Osrs Ice Barrage Cooldwon Before Feeze Again

  • Definitions
  • Runes
    • Combination Runes
  • Spells and Abilities
    • Magic Abilities
    • Spells Table
    • Types of Spells
    • Slayer'south staff/Staff of light
    • Ancient Magick Spellbook
    • Lunar Magic Spellbook
    • Dungeoneering Spellbook
  • Enchanted Jewelry
  • Enchanting Bolts
  • Staves
  • Wands
  • Off-hand equipment
  • What to Wear
  • Quests
  • Magician's Mind Bomb
  • Guild
  • Temporary level boosts and Quest rewards
  • Capes of Accomplishment

Lets begin with some bones definitions of magic-related items:

  • Rune - Runes are stones with magical qualities that allow you to cast spells.
  • Staff - The staff is the basic weapon used by the magician. Certain staffs are more powerful than others, and some take the place of certain runes (more on that later).
  • Robes - Robes are the only clothing made especially for mages. Robes are very calorie-free, which allows mages to run farther than if they were in metal armor, and they also add to our maging capabilities, different armor, which lowers the amount of impairment you do and the experience you proceeds.
  • Mage - One who uses magic.

Magic can be a very powerful course of combat, especially when y'all have unlocked the utilise of Ancient Magicks and have a sufficiently loftier Magic level as these spells have special furnishings in improver to high damage. To exist able cast combat spells, yous will demand to exist wielding either a staff, wand or magic off-manus (tables detailing all of these are found below). Furthermore, Magic impairment is limited by the level of your weapon and so y'all will demand the advisable equipment for the level of spell you are casting to exist able to use Magic in combat to its full potential e.g. surge spells will require you lot to use a level 80+ weapon to bargain their full damage.

Magic is also extremely useful outside of combat are and there are large number of spells specifically designed to aid you in skilling and getting effectually Gielinor.

To look at the spells yous can cast, access the Ability book and click on the Magic tab. Hover your mouse over the spells and you will see the level and the runes required for the spell:

Spell information

If y'all accept the runes, it will show the amount of runes you have adjacent to the corporeality required for the spell.

To go runes to cast spells, you can purchase them from either rune store (one in Port Sarim, one in Varrock). The rune store in Port Sarim is cheaper than the one in Varrock, but it but stocks 1000 of each basic rune opposed to the 5000 in Varrock. The stores stock air, fire, h2o, world, trunk, listen, chaos, and death runes. Runes can also be bought in the Magic Society (Yanille) and the Mage Arena. Another very skillful mode to get runes is to craft them yourself. Refer to the Runecrafting Skill Guide for information. Consult the following chart to come across a mini-picture of each rune, and some details:

Rune Image Classification Spawning Location(s)
Air Air Rune Elemental Musa Bespeak behind Luthas' business firm, in the woods west of Lumbridge, Dark Warriors Castle
Armadyl Armadyl Rune Used for the Storm of Armadyl spell None
Astral* Astral Rune Used for Lunar Magics None
Claret* Blood Rune Aboriginal magicks and some Lunar spells Wilderness
Body Body Rune Weaken and some Lunar spells Al Kharid Scimitar Store, Northwest Varrock, Wilderness
Chaos Chaos Rune Curse, Teleport block and Vulnerability Dark Warriors Castle, Wilderness
Catholic Cosmic Rune Used for Enchantment Deep Wilderness on the Ice Plateau
Death Death Rune Ancient magicks, Slayer dart and Vengeance spells Southeast of Yanille surrounded past Greyness Wolves
Earth Earth Rune Elemental Northward Varrock Wood, Varrock Sewers
Fire Fire Rune Elemental Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle
Law Law Rune Used for Teleportation and Telekinesis No spawn point, you need to kill monsters
Listen Mind Rune Confuse, Stagger and Monster examine Lumbridge Castle, Varrock sewers
Nature Nature Rune Used for Conversion Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab)
Soul* Soul Rune Used for High Level Expletive Attacks and Teleother spells Wizard's Guild
Water Water Rune Elemental Al-Kharid Mine

*Members-Only Runes

Combination runes human activity as one of each supporting rune. For example, casting the Globe surge spell (normally requiring 5 Earth and Air) would require simply 5 Dust runes. Refer to the Runecrafting Skill Guide for details on making these runes.

Rune Prototype Acts As All-time Use {Other Uses}
Mist Mist Rune Picture Air and Water Water missile attacks
Dust Dust Rune Picture Air and Earth World missile attacks
Mud Mud Rune Picture Earth and Water Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-five jewelry
Fume Smoke Rune Picture Air and Fire Ancient Magick Fume attacks, Fire missile attacks
Steam Steam Rune Picture Burn and H2o Ape Atoll Teleport
Lava Lava Rune Picture Globe and Burn down Enchant lvl-6 jewelry

The spellbook is accessed through the Ability book and is divided into iv sections: Abilities, Combat-spells, Teleport-spells and Skilling-spells. The images below show each section, in the same order as the aforementioned list. The spells that are darkened (all of the ones shown hither) cannot be bandage because you do not have the correct amount of runes or magic level needed to cast them.

Abilities Combat Spells Teleport Spells Skill Spells

Below is a table of all the magic abilities that you can utilise while wielding a magic weapon during combat. For more information on using abilities run across our Gainsay guide.

Magic Abilities Abiliy
Name
Ability
Type
Magic
Level
Weapon
Requirement
Cooldown Description
Wrack Wrack Basic ane None three Seconds A powerful spell that deals upward to 94% active spell damage. Inflicts 125% damage against stunned opponents.
Asphyxiate Choke Threshold 1 None xx Seconds Reach out with magical forcefulness and choke the life from your target over 6 seconds, dealing harm every two seconds. Your target is stunned for the elapsing of this effect. Combo attack.
Omnipower Omnipower Ultimate 2 None thirty Seconds Bombard your target with each of the 4 elements, dealing impairment equal to 200-400% of your active spell's impairment.
Dragon Breath Dragon Breath Basic five None 10 Seconds Breathe a mighty cloud of fire in a frontal cone, hitting all targets for harm upward to 188% of agile spell damage, disabling protection prayers in PvP.
Sonic Wave Sonic Moving ridge Bones 8 2-handed magic weapon 5 Seconds A focused boom of magic that pummels your target, damaging and knocking them off balance. Deals 157% of your agile spell'south damage. Your next attack has a x% bonus to accuracy against the afflicted target.
Impact Impact Basic 10 None xv Seconds Blast your target with a burst of magical energy, interrupting their attacks and binding them for a brusque time and dealing 100% of your active spell's harm.
Concentrated Blast Concentrated Blast Basic 12 Dual wield magic weapons 5 Seconds Smash your target with three beams of full-bodied energy. Each beam deals 75% of your active spell's impairment and increases by seven% with each beam. Philharmonic assail.
Deep Impact Deep Impact Threshold xv None 15 Seconds Blast your target with a burst of magical energy, interrupting their attacks and binding them for a short fourth dimension and dealing 200% of your active spell's harm.
Combust Combust Basic twenty None 15 Seconds Applies a damage-over-time effect to the target, dealing 100%-188% of the active spell's damage over 6 seconds. If the target moves location, they suffer 2x damage.
Surge Surge Basic xxx None xx Seconds Instantly teleport up to 10 metres in a directly line ahead.
Detonate Detonate Threshold 37 None 30 Seconds Summon an explosive brawl of free energy. The longer you lot maintain the effect - up to vi seconds - the more powerful the explosion will become. Using Detonate a second time volition trigger the explosion.
Chain Chain Basic 45 None 10 Seconds A magical spell that bondage between nearby targets, hitting two boosted nearby targets for 100% of your active spell impairment each.
Wild Magic Wild Magic Threshold 55 None 20 Seconds Burn down an unpredictable double magical attack at your target, which deals between 50% and 215% of your agile spell's damage.
Metamorphosis Metamorphosis Ultimate 66 None threescore Seconds Transform into an elemental based on your virtually recently cast spell. While transformed your spells are costless to bandage and your damage is increased by 50%. Lasts 20 seconds.
Smoke Tendrils Fume Tendrils* Threshold 75 None 45 Seconds Tendrils of smoke whip at your opponent's feet for 6 seconds. The offset hit causes 100% weapon harm. The second, third and fourth hits cause 125%, 150% and 200% damage, but also hit yous for 25%, 50% and 100% weapon damage. Philharmonic assail.
Tsunami Tsunami Ultimate 81 None 60 Seconds Summon forth a destructive wall of water, damaging all targets in a frontal cone for impairment equal to 200%-300% of your agile spell's harm. Critical strikes generate 10% adrenaline for 30 seconds.
Sunshine Sunshine** Ultimate 85 None 60 Seconds Summon a sunbeam to shine over your location, lasting 30 seconds. During this fourth dimension, provided y'all remain within the beam, your magic harm will be increased by l%. If your target enters the beam, they will be hit for 10% to 20% of weapon impairment every ii seconds.

