Arceuus spellbook

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The Arceuus spellbook.
The Arceuus spellbook icon.
The Arceuus spellbook icon.

The Arceuus spellbook is a spellbook that players can immediately access upon speaking to Tyss in Arceuus; with a focus on necromancy, prayer, demon-slaying, and augmenting combat. Like the standard spellbook, it has a variety of combat and utility spells at its disposal, unlike the Lunar spellbook, which is primarily focused on utility spells, and the Ancient Magicks, which is heavily combat-oriented. A larger set of combat and utility spells are accessible to players upon completion of A Kingdom Divided.

Players can only have one type of spellbook at a time. If the player chooses to access the Arceuus spellbook it will replace their current one. You can speak to Tyss to have it lifted at any time.

Making extensive use of blood, nature, and soul runes, this spellbook is notable for its reanimation and offering spells used in Prayer training, and is also known for its vast array of teleportation spells which primarily transport players to destinations associated with death, such as graveyards and dungeons occupied by the undead.

History

The spellbook was likely developed after the discovery of the Dark Altar during the God Wars by refugees who founded Arceuus, where it is primarily used to help free trapped souls by way of reanimation. Occasionally, a soul does not successfully free itself from its physical body upon death, leaving behind a tormented soul trapped in their own corpse.[1] The magicks of the Dark Altar allows the reanimation of ensouled cadavers, giving them a rudimentary body that can be killed to properly free the soul and pass on to the next world.[2][3]

Additionally, due to Arceuus' low supply of law runes and lack of practical means to access the Law Altar, the study of teleportation magic has always been very limited throughout Great Kourend's history, with Xeric being the only known user of teleportation spells.[4] However, after establishment of safe trade routes from the mainland,[5] a steady supply of law runes became available, allowing Arceuus to research and create new teleportation spells.[6]

After the removal of the Kourend Council from power, Lord Trobin Arceuus and a team of mages searched Xamphur's lair in Molch, who had played a role in the killing of King Kharedst IV decades ago, as well as the death of Thana. Though most of his research was removed from the area, some were left behind and proved to be practical for Arceuus' use, with the more dangerous spells left out.[7]

Switching spellbooks

Players may speak with Tyss to switch to the Arceuus spellbook without any additional requirements, who can be found near the Dark Altar just north of Arceuus. Players can get to Tyss by using the fairy ring code CIS. Another option is to use the games necklace teleport to the Wintertodt Camp and run south-west until the snowy area exit, then run east afterwards. Another teleport closeby is Arceuus Library Teleport and run north, then east, which can be added as a portal in a player-owned house. If currently on the lunar spellbook, Spellbook Swap can be used to switch to the arceuus spellbook and then use Arceuus Home Teleport, which takes the player directly next to Tyss.

Alternatively, players who have level 80 Construction can build a dark altar within their Achievement Gallery, allowing them to freely switch between the standard and Arceuus spellbooks without having to travel to the real Dark Altar.

Teleportation spells

A player uses a teleport spell from the Arceuus spellbook.

Players are free to use all teleportation spells upon unlocking the Arceuus spellbook; completion of A Kingdom Divided is not required.

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Spell Level Runes XP Notes
Arceuus Home Teleport 1 None 0 Teleports the player to the Dark Altar. It can only be used once every 30 minutes and can be interrupted by combat.
Minigame Teleport N/A 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.
Arceuus Library Teleport 6 2Earth 1Law 9 Teleports the player north of the Arceuus Library.
Draynor Manor Teleport 17 1Earth 1Water 1Law 16 Teleports the player to Draynor Manor.
Battlefront Teleport 23 1Earth 1Fire 1Law 19 Teleports the player to the Ancient Grave, just beyond the Battlefront.
Mind Altar Teleport 28 1Law 2Mind 22 Teleports the player to the Mind Altar whose entrance is near the Wilderness.
Respawn Teleport 34 1Law 1Soul 27 Teleports the player to their current respawn point.
Salve Graveyard Teleport 40 1Law 2Soul 30 Teleports the player to the ghoul area by the entrance to Mort Myre Swamp. Requires completion of Priest in Peril.
Fenkenstrain's Castle Teleport 48 1Earth 1Law 1Soul 50 Teleports the player to Fenkenstrain's Castle. Requires completion of Priest in Peril.
West Ardougne Teleport 61 2Law 2Soul 68 Teleports the player to the West Ardougne graveyard. Requires completion of Biohazard.
Harmony Island Teleport 65 1Law 1Nature 1Soul 74 Teleports the player to Harmony Island. Requires completion of The Great Brain Robbery.
Cemetery Teleport 71 1Blood 1Law 1Soul 82 Teleports the player to The Forgotten Cemetery in the Wilderness.
Barrows Teleport 83 1Blood 2Law 2Soul 90 Teleports the player to the Barrows. Requires completion of Priest in Peril.
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.
Ape Atoll Teleport 90 2Blood 2Law 2Soul 100 Teleports the player to the Ape Atoll Dungeon. Requires completion of Monkey Madness I.

Combat spells

The combat spells of the Arceuus spellbook possess a mix of offensive and support spells, which includes spells to resurrect thralls, which fight alongside the player for a set amount of time.

With the exception of Ghostly Grasp and Inferior Demonbane, all combat spells in the Arceuus spellbook require completion of the quest A Kingdom Divided.

Autocasting

Offensive Arceuus spells can only be autocast with particular magic weapons:

ItemAttack BonusesDefence BonusesOther
Stab attackSlash attackCrush attackMagic attackRanged attackStab defenceSlash defenceCrush defenceMagic defenceRanged defenceMelee strengthMagic damageRanged strengthPrayer bonusWeightMembers
Ahrim's staffAhrim's staff12-165150352150685%002.267Members
Blue moon spearBlue moon spear706262300231150715%003.000Members
Kodai wandKodai wand000280033200015%000.198Members
Master wandMaster wand000200000200010%000.198Members
Purging staffPurging staff10-5833701102506210%002.721Members
Skull sceptreSkull sceptre0-171002314030%001.814Free-to-play
Skull sceptre (i)Skull sceptre (i)0-171002314030%001.814Free-to-play
Slayer's staffSlayer's staff7-125120231100350%001.814Members
Slayer's staff (e)Slayer's staff (e)7-125120231100350%001.950Members
Staff of the deadStaff of the dead557001700331707215%001.500Members
Toxic staff of the deadToxic staff of the dead557002500331707215%001.500Members

Grasp spells

Grasp spells deal damage and provide a chance to stop the target from moving for a short time. The bind chance is doubled when the caster is under the effect of the Mark of Darkness spell, though the bind duration remains the same. However, if the target is under the effect of the Ward of Arceuus spell, they will only be bound in place for 0.6 seconds if successfully bound by the caster.

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Spell Level Runes Coins[g 1] XP Base max hit[g 2] Bind
chance
Bind time
(seconds)
Ghostly Grasp 35 4Air 1Chaos 126 22.5 12 10% 1.2
Skeletal Grasp 56 8Earth 1Death 225 33 17 25% 1.8
Undead Grasp 79 12Fire 1Blood 434 46.5 24 50% 2.4
  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.

Demonbane spells

Demonbane spells deal damage (with a 20% accuracy bonus) much like any other offensive spells, but can only be cast on demonic creatures. They will have an additional 25% damage and 40% accuracy bonus if the caster is under the effect of the Mark of Darkness spell. The damage bonus is applied after any bonus damage from gear.

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Spell Level Runes Coins[b 1] XP Base max hit[b 2]
Inferior Demonbane 44 3Fire 1Chaos 121 27 16
Superior Demonbane 62 5Fire 1Soul 405 36 23
Dark Demonbane 82 7Fire 2Soul 795 43.5 30
  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.

Corruption spells

Corruption spells provide a chance to inflict corruption (draining the target's prayer) on the caster's next successful hit. If a player with corruption spells active attacks an opposing player with Ward of Arceuus active, the attacker's corruption spells will remain active until the target's Ward expires, after which the next successful attack post-expiration will roll the chance for corruption.

Players cannot cast corruption spells on a player if they are currently corrupted, nor can they do so while the target is under the effects of the Ward of Arceuus spell. There is no immunity period after corruption wears off on a player.

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Spell Level Runes XP Corruption
chance
Corruption
prayer drain
Lesser Corruption 64 1Death 2Soul 75 50% 1, 2, 3 (6 total)
Greater Corruption 85 1Blood 3Soul 95 50% 2, 4, 6 (12 total)

Resurrection spells

Requires having the book of the dead equipped or in the player's inventory (which is obtained upon completion of A Kingdom Divided). Casting resurrection spells requires prayer points in addition to runes and will summon a thrall that attacks the same target that the player is attacking for a certain amount of time ( seconds). The duration of the thrall is extended an additional 100% if the player has completed the Master Combat Achievements.

Players can only summon one thrall at a time, and it cannot attack other players. Thralls have an attack speed of 4 (attacking every 2.4 seconds), cannot be damaged, and ignore accuracy checks when attacking, making them very powerful in long encounters such as raids and other high-levelled bosses such as Nex.

These spells cannot be used in various locations; the full list of which can be found here.

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Spell Level Runes XP Prayer
points cost
Thrall
attack style
Thrall
max hit
Resurrect Lesser Ghost 38 10Air 1Cosmic 5Mind 55 2 Magic 1
Resurrect Lesser Skeleton 38 10Air 1Cosmic 5Mind 55 2 Ranged 1
Resurrect Lesser Zombie 38 10Air 1Cosmic 5Mind 55 2 Melee 1
Resurrect Superior Ghost 57 10Earth 1Cosmic 5Death 70 4 Magic 2
Resurrect Superior Skeleton 57 10Earth 1Cosmic 5Death 70 4 Ranged 2
Resurrect Superior Zombie 57 10Earth 1Cosmic 5Death 70 4 Melee 2
Resurrect Greater Ghost 76 10Fire 5Blood 1Cosmic 88 6 Magic 3
Resurrect Greater Skeleton 76 10Fire 5Blood 1Cosmic 88 6 Ranged 3
Resurrect Greater Zombie 76 10Fire 5Blood 1Cosmic 88 6 Melee 3

Other spells

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Spell Level Runes XP Description
Dark Lure 50 1Death 1Nature 60 Lures monsters to attack players, and stops them from retreating. Can also be cast on implings.
Mark of Darkness 59 1Cosmic 1Soul 70 Gives various offensive buffs to the caster that last for a set amount of time.
Ward of Arceuus 73 1Cosmic 2Nature 4Soul 83 Gives various defensive buffs to the caster that last for a set amount of time.

Utility spells

With the exception of Resurrect Crops and reanimation spells, all utility spells in the Arceuus spellbook require completion of the quest A Kingdom Divided.

Reanimation spells

Reanimation spells will reanimate certain creatures whose heads still contain their souls. Players are awarded Magic experience for casting the spell, and Prayer experience for killing the reanimated creature. A majority of reanimated creatures will have a maximum of 35 Hitpoints.

Offering spells

Offering spells convert up to three sets of remains to prayer points, granting three times the normal experience of burying or scattering remains. They take the same amount of time as offering three remains at an altar in a player-owned house chapel.

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Spell Level Runes XP Remains converted
Demonic Offering 84 1Soul 1 175 Ashes
Sinister Offering 92 1Blood 1 180 Bones

Other spells

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Spell Level Runes XP Description
Shadow Veil 47 5Earth 5Fire 5Cosmic 58 Grants a 15% chance (36.25% if wearing the dodgy necklace) to avoid being stunned and damaged while pickpocketing NPCs for a set amount of time.
Vile Vigour 66 3Air 1Soul 76 Converts remaining prayer points into run energy at a 1:1 ratio.
Degrime 70 4Earth 2Nature 83 Cleans all grimy herbs in the player's inventory that the player has the Herblore level to clean, giving only half the usual XP for cleaning them.
Resurrect Crops 78 25Earth 8Blood 12Nature 8Soul 90 Gives a chance for a dead farming patch to be brought back to life. If the spell fails, the patch is cleared out.
Death Charge 80 1Blood 1Death 1Soul 90 Restores 15% of the player's special attack energy upon killing a monster.

Discontinued spells

The Arceuus spellbook prior to the merging of reanimation spells.

With an update on 28 April 2021, the spellbook was significantly reduced in size to prepare for the release of the quest A Kingdom Divided.

There were formerly reanimation spells for each ensouled head, which were merged into four reanimation spells in the update. In addition, the Lumbridge Graveyard Teleport was replaced with the Arceuus Library Teleport.

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Spell Level Runes XP
Reanimate Goblin 3 2 1Nature 6
Lumbridge Graveyard Teleport 6 2Earth 1Law 9
Reanimate Monkey 7 3 1Nature 14
Reanimate Imp 12 3 2Nature 24
Reanimate Minotaur 16 4 2Nature 32
Reanimate Scorpion 19 1Nature 1Soul 38
Reanimate Bear 21 1 1Nature 1Soul 42
Reanimate Unicorn 22 2 1Nature 1Soul 44
Reanimate Dog 26 2 2Nature 1Soul 52
Reanimate Chaos Druid 30 3 2Nature 1Soul 60
Reanimate Giant 37 4 2Nature 1Soul 74
Reanimate Ogre 40 4 3Nature 1Soul 80
Reanimate Elf 43 2 2Nature 2Soul 86
Reanimate Troll 46 3 2Nature 2Soul 92
Reanimate Horror 52 4 2Nature 2Soul 104
Reanimate Kalphite 57 4 3Nature 2Soul 114
Reanimate Dagannoth 62 4 3Nature 3Soul 124
Reanimate Bloodveld 65 1Blood 2Nature 2Soul 130
Reanimate TzHaar 69 1Blood 3Nature 2Soul 138
Reanimate Demon 72 1Blood 4Nature 2Soul 144
Reanimate Aviansie 78 1Blood 4Nature 3Soul 156
Reanimate Abyssal Creature 85 1Blood 4Nature 4Soul 170
Reanimate Dragon 93 2Blood 4Nature 4Soul 186

Unused spells

Some spells designs were cut from the Arceuus spellbook rework, although Mod West had still made spell icons for them and can be found within the game cache.

Changes

Date Changes
18 March 2026
(Update)

Fixed an issue where Sinister Offering was missing from the Arceuus spellbook when spell filtering was disabled.

22 May 2025
(Update)

All demonbane spells now have reduced Fire Rune costs. From 4/8/12 to 3/5/7.

26 June 2024
(Update)

The Teleport to Target Spell is now accessible via the Arceuus spellbook.

10 January 2024
(Update | poll)

As Kourend Favour has been removed, accessing the spellbook now requires simply speaking to Tyss.

30 June 2021
(Update)
  • Demonbane spells now have a 20% accuracy bonus, increasing to 40% for demonic creatures under the effects of the Mark of Darkness spell.
  • An animation will now play when a target is no longer under the effects of the Mark of Darkness spell.
  • Offering spells are now cast instantly, and have a cooldown timer before it can be cast again.
  • Death Charge now restores special attack energy when fighting the Grotesque Guardians.
16 June 2021
(Update | poll)
28 April 2021
(Update | poll)
  • Reanimation spells were merged into four spells.
  • The Lumbridge Graveyard Teleport spell was replaced with the Arceuus Library Teleport spell.
  • Various teleport spell icons were graphically updated.
10 January 2019
(Update)

The Battlefront Teleport spell was added.

11 October 2018
(Update)

The spellbook icons for reanimation spells were graphically updated.

18 February 2016
(Update)

The spellbook is now referred to as the "Arceuus spellbook" instead of the "Necromancy spellbook".

29 January 2016
(Update)
  • Teleport spells in the Arceuus spellbook now use combination runes correctly.
  • Casting the Resurrect Crops spell after having used Spellbook Swap will now swap the spellbook back.
28 January 2016
(Update | poll)
  • Eleven teleport spells were added to the spellbook.
  • The Resurrect Crops spell has been added.

References

  1. ^ Aretha. "Soul journey". Old School RuneScape. "The soul does not always succeed in freeing itself from its flesh-temple at the time of death. Many warriors have found, to their horror, that the soul of their foe remains trapped in the corpse."
  2. ^ Lord Trobin Arceuus. Old School RuneScape. "There are many souls that find themselves trapped here after death. My people and I do our best to release them."
  3. ^ Aretha. "Soul journey". Old School RuneScape. "Ensouled heads are a sign of a soul in torment; it is therefore our duty to free such souls from their prison with all due speed. The magic of the Dark Altar enables the ensouled head to re-form itself a rudimentary body; this may be slain in order to grant liberty to the soul at last."
  4. ^ Amon Ducot. "Transportation incantations". Old School RuneScape. "Unfortunately our supplies of law runes are extremely limited at this time, making the spell of little use. Indeed, the study of teleportation magicks has always been very limited throughout Kourend's history for this reason, aside from whatever sorcery was practiced by Xeric."
  5. ^ Commander Fullore. Old School RuneScape. "It was under [the Council] that trade with your lands to the east was established. Without those trade routes, you would have no easy way of getting here."
  6. ^ "Devblog 38 - Zeah, Deadman Mode and Jad 2". Old School RuneScape News. Jagex. 11 January 2016. Archived from the original. "Teleportation – the inhabitants of Zeah have never had law runes before and so have not been able to investigate the ability of teleportation. Since your arrival on Zeah new teleports have been researched and discovered using the power of the dark altar."
  7. ^ Lord Trobin Arceuus. Old School RuneScape. "...we did manage to search his [Xamphur's] lair in Molch. Most of it had been cleared out before we arrived. There was some research left behind though. Notes on potential new spells. Some are far too dangerous to use, but others we've found to be safe. We're preparing a tome of all the ones that are suitable."

Source

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

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