Fall of Varrock

Magic - what works and how

From the Fall of Varrock Wiki - Utility spells, curses and freezes, Vengeance, Tele Block, and where to get runes.

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)

SpellEffectNotes
High / Low AlchemyItem → coins (60% / 40% of value)Bonds can't be alched
Superheat ItemSmelt ore without a furnaceBronze/iron/mithril/adamant/rune recipes, Smithing XP included
Enchant JewelleryGem jewellery → enchantedOne unified spell - recoil, dueling, forging, life, wealth rings + amulets
Bones to Bananas / PeachesAll 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:

StaffSupplies
Air / Water / Earth / Fire (staff, battlestaff, mystic)That element
Mist / Dust / SmokeAir + water / air + earth / air + fire
Mud / Lava / SteamWater + 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.

WikiMagic

This page was last edited on 2026-07-19.