The Lunar Magick spell book differs significantly from the other spell books. It does contain a few unique teleports and also the option to teleport groups of people. However, it is mainly based on helping friends and teammates and helping you with various tasks associated with non-combat skills (stringing amulets, for example). The spell book has no attack spells although with the new healing and pot sharing spells it may become indispensable to PKing teams.
Lunar Magick becomes available when the Lunar Diplomacy Quest is completed. Even more Lunar spells become availabe after completion of the Dream Mentor quest. All of the Lunar Spells require Astral Runes to cast. These runes can be bought from other players, crafted via the Runecrafting skill, or bought from Baba Yaga in the Chicken house (at cheap prices, beginning at 50gp each at full stock). The Lunar Magick spell book cannot be used at the same time as either of the other spell books (Normal or Ancient). To switch to Lunar Magicks you must pray at the Astral Rune altar in the south-east corner of Moonclan Island.
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The Spells
After switching to Lunar Magicks, these spells will be shown in your spell book instead of normal or Ancient spells. Any of the spells that involve other players will only work if the recipient of the spell has their 'Accept Aid' option switched to ON. A feature of Lunar Magicks is the ability to teleport groups of players. The complete Lunar spell book is as follows:
Lunar Magick Spells
Pic Lvl Name Runes Description Exp
0 Home Teleport None (see below) Teleports you back to Lunar Island. 0
65 Bake Pie 1 Astral
5 Fire
4 Water Quickly cooks all unbaked pies in your inventory one at a time with a 100% success rate, without needing a fire or stove. One set of runes is used for each pie. (Also gives normal cooking experience). 60
66 Cure Plant 1 Astral
8 Earths Cures disease when cast on diseased plant. 60
66 Monster Examine * 1 Astral
1 Cosmic
1 Mind When cast on a monster it displays their combat level, life points, max hit and whether or not it is a slayer monster. 61
67 NPC Contact 1 Astral
1 Cosmic
2 Airs Allows contact with certain NPCs from anywhere (see list below.) More NPC's become available after completion of the Dream Mentor quest. 63
68 Cure Other 1 Astral
10 Earth Cures poison when cast on a poisoned player. 65
68 Humidify * 1 Astral
3 Waters
1 Fire When cast, all items which can hold water (vials, buckets, waterskins, etc.) in your inventory will fill with water instantly. All clay in inventory will turn to soft clay. Does not work on some quest items. 65
69 Moonclan Teleport 2 Astral
1 Law
2 Earths Teleport to Moonclan Island bank. 66
70 Tele Group Moonclan 2 Astrals
1 Law
4 Earths Teleport group (see below) to Moonclan Island bank. 67
71 Cure Me 2 Astrals
2 Cosmics Cures you of any poison. 69
71 Hunter Kit * 2 Astrals
2 Earths Puts a Hunter Kit in your inventory. This contains a bird snare, box trap, butterfly net, noose wand, rabbit snare, teasing stick and torch. 70
71 Ourania Teleport 2 Astrals
1 Law
6 Earths Teleports you to the Zamorak Temple south west of Ardougne, with easy access to the ZMI runecrafting altar and hunting red salamanders. Note: You must talk to Baba Yaga in the chicken house to activate this spell. 69
72 South Falador Teleport ** 2 Astrals
1 Law
1 Air Teleports you near the farming patch south of Falador. 70
72 Waterbirth Teleport 2 Astrals
1 Law
1 Water Teleport to Waterbirth Island. 71
73 Tele Group Waterbirth 2 Astrals
1 Law
5 Waters Teleport group (see below) to Waterbirth Island. 72
74 Cure Group 2 Astral
2 Cosmics Cures poison on all those within 1 space and also cures the caster. 74
75 Stat Spy * 2 Astrals
2 Cosmics
5 Bodies Cast on other players to see their stats. 76
75 Repair Rune Pouch ** 2 Astrals
1 Cosmics
1 Law Repairs a degraded rune essence pouch. The repaired pouch will last longer than normal before having to be repaired again. 75
75 Barbarian Teleport 2 Astrals
2 Law
3 Fires Teleport to the Barbarian Outpost (far north-west of Ardougne). 76
76 North Ardougne Teleport ** 2 Astrals
1 Law
5 Waters Teleports you near the farming patch north of Ardougne. 76
76 Telegroup Barbarian 2 Astrals
2 Laws
6 Fires Teleport group (see below) to the Barbarian Outpost (far north-west of Ardougne). 77
77 Superglass Make 2 Astrals
6 Fires
10 Airs Instantly turns every paired Bucket of sand and Soda ash (or uncooked seaweed/swampweed) in your inventory into Molten glass, without needing a furnace. Gives 10 crafting experience per sand/seaweed pair used. A random bonus of 0 to 11 additional molten glass is also received. Only one set of runes is used for the whole inventory. Buckets are destroyed by this spell. 78