*Must accept obtained and read the Codex Ultimatus subsequently completion of The Dig Site to unlock.

**Requires completion of The World Wakes quest to use.

* Members-only spells

Spell Magic Level Required Runes Needed Base XP Base damage Result
Habitation Teleport None None 0 - Teleports y'all to an agile lodestone of your pick. This spell takes a while and you volition stop as soon as you enter combat.
Air Strike i one Air 5.5 48 A basic Air missile
Confuse 3 ane Mind thirteen - Reduces your opponent's attack by 5%
Crossbow Bolt Enchant 4 Depends which Bolt Depends which Commodities - Gives the certain Bolt a special effect (must be gem tipped)
Water Strike v 1 Water, one Air seven.v 48 A basic Water missile
Enchant Lvl-1 Jewelry 7 1 Water, i Cosmic 17.v - For apply on Sapphire, Opal, and Lapis lazuli Jewelry
Earth Strike ix 1 Earth, 1 Air 9.v 86 A bones Earth missile
Mobilising Armies Teleport 10 1 law, 1 air, ane water 19 - Teleports y'all to Mobilising Armies
Weaken eleven 1 Body 21 - Reduces your opponent's strength by 5%
Burn down Strike xiii 1 Fire, 1 Air 11.5 125 A basic Burn missile
Bones to Bananas 15 2 Earth, 2 Water, 1 Nature 25 - Changes all held bones into bananas
Air Bolt 17 ii Air xiii.5 163 A low level Air missile
Curse 19 1 Chaos 29 - Reduces your opponent'due south defense by 5%
Demark 20 i Nature 30 - Holds your opponent for 5 seconds
Low Level Alchemy 21 3 Fire, 1 Nature 31 - What the General Store will pay
for an item when in that location are nothing in stock
Water Bolt 23 2 Water, 2 Air 16.5 221 A low level Water missile
Varrock Teleport 25 i Fire, 3 Air, 1 Police 35 - Teleports you to Varrock
Enchant Lvl-2 Jewelry 27 3 Air, 1 Cosmic 37 - For use on Emerald and Jade jewelry
Earth Bolt 29 two Globe, 2 Air 19.5 278 A low level Earth missile
Lumbridge Teleport 31 1 Earth, 3 Air, ane Constabulary 41 - Teleports you lot to Lumbridge
Telekinetic Grab 33 ane Air, i Police force 43 - Take an item you tin see merely can't reach
Burn Bolt 35 two Fire, ii Air 22.v 336 A depression level Burn down missile
Falador Teleport 37 1 Water, 3 Air, 1 Law 48 - Teleports you to Falador
Teleport to House 40 ane Air, 1 Earth, 1 Police force 30 - Teleports you to your house
Air Blast 41 3 Air 25.5 394 A medium level Air missile
Superheat Item 43 iv Fire, 1 Nature 53 - Smelt ore without a furnace
Camelot Teleport* 45 5 Air, 1 Police force 55.5 - Teleports you to Camelot
Water Nail 47 3 Water, 3 Air 28.5 451 A medium level Water missile
Enchant Lvl-iii Jewelry 49 5 Fire, 1 Cosmic 59 - For employ on Ruby and Red topaz jewelry
Snare* 50 iv Earth, four H2o, 3 Nature 60 twenty Holds your opponent for 10 seconds
Slayer Dart* 50 1 Death, 3 Air 30 480 Use to slay Turoths and Kurasks
Ardougne Teleport* 51 2 H2o, two Police 61 - Teleports you to Ardougne (must accept completed Plague City quest)
Earth Blast 53 three Earth, 3 Air 31.5 509 A medium level World missile
High Level Alchemy 55 five Burn down, 1 Nature 65 - What a specialty Store will usually pay for an item (at their normal stock level).
Charge Water Orb* 56 thirty Water, iii Cosmic, Orb 66 - Needs to be bandage on a h2o obelisk
Enchant Lvl-4 Jewelry 57 ten Earth, i Cosmic 67 - For apply on Diamond Jewelry
Watchtower Teleport* 58 2 Earth, ii Law 68 - Teleports you lot to the Watchtower (must take completed Watchtower quest)
Fire Smash 59 3 Fire, 3 Air 34.5 566 A medium level Burn missile
Charge Earth Orb* 60 30 World, three Cosmic, Orb lxx - Needs to be cast on an globe obelisk
Basic to Peaches* 60 four H2o, four Earth, ii Nature 35.5 - Changes all held bones to peaches (must have bought at Mage Grooming Arena)
God Wars Dungeon Teleport* 61 2 Burn down, 2 Law 68 - Teleports you to the God Wars Dungeon (must have completed The Mighty Fall)
Trollheim Teleport* 61 two Fire, 2 Law 68 - Teleports you to Trollheim (must have completed Eadgar'due south Ruse)
Air Wave* 62 4 Air 36 595 A high level Air missile
Charge Fire Orb* 63 30 Fire, 3 Cosmic, Orb 73 - Needs to be cast on a burn down obelisk
Ape Atoll Teleport* 64 2 H2o, 2 Fire, 2 Law, 1 Assistant 74 - Teleports you to Ape Atoll (Learned in Recipe for Disaster quest)
H2o Wave* 65 4 Water, iv Air 37.5 624 A high level Water missile
Charge Air Orb* 66 30 Air, 3 Catholic, Orb 76 - Needs to be bandage on an air obelisk
Vulnerability* 66 ane Chaos, 1 Soul 76 - Reduces your opponent's defense force by x%
Enchant Lvl-v Jewelry* 68 15 H2o, 15 World, 1 Cosmic 78 - For apply on Dragonstone jewelry
Earth Wave* 70 iv Earth, four Air 40 672 A high level Earth missile
Storm of Armadyl* 71 1 Armadyl rune 70 270 Lowers your opponents Defence level by one
Anachronia Teleport 72 1 Earth, iii Nature, 1 Police 42 - Teleports you to your Anachronia teleport totem
Enfeeble* 73 1 Body, 1 Soul 83 - Reduces your opponent's force by 10%
Teleother Lumbridge* 74 one Soul, one Constabulary and 1 Earth 84 - Teleports Target to Lumbridge
Burn Wave* 75 4 Fire, iv Air 42.v 720 A high level Burn down missile
Entangle* 79 iii Nature 89 - Holds your opponent for fifteen seconds
Stagger* 80 12 Earth, 12 Water, 1 Soul xc - Reduces your opponent's attack by 10%
Polypore strike* lxxx Polypore staff - 786 A very powerful air spell
Air Surge* 81 5 Air 75 768 A very-high level air missile
Teleother Falador* 82 1 Soul, 1 Constabulary and 1 Water 92 - Teleports Target to Falador
Teleport Block 85 one Death, 1 Chaos, 1 Constabulary 80 - Prevents your enemy from teleporting for five minutes
Water Surge* 85 five Water, five Air 80 768 A very-high level water missile.
Enchant Lvl-vi Jewelry* 87 20 Earth, 20 Fire, one Catholic 97 - For use on Onyx, Alchemical onyx, and Hydrix jewelry
Teleother Camelot* ninety two Soul, one Law 100 - Teleports Target to Camelot
World Surge* 90 5 Earth, 5 Air 85 768 A very-loftier level earth missile.
Fire Surge* 95 five Burn, 5 Air 90 768 A very-high level burn missile.

Sure types of spells are used for sure things. Beginning there are the Missile spells. The missile spells include all of the battle spells that actually cause damage to your opponent during a fight.

