Ancient Magicks

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Ancient Magicks
Combat spells 16: Rush, Burst, Blitz and Barrage of Smoke, Shadow, Blood and Ice
Teleports Home Teleport, 8 Ancient teleports and Teleport to Target
Casting speed 5 ticks (3 seconds)
Reach 10 tiles
Autocast Yes, with a weapon that supports it
Switch to it ::ancients or the Altar of the Occult at ::home

Ancient Magicks (usually called Ancients) is one of the three spellbooks on Roat Pkz, next to the Standard spellbook and the Lunar spellbook. Its 16 combat spells come in four elements, each with its own effect: Ice spells freeze the target, Blood spells heal you, Shadow spells lower the target's Attack and Smoke spells deal damage only. Each element has four tiers, Rush, Burst, Blitz and Barrage, and the four Barrages can hit several players at once in multi-combat areas. Ice Barrage is the spell hybrid and tribrid PKers freeze their targets with, and the Hybrid, Tribrid and NH tournaments are fought on this spellbook. Ancient Magicks also has its own teleports, four of them into the Wilderness.

Switching to Ancient Magicks

Method Where it works Notes
Altar of the Occult At ::home Right-click the altar and choose Swap-to Ancients. Its other options switch you to the standard or Lunar spellbook, and Pray-at restores your Prayer.
Prayer altars Outside PvP areas Altars with a Change-spellbook option open a menu with all three spellbooks.
::ancients (or ::ancient) Anywhere you can use a bank Not in the Wilderness or other PvP areas, dangerous PvM areas or Barrows, and not during a duel or trade. ::modern and ::lunar switch to the other spellbooks.
Right-click the Magic tab Anywhere you can use a bank Royal Donators and Divine Donators only.
Magic cape, Spellbook option Anywhere, PvP areas included Only after you have dealt 25,000 Magic damage to other players, and only a few times per day (see Magic cape).
::barrage and ::bloodbarrage Safe zones, while not under attack These give you the runes and then offer to switch you to Ancient Magicks. The Ice Barrage pre-set of the Rune pouch does the same outside PvP areas.
Loading a kit Where kits can be loaded A kit switches you to the spellbook saved with it (::kits). The pre-made Hybrid, Tribrid and Pure Nh kits use Ancient Magicks.
  • You cannot change spellbook in the Wilderness or other PvP areas, except with a Magic cape.
  • Changing spellbook turns off autocast.
  • In Last Man Standing you pick your spellbook at the supply chest, and in tournaments the tournament type decides it. In the F2P Zone everyone is put on the standard spellbook.

Magic cape

With a Magic cape or Magic cape(t) in your inventory or worn, its Spellbook option lets you pick any of the three spellbooks, even in the Wilderness. You must have dealt at least 25,000 Magic damage to other players, and the number of swaps per day depends on your donator rank:

No rank Donator Super Extreme Legendary Royal Divine
5 6 7 8 10 15 20

The count resets when a new day starts at 00:00 server time.

Combat spells

  • All Ancient combat spells are cast every 5 ticks (3 seconds) and reach targets up to 10 tiles away.
  • The max hits below are the base max hits. Your magic damage bonus, boosting prayers and the effects below raise them; against players, Protect from Magic lowers the hit by 40%.
  • The game checks your current Magic level, so boosted levels count.
  • Freezes, healing and Attack drain only happen when the spell does not splash. A spell that hits a 0 still freezes or lowers Attack; healing needs damage.

