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Spells

Every spell there is so far, pulled straight from the game's own data. A spell spends its runes every cast, whether or not it lands, and pays its Magic XP for the cast itself; damage pays 2 Magic XP a point on top.

Casting: open the spellbook tab (the purple book), click a spell, then click a creature. That casts it once, from up to ten tiles away, whatever you're holding. A staff can cast a spell over and over: right-click the spell and choose Autocast, then fight with the staff's Cast style, or Cast warding to share the XP with Defence.

Tiers: every spell in a tier hits as hard as the strongest spell of that tier you have the level for. Gale Shot hits up to 2 at level 1, and up to 8 once you reach Ember Shot at 13.

The elemental spells

Spell Level Runes XP Hits up to
Gale Shot 1 1 × Gale rune, 1 × Thought rune 5.5 2, rising to 8
Tide Shot 5 1 × Gale rune, 1 × Tide rune, 1 × Thought rune 7.5 4, rising to 8
Stone Shot 9 1 × Gale rune, 2 × Stone rune, 1 × Thought rune 9.5 6, rising to 8
Ember Shot 13 2 × Gale rune, 3 × Ember rune, 1 × Thought rune 11.5 8
Gale Lance 17 2 × Gale rune, 1 × Wild rune 13.5 9, rising to 12
Tide Lance 23 2 × Gale rune, 2 × Tide rune, 1 × Wild rune 16.5 10, rising to 12
Stone Lance 29 2 × Gale rune, 3 × Stone rune, 1 × Wild rune 19.5 11, rising to 12
Ember Lance 35 3 × Gale rune, 4 × Ember rune, 1 × Wild rune 22.5 12
Gale Crash 41 3 × Gale rune, 1 × Grave rune 25.5 13, rising to 16
Tide Crash 47 3 × Gale rune, 3 × Tide rune, 1 × Grave rune 28.5 14, rising to 16
Stone Crash 53 3 × Gale rune, 4 × Stone rune, 1 × Grave rune 31.5 15, rising to 16
Ember Crash 59 4 × Gale rune, 5 × Ember rune, 1 × Grave rune 34.5 16
Gale Storm 62 5 × Gale rune, 1 × Heart rune 36 17, rising to 20
Tide Storm 65 5 × Gale rune, 7 × Tide rune, 1 × Heart rune 37.5 18, rising to 20
Stone Storm 70 5 × Gale rune, 7 × Stone rune, 1 × Heart rune 40 19, rising to 20
Ember Storm 75 5 × Gale rune, 7 × Ember rune, 1 × Heart rune 42.5 20
Gale Fury 81 7 × Gale rune, 1 × Fury rune 44.5 21, rising to 24
Tide Fury 85 7 × Gale rune, 10 × Tide rune, 1 × Fury rune 46.5 22, rising to 24
Stone Fury 90 7 × Gale rune, 10 × Stone rune, 1 × Fury rune 48.5 23, rising to 24
Ember Fury 95 7 × Gale rune, 10 × Ember rune, 1 × Fury rune 50.5 24

Curses, binds and the rest

A curse lowers one of a creature's levels for a minute, and a curse cannot be cast on a level that is already lowered. A bind holds a creature where it stands, though it still hits anyone beside it. Both turn the creature on you.

Spell Level Runes XP What it does
Befuddle 3 3 × Tide rune, 2 × Stone rune, 1 × Sinew rune 13 Lowers its Attack by 5% for a minute
Sap 11 3 × Tide rune, 2 × Stone rune, 1 × Sinew rune 21 Lowers its Strength by 5% for a minute
Hex 19 2 × Tide rune, 3 × Stone rune, 1 × Sinew rune 29 Lowers its Defence by 5% for a minute
Root 20 3 × Tide rune, 3 × Stone rune, 2 × Bloom rune 30 Holds it for 4.8 seconds
Lay to Rest 39 2 × Gale rune, 2 × Stone rune, 1 × Wild rune 24.5 Hits the dead for up to 15; nothing else
Take Measure 42 2 × Thought rune, 2 × Sinew rune 30.5 Reads out a creature's levels, its hitpoints and how hard it hits
Bramble 50 4 × Tide rune, 4 × Stone rune, 3 × Bloom rune 60 Holds it for 9.6 seconds, hitting up to 3
Expose 66 5 × Tide rune, 5 × Stone rune, 1 × Shade rune 76 Lowers its Defence by 10% for a minute
Wither 73 8 × Tide rune, 8 × Stone rune, 1 × Shade rune 83 Lowers its Strength by 10% for a minute
Mire 79 5 × Tide rune, 5 × Stone rune, 4 × Bloom rune 89 Holds it for 14.4 seconds, hitting up to 5
Daze 80 12 × Tide rune, 12 × Stone rune, 1 × Shade rune 90 Lowers its Attack by 10% for a minute

