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Standard spellbook

The standard spellbook, as it appears in the spellbook tab.

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:
  • Strikes: Air strike, Water strike, Earth strike, Fire strike. The weakest combat regular spells. They require mind runes, among with elemental runes for each cast.
  • Bolts: Air bolt, Water bolt, Earth bolt, Fire bolt. The second weakest regular combat spells. They require chaos runes, among with elemental runes for each cast.
  • Blasts: Air blast, Water blast, Earth blast, Fire blast. The second strongest regular combat spells. They require death runes, among with elemental runes for each cast.
  • Waves: Air wave, Water wave, Earth wave, Fire wave. The strongest of the regular combat spells. They require blood runes, among with elemental runes for each cast.

There are another combat spells, however, which are not part of these 4 categories. Examples are Crumble undead, God strikes (Saradomin strike, Flames of Zamorak, Claws of Guthix) etc. These spells damage the enemy but also give certain bonuses like decreasing armor. 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 "tier" of the casted spell. Last but not least, the standard spellbook also has two spells (Bind and Snare), which prevent the opponent from moving for 5 or 10 seconds.

In the standard spellbook not all the spells are combat-related. Some of them teleport you around the map (Varrock Teleport, Camelot Teleport, Lumbridge Teleport, Ardougne Teleport, Falador Teleport etc.). Some of them can be used for enchating amulets or for certain, unique abilities (alchemy spells or superheat item, which allows you to smelt bars without a furnace).

Some spells have a delay between when you can re-use the spell, generally it is the time it takes for the animation to complete. Some spells are able to be cast without waiting for the animation to finish, for example you can cast a high alchemy spell and use a crumble undead virtually at the same time.  

SpellsEdit

The Standard Spellbook contains 57 spells, which are as follows:

(The "+" sign indicates spells (combat) that give a base amount of xp plus 2 Magic xp for each damage point, as well as 1.33 HP xp)

Spell Level Xp Runes Effect/Max Hit
Wind Strike 1 5.5+ 1 Air, 1 Mind 2
Confuse 3 13 3 Water, 2 Earth, 1 Body 5% Attack reduction
Water Strike 5 7.5+ 1 Water, 1 Air, 1 Mind 4
Enchant Level 1 Jewelry 7 17.5 1 Water, 1 Cosmic Used on Sapphire Jewelry
Earth Strike 9 9.5+ 2 Earth, 1 Air,1 Mind 6
Weaken 11 20.5 3 Water, 2 Earth, 1 Body 5% Strength reduction
Fire Strike 13 11.5+ 2 Air, 3 Fire, 1 Mind 8
Bones to Bananas 15 25 2 Earth, 2 Water, 1 Nature Turns bones in inventory into bananas
Wind Bolt 17 13.5+ 2 Air, 1 Chaos 9
Curse 19 29 2 Water, 3 Earth, 1 Body 5% Defence reduction
Bind 20 30 3 Earth, 3 Water, 2 Nature 5 second snare
Low Level Alchemy 21 31 3 Fire, 1 Nature Converts items into gold (general store prices)
Water Bolt 23 16.5+ 2 Air, 2 Water, 1 Chaos 10
Varrock Teleport 25 35 3 Air, 1 Fire, 1 Law -
Enchant Level 2 Jewelry 27 37 3 Air, 1 Cosmic Used on Emerald Jewelry
Earth Bolt 29 19.5+ 2 Air, 3 Earth, 1 Chaos 11
Lumbridge Teleport 31 41 3 Air, 1 Earth, 1 Law -
Telekinetic Grab 33 43 1 Air, 1 Law Picks up items from a distance
Fire Bolt 35 22.5+ 3 Air, 4 Fire, 1 Chaos 12
Falador Teleport 37 47 3 Air, 1 Water, 1 Law -
Crumble Undead 39 49 2 Air, 2 Earth, 1 Chaos 15
Wind Blast 41 25.5+ 3 Air, 1 Death 13
Superheat Item 43 53 4 Fire, 1 Nature Smelts one ore without need of a furnace (Smithing Level and coal still needed)
Camelot Teleport 45 55.5 5 Air, 1 Law -
Water Blast 47 28.8+ 3 Air, 3 Water, 1 Death 14
Enchant Level 3 Jewelry 49 59 5 Fire, 1 Cosmic Used on Ruby Jewelry
Iban Blast 50 42.5+ 5 fire, 1 Death, Iban staff 25
Snare 50 60.5 4 Earth, 4 Water, 3 Nature 10 second snare
Magic Dart 50 ? Slayer Staff, 1 Death, 4 Mind 18
Ardougne Teleport 51 61 2 Water, 2 Law -
Earth Blast 53 31.5+ 3 Air, 4 Earth, 1 Death 15
High Level Alchemy 55 65 5 Fire, 1 Nature Converts items into gold (Bandit Camp general store prices)
Charge Water Orb 56 66 30 water, 3 cosmic, 1 Glass Orb -
Enchant Level 4 Jewelry 57 67 10 Earth, 1 Cosmic Used on Diamond Jewelry
Watchtower Teleport 58 68 3 earth, 2 law -
Fire Blast 59 34.5+ 4 Air, 5 Fire, 1 Death 16
Charge Earth Orb 60 70 30 Earth, 3 Cosmic, 1 Glass Orb -
Claws of Guthix 60 35+ 4 Air, 1 Fire, 2 Blood, staff of Guthix 30
Saradomin Strike 60 35+ 4 Air, 2 Fire, 2 Blood, staff of Saradomin 30
Flames of Zamorak 60 35+ Air, 4 Fire, 2 Blood, staff of Zamorak 30
Trollheim Teleport 61 68 2 Fire, 2 Law -
Wind Wave 62 36+ 5 Air, 1 Blood 17
Charge Fire Orb 63 73 30 Fire, 3 Cosmic, 1 Glass Orb -
Water Wave 65 37.5+ 7 Water, 5 Air, 1 Blood 18
Charge Air Orb 66 76 30 Air, 3 Cosmic, 1 Glass Orb -
Vulnerability 66 76 5 Earth, 5 Water, 1 Soul 10% Defence reduction
Enchant Level 5 Jewelry 68 78 15 Earth, 15 Water, 1 Cosmic Used on Dragonstone Jewelry
Earth Wave 70 40+ 7 Earth, 5 Air, 1 Blood 19
Enfeeble 73 83 8 Earth, 8 Water, 1 Soul 10% Strength reduction
Teleother Lumbridge 74 84 1 Soul, 1 Law, 1 Earth -
Fire Wave 75 42.5+ 7 Fire, 5 Air, 1 Blood 20
Entangle 79 91 5 Earth, 5 Water, 4 Nature 15 second snare
Stun 80 90 12 Earth, 12 Water, 1 Soul 10% Attack reduction
Charge 80 180 3 Air, 3 Fire, 3 Blood Increases the power of the arena spells
Teleother Falador 82 92 1 Soul, 1 Law, 1 Water -
Tele Block 85 80 1 Law, 1 Chaos, 1 Death Prevents your target form teleporting
Teleother Camelot 90 100 2 Soul, 1 Law -

 

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