Standard spellbook

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Standard spellbook
Combat spells Strike, Bolt, Blast, Wave and Surge spells, god spells, binds and Tele Block
Teleports Home Teleport, five city 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 ::modern or the Altar of the Occult at ::home

The standard spellbook (also called the normal or modern spellbook) is the default of the three spellbooks on Roat Pkz; the other two are Ancient Magicks and the Lunar spellbook. It has the elemental combat spells from Wind Strike up to Fire Surge, the three god spells with Charge, the binding spells that hold a target in place, and Tele Block, the spell PKers use to stop a target from teleporting out of the Wilderness. It also has Home Teleport, five city teleports and Teleport to Target for Bounty Hunter.

Switching to the standard spellbook

Method Where it works Notes
Altar of the Occult At ::home Right-click the altar and choose Swap-to Modern. Its other options switch you to Ancient Magicks or the 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.
::modern (or ::moderns) 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. ::ancients 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).
::tb and ::bind Safe zones, while not under attack These give you the runes and then offer to switch you to the standard spellbook. The Teleblock and Bind pre-sets of the Rune pouch do 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 F2P kits and the Pure Melee and Pure Melee & Range kits use the standard spellbook.
  • You cannot change spellbook in the Wilderness or other PvP areas, except with a Magic cape.
  • Changing spellbook turns off autocast.
  • In the F2P Zone everyone is put on the standard spellbook. The Pure and F2P tournaments are fought on it, and in Last Man Standing you pick your spellbook at the supply chest.

Combat spells

  • All standard combat spells are cast every 5 ticks (3 seconds), or every 4 ticks (2.4 seconds) with a Harmonised nightmare staff, 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 equipment 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.

Elemental spells

Tier Spell Level Runes Max hit
Strike Wind Strike 1 1 Air rune 1 Mind rune 2
Water Strike 5 1 Air rune 1 Water rune 1 Mind rune 4
Earth Strike 9 1 Air rune 2 Earth rune 1 Mind rune 6
Fire Strike 13 1 Air rune 3 Fire rune 1 Mind rune 8
Bolt Wind Bolt 17 2 Air rune 1 Chaos rune 9
Water Bolt 23 2 Air rune 2 Water rune 1 Chaos rune 10
Earth Bolt 29 2 Air rune 3 Earth rune 1 Chaos rune 11
Fire Bolt 35 3 Air rune 4 Fire rune 1 Chaos rune 12
Blast Wind Blast 41 3 Air rune 1 Death rune 13
Water Blast 47 3 Air rune 3 Water rune 1 Death rune 14
Earth Blast 53 3 Air rune 4 Earth rune 1 Death rune 15
Fire Blast 59 4 Air rune 5 Fire rune 1 Death rune 16
Wave Wind Wave 62 5 Air rune 1 Blood rune 17
Water Wave 65 5 Air rune 7 Water rune 1 Blood rune 18
Earth Wave 70 5 Air rune 7 Earth rune 1 Blood rune 19
Fire Wave 75 5 Air rune 7 Fire rune 1 Blood rune 20
Surge Wind Surge 81 7 Air rune 1 Wrath rune 21
Water Surge 85 7 Air rune 10 Water rune 1 Wrath rune 22
Earth Surge 90 7 Air rune 10 Earth rune 1 Wrath rune 23
Fire Surge 95 7 Air rune 10 Fire rune 1 Wrath rune 24
  • Tomes: a charged Tome of fire makes fire spells hit 50% harder against players and 10% harder against monsters. A charged Tome of water or Tome of earth makes water or earth spells hit 20% harder and 20% more accurately. Each also gives unlimited runes of its element.
  • Twinflame staff: every standard spell deals 10% more damage, and Bolt, Blast and Wave spells hit a second time for 40% of the first hit.
  • Elemental weaknesses: against a monster that is weak to an element, the Strike, Bolt, Blast, Wave and Surge of that element get the weakness percentage added to both their accuracy and their max hit.
  • Surge spells need wrath runes, which cost 1 PK point each in the Pk point shop. A Blighted surge sack lets you cast any Wave or Surge spell without runes (5 Bounty Hunter points in the Bounty Hunter shop).
  • Sunfire runes (1 PK point each in the Pk point shop) are used in place of fire runes when you carry them, and a fire spell cast with them always deals at least 10% of its max hit when it hits.

God spells

Spell Level Runes Staff needed Max hit Effect on players
Saradomin Strike 60 4 Air rune 2 Fire rune 2 Blood rune Saradomin staff or Staff of light 20
30 with Charge
Drains 1 Prayer point
Claws of Guthix 60 4 Air rune 1 Fire rune 2 Blood rune Guthix staff 20
30 with Charge
Lowers Defence by 5%, at most once every 30 seconds
Flames of Zamorak 60 1 Air rune 4 Fire rune 2 Blood rune Zamorak staff, Staff of the dead or Toxic staff of the dead (charged or uncharged) 20
30 with Charge
Lowers Magic by 5%, at most once every 30 seconds
  • You need to wield the right staff to cast a god spell, and you cannot cast one while you wear another god's cape, such as a god cape, an imbued god cape or a god max cape of another god: The conflicting powers of staff and cape drive them apart.
  • The effects on players only happen when the spell deals damage. The Defence and Magic drains work at most once every 30 seconds on the same player.
  • With a god staff, the autocast menu also offers that god's spell.
  • The three followers fought for Mage Arena II only take damage from their own god's spell: Justiciar Zachariah from Saradomin Strike, Derwen from Claws of Guthix and Porazdir from Flames of Zamorak.