Spells cast through their own staff

Each of these is cast only with its own staff in your hand, and a staff can autocast only its own. Charge (level 80, 3 × Gale rune, 3 × Ember rune, 3 × Heart rune) makes Sunfall, Pyre and Wildclaw hit up to 30 for 7 minutes; it can be cast once a minute at most (100 ticks).

Spell Level Runes XP Staff (where from) What it does
Thought Dart 50 4 × Thought rune, 1 × Grave rune 30 Hunter's staff (Vell's Staves) Hits up to a tenth of your Magic level plus ten (15 at 50, 19 at 99)
Scorch 50 5 × Ember rune, 1 × Grave rune 30 Sear staff (a rare drop of the Sear drake) Hits up to 25
Sunfall 60 4 × Gale rune, 2 × Ember rune, 2 × Heart rune 35 Dawn staff (Vell's Staves) Hits up to 20 (30 while charged); lowers its Attack 5% when it lands, never twice
Pyre 60 1 × Gale rune, 4 × Ember rune, 2 × Heart rune 35 Pyre staff (Vell's Staves) Hits up to 20 (30 while charged); lowers its Strength 5% when it lands, never twice
Wildclaw 60 4 × Gale rune, 1 × Ember rune, 2 × Heart rune 35 Briar staff (Vell's Staves) Hits up to 20 (30 while charged); lowers its Defence 5% when it lands, never twice

Spells on your pack and the ground

The bones spells and Charge go the moment you click them. For a gilding, Hand Forge or an orb spell, click the spell and then the item in your pack; for Beckon, click the spell and then the item on the ground.

Spell Level Runes XP What it does
Enchant Arrows 4 2 × Gale rune, 1 × Star rune 9 Enchants ten gem-tipped arrows in your pack; each gem asks its own Magic level and runes (see below)
Enchant Sapphire 7 1 × Tide rune, 1 × Star rune 17.5 Enchants a piece of sapphire or opal jewellery in your pack (see below)
Bones to Bread 15 2 × Tide rune, 2 × Stone rune, 1 × Bloom rune 25 Turns every bone in your pack into loaves of bread, each healing 3
Lesser Gilding 21 3 × Ember rune, 1 × Bloom rune 31 Turns an item into coins: 40% of what it's worth. Not coins themselves
Enchant Emerald 27 3 × Gale rune, 1 × Star rune 37 Enchants a piece of emerald or jade jewellery in your pack (see below)
Beckon 33 1 × Gale rune, 1 × Oath rune 43 Pulls an item on the ground into your pack, from up to ten tiles away, if nothing blocks the line
Hand Forge 43 4 × Ember rune, 1 × Bloom rune 53 Smelts an ore into its bar without a furnace, as long as you have the Smithing level and the bar's other makings (the tin for bronze, the coal for steel). Pays the bar's Smithing XP too
Enchant Ruby 49 5 × Ember rune, 1 × Star rune 59 Enchants a piece of ruby or topaz jewellery in your pack (see below)
Greater Gilding 55 5 × Ember rune, 1 × Bloom rune 65 Turns an item into coins: 60% of what it's worth. Not coins themselves
Charge Tide Orb 56 30 × Tide rune, 3 × Star rune 66 Fills a glass orb in your pack, making a tide orb. An orb goes into a battlestaff (Crafting)
Enchant Diamond 57 10 × Stone rune, 1 × Star rune 67 Enchants a piece of diamond jewellery in your pack (see below)
Bones to Plums 60 4 × Tide rune, 2 × Stone rune, 2 × Bloom rune 35.5 Turns every bone in your pack into plums, each healing 8
Charge Stone Orb 60 30 × Stone rune, 3 × Star rune 70 Fills a glass orb in your pack, making a stone orb. An orb goes into a battlestaff (Crafting)
Charge Ember Orb 63 30 × Ember rune, 3 × Star rune 73 Fills a glass orb in your pack, making a ember orb. An orb goes into a battlestaff (Crafting)
Charge Gale Orb 66 30 × Gale rune, 3 × Star rune 76 Fills a glass orb in your pack, making a gale orb. An orb goes into a battlestaff (Crafting)
Enchant Wyrmstone 68 15 × Tide rune, 15 × Stone rune, 1 × Star rune 78 Enchants a piece of wyrmstone jewellery in your pack (see below)
Charge 80 3 × Gale rune, 3 × Ember rune, 3 × Heart rune 180 For 7 minutes, Sunfall, Pyre and Wildclaw hit up to 30
Enchant Onyx 87 20 × Stone rune, 20 × Ember rune, 1 × Star rune 97 Enchants a piece of onyx jewellery in your pack (see below)
Enchant Sunstone 93 1 × Star rune, 20 × Heart rune, 20 × Shade rune 110 Enchants a piece of sunstone jewellery in your pack (see below)