78 Remote Farming ** 2 Astrals
2 Earths
3 Natures Allows you to remotely check on and cure disease from any farming patch. 79
78 Khazard Teleport 2 Astrals
2 Laws
4 Waters Teleport to Port Khazard. 80
79 Tele Group Khazard 2 Astrals
2 Laws
8 Waters Teleport group (see below) to Port Khazard. 81
79 Dream * 2 Astrals
1 Cosmic
5 Bodies Puts your character to sleep, increasing the rate at which your life points replenish. You cannot do anything while you are asleep, and clicking on anything will wake you up. 82
80 Spiritualize Food ** 2 Astrals
3 Cosmics
5 Body Converts a piece of food in your inventory into food that can be fed to a familiar to restore health, heal combat stats, or replenish the timer. 81
80 String Jewellery 2 Astrals
10 Earths
5 Waters Quickly strings all amulets in your inventory, without needing any wool. One set of runes is used for each stringing. (Also gives 4 crafting experience per amulet). 83
81 Stat Restore Pot Share 2 Astrals
10 Earths
10 Waters Cast on a restore, super restore, prayer, energy, or super energy potion - gives one dose of that potion to up to four players within one square of you (including the four diagonal spaces). 84
82 Magic Imbue 2 Astrals
7 Fires
7 Waters Enables you to combine runes without a talisman for a short period of time. 86
83 Make Leather ** 2 Astrals
2 Fires
2 Body Tans five hides in your inventory without the use of a tanner. 87
83 Fertile Soil 3 Astrals
15 Earths
2 Natures Cast on an empty allotment to fertilise soil with super compost (+18 farming experience). 87
84 Boost Potion Share 3 Astrals
12 Earths
10 Waters Cast on an attack, super attack, strength, super strength, defence, super defence, agility, fishing, ranging, or magic potion - gives one dose of that potion to up to four players within one square of you (including the four diagonal spaces). 88
85 Fishing Guild Teleport 3 Astrals
3 Laws
10 Waters Teleport to the area directly outside the Fishing Guild. 89
86 Tele Group Fishing Guild 3 Astral
3 Laws
14 Waters Teleport group (see below) to the area directly outside the Fishing Guild. 90
86 Plank Make * 2 Astrals
15 Earths
1 Nature and money Converts 1 log into a plank. Wood - 70gp Oak - 175gp Teak - 350gp Mahogany - 1050gp. More information can be found in the Construction guide. 90
87 Tune baneore (abyssal) *** 2 Astrals
4 Earths
1 Bane ore
1 Abyssal Head Tunes bane ore so that it changes into Abyssalbane ore. Requires one Abyssal head, Abyssal head (stuffed) or Abyssal head (mounted). You can use a mounted head in your own house, or in someone else's. 90
87 Tune baneore (basilisk) *** 2 Astrals
4 Earths
1 Bane ore
1 Basilisk head Tunes bane ore so that it changes into Basiliskbane ore. Requires one Basilisk head, Basilisk head (stuffed) or Basilisk head (mounted). You can use a mounted head in your own house, or in someone else's. 90
87 Tune baneore (dragon) *** 2 Astrals
4 Earths
1 Bane ore
1 Dragon item Tunes bane ore so that it changes into Dragonbane ore. Requires one of the following items: Green, Blue, Red or Black dragonhide, Blue dragon scale, Baby dragon bones or Dragon bones. 90
87 Tune baneore (wallasalki) *** 2 Astrals
4 Earths
1 Bane ore
1 Wallasalki bone Tunes bane ore so that it changes into Abyssalbane ore. Requires one of the following Wallasaki bones: Ribcage piece, Skull piece or Fibula piece. 90
87 Catherby Teleport 3 Astrals
3 Laws
10 Waters Teleport to Catherby. 92
88 Tele Group Catherby 3 Astrals
3 Laws
15 Waters Teleport group (see below) to Catherby. 93
89 Ice Plateau Teleport 3 Astrals
3 Laws
8 Waters Teleport to Ice Plateau (level 50 wilderness, west of the agility course). 96
90 Tele Group Ice Plateau 3 Astrals
3 Laws
16 Waters Teleport group (see below) to Ice Plateau (level 50 wilderness, west of the agility course). 99
90 Disruption Shield ** 3 Astrals
3 Bloods
10 Body Completely negates the next hit of damage done to you in PvP combat. Can only be cast once every 25 seconds. 97
91 Energy Transfer 3 Astrals
2 Laws
1 Nature Transfers some of your run energy and all special attack energy to target; damages you. 100
92 Heal Other**** 3 Astrals
3 Laws
1 Blood Transfers up to 75% of your life points to the target, they take as much as they can. 101
92 Trollheim Teleport** 3 Astrals
3 Laws
10 Water Teleport to Trollheim.(Need to have purchased the ability from the Livid Farm minigame) 101
93 Tele Group Trollheim** 3 Astrals
3 Laws
20 Water Teleport group to Trollheim.(Need to have purchased the ability from the Livid Farm minigame) 102
93 Vengeance Other 3 Astrals
10 Earths
2 Deaths Gives target the power to inflict about 75% of the damage received back onto the attacking enemy (similar to ring of recoil effect). The spell lasts only until the damage is inflicted for the first time, it will disappear after damage has been done. 108
