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.

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Spell Magic 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 1Water 1Cosmic 17.5 Enchants sapphire and opal jewellery.
Lvl-2 Enchant 27 3Air 1Cosmic 37 Enchants emerald and jade jewellery.
Lvl-3 Enchant 49 5Fire 1Cosmic 59 Enchants ruby and topaz jewellery.
Charge Water Orb 56 30Water 3Cosmic 1Unpowered Orb 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 10Earth 1Cosmic 67 Enchants diamond jewellery.
Charge Earth Orb 60 30Earth 3Cosmic 1Unpowered Orb 70 Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon.
Charge Fire Orb 63 30Fire 3Cosmic 1Unpowered Orb 73 Creates a fire orb, spell must be cast on the Obelisk of Fire deep in the Taverley Dungeon.
Charge Air Orb 66 30Air 3Cosmic 1Unpowered Orb 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 15Earth 15Water 1Cosmic 78 Enchants dragonstone jewellery.
Lvl-6 Enchant 87 20Earth 20Fire 1Cosmic 97 Enchants onyx jewellery.
Lvl-7 Enchant 93 20Blood 1Cosmic 20Soul 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.

Spell Magic Runes Required XP Bolts created Effect
Enchant Crossbow Bolt (Opal) 4 2Air 1Cosmic 9 Opal bolts (e) or Opal dragon bolts (e) Lucky Lightning: Extra damage
Enchant Crossbow Bolt (Sapphire) 7 1Water 1Cosmic 1Mind 17 Sapphire bolts (e) or Sapphire dragon bolts (e) Clear Mind: Prayer siphon
Enchant Crossbow Bolt (Jade) 14 2Earth 1Cosmic 19 Jade bolts (e) or Jade dragon bolts (e) Earth's Fury: Opponent knockdown
Enchant Crossbow Bolt (Pearl) 24 2Water 1Cosmic 29 Pearl bolts (e) or Pearl dragon bolts (e) Sea Curse: Extra (water-based) damage
Enchant Crossbow Bolt (Emerald) 27 3Air 1Cosmic 1Nature 37 Emerald bolts (e) or Emerald dragon bolts (e) Magical Poison: Greater chance of poison
Enchant Crossbow Bolt (Red Topaz) 29 2Fire 1Cosmic 33 Topaz bolts (e) or Topaz dragon bolts (e) Down to Earth: Lowers target's Magic (other players only)
Enchant Crossbow Bolt (Ruby) 49 5Fire 1Blood 1Cosmic 59 Ruby bolts (e) or Ruby dragon bolts (e) Blood Forfeit: -10% HP from self, -20% from target
Enchant Crossbow Bolt (Diamond) 57 10Earth 1Cosmic 2 67 Diamond bolts (e) or Diamond dragon bolts (e) Armour Piercing: Ignore most of target's ranged defence
Enchant Crossbow Bolt (Dragonstone) 68 15Earth 1Cosmic 1Soul 78 Dragonstone bolts (e) or Dragonstone dragon bolts (e) Dragon's Breath: Dragonbreath damage
Enchant Crossbow Bolt (Onyx) 87 20Fire 1Cosmic 1 97 Onyx bolts (e) or Onyx dragon bolts (e) Life Leech: Extra damage, HP siphon

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 Magic Runes Required XP Notes
Charge Water Orb 56 30Water 3Cosmic 1Unpowered Orb 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 30Earth 3Cosmic 1Unpowered Orb 70 Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon.
Charge Fire Orb 63 30Fire 3Cosmic 1Unpowered Orb 73 Creates a fire orb, spell must be cast on the Obelisk of Fire deep in Taverley Dungeon.
Charge Air Orb 66 30Air 3Cosmic 1Unpowered Orb 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

Source

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

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