The second type of spell is the Enchant spell. Enchant spells are used to enchant jewelry. Jewelry that can exist enchanted right now are amulets, rings, bracelets and necklaces. Of these, only amulet spells are available to free players. F2p can enchant Sapphire, Emerald, Ruby, and Diamond amulets, while members tin can enchant Sapphire, Emerald, Cherry-red, Diamond, Dragon, and Onyx amulets, rings, bracelets and necklaces.

Conversion spells are very of import and useful. Conversion spells are used to convert things into other things. These spells are: Bones to Bananas, Basic to Peaches, Low Level Alchemy, and High Level Alchemy (Depression alch and Loftier alch). High alch is a great spell for getting cash. Alchemy turns any item on which the spell is cast into gp. The amount of Gp received is the same as if you sold that item to the item's respective specialty store when the store has no stock of the detail.

The final blazon of spell is the Teleportation Spell. These spells are extremely useful, especially for members who have to travel long distances to go places since their world is and so much bigger. Teleportation is not just for teleporting your character though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot achieve but can see so you lot don't have to really be adjacent to it and option information technology upward.

A Slayer's staff (55 Slayer and Magic required) is a staff used for activities such equally Barrows and for Slaying monsters which require the spell 'Magic Dart.' A Staff of light (75 Magic and Attack required) is a higher leveled version of the Slayer'southward staff that adds 15% more than harm and has a 1/8 run a risk to non use runes when casting a spell.

When setting spells to auto bandage, the Slayer's staff and Staff of light can only auto-bandage the following spells:

  • Magic Sprint
  • Wind Wave
  • Water Wave
  • Fire Moving ridge
  • Earth Moving ridge

To use Aboriginal Magick, y'all must have completed Desert Treasure; completing The Light Within will unlock Seren spells as well. To switch between the Ancient Magick and the standard Magic spellbook, pray at the altar inside the pyramid where you finished the quest (this will drain your Prayer), at the Elven grimoire in Cadarn, or using the Magic cape (or Magic master cape) most a bank.

Ancient spells

Ancient spells tin can exist bandage and motorcar-bandage with whatsoever blazon of staff. To do then, Right-click the spell and select the Auto-cast pick. Each different class of spells can upshot your target(s) in different ways. These effects, excluding ice which will always freeze on a successful striking, possess a 10% chance of activating if used with a Magic power. Use of the Dark Form expletive will double this take chances. Simply using auto-attack grants it a 100% take a chance of activating.

  • Blood spells (Fire) restore your life points by 5% of the damage dealt to your target (3% from secondary targets)
  • Water ice spells (Water) terminate your target from moving for x seconds - This is only two.four-nine.6 seconds in PvP
  • Shadow spells (Earth) reduce your target's damage by 5% for 10 seconds
  • Fume spells (Air) reduce your targets adventure to hit by five% for 10 seconds

Multi-target spells tin can hit a up to 9 targets at a maximum every bit long equally they are continuing in the 3x3 filigree where the spell is cast.

  • Blitz spells are medium level single target spells
  • Burst spells are medium level multi-target spells
  • Blitz spells are loftier level single target spells
  • Avalanche spells are high level multi-target spells

Annotation: Seren spells are marked with an asterisk (*).

Spell Icon Magic Level Runes Base XP Damage Notes
Fume rush smoke rush fifty three Air
ane Death
- 480 Reduces your target'due south chance to hit by five% for 10 seconds.
Shadow rush shadow rush 52 3 World
1 Death
- 499 Reduces your target'southward impairment dealt by five% for x seconds.
Paddewwa teleport Paddewwa teleport 54 1 Air
1 Fire
2 Law
64 - Teleport to Edgeville Dungeon.
Blood rush Blood rush 56 iii Burn
one Death
- 537 Restores your life points past v% of the damage dealt to your target.
Ice rush Ice rush 58 3 Water
1 Decease
- 556 Freezes your target in place for ten seconds.
Senntisten teleport Senntisten teleport 60 2 Law
i Soul
70 - Teleport to West of Digsite.
Smoke burst Smoke burst 62 four Air
ii Death
- 595 Reduces your target's chance to hit by 5% for x seconds.

Multi-target spell, surrounding targets receive 35% less harm.

Shadow flare-up Shadow burst 64 4 World
two Death
- 614 Reduces your target's impairment dealt by 5% for 10 seconds.

Multi-target spell, surrounding targets receive 35% less harm.

Kharyrll teleport Kharyrll teleport 66 2 Law
1 Blood
76 - Teleport to Canifis.
Blood outburst Blood burst 68 4 Burn
2 Death
- 652 Restores your life points by 5% of the damage dealt to your target.

Multi-target spell, surrounding targets receive 35% less damage.

Ice burst Ice burst seventy iv Water
2 Death
- 672 Freezes target(due south) in place for x seconds (four.viii seconds in PvP).

Multi-target spell, surrounding targets receive 35% less damage.

Lassar teleport Lassar teleport 72 4 Water
2 Police
82 - Teleport to Water ice Mount.
Smoke blitz Smoke blitz 74 5 Air
1 Claret
- 710 Reduces your target'south chance to hit by 5% for 10 seconds.
Opal Aurora* Opal Aurora 75 3 Air
1 Soul
- 720 Straight damage spell. Also restores one-half of the lifespan on prisms within a three-tile radius of the target.
Shadow blitz Shadow blitz 76 5 Earth
1 Blood
- 729 Reduces your target's damage dealt by v% for 10 seconds.
Prism of Restoration* Prism of Restoration 76 half-dozen Astral
2 Claret
6 Soul
84 - Places a prism which periodically heals nearby familiars, restores their special set on energy (ane per bicycle), and restore summoning points (upwardly to 10 per cycle). When inside seven-tiles away, also gives a chance to save scrolls when used for a familiar's special power.
Sapphire Aurora* Sapphire Aurora 77 3 Water
1 Soul
- 739 Direct damage spell. Besides has a take chances to overcharge prisms within a three-tile radius, adding useful effects on their next tick.
  • Prism of Restoration - restores special attack free energy by 3 instead of 1 per bike
  • Prism of Salvation - reduces teleport cooldown from 9.6 seconds to six.vi seconds (or 3.vi seconds with Lite Course curse
  • Prism of Loyalty - causes the prism to bleed ten% fewer life points
Intercept* Intercept 77 3 Air
3 Earth
ii Soul
lxxx - Redirects harm taken past the targeted player to the pulley for the next 10 seconds - likewise reduces the damage to 95% of the original striking.
Dareeyak teleport Dareeyak teleport 78 2 Air
iii Burn down
2 Law
88 - Teleport to Wilderness (level 23), ruins West of Bandit Military camp.
Emerald Aurora* Emerald Aurora 79 iii Earth
i Soul
- 841 Straight damage spell. Also has a chance to apply a 1% damage reduction buff to the caster. Stacks upward to five%, lasts 24 seconds, and tin can exist used with other damage reduction methods.
Blood blitz Blood blitz fourscore 5 Burn
one Blood
- 768 Restores your life points by v% of the damage dealt to your target.
Prism of Salvation* Prism of Salvation 80 6 Astral
2 Blood
6 Soul
89 - Places a prism which can be teleported to. There must be a clear path and you must exist inside 8-tiles to use.

9.six 2nd cooldown before you tin can teleport once again. Volition non work to escape from Nex's ice prison.

Ruby Aurora* Ruby Aurora 81 3 Fire
1 Soul
- 777 Direct damage spell. As well has a risk to utilise a 1% damage output vitrify to players within a 2-tile radius from the caster. Stacks up to 3% and lasts 24 seconds.
Ice Blitz Ice Blitz 82 5 H2o
1 Blood
- 787 Freezes target(southward) in place for ten seconds (vii.2 seconds in PvP).
Prism of Loyalty* Prism of Loyalty 82 6 Astral
2 Blood
half-dozen Soul
97 - Places a prism into which players can funnel life points. Anyone doing so will have damage, and the prism will automatically heal players within a v-tile radius who accept 25% or lower life points. Prism volition last v minutes. Max life points that can be stored are equal to the max life points of the caster.

Using Barricade earlier charging it will enable you to do so without losing whatsoever of your health.

Cannot exist used in Fist of Guthix.

