Standard spells

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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.

Overview

All spells in the standard spellbook.

The spells in the standard spellbook can be divided into a number of distinct classifications.

Combat spells

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, Wind Rush is as accurate as Fire Surge.

There are four main elements for combat 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. Among these groups, wind spells are always the weakest, and fire spells are always the strongest. The elements themselves do not seem to affect much except in a few circumstances; for example, metal dragons such as iron dragons are said to be weaker to fire spells than the other elements. Each of these spells makes use of at least one catalyst rune (such as mind runes or death runes), 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. Iban Blast requires that Iban's staff be equipped to use it, and casts of Iban Blast drain charges on the staff until it must eventually be recharged; however, it hits extremely hard for the level required to use it. Magic Dart uses no elemental runes, instead using only death runes and mind runes, and has a maximum hit determined by the caster's Magic level. Each of the god spells has a secondary effect upon a successful hit.

Compared to melee and Ranged, some lower-levelled offensive spells have exceptionally high maximum hits for the levels required to cast them. For example, Fire Strike can hit up to 80 damage at a mere level 13 Magic, which is not possible (assuming reasonably consistent skill levels) with either melee or Ranged.

Curses

Curses are offensive spells that 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 either body runes or soul runes, as well as earth runes and water 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.

Binding spells

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 5 seconds, but members can use the Snare and Entangle spells, which hold the target for 10 and 15 seconds, respectively. Binding spells use nature runes.

After a binding spell wears off, its target is immune to successive binding spells for five seconds.

Teleports

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.

Enchantment spells

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

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.