Ice spells

Spell Level Runes Max hit Freeze Freeze with an ancient sceptre
Ice Rush 58 2 Water rune 2 Chaos rune 2 Death rune 17 10 ticks (6 seconds) 10 ticks (6 seconds)
Ice Burst 70 4 Water rune 4 Chaos rune 2 Death rune 22 17 ticks (10.2 seconds) 18 ticks (10.8 seconds)
Ice Blitz 82 3 Water rune 2 Death rune 2 Blood rune 26 25 ticks (15 seconds) 27 ticks (16.2 seconds)
Ice Barrage 94 6 Water rune 4 Death rune 2 Blood rune 30 33 ticks (19.8 seconds) 36 ticks (21.6 seconds)
  • A freeze stops the target from moving. A frozen player can still attack anyone in reach, eat and teleport. Players get the message You have been frozen!
  • The freeze starts as soon as the spell is cast, not when it lands.
  • A frozen target cannot be frozen again until the freeze is over, so casting again does not make it longer.
  • When a freeze ends, the target cannot be frozen for the next 5 ticks (3 seconds). Binds from the standard spellbook follow the same rule.
  • A player's freeze ends early if the player who froze them moves more than 10 tiles away or to another floor (the 5-tick immunity then starts as usual), or logs out. Killing the player who froze you with an ice spell also ends the freeze.
  • Wielding any of the four ancient sceptres makes Ice Burst, Ice Blitz and Ice Barrage freeze for 1, 2 and 3 ticks longer.
  • A few monsters cannot be frozen.

Blood spells

Spell Level Runes Max hit Healing Healing on a max hit
Blood Rush 56 2 Chaos rune 2 Death rune 1 Blood rune 16 25% of the damage dealt 4
Blood Burst 68 4 Chaos rune 2 Death rune 2 Blood rune 21 25% of the damage dealt 5
Blood Blitz 80 2 Death rune 4 Blood rune 25 25% of the damage dealt 6
Blood Barrage 92 4 Death rune 4 Blood rune 1 Soul rune 29 25% of the damage dealt 7
  • Blood spells heal you by a quarter of the damage they deal, rounded down. Normally the healing never takes you above your Hitpoints level.
  • With a Blood ancient sceptre the healing can take you up to 110% of your Hitpoints level (108 at level 99).
  • Zuriel's staff makes blood spells heal 50% more.
  • Every piece of bloodbark armour you wear adds 2% of the damage to the healing, up to 35% with all five pieces ( helm, body, legs, gauntlets and boots).
  • A Blood Barrage that hits several players heals you for each of them.
  • They heal you against monsters too.

Shadow spells

Spell Level Runes Max hit Lowers Attack by Never below
Shadow Rush 52 1 Air rune 2 Chaos rune 2 Death rune 1 Soul rune 15 10% 90% of the normal level
Shadow Burst 64 1 Air rune 4 Chaos rune 2 Death rune 2 Soul rune 19 10% 90% of the normal level
Shadow Blitz 76 2 Air rune 2 Death rune 2 Blood rune 2 Soul rune 24 15% 85% of the normal level
Shadow Barrage 88 4 Air rune 4 Death rune 2 Blood rune 3 Soul rune 28 15% 85% of the normal level
  • Each Shadow spell lowers the target's current Attack level by 10% (Rush and Burst) or 15% (Blitz and Barrage), rounded down. It cannot take the level below 90% or 85% of the target's normal level, so casting again only lowers it further while the target's Attack is above that.
  • With a Shadow ancient sceptre the spell lowers the target's Strength and Defence in the same way as its Attack.
  • They work on players and monsters.

Smoke spells

Spell Level Runes Max hit
Smoke Rush 50 1 Air rune 1 Fire rune 2 Chaos rune 2 Death rune 14
Smoke Burst 62 2 Air rune 2 Fire rune 4 Chaos rune 2 Death rune 18
Smoke Blitz 74 2 Air rune 2 Fire rune 2 Death rune 2 Blood rune 23
Smoke Barrage 86 4 Air rune 4 Fire rune 4 Death rune 2 Blood rune 27

Smoke spells deal damage only. Like the other Barrages, Smoke Barrage can hit several players in multi-combat areas.

Multi-target spells

The four Barrage spells can hit more than one target; Rush, Burst and Blitz spells hit the target you cast them on.

Spell Against players Against monsters
Ice Barrage Your target and every other player within 1 tile of it (the 3×3 area around your target) Your target and every monster within 1 tile of it, but only while you carry a Blighted ancient ice sack or wield a Holy kodai wand
Blood Barrage Your target and every monster within 1 tile of it, but only while you wield a Holy kodai wand
Shadow Barrage Only your target
Smoke Barrage
Every Rush, Burst and Blitz Only your target Only your target

Against players

  • Your target has to be in a multi-combat area. Each extra player is only hit if they are in a multi-combat area too, you could attack them yourself (for example, the Wilderness level allows it) and you can see them in a straight line.
  • Every player hit gets their own accuracy roll and damage roll, and their own freeze, healing or Attack drain. Each one's Protect from Magic and Elysian spirit shield lower their own hit.
  • Only the player you cast on counts for skulling: the extra players hit do not skull you (see Skulling).