Shield Dome* Shield Dome 84 3 Water
3 Globe
3 Soul
87 - Deploys a static 3x3 dome for xv seconds that allies can stand inside to reduce incoming harm past up to 50%. Domes cannot be layered on top of each other and each new shield dome volition be less effective(25%, 12%, 6%, 3%, and finally one% reduced damage) for 2 minutes later the initial dome is created.

The caster cannot consume food or potions, use abilities, or assault while the dome is active or the spell will cancel. Cannot be used in Fist of Guthix.

Carrallangar teleport Carrallangar teleport 84 2 Law
2 Soul
94 - Teleport to Wilderness graveyard (Graveyard of Shadows) North West of Chaos Temple.
Fume barrage Smoke barrage 86 5 Air
1 Blood
- eight Reduces your target's adventure to hitting past v% for 10 seconds.

Multi-target spell, surrounding targets receive 35% less damage.

Prism of Dowsing* Prism of Dowsing 86 3 Earth
iii Fire
iii Nature
1 Soul
103 - Places a prism that attracts wisps to it which can be harvested. Collecting wisps from within a 2-tile radius increases the chance of enriched wisps. All nearby players can benefit from this.
Crystallise* Crystallise 88 6 Water
6 Burn down
half dozen Anarchy
6 Soul
95 - When cast on full box traps, Mining, Fishing, or Woodcutting spots it will crusade the node to yield no resource and give increased experience - Woodcutting and Line-fishing +l% (+87.5% with the Light Form expletive); Mining +20% (+40% with the Low-cal Class curse) - for 30 seconds.

Other players may nevertheless deplete the resources, but Crystallise volition carry on when the resources is back.

Volition stack with bonus experience and experience-boosting items (excluding the Furnace perk).

See below the table for a listing of resource nodes that cannot be Crystallised.

Rapid Growth* Rapid Growth 88 3 H2o
3 Globe
iii Nature
3 Soul
95 - Skips a woods tree(Oak to Magic), fruit tree(excluding Calquat), or herb patch(not including vines) forrad 1 growth stage.

Usable once per day on each eligible farming location. Can be increased to 2 per day by wearing the Tree farmer or Master farmer Skill outfit.

Shadow barrage Shadow barrage 88 5 Earth
2 Blood
- 844 Reduces your target's impairment dealt by five% for 10 seconds.

Multi-target spell, surrounding targets receive 35% less damage.

Crystal Mask* Crystal Mask 90 7 Earth
6 Fire
5 Listen
4 Soul
112 - Increases successful pickpocketing chance by xv%, likewise gives a chance to avert damage and stun on failure for 5 minutes.

Used with Light Form curse to greatly reduce your chance of failure on urns during Pyramid Plunder.

Annakarl teleport Annakarl teleport 90 two Police force
2 Claret
100 - Teleport to Wilderness Demonic Ruins.
Claret barrage Blood barrage 92 v Fire
ii Blood
- 883 Restores your life points by 5% of the harm dealt to your target.

Multi-target spell, surrounding targets receive 35% less impairment.

Ice barrage Ice barrage 94 5 Water
2 Blood
- 883 Freezes target(southward) in identify for x seconds (iv.8 seconds in PvP).

Multi-target spell, surrounding targets receive 35% less damage.

Ghorrock teleport Ghorrock teleport 96 2 Law
8 Water
106 - Teleport to Wilderness (level 44) Ice Plateau.
Spellbook Swap* Spellbook Swap 96 1 Law
2 Catholic
three Astral
130 - Gives the ability to cast 1 spell from the Lunar or Standard spellbook.
Spellbook Bandy (Standard)* Spellbook Swap2 96 1 Law
2 Catholic
iii Astral
130 - Gives the ability to cast ane spell from the Standard spellbook.
Spellbook Swap (Lunar)* Spellbook Swap3 96 i Law
2 Cosmic
3 Astral
130 - Gives the ability to cast 1 spell from the Lunar spellbook.

Resources that CANNOT be crystallised include:

Angling

Arc fishing Barbarian Angling spots Deep Sea Fishing spots Divine fishing spots (any kind)
Living Rock Caverns (Rocktail and cavefish) Menaphos fishing Prifddinas Waterfall Fishing

Hunter

Box traps in Individual hunting grounds Crystal Skillchompa Divine traps (any kind) Marasamaw plants (Herblore Habitat)
Electrified traps Tortles

Mining

Concentrated gilded deposits in the Living Rock Caverns Full-bodied sandstone rocks in Menaphos Crablets (Salty and Alaea) Chaff in the Lava Flow Mine
Divine rocks (any kind) Gem rocks Sandstone (Red and Crystal-flecked) Seren stones

Woodcutting

Bamboo (regular and golden) Blisterwood tree Bloodwood tree Crystal trees
Divine tree (any kind) Elder tree Ivy Player-grown tree (whatsoever kind)
Roots (curly and straight)

To use Lunar Magic, you lot must accept completed Lunar Diplomacy; completing Dream Mentor and the Livid farm minigame will unlock additional spells equally well. To switch betwixt the Lunar Magic and the standard Magic spellbook, pray at the Astral Altar on Lunar Isle, at the Elven grimoire in Cadarn, or using the Magic greatcoat (or Magic master greatcoat) near a banking concern.

Lunar spells

All Lunar Magic requires use use of Astral runes. Unlike with Ancient spells, there are not typical combat spells in Lunar Magic; thus there is no motorcar-cast option for these spells (excluding the Polypore strike spell, available on all spellbooks). Much of Lunar Magic involves teleportation, as most of the teleport spells have a group-based variant. Other Lunar Magic spells involve object manipulation and aiding other players in the expanse. Be aware that to exist affected, or to affect another, with a group spell that "Accept Aid" must be turned on; aid options found in the "Social" section of the Settings.

Note: Spells unlocked by Dream Mentor are marked with an asterisk (*) and those from Livid farm are marked with a plus (+).

Spell Icon Magic Level Runes Experience Notes
Bake Pie Bake pie 65 1 Astral
5 Fire
4 H2o
60 Bake all pies in your inventory without a stove.

Yields Cooking experience based on pie.

Cure Plant Cure Plant 66 i Astral
8 Earth
threescore Cures the targeted Farming patch of disease.
Monster Examine* Monster Examine 66 i Catholic
ane Astral
1 Mind
61 Tells you the monster'southward combat level, current health, if poisonous substance effects them, maximum hit, and if they are a Slayer monster.
NPC Contact NPC Contact 67 2 Air
1 Astral
1 Catholic
63 Telepathically speak with a pick of useful NPCs.
Cure Other Cure Other 68 1 Astral
ten Earth
65 Cure the targeted player of poison.
Humidify* Humidify 68 ane Astral
1 Fire
3 Water
65 Fills all vessels in your inventory with water. Does non piece of work on certain quest vessels.
Moonclan Teleport Moonclan Teleport 69 2 Astral
2 Earth
1 Law
66 Teleport yourself to Lunar Isle.
Tele-group Moonclan Tele-group Moonclan 70 2 Astral
4 Globe
1 Constabulary
67 Teleport yourself and all players within a 3x3 radius to Lunar Isle.
Ourania teleport Ourania teleport 71 ii Astral
six Globe
1 Law
69 Teleport yourself to the Ourania Cave (ZMI Chantry).
Cure Me Cure Me 71 2 Astral
ii Cosmic
69 Cure yourself of poison.
Hunter Kit* Hunter Kit 71 two Astral
2 Globe
70 Conjure a Hunter kit, which gives you a selection of useful Hunter equipment.
South Falador Teleport+ South Falador Teleport 72 2 Air
2 Astral
1 Law
seventy Teleport yourself to the Southward Falador entrance.

Purchased for 35,000 Livid points.

Waterbirth Teleport Waterbirth Teleport 72 two Astral
one Law
1 Water
71 Teleport yourself to Waterbirth Island.
Tele-group Waterbirth Tele-group Waterbirth 73 two Astral
i Law
5 Water
72 Teleport yourself and all players within a 3x3 radius to Waterbirth Isle.
Cure Group Cure Group 74 ii Astral
two Cosmic
74 Cure yourself and all players within i foursquare of poison.
Repair Rune Pouch+ Repair Rune Pouch 75 1 Astral
ane Cosmic
one Police
75 Repairs and increases the number of uses (by 400%) before a Runecrafting pouch will degrade. This spell does not work on Massive pouches.

