Combat spells


 * See Magic damage for a full list of combat spells as well as their actual max hits.

All combat spells result in a spell related amount of experience when cast, but also give experience depending on the amount of damage caused to the opponent. Each damage point caused by a combat spell yields 0.2 magic experience points and 0.133 Constitution experience points. Generally, most combat spells use some Air runes in combination with some other "Combat" runes, though there are exceptions with the special spells such as Magic Dart.

Combat spells will occasionally splash upon contact with a target (i.e. they will do no damage). When splashing, the caster will receive only the base experience for that spell and no additional experience. As a result, there is no physical difference between splashing with a spell and hitting a 0 with the same spell. The splash rate depends on six things:
 * The caster's Magic level
 * The Magic attack bonus of the equipment the caster is wearing
 * Any Magic prayers the caster has activated.
 * The target's Magic level if NPC, Magic and Defence levels if player*
 * The Magic defence bonus of the equipment the target is wearing
 * Any Magic prayers the target has activated (including Protect from Magic)

(*): In this case, the player's Magic level accounts for 70% of their magical defence, and their Defence level for 30%.

Stronger spells can do greater damage. To maximise accuracy, especially in training and player killing, players are advised to equip magic boosting equipment, unequip magic lowering equipment and drink Wizard's mind bomb.

Some monsters are more vulnerable to certain elemental spells. For an example, ice/water monsters are generally more vulnerable to fire spells.

List of combat spells
Note: When casting elemental spells (i.e. Earth Wave), it is possible to use the corresponding staff to save runes.

Trivia

 * The animations for Elemental Spells as of 24 June 2010 may be a reference to Avatar: The Last Airbender, a Nickelodeon franchise about humans who can control the four elements of Air, Water, Fire, and Earth. The powers are known as Airbending, Waterbending, Earthbending and Firebending respectively. This is extremely evident for Earth spells, for their animation shows the caster raising a chunk of earth from the ground and launching them against their opponents, which is the most basic and frequently used Earthbending attack. Water spells also have seem to have stream of water being guided out from the caster's side, similar to the retrieval of water from waterskin in Waterbending. Fire spells have a similar launch stance to goku's kamehameha wave in dragonball z, in which two hands come togther, move to the casters side, charger briefly and thrust falward togher letting loose the blast or wave.