Charge

Spell Level Runes Lasts Effect
Charge 80 3 Air rune 3 Fire rune 3 Blood rune 600 ticks (6 minutes) Saradomin Strike, Claws of Guthix and Flames of Zamorak hit up to 10 higher (30 instead of 20)
  • Cast it before you fight. It has no target, and while it lasts you cannot cast it again: You're already charged.
  • When it runs out: Your god spell charge has worn off It also ends when you die.

Binding spells

Spell Level Runes Max hit Holds the target for
Bind 20 3 Water rune 3 Earth rune 2 Nature rune 1 9 ticks (5.4 seconds)
Snare 50 4 Water rune 4 Earth rune 3 Nature rune 2 17 ticks (10.2 seconds)
Entangle 79 5 Water rune 5 Earth rune 4 Nature rune 4 25 ticks (15 seconds)
  • A bound target cannot move, but can still attack anyone in reach, eat and teleport.
  • You cannot cast a bind on a player who is already frozen or held, or still immune; the spell is not cast and no runes are used: This player has already been affected by this spell.
  • Binds follow the same rules as the freezes of Ancient ice spells: the hold starts when the spell is cast, a target that is already held or frozen cannot be held again, the target cannot be held or frozen for 5 ticks (3 seconds) after it ends, and it ends early if the caster moves more than 10 tiles away, goes to another floor or logs out.
  • A Blighted entangle sack lets you cast Bind, Snare or Entangle without runes. The magic shop at ::shops sells them for 1 Bounty Hunter point each.
  • ::bind (also ::entangle) gives you 5,000 earth, water and nature runes in a safe zone, and the Bind pre-set of the Rune pouch loads the same runes.

Tele Block

Tele Block needs 85 Magic. Cast on another player, it stops them from teleporting for 5 minutes, or 2 minutes 30 seconds if they have Protect from Magic on; in the PvP areas of the Royal Donator Zone and the Divine Donator Zone it lasts 2 minutes, or 1 minute with Protect from Magic. Its runes come from ::tb, the Teleblock pre-set of the Rune pouch or a Blighted teleport spell sack. See Teleblock for the full rules.

Teleports

Spell Destination
Home Teleport Home (Edgeville), the same as ::home
Varrock Teleport Varrock
Lumbridge Teleport Lumbridge
Falador Teleport Falador
Camelot Teleport Camelot
Ardougne Teleport Ardougne
Teleport to Target Near your Bounty Hunter target in the Wilderness (see below)
  • Apart from Teleport to Target, the teleport spells use no runes on Roat Pkz and have no Magic level requirement.
  • 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 (see Teleblock in Wilderness PvP).

Teleport to Target

Teleport to Target takes you to your Bounty Hunter target. It is in all three spellbooks.

  • It needs 85 Magic and 1 law, 1 death and 1 chaos rune, or a Blighted teleport spell sack (5 Bounty Hunter points in the Bounty Hunter shop and the magic shop at ::shops).
  • You have to learn it first by reading a Target teleport scroll, which costs 2,500 Bounty Hunter points in the Bounty Hunter shop. The scroll is used up and the spell stays unlocked.
  • You must be in the Wilderness and have a Bounty Hunter target who is in the Wilderness too: You must have a bounty hunter target and be in the wilderness to use this spell.
  • After you confirm, it teleports you to a random spot within 12 tiles of your target.
  • You can use it at most 5 times on the same target. Like other teleports, you cannot use it while you are teleblocked or above level 20 Wilderness.

Other spells

Spell Level Runes Effect
Telekinetic Grab 33 1 Air rune 1 Law rune Cast on an item on the ground up to 15 tiles away, with nothing blocking the way, to pick it up from a distance. The item reaches you 4 ticks (2.4 seconds) later. It cannot be used in minigames.

Autocasting

Most staves and wands can autocast standard spells, from simple elemental staves to the Staff of the dead, Staff of light, Nightmare staff, Kodai wand, Master wand, Twinflame staff and the ancient sceptres. The autocast menu lists the Strike, Bolt, Blast, Wave and Surge spells, plus the god spell of the god staff you wield.

Runes

  • Commands: ::runes gives 2,500 of most runes, ::tb gives 5,000 law, chaos and death runes and ::bind gives 5,000 earth, water and nature runes. They work in safe zones while you are not under attack.
  • Magic shop: the magic shop at ::shops gives out normal runes and combination runes free of charge.
  • Wrath and sunfire runes: 1 PK point each in the Pk point shop.
  • Staves and tomes: elemental staves and battlestaves give unlimited runes of their element, and so do the charged tomes of fire, water and earth. Combination runes such as mist, dust and lava runes count as both of their elements.
  • Spell sacks: the Blighted surge sack (Wave and Surge spells), Blighted entangle sack (binds) and Blighted teleport spell sack (Tele Block and Teleport to Target) each replace the runes for one cast. If you carry the runes as well, the runes are used first.
  • The Rune pouch holds three kinds of rune (four in the Divine rune pouch) in one inventory slot.

See also