Purchased for 35,000 Livid points.

Stat Spy* Stat Spy 75 ii Astral
v Body
2 Catholic
76 See details well-nigh the targeted player, such as their skill levels.
Barbarian Teleport Barbarian Teleport 75 two Astral
iii Fire
2 Law
76 Teleport yourself to the Barbarian Outpost.
Due north Ardougne Teleport+ North Ardougne Teleport 76 two Astral6 Fire

ane Law

76 Teleport yourself to the Farming patches North of East Ardougne.

Purchased for xl,000 Livid points.

Tele-grouping Barbaric Barbarian Teleport Group 76 2 Astral
2 Law
5 Water
77 Teleport yourself and all players within a 3x3 radius to the Barbarian Outpost.
Superglass Brand Superglass Make 77 x Air
2 Astral
vi Fire
78 Brand Molten glass, Robust glass, or Crystal drinking glass without a furnace.

Full inventory converted at once; destroys buckets and averages 1.3 glass per set of ingredients (Bucket of sand and Seaweed, Soda ash, OR Swamp weed). Yields 10 Crafting XP per Molten glass created. For Red sandstone (Robust drinking glass) and Crystal-flecked sandstone (Crystal glass) the spell will always yield 1 glass per sandstone.

Remote Farm+ Remote Farm 78 two Astral2 Globe

3 Nature

79 Allows you to check on, and if necessary, Cure all your Farming patches from anywhere. Note that it will not live update, you volition need to cast the spell again to run across a growth cycle. While the interface is open, you lot may also cast Fertile Soil on whatsoever patch that has not withal been treated with Supercompost or Ultracompost.

Purchased for 40,000 Livid points.

Khazard Teleport Khazard Teleport 78 2 Astral
2 Law
iv Water
80 Teleport yourself to Port Khazard.
Tele-group Khazard Tele-group Khazard 79 2 Astral
2 Police force
8 Water
81 Teleport yourself and all players within a 3x3 radius to Port Khazard.
Dream* Dream 79 two Astral
5 Body
1 Cosmic
82 Enter a dream-similar state, causing your life points to regenerate at ten times their normal rate. Clicking, doing annihilation else, or car-retaliation will wake you.
Cord Jewellery String Jewellery 80 2 Astral
10 Globe
5 Water
83 Strings an unstrung amulet without wool. Yields four Crafting experience per amulet.
Spritual Healing+ Spritualise Food 80 2 Astral
five Body
3 Cosmic
81 Heals a summoned familiar by 30% of its maximum hitpoints, extends its timer by 20% of its base timer, and grants a vi% bost to its gainsay stats that diminishes over about four minutes. This spell has a 2 infinitesimal cooldown and tin can only exist used on a familiar once per pouch.

Purchased for fifty,000 Livid points.

Potion Share Potion Share 81 2 Astral
ten Earth
10 Water
84 Bandage on a potion in your inventory to share it with up to 4 players in a 3x3 radius. This spell cannot exist cast upon Barbaric potions, Prayer renewal potions, powerbursts, Guthix residual, Saradomin brews, Zamorak brews, or potions that cannot be traded. The pulley will not "consume" a dose, merely all others will - thus 4 doses are used when the spell is cast for you and iv others.
Spin Flax* Spin Flax 81 5 Air
ane Astral
two Nature
83 Spins upward to 5 Flax per bandage, yielding the standard Crafting experience.
Burn down Urns Fire Urns 82 1 Astral
5 Earth
10 Fire
five Water
86 Allows you to burn urns without a pottery oven. This method fires urns slightly faster than using a pottery oven and yields the same standard Crafting experience. The spell must be cast in one case per urn.
Magic Imbue Magic Imbue 82 2 Astral
seven Burn
seven Water
86 Allows y'all to combine runes without a talisman for roughly 12 seconds. Simply cast the spell and then utilise the runes on the altar. Example: Apply Air runes on the Fire altar to create Smoke runes.
Brand Leather+ Make Leather 83 2 Astral
2 Body
two Fire
87 Tans all hides of a single type in your inventory with a single cast. Volition not piece of work on Yak-hide.

Purchased for 50,000 Livid points.

Fertile Soil Fertile Soil 83 3 Astral
fifteen Earth
iii Nature
87 Fertilize the targeted patch with Supercompost.

Yields 18 Farming feel per patch.

Fishing Guild Teleport Fishing Guild Teleport 85 3 Astral
iii Law
8 H2o
89 Teleport yourself to the Fishing Guild.
Telekinetic Grind Telekinetic Grind 85 2 Astral
1 Constabulary
89 Grinds all grindable items in your inventory of the selected type. This will grind no more than than sixty items at a fourth dimension in the case of items that stack. For each fabric basis per cast, this spell awards 0.1 Crafting feel.
Tele-group Fishing Guild Tele-group Fishing Guild 86 3 Astral
iii Law
10 Water
xc Teleport yourself and all players within a 3x3 radius to the Angling Order.
Plank Make* Plank Make 86 2 Astral
15 Earth
1 Nature
90 Makes a plank out of the targeted log. You still must pay the for irresolute them into planks (wood - 70, oak - 175, teak - 350, mahogany - 1,050).
Melody Bane Ore Tune Bane Ore 87 two Astral
four Earth
90 Tunes the ore against a sure monster, which can so be smithed into armament that deals extra damage against that monster. Requires partial completion of Ritual of the Mahjarrat and an item representing the desired monster (see Bane ore for items). This tin be cast on the mining rock (causing it to yield the tuned ore for ii minutes), or the ore proper (tuning a single item).
Catherby Teleport Catherby Teleport 87 3 Astral
3 Law
10 Water
92 Teleport yourself to Catherby.
Tele-group Catherby Tele-group Catherby 88 three Astral
3 Law
12 Water
93 Teleport yourself and all players within a 3x3 radius to Catherby.
Ice Plateau Teleport Ice Plateau Teleport 89 three Astral
3 Police
8 H2o
96 Teleport yourself to the Ice Plateau.
Tele-group Ice Plateau Tele-group Ice Plateau 90 3 Astral
3 Law
sixteen Water
99 Teleport yourself and all players within a 3x3 radius to the Ice Plateau.
Disruption shield+ Disruption shield+ 90 3 Astral
three Blood
10 Torso
97 The next hit you receive from another thespian or NPC is negated. This spell has a 30 second cooldown.

Purchased for twoscore,000 Livid points.

Sift Soil Sift Soil 91 1 Astral
five Globe
10 Water
93 Screens soil as though you lot were at the Archaeology screening station. Casting this spell yields Archeology experience as screening soil normally does, and each cast screens a single soil. However, like when using an Auto-screener v1.080, the soil will yield materials exclusively.
Heal Other Heal Other 92 3 Astral
1 Blood
3 Law
101 Transfers up to 75% of your health to the targeted histrion. This spell has a x 2d cooldown shared with Heal Group.
Trollheim Teleport+ Trollheim Teleport+ 92 3 Astral
three Law
10 H2o
101 Teleport yourself to the Trollheim Farming patch. Requires completion of My Arm'due south Big Adventure.

Purchased for 40,000 Livid points.

Tele-group Trollheim+ Tele-group Trollheim+ 92 iii Astral
iii Law
20 H2o
102 Teleport yourself and all players inside a 3x3 radius to the Trollheim Farming patch. Requires completion of My Arm's Big Adventure.

Purchased for 30,000 Livid points.

