Magic - what works and how
Combat spells across all four books work - including sticky autocast - plus a wide set of utility magic. This page covers what's live and the details that matter.
Utility spells (Standard book)
| Spell | Effect | Notes |
|---|---|---|
| High / Low Alchemy | Item → coins (60% / 40% of value) | Bonds can't be alched |
| Superheat Item | Smelt ore without a furnace | Bronze/iron/mithril/adamant/rune recipes, Smithing XP included |
| Enchant Jewellery | Gem jewellery → enchanted | One unified spell - recoil, dueling, forging, life, wealth rings + amulets |
| Bones to Bananas / Peaches | All bones in pack → food | |
| Telekinetic Grab | - | Not yet wired |
PK spells
- Vengeance (Lunar, Magic 94) - reflect 75% of the next hit back at your attacker. 30-second cooldown. "Taste vengeance!"
- Tele Block (Magic 85) - blocks the target's teleports (spells and jewellery) for 5 minutes.
- Freezes - Bind (~5s), Snare (~10s), Entangle (~15s), plus the Ancient ice spells with their own freeze timers.
- Curses - Confuse/Weaken/Curse (5% stat drain) and Vulnerability/Enfeeble/Stun (10%). They currently always land.
Teleports
City teleports work on all four books - Modern plus 8 Ancient, 7 Lunar and 9 Arceuus destinations, each with its book's cast animation. For everything else there's the home teleport portal.
Where runes come from
Basic elemental and mind runes are shop-bought in the Lumbridge market. High-tier runes are deliberately not sold - chaos, nature, law, death, blood, soul and wrath come from:
- Wizard Tower runs - the main rune faucet
- The Grand Exchange - buy off other players; everyday runes (nature, law, blood, soul, cosmic, astral) are store-backstopped, so a buy offer at full value always fills
- Monster drops (every NPC uses its real OSRS table)
Elemental staves
Wielding an elemental staff is an endless supply of its own rune - it isn't required in your pack and it isn't consumed. Staves of air/water/earth/fire, their battlestaff and mystic versions, and the combination staves all count:
| Staff | Supplies |
|---|---|
| Air / Water / Earth / Fire (staff, battlestaff, mystic) | That element |
| Mist / Dust / Smoke | Air + water / air + earth / air + fire |
| Mud / Lava / Steam | Water + earth, fire + earth, water + fire |
Autocast needs a staff in your hands. Cast a combat spell on a target and it stays selected - you keep casting it until you switch weapons or unequip. Casting with a non-staff weapon still works, it's just a single cast.
Defensive casting trains Defence as a mage: your casts award Magic + Defence XP (1.33 Magic + 1 Defence per damage, instead of the usual 2 Magic). Turn it on either way:
- Click the defensive "Spell" box (the one with the shield) on the combat tab while holding a staff - click the plain box to switch back.
- Or just select the fourth combat style (Focus) on your staff - any spell you cast while it's selected splits the XP.
Rangers have the same option: the Longrange style on any bow, crossbow or thrown weapon splits XP evenly between Ranged and Defence (2 + 2 per damage) and adds 2 tiles of attack range.
Spellbook access
Ancient, Lunar and Arceuus need the Wizard Tower unlock - see Unlocking the magic books. Switch with ::spellbook.
This page was last edited on 2026-07-19.
