Ancient Magicks

Article
Live index

This copy was last processed on . The copied wiki revision is dated .

The Ancient Magicks spellbook.
Ancient Magicks spellbook icon
Ancient Magicks spellbook icon

Ancient Magicks (also known as Ancients) are a series of Magic spells unlocked upon completion of the quest Desert Treasure I. Unlike the Lunar spellbook, which primarily focuses on utility spells, and both the standard spellbook and the Arceuus spellbook, which feature a mixture of combat and utility spells, the Ancient Magicks is significantly combat-oriented, including some of the most powerful combat spells in the game.

Having far fewer spells than the other spellbooks, the Ancient Magicks only contains 16 combat spells and 9 teleports. Ancient Magicks spells require multiples of expensive runes such as death and blood runes. Owing to their power (a minimum of 50 Magic is needed to even access the spellbook), Ancient Magick spells are popular in player-versus-player activities.

History

The Ancient Magicks are a long-forgotten and destructive set of spells. In the Second Age, they were very commonly used, mostly by the followers of Zaros, who ruled a very large empire at that time.

The destructive and powerful spells of the Ancient Magicks proved to be useful during the wars in the era. The Spellbook also contained various teleport spells, which made it easier for the Zarosians to travel across their empire, which stretched from the northern Wilderness, to northern Misthalin and north-western Morytania.

Unfortunately, knowledge of Runecraft was lost before the Second Age and the remaining supplies Guthix provided humans in the First Age slowly disappeared through the use of Magic. Back then, many wizards held battles with the few remaining runes as a prize.

After Zaros' banishment following the Betrayal of Zaros, Zamorak and other gods like Saradomin, destroyed the empire. The destruction of the empire and the slow disappearance of runes caused the Ancient Magicks to become a rarely used form of Magic. During this time, only the Mahjarrat used Ancient Magicks, mostly because they didn't need runes to use Magic.

The God Wars held after Zaros' banishment saw the slow fade of the Ancient Magicks from common knowledge. Many of the remaining followers of Zaros, who comprised the majority of spell-casters, were killed or imprisoned. The powerful spells caused much destruction during the enormous battles, although the number of people who knew about the spells was extremely limited.

Long after the end of the God Wars, at the beginning of the Fifth Age, the art of Runecraft was rediscovered, giving humans a new supply of runes. New spells were invented by modern wizards of the Wizards' Tower, driving the Ancient Magicks even further into obscurity. Today, Ancient Magicks are used almost exclusively by the Mahjarrat, who have been driven close to extinction in Gielinor. A handful of people, such as Solus Dellagar, still possess the knowledge of Ancient Magicks. But furthermore, most mages of Gielinor choose to practice the modern magic created at the Wizards' Tower. Players will learn about the Ancient Magicks during the Desert Treasure I quest, where they release the imprisoned Zarosian Mahjarrat Azzanadra.

Skill and quest requirements

Total level: 344
Attack  33Hitpoints  1Mining  1
Strength  30Agility  15Smithing  20
Defence  1Herblore  10Fishing  1
Ranged  40Thieving  53Cooking  1
Prayer  11Crafting  1Firemaking  50
Magic  50Fletching  10Woodcutting  1
Runecraft  1Slayer  10Farming  1
Construction  1Hunter  1Sailing  1
Combat level  28Quest points  ----Music  ----

Because unlocking the Ancient Magicks spellbook requires completion of the Desert Treasure I quest, the following quests are also required:

The prerequisite quest skill requirements, combined with the experience rewarded from these quests, means that the minimum skills required to obtain Ancient Magicks can be seen in the table to the right.

Switching spellbooks

Once Desert Treasure I is completed, the easiest way to switch spellbooks for normal accounts is to change spell books at the Ancient altar (Construction 80 ) or Occult altar (Construction 90 ) for their own or another player's POH. To find another player's house to use, use the House Advertisement next to a POH portal in one of the designated House Party worlds, notably the one in Rimmington on World 330, and select a house which has an Ancient altar or Occult altar. Keep in mind that this method will not work for Ironman Mode.

Players can switch to Ancient Magicks at the altar inside the Ancient Pyramid in the Kharidian Desert, south-west of Pollnivneach and north of Menaphos. There is a rear entrance (tunnel) to the south of the pyramid that allows players who have completed Desert Treasure I to enter the throne room directly, where the altar resides, without having to navigate the four floors of the pyramid. At the altar, players can pray to switch to or from the Ancient Magicks spellbook, though this drains all Prayer points to zero (players can still switch spellbooks even with 0 Prayer points).

Those who simply wish to switch from Ancient Magicks to the standard spellbook may find it easier to pray twice at the Astral Altar on Lunar Isle, provided Lunar Diplomacy has been completed. Similarly, you can instead switch twice to the Arceuus spells with Tyss near the Dark Altar.