Vengeance Other Vengeance Other 93 3 Astral
three Expiry
x World
108 The next time the targeted player receives harm, 75% of the impairment received is instead dealt to the attacker.
Vengeance Vengeance 94 4 Astral
2 Decease
10 Earth
112 The next time you receive damage, 75% of the damage received is instead dealt to the attacker.
Vengeance Group Vengeance Group 95 4 Astral
3 Death
11 Earth
120 The adjacent time whatsoever nearby histrion receives harm, 75% of the damage received is instead dealt to the attacker.
Heal Group Heal Group 95 four Astral
ii Blood
3 Law
124 Transfers upward to 75% of your health to the all players inside 1 tile. Note that the Life points volition be split amid all those inside range. This spell has a ten second cooldown shared with Heal Other.
Spellbook Bandy* Spellbook Swap* 96 3 Astral
2 Cosmic
one Law
130 Allows you to cast a single spell from the Standard or Ancient spellbooks.
Spellbook Swap (Standard)* Spellbook Swap Standard* 96 3 Astral
2 Cosmic
1 Law
130 Allows you lot to cast a single spell from the Standard spellbook.
Spellbook Swap (Ancient)* Spellbook Swap Ancient* 96 3 Astral
2 Cosmic
1 Law
130 Allows you to cast a single spell from the Ancient spellbook.
Trap Telekinesis Trap Telekinesis 97 5 Air
2 Astral
1 Law
132 Resets or checks a Hunter trap and sets information technology support. Casting this spell yields the usual experience and items the trap normally would. However, it just works on Box traps, Electrified box traps, Tortle traps, and Marasamaw plants.
Borrowed power+ Borrowed power+ 99 3 Astral - Allows y'all to utilise i of several spells from the standard spellbook while in the lunar spellbook. Tin can exist after reset within bank areas. See Disused arcane capacitor (c) for more than data and spell list.

Experience depends upon the spell cast.

Purchased for thirty,000 Livid points.

While Dungeoneering, you have access to a wide variety of spells found in the standard spells table listed higher up and various Lunar spells. In addition, there are multiple teleportation spells that are unique to Dungeoneering; Note that none of these teleportation spells grant experience.

Spell Magic Level Required Casting Requirements Destination
Dungeon Home Teleport N/A N/A Starting room
Create Gatestone N/A three Catholic Northward/A
Gatestone Teleport 32 N/A Gatestone
Group Gatestone Teleport 64 iii Law Group gatestone

Jewelry containing gems (see Crafting Skill Guide can be enchanted using spells from the listing above. Catholic runes are always required to enchant jewelry. Different enchanted items have different uses, every bit shown in the table beneath. There are only a few not-member options in this particular field. To actuate teleportation jewelry, y'all can either right-click the item in your inventory and select 'rub' or right-click the item while equipped and select 'operate'.

Item Prototype Precious stone Effect Charges
Ring of recoil * Sapphire Ring Sapphire When equipped, deals opponents y'all fight 10% of the damage they deal to you. Crumbles later on 40 hp of harm is dealt.
Bracelet of dirt * Sapphire bracelet Sapphire When equipped, Player will mine Soft clay instead of Dirt. 28
Games necklace * Sapphire Necklace Sapphire Teleport to Burthorpe Games Room, Barbarian Outpost, Clan Wars, or Bounty Hunter. 8
Amulet of magic Sapphire Amulet Sapphire When equipped, provides a 3.ii% Magic disquisitional damage bonus. Unlimited.
Ring of metamorphosis * Opal Ring Opal Receive double experience when catching collywobbles barehanded 10
Headhunter'due south sacrifice * Opal bracelet Opal Provides a chance for your current slayer task kills to count as double. 25
Featherfingered necklace * Opal Necklace Opal Provides a take a chance to not be stunned or damaged while pickpocketing. 10
Amulet of bountiful harvest * Opal Amulet Opal Provides a run a risk to save seeds when planting them while Farming. ten
Ring of dueling * Emerald Ring Emerald Teleports you to Duel Arena, Castle Wars, Fist of Guthix, or Mobilising Armies. eight
Band of luck ring of luck Lapis lazuli Provides Tier 1 luck enhancement Unlimited
Castlewar brace * Emerald Bracelet Emerald When equipped, will deal 20% more damage against a enemy bearing their team'due south flag and Castlewars bandages heal l% more. 3 (ane charge used for each Castlewars game. Bonus is still in event for the tertiary accuse, even when bracelet has crumbled.
Bounden necklace * Emerald Necklace Emerald When equipped while Runecrafting combination runes, will take 100% success. fifteen
Amulet of defence Emerald Amulet Emerald When equipped, provides a two.6% critical impairment bonus to Melee, Ranged and Magic. Unlimited
Amulet of nature * Emerald Amulet with magic string Emerald Tin be assigned to a Farming patch and player will be able to cheque on status of the patch. Unlimited
Ring of respawn * Jade Ring Jade five
Flamtaer bracelet * Jade Bracelet Jade Provides a chance to instantly build a wall while doing the Mort'ton Shade Called-for minigame. ii
Traveller's necklace * Jade Necklace Jade Teleports you to theWizards' Tower, Due north of West Ardougne, and west of the Ruins of Uzer 5
Botanist'due south amulet * Jade Amulet Jade Provides a 5% gamble to brew a 4 dose potion in place of a 3 dose potion. 5
Band of forging * Ruby Ring Ruby When equipped while smelting Iron confined, will have 100% success. 140
Inoculation caryatid * Ruby Bracelet Ruby Protects the wearer from an amount of disease damage. Crumbles subsequently protecting the wearer from 500 poison damage.
Digsite pendant * Ruby Necklace Ruby Teleports y'all to the Due north side of the Digsite Surface area. 5
Amulet of forcefulness Ruby Amulet Blood-red When equipped, provides a iii.2% Melee critical impairment bonus. Unlimited.
Columbarium ring * Red topaz When equipped, has a increased take a chance to receive cremation rewards when killing Vyrewatch. 50
Headhunter'southward thrill * Red topaz Provides a chance to non subtract your kill count of your slayer task, while still awarding Slayer experience. 25
Necklace of gluttony * Red topaz Food that is consumed will heal for an boosted 100 health. 20
Enlightened amulet Red topaz Can be used to teleport to the Nexus, south of the Graveyard of Shadows, and the Bandit Camp (Desert). 5
Ring of life * Diamond Ring Diamond When equipped and your hitpoints drops below x% of your full hitpoints, you will exist teleported (with all your items) to your respawn location. (SEE WARNING **) i
Forinthry brace * Diamond Bracelet Diamond When equipped, prevents Revenants from dissentious the histrion for 1 minute. 5
Phoenix necklace * Diamond necklace Diamond When equipped and your lifepoints drops below 20%, auto restores 30% of the total hitpoints. This volition take effect over a Ring of life. 1
Amulet of ability Diamond Amulet Diamond When equipped, provides a 3% critical damage bonus to Melee, Ranged and Magic and +i Prayer. Unlimited.
Ring of wealth * Dragonstone Ring Dragonstone When equipped, gives higher rate of success for rare drops from monsters. When charged, it can be used to teleport to the Grand Commutation or Miscellania. 4 for teleports
Combat bracelet * Dragonstone Bracelet Dragonstone Teleports to Warriors' Lodge, Champions' Guild, Ranging Social club, or the Monastary (Prayer Club). When equipped and you are completing a Slayer chore, will update you lot at every tenth target. 4 for teleports, unlimited for slayer full result, rechargable at the totem in the Legends' Guild.
Skills necklace * Skills Necklace Dragonstone Teleport you to the Angling Guild, Mining Guild, Crafting Guild, or Cooks' Lodge. It as well increases the adventure of getting caskets while big internet fishing when worn. 4 for teleports, unlimited for the fishing consequence, rechargeable at the totem in the Legends' Guild.
Amulet of glory * Dragonstone Amulet Dragonstone When equipped, provides a 3.ix% critical damage bonus to Melee, Ranged and Magic and +3 Prayer, and college rate of success for getting gems while mining. Teleports to Edgeville, Karamja, Draynor Village, or Al Kharid. 4 for teleports, unlimited for stat effects, rechargable at the fountain in the Heroes' Guild.
Ring of fortune * Onyx Ring Onyx Provdies Tier three luck enchanement. Unlimited.
Regen bracelet * Bracelet of regeneration Onyx When equipped, doubles the rate of lifepoint recovery. Unlimited.
Berserker necklace * Berserker necklace Onyx When equipped, provides a three.9% Melee critical damage bonus. When as well equipping an obsidian melee weapon with the necklace, increases damage past 20%. Unlimited.
Amulet of fury * Amulet of fury Onyx When equipped, provides a iv.2% critical damage bonus to Melee, Ranged and Magic and +5 Prayer. Unlimited.
Ring of death * Ring of death Hydrix When equipped, gives a adventure of healing 2.5% of a target's health when that target dies. Disintegrates afterwards 10 hours of gainsay.
Deathtouch Bracelet * Deathtouch bracelet Hydrix When equipped, gives a run a risk of reflecting 25-50% of damage taken back onto opponents. Disintegrates after x hours of combat.
Reaper necklace * Reaper necklace Hydrix When equipped, causes all disquisitional hits to give a 1% set on bonus buff in all styles, capping at 3 stacked buffs for x seconds. Disintegrates after 10 hours of combat.
Amulet of souls * Amulet of souls Hydrix When equipped, causes soul split to sometimes heal 25-50% more. Disintegrates subsequently ten hours of combat.
Luck of the dwarves * Luck of the dwarves Alchemical onyx Provides Tier 4 luck enhancement. Unlimited.

