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Magical Spells can be used for things such as transforming items, damaging enemies, or teleporting. They require a certain Magic level and a certain amount of Runes to cast. There are two different spellbooks of spells, each one offering unique magic abilities to the caster.


Standard BookEdit

The Standard Spellbook is the spellbook which every player has when the game begins. It offers both combat and non-combat spells, some of which are teleports to important locations around the game map. The standard combat spells are grouped in 4 categories:

Spell types Wind Water Earth Fire
Strike Wind Strike Water Strike Earth Strike Fire Strike
Bolt Wind Bolt Water Bolt Earth Bolt Fire Bolt
Blast Wind Blast Water Blast Earth Blast Fire Blast
Wave Wind Wave Water Wave Earth Wave Fire Wave


There are more combat spells, however, which are not part of these 4 categories. Examples are Crumble Undead, Saradomin Strike, Flames of Zamorak, Claws of Guthix. These spells damage the enemy, but also give certain bonuses like decreasing armour. Another set of combat spells is the weakening spells. They decrease your opponent's strength, attack or defence levels by 5%, 10% or 15%, depending on the level of the casted spell. Last but not least, the standard spellbook also has three spells, Bind, Snare, and Entangle which prevent the opponent from moving for 5 to 15 seconds.

Other spells in the standard spellbook are Teleportation and Alchemy spells.


Ancient BookEdit

The Ancient Magicks are the second spellbook available in 2006Scape. It is only available after the quest Desert Treasure is completed. They are much more combat-oriented than the standard spellbook and offer various combat abilities. Some of them, however, are teleporting spells.

There are 16 ancient combat spells:

Spell types Smoke Shadow Blood Ice
Rush Smoke Rush Shadow Rush Blood Rush Ice Rush
Burst Smoke Burst Shadow Burst Blood Burst Ice Burst
Blitz Smoke Blitz Shadow Blitz Blood Blitz Ice Blitz
Barrage Smoke Barrage Shadow Barrage Blood Barrage

Ice Barrage

Magicks training

A player using ice barrage on more enemies at once.

There are also a few teleportation spells in the Ancient Magicks spell book as well. Each element of the spells gives a certain bonus when cast. The smoke spells poison the target. The starting damage is determined by the level of the spell. The Shadow spells temporary lower the target's attack level. The Blood spells heal the caster for a part of the dealt damage. The Ice spells, the most commonly used PKing spells are preventing the target from moving for a certain amount of time, depending on the level.

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