RuneScape Wiki
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[[Category:Spells]]
 
[[Category:Spells]]
 
[[Category:Magic]]
 
[[Category:Magic]]
[[Category:Dungeoneering skills]]
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[[Category:Dungeoneering skills|Magic]]

Revision as of 13:59, 17 December 2014

Magic is used in Dungeoneering to fight against monsters and to open skill doors found throughout the dungeons of Daemonheim. The Dungeoneering spellbook uses a combination of the standard spellbook, the Lunar spellbook and four new spells. As a result, Lunar Diplomacy and Dream Mentor, along with the appropriate level, are required to access every spell available.

Opening doors

Magic door

Magic in Dungeoneering allows players to dispel the locks on certain doors that cannot be unlocked with the coloured shapes found throughout the dungeons. The greatest level required to open a door is level 109. All doors in the main path are unlockable by at least one player in the team. Failure to dispel locks on doors will cause the magic energy to rebound and deal large damage to player in attempt.

Spells

Dungeoneering spellbook

The dungeoneering spellbook.

The spellbook contains four new spells.

The experience for some spells (e.g. High Level Alchemy) are cut to 10% of the experience received for casting the equivalent spells outside of Daemonheim, while other spells (e.g. Bones To Bananas) are not affected.

Member-only spells are in italics.

Icon Name Level Exp Runes Note
Home Teleport icon Dungeon Home Teleport

[1]

1 None Teleport the caster to the start point of the current dungeon level, where the Smuggler is.
Air Strike icon Air Strike 1 1Air
Confuse icon Confuse 3 1Mind Reduce target's Attack by 5%
Water Strike icon Water Strike 5 1Water1Air
Earth Strike icon Earth Strike 9 1Earth1Air
Weaken icon Weaken 11 1Body Reduce target's Strength by 5%
Fire Strike icon Fire Strike 13 1Fire1Air
Bones to Bananas icon Bones To Bananas 15 1Nature2Earth2Water Convert all the bones in the inventory into bananas.
Air Bolt icon Air Bolt 17 2Air
Curse icon Curse 19 1Chaos Reduce target's Defence by 5%
Bind icon Bind 20 1Nature Freeze the target for 5 seconds
Low Level Alchemy icon Low Level Alchemy 21 1Nature3Fire Convert an item into some coins.
Water Bolt icon Water Bolt 23 2Water2Air
Earth Bolt Earth Bolt 29 2Earth2Air
Create Gatestone Create Gatestone

[1]

32 3Cosmic Create a one-use gatestone placed on the ground to provide the destination of Gatestone Teleport spell.
File:Gatestone teleport.png Gatestone Teleport

[1]

32 None Teleport the caster to the location of the gatestone generated from Create Gatestone spell where placed.
Fire Bolt icon Fire Bolt 35 2Fire2Air
Air Blast icon Air Blast 41 3Air
Water Blast icon Water Blast 47 3Water3Air
Snare icon Snare 50 2Nature Freeze the target for 10 seconds
Earth Blast icon Earth Blast 53 3Earth3Air Deal a maximum damage of 150.
High Level Alchemy icon High Level Alchemy 55 1Nature5Fire Convert an item into more coins. See the high alchemy table.
Fire Blast icon Fire Blast 59 3Fire3Air
Air Wave icon Air Wave 62 4Air
File:Gatestone teleport.png Group Gatestone Teleport

[1]

64 3Law Teleports to the party gatestone.
Water Wave icon Water Wave 65 4Water4Air
Vulnerability icon Vulnerability 66 1Soul1Chaos Reduce target's Defence by 10%
Monster Examine icon Monster Examine

[2]

66 1Cosmic1Astral1Mind Examine the stats of a target monster.
Cure Other icon Cure Other

[2]

68 1Astral10Earth Cure a target of poison.
Humidify icon Humidify

[2]

68 1Astral1Fire3Water Fill containers with water.
Earth Wave icon Earth Wave 70 4Earth4Air
Cure Me icon Cure Me

[2]

71 2Cosmic2Astral Cure the caster of poison.
Enfeeble icon Enfeeble 73 1Soul1Body Reduce target's Strength by 10%
Cure Group icon Cure Group