Teleports

Click a teleport to cast it. A teleport takes 1.8 seconds and then goes, even if you click to walk in the meantime. Hearthward costs no runes and pays no XP. It takes 9.6 seconds to bring you home to the Emberville green, and a step, a fight or a blow breaks it. After it lands, you have to wait 30 minutes before casting it again.

Spell Level Runes XP Takes you to
Hearthward 0 None 0 The Emberville green
Thornbury Teleport 25 3 × Gale rune, 1 × Ember rune, 1 × Oath rune 35 Thornbury
Emberville Teleport 31 3 × Gale rune, 1 × Stone rune, 1 × Oath rune 41 Emberville
Wickstead Teleport 37 3 × Gale rune, 1 × Tide rune, 1 × Oath rune 47 Wickstead
Brinehaven Teleport 45 5 × Gale rune, 1 × Oath rune 55.5 Brinehaven
Kilnhold Teleport 48 1 × Tide rune, 1 × Ember rune, 2 × Oath rune 58 Kilnhold
Deepdelve Teleport 51 2 × Tide rune, 2 × Oath rune 61 Deepdelve
Sandreach Teleport 54 1 × Stone rune, 1 × Ember rune, 2 × Oath rune 64 Sandreach
Harrow Gate Teleport 58 2 × Stone rune, 2 × Oath rune 68 Harrow Gate
Tarhollow Teleport 61 2 × Ember rune, 2 × Oath rune 68 Tarhollow
Mourn Teleport 64 2 × Tide rune, 2 × Ember rune, 2 × Oath rune 74 Mourn — once The Silence at Mourn has got you past the Rill warden

Enchanted jewellery

Cut a gem with a chisel, set it in gold or silver at a furnace (see Recipes), and cast the gem's enchanting spell on the piece in your pack. Every enchanted piece gives a worn bonus that rises with its gem. The gold amulets are the strongest: the sapphire gives Magic, the emerald defence, the ruby Strength, the diamond a little of everything, and the three best more of it. A few do more:

A rubbed piece rests 10 minutes before it answers again.

Enchanted arrows

Chisel a cut gem into twelve tips, put ten tips on ten arrows (Fletching; opal, jade and topaz go on iron arrows, the rest on steel), then cast Enchant Arrows on them: ten a cast. Now and then an enchanted arrow does more when it flies:

Arrow Magic level Runes XP Chance What it does
Enchanted opal arrow 4 2 × Gale rune, 1 × Star rune 9 5% hits harder by a tenth of your Ranged level
Enchanted sapphire arrow 7 1 × Tide rune, 1 × Thought rune, 1 × Star rune 17.5 5% gives you back a prayer point
Enchanted jade arrow 14 2 × Stone rune, 1 × Star rune 19 6% holds the creature where it stands for a moment
Enchanted emerald arrow 27 3 × Gale rune, 1 × Star rune, 1 × Bloom rune 37 55% stings for one more
Enchanted topaz arrow 29 2 × Ember rune, 1 × Star rune 33 4% lowers the creature's Strength by 5%
Enchanted ruby arrow 49 5 × Ember rune, 1 × Star rune, 1 × Heart rune 59 6% takes a fifth of the creature's life, for a tenth of yours
Enchanted diamond arrow 57 10 × Stone rune, 1 × Star rune, 2 × Oath rune 67 10% goes through any defence and hits 15% harder
Enchanted wyrmstone arrow 68 15 × Stone rune, 1 × Star rune, 1 × Shade rune 78 6% burns for a fifth of your Ranged level more
Enchanted onyx arrow 87 20 × Ember rune, 1 × Star rune, 1 × Grave rune 97 11% hits a fifth harder and heals you a quarter of it

Sending someone else

Click a Send-to spell, then another player up to ten tiles away. They are asked whether they want to go, and go only if they say yes. The runes and the XP are yours when you cast it, whatever they answer.

Spell Level Runes XP Sends them to
Send to Emberville 74 1 × Stone rune, 1 × Oath rune, 1 × Shade rune 84 Emberville
Send to Wickstead 82 1 × Tide rune, 1 × Oath rune, 1 × Shade rune 92 Wickstead
Send to Brinehaven 90 1 × Oath rune, 2 × Shade rune 100 Brinehaven

Runes

Rune Sold at Dropped by
Gale rune Vell's Staves, Rook's Runes, Merrow's Staves, Brenner's Staves, The Caravan Post Mudfoot goblin, Highwayman, Drowned ringer
Tide rune Vell's Staves, Rook's Runes, Merrow's Staves Highwayman, Hollow crawler, Bog hag, Drowned mourner, Drowned ringer
Stone rune Vell's Staves, Rook's Runes Mudfoot raider
Ember rune Vell's Staves, Rook's Runes, Brenner's Staves Quarry brute, Sear bat, Bog hag, Sear drake
Thought rune Vell's Staves, Rook's Runes, Merrow's Staves, Brenner's Staves Mudfoot goblin, Mudfoot raider
Sinew rune Vell's Staves, Merrow's Staves, Brenner's Staves Ruin skeleton, Fen wight
Wild rune Vell's Staves Ruin skeleton, Grave shambler, Mudfoot warchief
Star rune Vell's Staves Mudfoot warchief, Barrow warden, Dune raider, Fen wight
Bloom rune The Caravan Post Barrow warden, Dune raider, Bog hag
Oath rune The Caravan Post Dune raider, Delve haunt
Grave rune Vell's Staves Grave shambler, Barrow warden, Fen wight, Drowned mourner, Rift hound
Heart rune — Ash wight, Drowned ringer, Rift-sworn
Shade rune — Drowned ringer, Rift wraith
Fury rune — Rift-sworn, Rift wraith

Elemental staves and battlestaves

Each stands in for every rune of its element, so a Gale staff casts Gale Shot on thought runes alone. A battlestaff is the better staff; you make one by setting an orb in a plain battlestaff (Crafting, at a fire, a range or an anvil).

Staff Stands in for Where from
Gale staff Gale rune Vell's Staves, Rook's Runes, Merrow's Staves
Tide staff Tide rune Vell's Staves, Rook's Runes, Merrow's Staves
Stone staff Stone rune Vell's Staves, Rook's Runes
Ember staff Ember rune Vell's Staves, Rook's Runes, Brenner's Staves
Gale battlestaff Gale rune Made: Crafting 66, 137.5 XP
Tide battlestaff Tide rune Made: Crafting 54, 100 XP
Stone battlestaff Stone rune Made: Crafting 58, 112.5 XP
Ember battlestaff Ember rune Made: Crafting 62, 125 XP

Still to come: the spells that wait on other things (a house, a boat, minigames), and the other spellbooks; see the Roadmap.