Spell Summary

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.
Wind Rush 1 No 2Air 2.7+ 10 The weakest combat spell. Can be cast for free if wielding a staff of air or equivalent.
Wind Strike 1 No 1Mind1Air 5.5+ 20
Confuse 3 No 1Body2Earth3Water 13 N/A Lowers the target's Attack by 5%.
Enchant Crossbow Bolt (Opal) 4 Yes 1Cosmic2Air 9 N/A Enchants opal bolts into opal bolts (e), 10 at a time.
Water Strike 5 No 1Mind1Water1Air 7.5+ 40
Enchant Level 1 Jewellery 7 No 1Cosmic1Water 17.5 N/A Enchants jewellery items made with sapphires.
Enchant Crossbow Bolt (Sapphire) 7 Yes 1Cosmic1Water 17 N/A Enchants sapphire bolts into sapphire bolts (e), 10 at a time.
Earth Strike 9 No 1Mind2Earth1Air 9.5+ 60
File:Mobilising armies teleport.gif Mobilising Armies Teleport 10 Yes 1Law1Water1Air 19 N/A Teleports the caster to Mobilising Armies.
Weaken 11 No 1Body2Earth3Water 21 N/A Lowers the target's Strength by 5%.
Fire Strike 13 No 1Mind3Fire2Air 11.5+ 80
Enchant Crossbow Bolt (Jade) 14 Yes 1Cosmic2Earth 19 N/A Enchants jade bolts into jade bolts (e), 10 at a time.
Bones to Bananas 15 No 1Nature2Earth2Water 25 N/A Converts all normal bones in the inventory into bananas.
Wind Bolt 17 No 1Chaos2Air 13.5+ 90 Maximum hit is increased to 120 with chaos gauntlets.
Curse 19 No 1Body3Earth2Water 29 N/A Lowers the target's Defence by 5%.
Bind 20 No 2Nature3Earth3Water 30 N/A Prevents the target from moving for 5 seconds.
Low Level Alchemy 21 No 1Nature3Fire 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 1Chaos2Water2Air 16.5+ 100 Maximum hit is increased to 130 with chaos gauntlets.
Enchant Crossbow Bolt (Pearl) 24 Yes 1Cosmic2Water 29 N/A Enchants pearl bolts into pearl bolts (e)
Varrock Teleport 25 No 1Law1Fire3Air 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.
Enchant Level 2 Jewellery 27 No 1Cosmic3Air 37 N/A Enchants jewellery items made with emeralds.
Enchant Crossbow Bolt (Emerald) 27 Yes 1Nature1Cosmic3Air 37 N/A Enchants emerald bolts into emerald bolts (e), 10 at a time.
Earth Bolt 29 No 1Chaos1Earth3Air 19.5+ 110 Maximum hit is increased to 140 with chaos gauntlets.
Enchant Crossbow Bolt (Red Topaz) 29 Yes 1Cosmic2Fire 33 N/A Enchants red topaz bolts into red topaz bolts (e), 10 at a time.
Lumbridge Teleport 31 No 1Law1Earth3Air 41 N/A Teleports the caster to the courtyard of Lumbridge Castle.
Telekinetic Grab 33 No 1Law1Air 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 1Chaos4Fire3Air 22.5+ 120 Maximum hit is increased to 150 with chaos gauntlets.
Falador Teleport 37 No 1Law1Water3Air 47 N/A Teleports the caster to the centre of Falador.
Crumble Undead 39 No 1Chaos2Earth2Air 24.5+ 150 May only be cast against undead monsters, such as skeletons, zombies, ghosts and shades.
Teleport to House 40 Yes 1Law1Earth1Air 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.
File:Wind Blast icon.png Wind Blast 41 No 1Death3Air 25.5+ 130
Superheat Item 43 No 1Nature4Fire 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 1Law5Air 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 1Death3Water3Air 28.5+ 140
Enchant Level 3 Jewellery 49 No 1Cosmic5Fire 59 N/A Enchants jewellery items made with rubies.
Enchant Crossbow Bolt (Ruby) 49 Yes 1Blood1Cosmic5Fire 59 N/A Enchants ruby bolts into ruby bolts (e), 10 at a time.
Iban Blast 50 Yes 1Death5Fire 61+ 250 Requires completion of Underground Pass and that Iban's staff be equipped. The staff must be recharged after 120 casts of Iban Blast (60 casts against other players).
Snare 50 Yes 3Nature4Earth4Water 60 30 Prevents the target from moving for 10 seconds.
Magic Dart 50 Yes 1Death4Mind 61+ 150+ Requires 55 Slayer and use of either a slayer staff or staff of light. Magic Dart's maximum hit is the caster's Magic level plus 100, and it is the only spell that can damage turoth and kurasks.
Ardougne Teleport 51 Yes 2Law2Water 61 N/A Requires completion of Plague City. Teleports the caster to the market square in East Ardougne.
Earth Blast 53 No 1Death4Earth3Air 31.5+ 150
High Level Alchemy 55 No 1Nature5Fire 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 3Cosmic30Water1Unpowered Orb 56 N/A Turns an unpowered orb into a water orb when cast at the Water Obelisk.
Enchant Level 4 Jewellery 57 No 1Cosmic10Earth 67 N/A Enchants jewellery items made with diamonds.
Enchant Crossbow Bolt (Diamond) 57 Yes 2Law1Cosmic10Earth 67 N/A Enchants diamond bolts into diamond bolts (e), 10 at a time.
Watchtower Teleport 58 Yes 2Law2Earth 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 1Death5Fire4Air 34.5+ 160 This is the strongest combat spell that free players may cast.
Charge Earth Orb 60 Yes 3Cosmic30Earth1Unpowered Orb 70 N/A Turns an unpowered orb into an earth orb when cast at the Earth Obelisk.
Bones to Peaches 60 Yes 2Nature2Earth4Water 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.
Saradomin Strike 60 Yes 2Blood4Air 61+ 200 Must be unlocked at the Mage Arena; additionally, a Saradomin staff is required to cast it. Lowers the target's Prayer by 5 points. Maximum hit increases to 300 with Charge active, which requires a Saradomin cape to be equipped.
Claws of Guthix 60 Yes 2Blood1Fire4Air 61+ 200 Must be unlocked at the Mage Arena; additionally, a Guthix staff or a Void knight mace are required to cast it. Lowers the target's Defence by 5%. Maximum hit increases to 300 with Charge active, which requires a Guthix cape to be equipped.
Flames of Zamorak 60 Yes 2Blood4Fire1Air 61+ 200 Must be unlocked at the Mage Arena; additionally, a Zamorak staff is required to cast it. Lowers the target's Magic by 5%. Maximum hit increases to 300 with Charge active, which requires a Zamorak cape.
Trollheim Teleport 61 Yes 2Law2Fire 68 N/A Requires completion of Eadgar's Ruse. Teleports the caster to the top of Trollheim.
Wind Wave 62 Yes 1Blood5Air 36+ 170
Charge Fire Orb 63 Yes 3Cosmic30Fire1Unpowered Orb 73 N/A Turns an unpowered orb into a fire orb when cast at the Fire Obelisk.
Teleport to Ape Atoll 64 Yes 2Law2Fire2Water1Banana 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 1Blood7Water5Air 37.5+ 180
Charge Air Orb 66 Yes 3Cosmic30Air1Unpowered Orb 76 N/A Turns an unpowered orb into an air orb when cast at the Air Obelisk.
Vulnerability 66 Yes 1Soul5Earth5Water 76 N/A Lowers the target's Defence by 10%.
Enchant Level 5 Jewellery 68 Yes 1Cosmic15Earth15Water 78 N/A Enchants jewellery items made with dragonstones.
Enchant Crossbow Bolt (Dragonstone) 68 Yes 1Soul1Cosmic12Earth 78 N/A Enchants dragonstone bolts into dragonstone bolts (e), 10 at a time.
Earth Wave 70 Yes 1Blood7Earth5Air 40+ 190
Enfeeble 73 Yes 1Soul8Earth8Water 83 N/A Lowers the target's Strength by 10%.
Teleother Lumbridge 74 Yes 1Soul1Law1Earth 84 N/A Teleports another player, who must have Accept Aid on, to the courtyard of Lumbridge Castle.
Fire Wave 75 Yes 1Blood7Fire5Air 42.5+ 200
Storm of Armadyl 77 Yes 1Armadyl rune 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 4Nature5Earth5Water 89 50 Prevents the target from moving for 15 seconds.
Stun 80 Yes 1Soul12Earth12Water 90 N/A Lowers the target's Attack by 10%.
Charge 80 Yes 3Blood3Fire3Air 180 N/A Increases the maximum hits of Saradomin Strike, Claws of Guthix and Flames of Zamorak to 300 for about seven minutes.
File:Wind Surge icon.png Wind Surge 81 Yes 1Blood1Death7Air 75+ 220
Teleother Falador 82 Yes 1Soul1Law1Water 92 N/A Teleports another player, who must have Accept Aid on, to the middle of Falador.
Teleport Block 85 No 1Law1Death1Chaos 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.
Water Surge 85 Yes 1Blood1Death10Water7Air 80 240
Enchant Level 6 Jewellery 87 Yes 1Cosmic20Fire20Earth 97 N/A Enchants jewellery items made with onyx.
Enchant Crossbow Bolt (Onyx) 87 Yes 1Death1Cosmic20Fire 97 N/A Enchants onyx bolts into onyx bolts (e), 10 at a time.
Earth Surge 90 Yes 1Blood1Death10Earth7Air 85+ 260
Teleother Camelot 90 Yes 2Soul1Law 100 N/A Teleports another player, who must have Accept Aid on, to the gates of Camelot.
Fire Surge 95 Yes 1Blood1Death10Fire7Air 90+ 280 This is the strongest single spell in the standard spellbook.