94 Vengeance 4 Astrals
10 Earths
2 Death Gives you the power of vengeance (same as vengeance other). 112
95 Vengeance Group ** 4 Astrals
3 Deaths
11 Earths Gives the power of vengeance to any player within one square of you that has their accept aid on similar to heal group or cure group. 120
95 Heal Group 4 Astrals
6 Laws
3 Bloods Transfers up to 75% your life points to anyone within one space around you who is injured (starting with those that are more injured). 124
96 Spellbook Swap * 3 Astrals
2 Cosmics
1 Law Lets you change to a different spell book (Normal or Ancient) for one spell. Note that that access to Ancient Magicks requires the completion of Desert Treasure Quest. 130
99 Borrowed Power ** 3 Astrals
1 Arcane capacitor charge Casts a spell that has been stored in your Arcane capacitor necklace. This uses up one charge. One of the following spells can be stored in the necklace: Wind wave, Water Wave, Earth Wave, Fire Wave, Entangle, Enfeeble, Telekinetic Grab, High Alchemy, Bones to Peaches, House Teleport, Vulnerability or Magic Dart. #
* Note: These spells only become available after completion of the Dream Mentor quest,
** Note: These spells are unlocked as rewards from the Livid Farm minigame.
*** Note: These spells only become available after completion of the Ritual of the Mahjarrat quest.
**** Note: Players who have taken time in the Temple Trekking minigame to train Smiddi Ryak to level 99 will find that their Heal Other spell will heal their target approximately 25% more life points than normal.
# Note: The amount of experience gained is the same as the combat spell that is cast.
No runes are required for the Home Teleport spell, but the spell animation takes some time, so it cannot be used to leave combat. It is useful for quickly getting back to the Moonclan Island.
The Vengeance Other, Heal Other, and Energy Transfer spells may only be used in multi-combat areas.
Tele Group: When a 'Tele Group' spell is cast, the caster will be teleported and all players that were standing within one square (including the four diagonal squares) of the caster will receive the option to also be teleported to the location. Players who are not accepting aid will not be affected, like normal teleport other spells.
Note: Players who have not been to Moonclan Island will not be given a chance to be teleported there with the Tele Group to Moonclan Island spell.
NPC Contact: The following are the NPC's that you can talk to and what each allows you to do:
All slayer masters: Turael, Mazchna, Vannaka, Chaeldar, Sumona (after completion of the Smoking Kills quest), Duradel, and Kuradal - You can contact them and ask them for an assignment (assuming you have the required levels to talk to them normally). (See Note for possible changes.)
The minigame instructors: Lanthus, Murphy, and Honest Jimmy - You can ask them how their minigame (in the order, Castle Wars, Trawler Fishing, and Trouble Brewing) is faring. The options are to ask them how long until the next game begins, or to ask how many people are in each team's waiting room (though Murphy can't be asked the waiting room question).
Bert the Sandman - You can only contact him if you have finished the Hand in the Sand quest. When you contact him you can ask him to bring your daily allowance of sand to the bank.
Advisor Ghrim - You can only contact him if you have finished the Throne of Miscellania quest. When you contact him you can Manage your Kingdom and collect your gathered materials or change your workforce's jobs, but you cannot deposit or withdraw cash.
Cyrisus - You can have a chat with him after completing the Dream Mentor Quest. (See Note.)
Larry - Contact this worried zookeeper to get a hint on where to find penguins.
Chuck - If Larry is unavailable, Chuck will be your contact for dealing with penguins.
Dark Mage (Abyss) - You can contact him to have your runecrafting pouches repaired.
Pikkupstix - You can ask him for a hint as to Pikkenmix's location for the Familiarisation minigame.
Pauline Polaris - Can be contacted once all of the Livid Farm spells have been unlocked. If you have enough points at the farm, you can ask Pauline for any of the wishes you have unlocked.
Oneiromancer - Can change your spell book for you after you have completed the Fremennik Elite tasks.
Eluned - By contacting Eluned you will be able to get your elf crystals recharged. Eluned can only be contacted after Roving Elves quest.
Random - Available after completing the Dream Mentor Quest. Have a chat with a random NPC!
Note that some NPC's change after the While Guthix Sleeps quest: Spria replaces Turael, Lapalok replaces Duradel, and Cyrisus is not available. |