Standard spells (also called the standard spellbook) are a group of Magic spells available to all players. It is unlocked by default upon character creation, and can be used at level 1 Magic.
The spells in the standard spellbook can be divided into a number of distinct classifications.
Combat spells are used to by its casters, mostly in battle, for their offensive capabilities. This type of magic can be separated into two sub types. One type of spells give specific elemental damage (Elemental spells, that are often used against monsters with a specific weakness to these elements. The other kind, Curse spells, has different effects and are not mainly used to cause damage, but to make dealing damage easier or safer for the mage casting these curse spells. For example: by lowering the target's (combat) stats or binding it in place preventing it from moving.
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, Air Strike is as accurate as Fire Surge.
There are four main types Elemental 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. Each of these spells makes use of a number of air runes, and a number of water runes, earth runes or fire runes depending on the spell. Free players may use all elemental spells up to and including Fire Blast.
In addition to the elemental spells, there are a number of unique combat spells with different properties.
Compared to melee and Ranged, some lower-levelled offensive spells have exceptionally high maximum hits for the levels required to cast them.
Curse spells are combat spells that are mainly used to cause a negative effect to the caster's target other than damage. Some curse spells temporarily lower the target's stats. 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, Teleport Block may be classified as a curse, although it prevents teleportation rather than lowering a stat. Free players have access to the first three curses (Confuse, Weaken and Curse) as well as Teleport Block. All curse spells aside from Teleport Block make use of catalyst runes
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.
Spells that prevent the target from moving are binding spells. The ability to deal damage from a distance is one of a mage's greatest advantages in combat, and binding spells ensure that melee users are unable to get too close. Free players may use Bind, which holds the target for 10-20 seconds, but members can use the Snare and Entangle spells, which hold the target for 15-30 and 20-40 seconds, respectively. Binding spells use nature runes.
After a binding spell wears off, its target is immune to successive binding spells for five seconds.
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. 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.
Skilling spells Edit
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, and crossbow bolts with tips made from gems may be enchanted by the proper Enchant Crossbow Bolt spell. Enchanted jewellery items have a wide variety of effects, such as teleportation, increased equipment bonuses, and assistance in skills such as Smithing and Runecrafting. Enchanted crossbow bolts gain secondary effects in combat. 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.
Alchemy spells convert items into other items. There are only three alchemy spells in the game. 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.
|Icon||Spell||Magic Level||Members only?||Runes Required||Experience||Maximum hit||Notes|
|Home Teleport||0||No||None||0||N/A||Gives a variety of options to teleport to areas around Gielinor via the Lodestone Network.|
|1||No||1||5.5+||48 + Magic level|
|Confuse||3||No||1||13||N/A||Reduces the target's chance to hit by 5% for 1 minute.|
|Enchant Crossbow Bolt (Opal)||4||Yes||12||9||N/A||Enchants opal bolts into opal bolts (e), 10 at a time.|
|Water Strike||5||No||11||7.5+||48 + Magic level|
|Lvl-1 Enchant||7||No||11||17.5||N/A||Enchants jewellery items made with sapphires.|
|Enchant Crossbow Bolt (Sapphire)||7||Yes||111||17||N/A||Enchants sapphire bolts into sapphire bolts (e), 10 at a time.|
|Earth Strike||9||No||11||9.5+||86 + Magic level|
|Mobilising Armies Teleport||10||Yes||111||19||N/A||Teleports the caster to Mobilising Armies.|
|Weaken||11||No||1||21||N/A||Reduces the target's damage dealt by 5% for 1 minute.|
|Fire Strike||13||No||11||11.5+||124 + Magic level|
|Enchant Crossbow Bolt (Jade)||14||Yes||12||19||N/A||Enchants jade bolts into jade bolts (e), 10 at a time.|
|Bones To Bananas||15||No||122||25||N/A||Converts all normal bones in the inventory into bananas.|
|Air Bolt||17||No||2||13.5+||163 + Magic level||Maximum hit is increased with chaos gauntlets.|
Increases the target's damage received by 5% for 1 minute.
|Bind||20||No||1||30||N/A||Prevents creatures from moving for 20 seconds, or players for 10 seconds.|
|Low Level Alchemy||21||No||13||31||N/A||Converts an item into an amount of coins equivalent to the price that a general store will pay for it at zero stock.|
|Water Bolt||23||No||22||16.5+||220 + Magic level||Maximum hit is increased with chaos gauntlets.|
|Enchant Crossbow Bolt (Pearl)||24||Yes||12||29||N/A||Enchants pearl bolts into pearl bolts (e)|
|Varrock Teleport||25||No||113||35||N/A||Teleports the caster to the market square in Varrock. After completion of the easy Varrock tasks, the spell's destination can be changed to the entrance to the Grand Exchange.|
|Lvl-2 Enchant||27||No||13||37||N/A||Enchants jewellery items made with emeralds.|
|Enchant Crossbow Bolt (Emerald)||27||Yes||113||37||N/A||Enchants emerald bolts into emerald bolts (e), 10 at a time.|
|Earth Bolt||29||No||22||19.5+||278 + Magic level||Maximum hit is increased with chaos gauntlets.|
|Enchant Crossbow Bolt (Red Topaz)||29||Yes||12||33||N/A||Enchants red topaz bolts into red topaz bolts (e), 10 at a time.|
|Lumbridge Teleport||31||No||113||41||N/A||Teleports the caster to the courtyard of Lumbridge Castle.|
|Telekinetic Grab||33||No||11||43||N/A||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.|
|Fire Bolt||35||No||22||22.5+||336 + Magic level||Maximum hit is increased with chaos gauntlets.|
|Falador Teleport||37||No||113||47||N/A||Teleports the caster to the centre of Falador.|
|Teleport to House||40||Yes||111||30||N/A||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.|
|Air Blast||41||No||3||25.5+||393 + Magic level|
|Superheat Item||43||No||14||53||N/A||Smelts ore into bars without need of a furnace. Iron ore's success rate is 100% when used with this spell.|
|Camelot Teleport||45||Yes||15||55.5||N/A||Teleports the caster to the gates of Camelot. After completion of the hard Seers' Village tasks, this spell's destination may be changed to the middle of Seers' Village.|
|Water Blast||47||No||33||28.5+||451 + Magic level|
|Lvl-3 Enchant||49||No||15||59||N/A||Enchants jewellery items made with rubies.|
|Enchant Crossbow Bolt (Ruby)||49||Yes||115||59||N/A||Enchants ruby bolts into ruby bolts (e), 10 at a time.|
|Snare||50||Yes||2||60||30||Prevents creatures from moving for 30 seconds, or players for 15 seconds.|
|61+||480||Requires 55 Slayer and use of either a slayer staff or staff of light. This is the only spell that can damage turoth and kurasks.|
|Ardougne Teleport||51||Yes||22||61||N/A||Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.|
|Earth Blast||53||No||33||31.5+||508 + Magic level|
|High Level Alchemy||55||No||15||65||N/A||Converts an item into the amount of coins that a specialty shop will pay for it at zero stock; the amount is 50% greater than that of Low Level Alchemy.|
|Charge Water Orb||56||Yes||3301||66||N/A||Turns an unpowered orb into a water orb when cast at the Water Obelisk.|
|Lvl-4 Enchant||57||No||110||67||N/A||Enchants jewellery items made with diamonds.|
|Enchant Crossbow Bolt (Diamond)||57||Yes||2110||67||N/A||Enchants diamond bolts into diamond bolts (e), 10 at a time.|
|Watchtower Teleport||58||Yes||22||68||N/A||Requires completion of Watchtower quest. Teleports the caster to the top of the Watchtower outside of Yanille. After completion of the hard Ardougne tasks, this spell's destination may be changed to the middle of Yanille.|