* Members-just
** WARNING: If your opponent can hit more than 10% of your health, exist careful! If yous fall to 0 before you fall under 10% due east.g. If you accept a maximum of 500 lifepoints and are downwardly to 50 lifepoints and are so striking for fifty+ life points, you will NOT be saved!

Any gem tipped commodities can be enchanted using your Magic skill. Enchanting your jewel tipped bolts volition issue in it having a special effect. These special effects are different for each enchanted precious stone tipped bolt. To enchant a gem tipped bolt you must be wielding or carrying it, click on the level iv spell and an interface will popular up, click on the bolt you lot wish to enchant (you must be carrying or wielding it).

Enchanting Bolts Interface

In the following table y'all will find more info nigh what issue the enchanting has on the certain gem tipped bolts (this tabular array is sorted from the magic level needed, from low to high).

Commodities blazon Magic level required Runes needed Effect Magic exp gained
Opal iv 1 Cosmic rune, 2 Air runes A chance of a lightning bolt hit your opponent (this volition result in extra damage). 9
Sapphire 7 1 Cosmic rune, ane Mind rune, 1 Water rune Chance of lowering your opponent'due south Prayer level (a part of that is given to you). 17
Jade fourteen ane Catholic rune, 2 Earth runes Chance of knocking your opponent to the footing (some players might ignore it). 19
Pearl 24 1 Catholic rune, 2 Water runes A gamble of a bolt of water coming downwardly on your opponent (the opponent will ignore it if its wearing a water staff, but will get hit harder when wearing a fire staff). 29
Emerald 27 1 Cosmic rune, 1 Nature rune, 3 Air runes Bolts existence poisoned, with an increased hazard of poisoning your opponent. 37
Red Topaz 29 ane Catholic rune, 2 Fire runes A chance of lowering your opponent's Magic level. 33
Ruby 49 ane Cosmic rune, five Fire runes, ane Blood rune A chance of losing 10% of your Hitpoints to exercise twenty% harm to your opponent (does not piece of work if you have 10% or less of your Hitpoints left). 59
Diamond 57 1 Cosmic, 10 Earths, 2 Law A chance of ignoring a scrap of your opponent's defence confronting Ranged attacks. 67
Dragonstone 68 1 Catholic rune, 1 Soul rune, 15 World runes A adventure of inflicting a dragon'southward breath hitting confronting your opponent (doesn't work if they have an Anti-dragonbreath shield, or against burn down monsters like dragons). 78
Onyx 87 one Cosmic rune, ane Expiry rune, xx Fire runes A chance of doing extra damage and healing a small amount (does non piece of work on undead creatures). 97
Ascendri 90 1 Cosmic rune, 1 Death rune, 20 Burn down runes Risk to gain deathmark when hitting target, which gains 1% actress adrenaline per hit. 120

Basic Staffs

There are many different kinds of staves available to use, including some that are members-only. The basic elemental staves can be bought at Zaff's Staff shop in Varrock, on the northwest side of the town square. While wielding the elemental staves, yous will not have to use the elemental rune that pertains to your staff. For example, if you lot wield an Staff of Air, you can bandage air strike with no air runes.

Boxing Staffs

Battlestaffs are stronger than normal staffs, only with a Powered Orb attached, they nonetheless take the identify of certain runes. For example, if yous have a Burn battlestaff, you wont need any burn down runes, and your magic volition striking harder than if y'all had a not-enchanted staff. To get a Battlestaff, y'all must apply a Powered Orb (either Air, Water, Globe, or Burn orb) on a Battletaff (this requires various Crafting levels).

Powering Orbs

To enchant an orb you will demand the following items:

  1. A glass orb
  2. three catholic runes
  3. 30 basic runes of the type of orb you want to make (ex. thirty Burn down runes if you want a Battlestaff of Fire)

Take the above items to the Obelisk location indicated below. Bandage the appropriate spell to Enchant the orb. And so y'all may use the Crafting skill to attach the powered orb to a Battlestaff.

Pic Orb Type Magic Lvl Needed Runes Needed Obelisk Location
Water orb Water 56 three Cosmic
30 H2o
Taverley Members-merely dungeon. In the Blackness Dragon room get upward the ladder and it will be next to you lot.
Earth orb Earth 60 3 Catholic
xxx Earth
Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon.
Fire orb Fire 63 3 Catholic
30 Fire
Taverley Members-simply dungeon. By the Black Dragons to the west of the Blackness Dragons in a piddling room with lava.
Air orb Air 66 3 Catholic
30 Air
Edgeville dungeon, low-level wilderness area. At the Black Demons (level 156) in that location is a little room with a ladder to the North, go up the ladder and you will be standing adjacent to it.

Mystic Staffs (Enchanted Battlestaffs)

The next best staffs are the Mystic Staffs (Enchanted Battlestaffs). These are pretty much the aforementioned equally the Non-Enchanted Staffs, but they are fifty-fifty stronger. To enchant a battle staff, you must have completed the Scorpion's Catcher quest, which means Mystic Staffs are members merely. Then you tin can go Thormac the wizard to enchant your battlestaffs for 40k. Thormac can be establish in the Sorcerers' Belfry just north w of the Legends Guild, by the Temple of Ikov.

Special Staffs

The remaining staffs are obtained from quests, minigames and monster drops. For example, the Iban Staff is received subsequently you crush the Hush-hush Laissez passer Quest and the Staff of Light is obtained every bit a driblet from Ice strykewyrms.

Damage Bonus

Since magic spells don't require staffs to car-bandage, some of the more advanced staffs give an additional damage bonus when used. The damage bonus is limited to the post-obit staffs.

  • Ahrim's staff
  • Main wand
  • Void Knight mace
  • Zuriel'south staff
  • Corrupt Zuriel's staff
  • Ancient staff
  • Polypore staff
  • Armadyl battlestaff
Staves
Staff Image Attack Lvl Req Magic Lvl Req Accuracy
Staff Staff 1 one 150
Skull sceptre Skull Sceptre 1 ane 150
Magic staff Magic staff 1 1 150
Staff of air Staff of air ane 1 150
Staff of water Staff of water 1 1 150
Staff of earth Staff of earth 1 i 150
Staff of fire Staff of fire ane one 150
Battlestaff Battlestaff 30 thirty 381
Air battlestaff Air battlestaff 30 thirty 454
Water battlestaff Water battlestaff 30 thirty 454
Earth battlestaff Earth battlestaff 30 30 454
Fire battlestaff Fire battlestaff thirty 30 454
Lava battlestaff Lava battlestaff thirty xxx 454
Mud battlestaff Mud battlestaff thirty 30 454
Mystic air staff Mystic air staff 40 40 400
Mystic h2o staff Mystic water staff 40 40 628
Mystic world staff Mystic earth staff xl xl 628
Mystic burn staff Mystic fire staff 40 xl 628
Mystic lava staff Mystic lava staff 40 xl 628
Mystic mud staff Mystic mud staff 40 40 628
Mystic steam staff Mystic steam staff 40 40 628
Iban'south staff Iban's staff one 50 850
Slayer'south staff Slayer staff ane fifty 850
Ancient staff Ancient staff i 50 850
TokTz-Mej-Tal (Obsidian staff) Obsidian staff threescore 60 1132
Lunar staff Lunar staff 1 65 850
Guthix staff Guthix staff 1 60 1132
Saradomin staff Saradomin staff i 60 1132
Zamorak staff Zamorak staff one sixty 1132
Blisterwood staff Blisterwood Staff ane 70 1486
Ahrim'southward staff Ahrim's staff 1 70 1486
Staff of calorie-free Staff of light one 75 1694
Polypore staff Polypore staff i 75 1694
Armadyl battlestaff Armadyl battlestaff 1 77 1783
Zuriel'south staff Zuriel's staff 78 78 1829
Chaotic staff Chaotic staff 1 80 1924
Noxious staff Noxious staff 1 90 2458

Note: Polypore staff only requires 75 magic to wield, but the Polypore Strike requires level fourscore magic!

