Standard Spellbook

The Standard Spellbook is the spellbook which every player has when the game begins. It offers both combat and non-combat spells, some of which are teleports to important locations around the game map. The standard combat spells are grouped in 4 categories:
*Strikes: Air strike, Water strike, Earth strike, Fire strike. The weakest combat regular spells. They require mind runes, among with elemental runes for each cast.
*Bolts: Air bolt, Water bolt, Earth bolt, Fire bolt. The second weakest regular combat spells. They require chaos runes, among with elemental runes for each cast.
*Blasts: Air blast, Water blast, Earth blast, Fire blast. The second strongest regular combat spells. They require death runes, among with elemental runes for each cast.
*Waves: Air wave, Water wave, Earth wave, Fire wave. The strongest of the regular combat spells. They require blood runes, among with elemental runes for each cast.
There are another combat spells, however, which are not part of these 4 categories. Examples are Crumble undead, God strikes (Saradomin strike, Flames of Zamorak, Claws of Guthix) etc. These spells damage the enemy but also give certain bonuses like decreasing armor. Another set of combat spells is the weakening spells. They decrease your opponent's strength, attack or defence levels by 5%, 10% or 15%, depending on the "tier" of the casted spell. Last but not least, the standard spellbook also has two spells (Bind and Snare), which prevent the opponent from moving for 5 or 10 seconds.
In the standard spellbook not all the spells are combat-related. Some of them teleport you around the map (Varrock Teleport, Camelot Teleport, Lumbridge Teleport, Ardougne Teleport, Falador Teleport etc.). Some of them can be used for enchating amulets or for certain, unique abilities (alchemy spells or superheat item, which allows you to smelt bars without a furnace).
Some spells have a delay between when you can re-use the spell, generally it is the time it takes for the animation to complete. Some spells are able to be cast without waiting for the animation to finish, for example you can cast a high alchemy spell and use a crumble undead virtually at the same time. 
 
