Enchantment spells
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Enchant spells use cosmic runes to give an item new properties. For the enchant orb group of spells, a player needs to travel to the appropriate Obelisk and cast the spell on that. Similarly with the jewellery spells, the player must have a piece of jewellery to cast the spell on.
Content in italics denote members only content.
| Icon | Mobile icon |
Spell | Runes | XP | Description | |
|---|---|---|---|---|---|---|
| Enchant Crossbow Bolt | 4 | Varies | Varies | Enchants any type of tipped bolts, up to level 87 Magic required. | ||
| Lvl-1 Enchant | 7 | 1 |
17.5 | Enchants sapphire and opal jewellery. | ||
| Lvl-2 Enchant | 27 | 3 |
37 | Enchants emerald and jade jewellery. | ||
| Lvl-3 Enchant | 49 | 5 |
59 | Enchants ruby and topaz jewellery. | ||
| Charge Water Orb | 56 | 30 |
56 | Creates a water orb, spell must be cast on the Obelisk of Water on an island accessible from Taverley Dungeon. | ||
| Lvl-4 Enchant | 57 | 10 |
67 | Enchants diamond jewellery. | ||
| Charge Earth Orb | 60 | 30 |
70 | Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon. | ||
| Charge Fire Orb | 63 | 30 |
73 | Creates a fire orb, spell must be cast on the Obelisk of Fire deep in the Taverley Dungeon. | ||
| Charge Air Orb | 66 | 30 |
76 | Creates an air orb, spell must be cast on the Obelisk of Air on the plateau accessible from Edgeville Dungeon. | ||
| Lvl-5 Enchant | 68 | 15 |
78 | Enchants dragonstone jewellery. | ||
| Lvl-6 Enchant | 87 | 20 |
97 | Enchants onyx jewellery. | ||
| Lvl-7 Enchant | 93 | 20 |
110 | Enchants zenyte jewellery. |
Enchanted gold and silver jewellery
Gold and silver jewellery are made with the Crafting skill.
You can manually cast the spells every 3 game ticks, or if uninterrupted it will automatically cast it again every 7 ticks.
Enchanting crossbow bolts
Gem-tipped crossbow bolts can be enchanted starting at level 4, with stronger bolts requiring higher levels.
Charging orbs
Charging orbs requires players to go to an elemental obelisk at a specific location to infuse glass orbs with the obelisk's elemental power, which can then be used to make elemental battlestaves.
| Icon | Spell | Runes Required | XP | Notes | |
|---|---|---|---|---|---|
| Charge Water Orb | 56 | 30 |
56 | Creates a water orb, spell must be cast on the Obelisk of Water on an island accessible from Taverley Dungeon. | |
| Charge Earth Orb | 60 | 30 |
70 | Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon. | |
| Charge Fire Orb | 63 | 30 |
73 | Creates a fire orb, spell must be cast on the Obelisk of Fire deep in Taverley Dungeon. | |
| Charge Air Orb | 66 | 30 |
76 | Creates an air orb, spell must be cast on the Obelisk of Air on the plateau accessible from Edgeville Dungeon. |
Changes
| Date | Changes |
|---|---|
| 12 February 2025 (Update | poll) |
Enchanting jewellery will now convert the first jewellery in the inventory, rather than the specific jewellery it was cast on. |
| 21 February 2019 (Update) |
Enchant jewellery spells will now automatically enchant the next items of the same type once the spell has been cast on the first. |
| 21 August 2014 (Update | poll) |
Superheat and enchant jewellery spells will now queue up one spell if you cast them too quickly. |
Trivia
- Level 1-5 enchantment spells only increase the value of necklaces and bracelets. Level 6 enchantments increase the value of all onyx jewellery, while level 7 enchantment spells do not increase the value of any zenyte jewellery.
See also
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| Utility |
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