Wands are one handed, authentic and fast magic weapons. They allow you to use an offhand item while casting spells and yet accept an accuracy bonus in combat equally opposed to merely using an offhand detail and runes.

Wands
Wand Image Magic Level Accuracy
Wizard wand Wizard wand one 150
Imp horn wand Beginner wand 10 202
Spider wand Spider wand xx 316
Batwing wand Batwing wand 30 454
Splitbark wand Splitbark wand 40 628
Void knight mace Void knight mace 42 668
Beginner wand Beginner wand 45 732
Apprentice wand Apprentice wand 50 850
Mystic wand Mystic wand 50 454
Teacher wand Teacher wand 55 983
Grifolic wand Grifolic wand 60 1132
Principal wand Master wand sixty 1132
Ahrim's wand Ahrim's wand 70 1486
Wand of treachery Wand of treachery 70 1486
Abyssal wand Abyssal wand 75 1694
Virtus wand Virtus wand fourscore 1924
Seismic wand Seismic wand xc 2485

Books and orbs are off-manus items that enhance your spell casting abilities. When wielded with a wand, books will double the casting speed of combat spells. Orbs act as off-paw wands and permit the player to cast spells while wielding a main-paw melee or ranged weapon, just still accept a magic accuracy bonus.

Off-paw equipment
Book/Orb Prototype Magic Level Accuracy
Magician's book Wizard's book 1 110
Imphide book Imphide book 10 202
Spider orb Spider orb 20 316
Splitbark orb Splitbark orb twoscore 628
Tome of frost Tome of Frost 48 801
Bat book Bat book 50 850
Mystic orb Mystic orb l 454
Grifolic orb Grifolic orb threescore 1132
Mages' book Mages' book 60 1132
Ahrim's book of magic Ahrim's book of magic seventy 1486
Abyssal orb Abyssal orb 75 1694
Virtus volume Virtus book eighty 1924
Seismic singularity Seismic singularity 90 2485

You can vary what you article of clothing when preparation magic. In some cases y'all don't take much coin and in others you lot have all the money you can spend! The post-obit is divided into Free play and Members and displays the best equipment you should vesture for the best magic bonus (this is but our suggestion):

Gratuitous players and Members with a low upkeep: (Click links to find how to obtain and other info)

  • Batwing hood
  • Any Team cape
  • Amulet of magic
  • Bat wand or an elemental stave
  • Batwing torso
  • Batwing shield or Bat book
  • Batwing legs
  • Batwing gloves
  • Batwing boots

Members with a high budget: (Click links to find how to obtain and other info)

  • Ganodermic visor
  • Ganodermic poncho
  • Ganodermic leggings
  • Ganodermic gloves
  • Ganodermic boots
  • Master wand/Ahrim's wand or a Chaotic staff/Staff of light
  • Any God greatcoat/Skillcape
  • Mages' book or a Farseer kiteshield
  • Arcane stream necklace
  • Seer's band

Members with a very high budget: (Click links to observe how to obtain and other info)

  • Virtus mask
  • Virtus robe top
  • Virtus robe legs
  • Virtus gloves
  • Virtus boots
  • Virtus wand or a Chaotic staff/Staff of light
  • Whatever God cape/Skillcape
  • Virtus book or an Arcane spirit shield
  • Arcane stream necklace
  • Seer'south band

At that place are a few quests that give magic experience. It is appropriate to do these quests earlier you really start grooming, considering you practise not want to accept to start out with Air strike. For more data, please refer to the Quest Experience Guide.

The Wizard'due south Listen Bomb is a drink that temporarily raises your magic level by 2 or 3; it raises past 2 under level l magic, and iii above. It is useful at times when quests or other things require a certain level and you are very close, simply not quite there. For members, If you lot take 63-65 magic, you tin can utilise it to gain entrance into the Wizard'due south Society. This drink tin can be purchased in Falador and Burthorpe Inns. It can also be brewed; mature Wizard'southward Mind Bombs increase your magic by iv, the aforementioned amount every bit a magic potion.

The Wizards' Guild is in Yanille, and information about it tin can be found in the Wizards' Guild Guide. You will need 66 Magic in society to enter the social club. (This tin can be accomplished through the use of potions.) Different kinds of runes and all elemental staffs tin be bought at the Magic Club, as well every bit Mystic robes. The Robe Shop Owner, the Magic skill main, is also located here. Speak with him to purchase the Cape of Accomplishment in Magic.

Magic Skill Cape Set

Once you have achieved level 99, you may visit the Robe Store possessor to buy a Magic cape for 99,000 Coins.

Magic Master Skill

One time y'all have achieved level 120, the Robe Store owner volition sell yous the Magic primary greatcoat for 120,000 Coins.

Note that as of Dec 2018, some other i of Modernistic Daze'southward Easter Eggs have been found. This enables you to purchase a Skillcape for half price (only from the Robe Store owner, not Elen) if yous are wearing a Band of Charos (a). Be aware that "Half price" is 92,000 Coins every bit the feel at level 92 is approximately one-half way to level 99.

This Skill Guide was written past mini dragon123 and Pirate Bob49. Thanks to Fireball0236, Alk12, laurencio2, Im4eversmart, Stormer, DRAVAN, deathtoyouall, mswarrior, DarkShadow, zrules, Nuke-Marine, Demonichell, bilbo_matic2, Laffy372, avatar_glenn, I_Am_Fire200, Fuller 871, undying lov , BillyBagz, pokemama, Bartboy1800, punkz3 stud, kbs13, warjaek, the_man3001, Hampster_Hat, darren 1994, TheRulnig, the_man3001, InuYasha3336, Pingu Head, trekkie, choramizzu, demonicspear, Finlandguy , Aakanaar, havoc_cat, pitchblac222, sir karamu, Rohan, Oblivion590, flatlander20, poj7326, halk 5, kko138, Dea-Proximo, watsermetjou, the_man3001, Georgn, shaun capner, theamazingbender, icearcher92, I_Play_RS, livinlawless, gondomwing, Baton, noobkiller, Traz, vortex479, Muffinator, Jakesterwars, Scorchy Devil, shockwave91, Mythiquedame, Sccrluk9, Gregmasta, Clawsork_31, Maonzhi, ianblade45, Lilroo503, Crypto416, helwz2ful4me, makuman, Godson 69, sixteen16z, saunders, Bigfoot_U, Alfawarlord, helpmeplz808, Cna070621, thehi, Skeletonmat, Jesant13, diamondi3ack, aysandie, Omega, Sandman366, Hilwin1, dancedude8, DarkBlitz, St0rm, Dragarr, Ludo, daddyattitude, Javezz, Merlin1188, The Cardinal, Bob, Ilyjackie1, Jarkur, RdRanger2020, satydamage, Jrai, Ksb Unmarried, DarkPyroNinja, 3ter 1, and Zandahar. for corrections.
This Skill Guide was entered into the database on Wed, Jul 07, 2004, at 09:54:41 AM by Pirate Bob49 and Monkeymatt, and it was last updated on Tue, Oct xiii, 2020, at 09:42:24 PM past 3ter1.

If you see this guide on any other site, delight report information technology to the states so nosotros tin can take legal activeness against anyone plant stealing our content. This guide is copyrighted by RuneHQ, and its use on other sites is expressly forbidden. Practice not enquire if you lot tin use our guides or images, the answer is and e'er will be NO!

Print this folio with images - Dorsum to the Skill Guide Index Page - Back to Top

heistpubleausing98.blogspot.com

Source: https://www.runehq.com/skill/magic

0 Response to "Osrs Ice Barrage Cooldwon Before Feeze Again"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel