Ancient Magicks

Compare Lunar Spells.

Ancient Magicks are a branch of Magic that can be used once the fiendish Desert Treasure quest is complete. They require very high levels of magic, but include some of the best combat magic spells in the game.

Changing to Ancients and back
To change to Ancient Magicks spells, you need to go to the pyramid in the desert south of Al-Kharid, west of Pollivineach and north of Menaphos. Enter the pyramid at the rear, and pray at the altar there to change between ancients and standard spells. Note that praying at this altar drains a players' Prayer points to zero.

Reaching the Pyramid
The quickest way to reach the pyramid is to use a Pharaoh Scepter (obtainable through the Pyramid Plunder minigame) and use the Jaldroacht Teleport. This will place you directly on top of the pyramid. You can then simply walk through the doors, run down the stairs and enter via the tunnel at the back. Another way to reach this pyramid is to use your camulet to teleport inside a pyramid to the south of the ancients pyramid and run north, but the most commonly used is to use Ali Morisanne's magic carpet fleet for transport to the Bedebin camp or Pollineavanich and run south east/south west from there.

Ancient Staff
After you complete Desert Treasure you can buy an ancient staff, for 80k from Eblis, around the circle of mirrors. It is the only staff that can auto-cast ancient spells. It is possible to use other staves but you must cast directly from the magic spellbook menu. You can only equip the staff after you've finished the quest. Eblis only sells the staff once, however, the staff is tradable, so you can always buy off other players if you lose yours. If you wish to do so, beware that the price may rise above the 80k offered by Eblis. Additionally, it is reported that the mummies in the pyramid will ocasionally drop an Ancient Staff.

Combat
Whilst the teleports used in Ancient Magicks are fairly poor, mostly into the Wilderness, the combat spells are powerful. The ice spells notably have the same effect as the Entangle type spells as well as causing damage, giving them the potential of becoming extremely dangerous, even at low levels of the Wilderness. It is very common to see ancients at Castle Wars. Having them gives them a slight advantage.

Spell Effects

 * Smoke : Inflicts damage and poisons target (2 - 4).
 * Shadow : Inflicts damage and temporarily reduces target's Attack level.
 * Blood : Inflicts damage to target and heals caster up to one quarter of inflicted damage.
 * Ice : Inflicts damage and freezes target.