[2]

74 2Cosmic2Astral Cures everyone around the caster standing in a 3-by-3 square of poison.
Fire Wave icon Fire Wave 75 4Fire4Air
Entangle icon Entangle 79 3Nature Freeze the target for 15 seconds
Stagger icon Stagger 80 1Soul1Mind Reduce target's Attack by 10%
Air Surge icon Air Surge 81 5Air
Water Surge icon Water Surge 85 5Water5Air
Earth Surge icon Earth Surge 90 5Earth5Air
Vengeance Other icon Vengeance Other

[2]

93 2Death3Astral10Earth Allow the target to gain power of inflicting opponent a large percentage of damage dealt to the target.
Vengeance icon Vengeance

[2]

94 2Death4Astral10Earth

Rebounds 75% of the damage of the next hit back to the caster's opponent.

Vengeance Group icon Vengeance Group

[3]

95 3Death4Astral11Earth Allows everyone in the 7x7 square around the caster to rebound 75% of the next hit's damage.
Fire Surge icon Fire Surge 95 5Fire5Air
  1. ^ a b c d Dungeoneering-only spell
  2. ^ a b c d e f g Members who have not completed Lunar Diplomacy or Dream Mentor cannot cast the Lunar spells they unlock, although the spells are still visible to the player.
  3. ^ Vengeance Group must be bought at the Livid Farm before it can be cast. This also requires completion of Lunar Diplomacy.

Spell components

Runes

Main article: Runes

All spells (except Dungeon Home Teleport and Gatestone Teleport) require the use of runes as a consumed resource. Runes are obtained by crafting runes on the Runecrafting altar using the Runecrafting skill or from monster drops.

Blast and surgeboxes

Magical blastboxes and celestial surgeboxes can be found as drops from forgotten mages. The blastbox is dropped by mages wearing tier 1-6 robes, and the surgebox is dropped by mages that wear tier 7 or higher robes. The boxes may be bound in the ammunition slot. They provide infinite elemental runes.

Staves and wands

Elemental staves can appear in the main room on low complexity levels and can be dropped by monsters. They act in a similar fashion to the elemental staves outside of Daemonheim, offering an unlimited supply of runes of their designated element. As an example, wielding an air staff allows a player to cast Air Wave without any runes.

Unimbued staves and wands can be created by members or found as monster drops. They offer an unlimited supply of all the elemental runes at once. As a result, having one of these weapons leaves a mage free to use combat spells at will without expending any runes.

Equipment

Weapons

Various magical weapons are available in Daemonheim. Free players are limited to basic elemental staves, whereas members are capable of using more powerful staves. Staves can be obtained either by using the Fletching skill, Runecrafting skill, or through monster drops.

Robes and armour

Various robes can be worn in Daemonheim that allow unhindered spellcasting. Robes can be obtained through the Crafting skill or through monster drops. Most robes require a minimum Defence level in order to be worn.

Rewards

Once a player has obtained a certain number of Dungeoneering tokens various rewards can be purchased from the rewards trader provided the minimum Dungeoneering level and Magic level requirements have been met. Unlike other magical equipment found throughout Daemonheim, these rewards can be used throughout Runescape.

Temporary Boosts

Players can improve their Magic levels, only while in Daemonheim, by using numerous potions that can be made using the Herblore skill.

Potion Image Level Herb

Second Ingredient

XP Effect
Weak magic potion Weak magic potion 3 Herblore Clean sagewortSagewort Void dustVoid dust 21 Boosts Magic by 4 + 10% of Magic level
Magic potion File:Magic potion.png 36 Herblore Clean wormwood leafWormwood leaf Void dustVoid dust 79.5 Boosts Magic by 5 + 14% of Magic level
Strong magic potion Strong magic potion 69 Herblore Clean winter's gripWinter's grip Void dustVoid dust 155.5 Boosts Magic by 6 + 20% of Magic level

These potions boost the Magic level much higher than other magic potions outside of Daemonheim. The weak magic potion boosts the same amount of levels as an extreme magic potion does with 30 Magic. With the strong magic potion, a player with 83 Magic can use Fire Surge for several minutes. This comes in particularly handy before boss fights, to activate Vengeance.