|Fire Blast||59||No||33||34.5+||566 + Magic level||This is the strongest combat spell that free players may cast.|
|Divine Storm||60||Yes||5||35||576||A powerful air spell.|
|Charge Earth Orb||60||Yes||3301||70||N/A||Turns an unpowered orb into an earth orb when cast at the Earth Obelisk.|
|Bones to Peaches||60||Yes||244||65||N/A||Must be unlocked at the Mage Training Arena. Converts all bones up to and including big bones in the caster's inventory into peaches.|
|God Wars Dungeon Teleport||61||Yes||22||N/A||Requires completion of The Mighty Fall.|
|Trollheim Teleport||61||Yes||22||68||N/A||Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.|
|Air Wave||62||Yes||4||36+||595 + Magic level|
|Charge Fire Orb||63||Yes||3301||73||N/A||Turns an unpowered orb into a fire orb when cast at the Fire Obelisk.|
|Teleport to Ape Atoll||64||Yes||2221||74||N/A||Requires completion of the Freeing King Awowogei subsection of Recipe for Disaster. Teleports the caster to a safe area in the church on Ape Atoll.|
|Water Wave||65||Yes||44||37.5+||624 + Magic level|
|Charge Air Orb||66||Yes||3301||76||N/A||Turns an unpowered orb into an air orb when cast at the Air Obelisk.|
|Vulnerability||66||Yes||11||76||N/A||Increases the target's damage received by 10% for 1 minute.|
|Lvl-5 Enchant||68||Yes||11515||78||N/A||Enchants jewellery items made with dragonstones.|
|Enchant Crossbow Bolt (Dragonstone)||68||Yes||1115||78||N/A||Enchants dragonstone bolts into dragonstone bolts (e), 10 at a time.|
|Earth Wave||70||Yes||44||40+||672 + Magic level|
|Enfeeble||73||Yes||11||83||N/A||Lowers the target's Strength by 10%.|
|Teleother Lumbridge||74||Yes||111||84||N/A||Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.|
|Fire Wave||75||Yes||44||42.5+||720 + Magic level|
|Storm of Armadyl||77||Yes||1||70+||270||Maximum hit scales with the caster's Magic level. Each hit will deal a minimum amount of damage. Lowers the target's Defence by 1 point per cast, whether a hit or a miss. Requires completion of The Ritual of the Mahjarrat to use.|
|Entangle||79||Yes||3||89||50||Prevents creatures from moving for 40 seconds, or players for 20 seconds.|
|Polypore Strike||80||Yes||Polypore staff||786||This strike is in all three spellbooks and requires the Polypore staff to cast. The max hit is increased by 1 for each magic level the user has.|
|Stagger||80||Yes||11||90||N/A||Reduces the target's chance to hit by 10% for 1 minute.|
|Air Surge||81||Yes||5||75+||777 + Magic level|
|Teleother Falador||82||Yes||111||92||N/A||Teleports another player, who must have Accept Aid on, to the middle of Falador.|
|Water Surge||85||Yes||55||80||816 + Magic level|
|Teleport Block||85||No||111||80||30||Can only be cast on another player in the Wilderness. Prevents the target from using any form of teleportation for five minutes (two and a half minutes if the target has Protect from Magic or Deflect Magic active at the time of the casting). This is the highest-level spell that free players may cast.|
|Lvl-6 Enchant||87||Yes||12020||97||N/A||Enchants jewellery items made with onyx.|
|Enchant Crossbow Bolt (Onyx)||87||Yes||1120||97||N/A||Enchants onyx bolts into onyx bolts (e), 10 at a time.|
|Earth Surge||90||Yes||55||85+||864 + Magic level|
|Teleother Camelot||90||Yes||21||100||N/A||Teleports another player, who must have Accept Aid on, to the gates of Camelot.|
|Fire Surge||95||Yes||55||90+||883 + Magic level|