Additionally, players who have level 99 in Magic can switch their spellbook up to five times per day with the Magic cape.

Reaching the pyramid

Various methods exist for reaching the Ancient Pyramid:

Spell summary

Autocasting

Unlike the standard spells, Ancient Magicks combat spells can only be autocast with particular Magic weapons. The weapons are:

ItemAttack BonusesDefence BonusesOtherComment
Stab attackSlash attackCrush attackMagic attackRanged attackStab defenceSlash defenceCrush defenceMagic defenceRanged defenceMelee strengthMagic damageRanged strengthPrayer bonusWeightMembers
Ancient staffAncient staff10-140150231150500%0-12.267Members
Ancient sceptreAncient sceptre20-1502002311506010%0-12.267MembersIncreases effects of Ancient Magicks by 10%
Blood ancient sceptreBlood ancient sceptre20-1502002311506010%0-12.267MembersIncreases effects of Ancient Magicks by 10%; blood spells can overheal
Ice ancient sceptreIce ancient sceptre20-1502002311506010%0-12.267MembersIncreases effects of Ancient Magicks by 10%; increases accuracy of ice spells
Shadow ancient sceptreShadow ancient sceptre20-1502002311506010%0-12.267MembersIncreases effects of Ancient Magicks by 10%; shadow spells drain Strength and Defence
Smoke ancient sceptreSmoke ancient sceptre20-1502002311506010%0-12.267MembersIncreases effects of Ancient Magicks by 10%; reduce target's healing when poisoned
Blue moon spearBlue moon spear706262300231150715%003.000Members
Master wandMaster wand000200000200010%000.198Members
Kodai wandKodai wand000280033200015%000.198Members15% chance to save runes on offensive spells
Dragon hunter wandDragon hunter wand000160000160010%002.000Members75% accuracy and 40% damage boost against draconic creatures
Nightmare staffNightmare staff000160000140015%001.500Members
Eldritch nightmare staffEldritch nightmare staff000160000140015%001.600Members
Volatile nightmare staffVolatile nightmare staff000160000140015%001.600Members
Thammaron's sceptre (a)Thammaron's sceptre (a)00015000020000%000.198Members50% magic accuracy and damage boost against NPCs in the Wilderness
Accursed sceptre (a)Accursed sceptre (a)00022000020000%000.198Members50% magic accuracy and damage boost against NPCs in the Wilderness
Ahrim's staffAhrim's staff12-165150352150685%002.267MembersCan only autocast when used with the amulet of the damned and full set of Ahrim's equipment

Combat spells

The Ancient Magicks combat spells are, as mentioned, the most dangerous combat spells in the game. Not only can they deal a substantial amount of damage, but each of the four classes of combat spells has a different additional effect:

A player casts Ice Barrage on several foes.

The specific duration/effectiveness of each of the standard effects (aside from the blood spells, which always heal a flat 25%) depends on the level of the spell cast; for example, Smoke Burst will deal more poison damage than Smoke Rush. Burst and Barrage spells are a 3x3 AoE around the targeted monster, with the latter being a stronger AoE attack. Likewise, Rush and Blitz are single-target spells, with the latter being stronger.

Some monsters are large, meaning that they take up more than one square of space. When a Burst or Barrage spell is cast on one of these monsters, it will hit the monster plus any surrounding monsters with any square of space standing within a 3x3 zone of the targeted monster's south-westernmost corner square, which is treated as its "origin" square.

Virtus robes grant a 5% damage bonus per piece when using Ancient Magicks combat spells, for a total of 15% with the full set, making the set ideal when bursting or barraging monsters.

Quartzes obtained from the post-quest bosses of Desert Treasure II can be attached onto an ancient sceptre to attune it to a specific element. The quartz attached to the sceptre provides it with a unique effect when casting spells of that type:

The spells cannot be used in Barbarian Assault.

Players who are in the Wilderness can use blighted ancient ice sacks as a substitute for runes when casting ice spells in the Wilderness, saving inventory space when exclusively using ice spells.

Ancient Magicks is generally used for powertraining Magic, as very high rates can be acquired with burst or barrage spells (the latter being much more expensive) with relatively low attention in multi-combat areas with plenty of monsters, such as maniacal monkeys or smoke devils. It is also popular in Player killing activities, particularly ice spells past level 30+ Wilderness where teleports cannot be used (and so Tele Block on the standard spellbook is less necessary).

Icon Mobile
icon
Spell Level Runes Coins[1] XP Base max hit[2] Effect
Smoke Rush 50 1Air 1Fire 2Chaos 2Death 598 30 13 Poisons target starting at 2 damage.
Shadow Rush 52 1Air 2Chaos 2Death 1Soul 974 31 14 Reduces target's Attack level by 10%.
Blood Rush 56 1Blood 2Chaos 2Death 963 33 15 Heals the caster for 25% of the damage inflicted on the target.
Ice Rush 58 2Water 2Chaos 2Death 598 34 16 Freezes the target for 4.8 seconds.
Smoke Burst 62 2Air 2Fire 4Chaos 2Death 820 36 17 Hits a 3x3 area around a target. Poisons targets starting at 2 damage.
Shadow Burst 64 1Air 4Chaos 2Death 2Soul 1,562 37 18 Hits a 3x3 area around a target. Reduces targets' Attack levels by 10% each.
Blood Burst 68 2Blood 4Chaos 2Death 1,550 39 21 Hits a 3x3 area around a target. Heals the caster for 25% of the damage inflicted on the targets.
Ice Burst 70 4Water 4Chaos 2Death 820 40 22 Hits a 3x3 area around a target. Freezes targets for 9.6 seconds.
Smoke Blitz 74 2Air 2Fire 2Blood 2Death 1,146 42 23 Poisons target starting at 4 damage.
Shadow Blitz 76 2Air 2Blood 2Death 2Soul 1,898 43 24 Reduces target's Attack level by 15%.
Blood Blitz 80 4Blood 2Death 1,876 45 25 Heals the caster for 25% of the damage inflicted on the target.
Ice Blitz 82 3Water 2Blood 2Death 1,141 46 26 Freezes target for 14.4 seconds.
Smoke Barrage 86 4Air 4Fire 2Blood 4Death 1,542 48 27 Hits a 3x3 area around a target. Poisons targets starting at 4 damage.
Shadow Barrage 88 4Air 2Blood 4Death 3Soul 2,665 49 28 Hits a 3x3 area around a target. Reduces targets' Attack levels by 15%.
Blood Barrage 92 4Blood 4Death 1Soul 2,633 51 29 Hits a 3x3 area around a target. Heals the caster for 25% of the damage inflicted on the targets.
Ice Barrage 94 6Water 2Blood 4Death 1,532 52 30 Hits a 3x3 area around a target. Freezes targets for 19.2 seconds.
  1. ^ Price will vary when using Combination runes.
  2. ^ Maximum hit may be increased by using equipment which increases magic damage, wearing a black mask (i) or Slayer helmet (i) and attacking an on-task enemy, or by other methods. To see how these affect a spell's max hit, consult the magic damage calculator on that spell's page.

Teleportation spells

A player teleporting with Ancient Magicks.

Teleport spells from the Ancient Magicks teleport players to former strongholds and settlements of the Zarosian Empire, some of which are located in the Wilderness. Using Paddewwa Teleport is a requirement of the Varrock Hard Diary, while using Ghorrock Teleport is a requirement of the Wilderness Elite Diary.

Icon Mobile
icon
Spell Level Runes XP Notes
Edgeville Home Teleport 0 None 0 Teleports the player to Edgeville, near the well. Using this spell takes around 10 seconds to cast, gives no experience, and is interruptible by combat. Players can only cast this spell once every 30 minutes.
Minigame Teleport 0 None 0 Teleports the player to a minigame of their choice. It can only be used once every 20 minutes and can be interrupted by combat.
Paddewwa Teleport 54 1Air 1Fire 2Law 64 Teleports the player inside the entrance of Edgeville Dungeon.
Senntisten Teleport 60 2Law 1Soul 70 Teleports the player to the Digsite, between the south gate and the Exam Centre.
Kharyrll Teleport 66 1Blood 2Law 76 Teleports the player to Canifis, inside the Hair of the Dog tavern.
Lassar Teleport 72 4Water 2Law 82 Teleports the player to the top of Ice Mountain, towards the south side of the snowy area.
Dareeyak Teleport 78 2Air 3Fire 2Law 88 Teleports the player to the western ruins in the Wilderness.
Carrallanger Teleport 84 2Law 2Soul 94 Teleports the player to the Graveyard of Shadows in the Wilderness.
Teleport to Target 85 1Chaos 1Death 1Law 45 Teleports the player to their assigned target inside Daimon's Crater. Can only be cast on Bounty Hunter worlds.
Annakarl Teleport 90 2Blood 2Law 100 Teleports the player to the Demonic Ruins in the Wilderness.
Ghorrock Teleport 96 8Water 2Law 106 Teleports the player to the Frozen Waste Plateau in the Wilderness.

Trivia

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceAncient Magicks
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureAncient spells · file details

Notices

  • Content has been reformatted for web display. Consult the canonical source URL for the authoritative version.
  • Created using intellectual property belonging to Jagex Limited under the terms of Jagex's Fan Content Policy. This content is not endorsed by or affiliated with Jagex.
  • This is an unofficial, non-commercial reference website. It is not endorsed by or affiliated with Jagex Limited or the Old School RuneScape Wiki / Weird Gloop.
  • Non-text media on the source wiki should not be assumed to be available under the same license as the text. Media licensing is recorded per file where known and is otherwise marked unknown.