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
Kodai wandWater

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.

Powered staves

The Trident of the seas, Trident of the swamp, Sanguinesti staff and Tumeken's shadow carry their own built-in spell: just attack and they cast it automatically - no runes, no autocast setup, at the staff's own faster 4-tick speed. Max hit scales with your Magic level (and magic damage bonus). The swamp trident has a 1-in-4 chance to envenom its target; the Sanguinesti has a 1-in-6 chance to heal you for half the damage it deals (you'll see the heal flash). All four work against other players and the wilderness bots here. You can still cast any spellbook spell - a barrage, a bind, a curse, Tele Block - while wielding one: it casts once, then the staff's own attack resumes.

The Volatile and Eldritch nightmare staves have their special attacks (55% each): Immolate is a single heavy magic hit scaled by your Magic level (up to 58 before magic damage bonuses) with +50% accuracy; Invocate hits for up to 44 and restores prayer by half the damage dealt, up to 120 points.

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.

Wiki › Magic

This page was last edited on 2026-09-04.