==Spells==
The Standard Spellbook contains 57 spells, which are as follows:
(The "+" sign indicates spells (combat) that give a base amount of xp plus 2 Magic xp for each damage point, as well as 1.33 HP xp)
Spell 	Level	Xp 	Runes 	Effect/Max Hit
Wind Strike 	1 	5.5+ 	1 Air, 1 Mind 	2
Confuse 	3 	13 	3 Water, 2 Earth, 1 Body 	5% Attack reduction
Water Strike 	5 	7.5+ 	1 Water, 1 Air, 1 Mind 	4
Enchant Level 1 Jewelry	7 	17.5 	1 Water, 1 Cosmic 	Used on Sapphire Jewelry
Earth Strike 	9 	9.5+ 	2 Earth, 1 Air,1 Mind 	6
Weaken 	11 	20.5 	3 Water, 2 Earth, 1 Body 	5% Strength reduction
Fire Strike 	13 	11.5+	2 Air, 3 Fire, 1 Mind 	8
Bones to Bananas 	15 	25 	2 Earth, 2 Water, 1 Nature 	Turns bones in inventory into bananas
Wind Bolt 	17 	13.5+	2 Air, 1 Chaos 	9
Curse 	19 	29 	2 Water, 3 Earth, 1 Body 	5% Defence reduction
Bind 	20 	30 	3 Earth, 3 Water, 2 Nature 	5 second snare
Low Level Alchemy 	21 	31 	3 Fire, 1 Nature 	Converts items into gold (general store prices)
Water Bolt 	23 	16.5+	2 Air, 2 Water, 1 Chaos 	10
Varrock Teleport 	25 	35 	3 Air, 1 Fire, 1 Law 	-
Enchant Level 2 Jewelry	27 	37 	3 Air, 1 Cosmic 	Used on Emerald Jewelry
Earth Bolt 	29 	19.5+	2 Air, 3 Earth, 1 Chaos 	11
Lumbridge Teleport 	31 	41 	3 Air, 1 Earth, 1 Law 	-
Telekinetic Grab 	33 	43 	1 Air, 1 Law 	Picks up items from a distance
Fire Bolt 	35 	22.5+	3 Air, 4 Fire, 1 Chaos 	12
Falador Teleport 	37 	47 	3 Air, 1 Water, 1 Law 	-
Crumble Undead 	39 	49 	2 Air, 2 Earth, 1 Chaos 	15
Wind Blast 	41 	25.5+	3 Air, 1 Death 	13
Superheat Item 	43 	53 	4 Fire, 1 Nature 	Smelts one ore without need of a furnace (Smithing Level and coal still needed)
Camelot Teleport 	45 	55.5 	5 Air, 1 Law 	-
Water Blast 	47 	28.8+	3 Air, 3 Water, 1 Death 	14
Enchant Level 3 Jewelry	49 	59 	5 Fire, 1 Cosmic 	Used on Ruby Jewelry
Iban Blast 	50 	42.5+	5 fire, 1 Death, Iban staff 	25
Snare 	50 	60.5 	4 Earth, 4 Water, 3 Nature 	10 second snare
Magic Dart 	50 	? 	Slayer Staff, 1 Death, 4 Mind 	18
Ardougne Teleport 	51 	61 	2 Water, 2 Law 	-
Earth Blast 	53 	31.5+	3 Air, 4 Earth, 1 Death 	15
High Level Alchemy 	55 	65 	5 Fire, 1 Nature 	Converts items into gold (Bandit Camp general store prices)
Charge Water Orb 	56 	66 	30 water, 3 cosmic, 1 Glass Orb 	-
Enchant Level 4 Jewelry	57 	67 	10 Earth, 1 Cosmic 	Used on Diamond Jewelry
Watchtower Teleport 	58 	68 	3 earth, 2 law 	-
Fire Blast 	59 	34.5+	4 Air, 5 Fire, 1 Death 	16
Charge Earth Orb 	60 	70 	30 Earth, 3 Cosmic, 1 Glass Orb 	-
Claws of Guthix 	60 	35+ 	4 Air, 1 Fire, 2 Blood, staff of Guthix 	30
Saradomin Strike 	60 	35+ 	4 Air, 2 Fire, 2 Blood, staff of Saradomin	30
Flames of Zamorak 	60 	35+ 	Air, 4 Fire, 2 Blood, staff of Zamorak 	30
Trollheim Teleport 	61 	68 	2 Fire, 2 Law 	-
Wind Wave 	62 	36+ 	5 Air, 1 Blood 	17
Charge Fire Orb 	63 	73 	30 Fire, 3 Cosmic, 1 Glass Orb 	-
Water Wave 	65 	37.5+	7 Water, 5 Air, 1 Blood 	18
Charge Air Orb 	66 	76 	30 Air, 3 Cosmic, 1 Glass Orb 	-
Vulnerability 	66 	76 	5 Earth, 5 Water, 1 Soul 	10% Defence reduction
Enchant Level 5 Jewelry	68 	78 	15 Earth, 15 Water, 1 Cosmic 	Used on Dragonstone Jewelry
Earth Wave 	70 	40+ 	7 Earth, 5 Air, 1 Blood 	19
Enfeeble 	73 	83 	8 Earth, 8 Water, 1 Soul 	10% Strength reduction
Teleother Lumbridge 	74 	84 	1 Soul, 1 Law, 1 Earth 	-
Fire Wave 	75 	42.5+	7 Fire, 5 Air, 1 Blood 	20
Entangle 	79 	91 	5 Earth, 5 Water, 4 Nature 	15 second snare
Stun 	80 	90 	12 Earth, 12 Water, 1 Soul 	10% Attack reduction
Charge 	80 	180 	3 Air, 3 Fire, 3 Blood 	Increases the power of the arena spells
Teleother Falador 	82 	92 	1 Soul, 1 Law, 1 Water 	-
Tele Block 	85 	80 	1 Law, 1 Chaos, 1 Death 	Prevents your target form teleporting
Teleother Camelot 	90 	100 	2 Soul, 1 Law 	-
 
Category:Spells
Category:Magic