|Slayer Dart||50||480||Also requires 55 slayer, a Death rune and a Slayer's staff, abyssal wand, abyssal orb, or Staff of light.|
|Divine Storm||60||576||Unlocked at the Mage Arena.|
|Storm of Armadyl||77||739||Unlocked by completing the Ritual of the Mahjarrat quest. Uses Armadyl runes instead of air runes.|
|Polypore Strike||80||768||Requires a charged polypore staff and is available with any spellbook.|
Spell damage and scalingEdit
The spell damage values listed above and on other articles correspond to , and may be different than the value found by mousing over the damage in Offensive Stats. This is because a spell's level scales with your Magic, which allows for elemental weaknesses to be exploited without sacrificing damage. Like ranged ammunition, spell damage caps at the level of your weapon.
Spells scale until a stronger variant of the spell is unlocked. For example, Air Blast requires 41 Magic, and it scales with the player's Magic up to level 61. Air Wave is unlocked at 62 Magic. Spell scaling ends early at higher levels; this may be so that the strongest spells are always worth using over spells with smaller rune costs.
Spell damage is capped at level 92, the level of the staff of Sliske, which is the strongest magic weapon in the game. However, because of this cap, spell damage was limited in Dungeoneering when using tier 11 weapons. This was later corrected, to allow magic to deal damage equal to melee and ranged at the highest tier.