Against monsters

  • Your target has to be in a multi-combat area. Extra monsters must be attackable, within 1 tile of your target and in your line of sight, and only monsters that take up a single tile are hit as extra targets; a bigger monster can still be your main target.
  • While you carry Blighted ancient ice sacks, every Ice Barrage you cast at a monster in a multi-combat area uses up one sack. The sack is not needed with a Holy kodai wand.
  • The Holy kodai wand can only be used against monsters.

Ancient sceptres

Sceptre Effect with Ancient Magicks
Ice ancient sceptre
  • All four: +10% magic accuracy with Ancient Magicks while your target is not frozen.
  • All four: Ice Burst, Ice Blitz and Ice Barrage freeze for 1, 2 and 3 ticks longer.
  • Blood: blood spells can heal you up to 110% of your Hitpoints level.
  • Shadow: shadow spells also lower Strength and Defence.
Blood ancient sceptre
Shadow ancient sceptre
Smoke ancient sceptre

See Ancient sceptre for their stats and prices.

Other equipment

  • Virtus robes: each piece adds 3% to the max hit of Ancient Magicks spells.
  • Zuriel's staff: +10% magic accuracy with Ancient Magicks spells, and blood spells heal 50% more.
  • Kodai wand: unlimited water runes for ice spells. The Holy kodai wand also lets Ice Barrage and Blood Barrage hit several monsters (see above).

Autocasting

To autocast Ancient spells you need a weapon that can autocast them, such as the Kodai wand and Holy kodai wand, the Nightmare staff and its Eldritch and Volatile versions, the Master wand, the Dragon hunter wand, the four ancient sceptres, Zuriel's staff or an Ancient staff. Ahrim's staff can autocast them while you wear the full Ahrim's set and an Amulet of the damned (full). The Harmonised nightmare staff can only autocast standard spells.

Teleports

Spell Destination Wilderness level
Home Teleport Home (Edgeville), the same as ::home –
Paddewwa Teleport Edgeville Dungeon –
Senntisten Teleport The Digsite –
Kharyrll Teleport Canifis –
Lassar Teleport Ice Mountain –
Dareeyak Teleport Wilderness 22
Carrallangar Teleport Wilderness 19
Annakarl Teleport Wilderness 46
Ghorrock Teleport Wilderness 44
Teleport to Target Near your Bounty Hunter target in the Wilderness (see Teleport to Target) Varies
  • Apart from Teleport to Target, the teleport spells use no runes on Roat Pkz and have no Magic level requirement.
  • The four Wilderness teleports ask you to confirm first and show the Wilderness level, unless you have turned Teleport Warnings off in the quest tab.
  • The normal teleport rules apply: you cannot use them above level 20 Wilderness, at level 1–10 while another player is attacking you, or while you are teleblocked.

Runes

  • Commands: ::barrage (also ::blitz) gives 5,000 water, death and blood runes, and ::bloodbarrage (also ::bloodblitz) gives 5,000 soul, death and blood runes. Both work in safe zones while you are not under attack. ::runes gives 2,500 of most runes.
  • Magic shop: the magic shop at ::shops gives out the runes for all these spells free of charge.
  • Rune pouch: its Ice Barrage pre-set loads blood, death and water runes (and soul runes in a Divine rune pouch).
  • Staves and tomes: a staff or Kodai wand that gives water runes, or a charged Tome of water, covers the water runes of ice spells; a staff that gives air or fire runes covers those for smoke spells. Combination runes such as mist, dust and smoke runes count as both of their elements.
  • Blighted ancient ice sack: lets you cast Ice Rush, Ice Burst, Ice Blitz or Ice Barrage without runes; each cast uses one sack, and if you also carry the runes, the runes are used first. It costs 5 Bounty Hunter points in the Bounty Hunter shop and in the magic shop at ::shops.

See also