Storm of Armadyl

Beta

Storm of Armadyl is a combat spell in the standard spellbook released with the Grandmaster quest Ritual of the Mahjarrat. Casting it requires completion of Ritual of the Mahjarrat, as well as 77 Magic. One Armadyl rune is required for each cast.

While Storm of Armadyl's base damage is less than those of the Surge and Barrage spells, its damage with auto-attacks is increased by the Armadyl battlestaff. Whether this places the spell beyond others in damage capacity is unknown.



SoA prior to the Evolution of Combat
In the previous combat system, Storm of Armadyl was regarded as the most destructive spell in the game. Unlike other spells, it had a minimum hit and could be cast at a faster speed with the Armadyl battlestaff. It would also lower the target's Defence level by 1 with each successful hit.

Storm of Armadyl's maximum hit would vary according to the caster's Magic level. Without any magic damage bonuses, at 77 Magic the maximum hit was 160 damage. This value rose by 5 damage for every Magic level thereafter, up to a maximum of 270 damage at level 99 Magic. (In the best magic gear the spell could hit up to 475.) However, Storm of Armadyl also had a minimum damage value; every time the spell hit its target, it would deal at least that much damage (the spell could still miss). The minimum hit was 0 damage at 77 Magic, and increased by 5 points with every new Magic level, up to a minimum hit of 110 damage at level 99 Magic. The maximum and minimum hit were affected by Magic Damage bonuses.

As SoA and Teleblock are on the same spellbook, they were often comboed in PvP for swift kills.

The following table illustrates the minimum and maximum damage values of SoA for each Magic level between 77 and 99:

Trivia

 * On release there was a glitch where players could use this spell to attack anyone, anywhere. The target would have a gravestone outside of the Wilderness, and inside the Wilderness, should this happen, multiple players could attack one player outside of multicombat areas. This was fixed a few hours later.
 * Storm of Armadyl, Divine Storm, Wind Rush, Borrowed Power, Create Gatestone, Group Gatestone Teleport and all air spells are the only spells in the game that require one type of rune.
 * In Fist of Guthix it used to be shown dim although you could still cast it as long as you have catalytic runes in the Fist of Guthix or Stealing Creation games. This was because catalytic runes function as any rune besides the 4 elemental runes, so they function to cast Storm of Armadyl. The spell likely were not highlighted due to the fact that Storm of Armadyl was released after the minigames were released. This has been fixed in the latest updates.