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Ancient Magicks Guide

Intro

Ancient Magicks is a branch of Magic that can be used once the Desert Treasure quest has been completed. They are members only.

You may switch to Ancient Magicks by praying in the pyramid. You can switch back to normal spells by praying again. Praying at the altar drains your prayer, though you can still switch spells if your prayer is zero. You will be able to go inside the pyramid via a shortcut (which leads from a door directly behind the altar to a door on the south side of the pyramid, on the path outside) after you have done the quest. Use the Jaldraocht option on the Pharaoh's sceptre (from the Pyramid Plunder mini game) to teleport directly to the Ancients pyramid entrance. (Exit and walk around to the south side shortcut for best results.) Alternatively, use your charged Camulet (from the Enakhra's Lament quest) to teleport to Enakhra's pyramid, then climb to the surface and walk southeast to the Ancients pyramid.

You can not use different spell sets (such as normal, lunar or ancients) at the same time.

There are two types of Ancient Magicks spells, teleports and damage spells. There are five types and four classes of damage spells as explained below. To use the Miasmic spell type, you must be wielding a Zuriel's Staff.

Types of spells
Type Description
Smoke Poisons and deals damage to target.
Shadow Reduces attack and deals damage to target.
Blood Heals the caster and deals damage to target.
Ice Freezes and deals damage to target.
Miasmic Slows target's melee and ranged attacks and deals damage.
Classes of spells
Class Description
Rush High damage.
Burst High damage, hits multiple enemies in the 3x3 area surrounding the target.
Blitz Very high damage.
Barrage Very high damage, hits multiple enemies in the 3x3 area surrounding the target.

Please note that spells that hit multiple targets only do so in multi-combat areas. Shown below are some typical pictures of the animations of each spell. However bear in the mind that the different classes of damage spells have different animations. There is also a picture of the staff being wielded by two differently armoured Mages.

Smoke Barrage Shadow Barrage Blood Barrage Ice Barrage Miasmic Barrage Teleport
Smoke Shadow Blood Ice Miasmic Teleports
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Special Staves

Special Staves
Item
Attack Bonus Defence Bonus Other Bonuses
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Summoning Strength Prayer
Ancient Staff
+10 -1 +40 +15 0 +2 +3 +1 +15 0 0 +50 -1
You may buy your first ancient staff from Eblis (near the mirrors) for 80,000 gp. After that you can get another by killing any mummy in the Ancients pyramid. While this staff is not required to cast ancient spells, it does grant an extra 10% magic damage when equipped. It is tradable, but you must finish the quest to wield it. It is members only.
Zuriel's Staff
13 -1 +65 18 0 5 7 4 18 0 0 +72 0
Dropped by other players on PVP servers, this staff is the only staff capable of casting miasmic spells. This weapon will decay and disintegrate after 60 minutes of use. It requires level 78 magic and level 78 attack to wield, and gives a 10% magic damage increase when equipped.
Corrupt zuriel's Staff
13 -1 +65 18 0 5 7 4 18 0 0 +72 0
This weapon is the same as the regular Zuriel staff but only requires level 20 magic and level 20 attack to wield. It will also only last for 30 minutes for disintegrating.
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The Spells

The Ancient Magicks spells are shown in your spell book instead of your normal spells. They use up more runes than the normal spells so are considered more 'expensive' per cast. Unlike the standard spells, autocasting ancient spells requires right-clicking on the spell and selecting the autocast option. Teleport spells have been highlighted in a grey row just so they can be noticed more easily. Each non-teleport spell does damage (see Max Hit column) in addition to the specific spell type effect (poison, reduce attack, heal caster, freeze).

Certain staves increase the maximum hit of all combat spells by 10%. These staves include: Ahrim's Staff, Ancient Staff, Master wand, Corrupt Zuriel's staff, Zuriel's staff and Void Knight Mace. You can read more about these staves in the Staves and the Special Spell Staves sections of the magic guide. In this table, only the non-increased versions of the maximum hits are shown.

List of Ancient Magick Spells
Pic Lvl Name Runes Description Exp Max hit
0 Home Teleport None (see notes*) Teleport to Edgeville 0 -
50 Smoke Rush 2 chaos 2 death 1 fire 1 air Poisons (starts at 2) 30 + 13
52 Shadow Rush 2 chaos 2 death 1 air 1 soul Lowers attack by 10% 31+ 14
54 Paddewa Teleport 2 law 1 fire 1 air Teleports to Edgeville dungeon 64 -
56 Blood Rush 2 chaos 2 death 1 blood Caster is healed for 25% of total damage dealt to enemies 33+ 15
58 Ice Rush 2 chaos 2 death 2 water Binds for about 5 seconds 34+ 16
60 Senntisten Teleport 2 law 1 soul Teleports to Digsite exam centre 70 -
62 Miasmic Rush** 2 chaos 1 soul 1 earth Slows melee or range attacks by half for 12 seconds. 36+ 18
62 Smoke Burst 4 chaos 2 death 2 air 2 fire Poisons (starts at 2) 36+ 17
64 Shadow Burst 4 chaos 2 death 2 air 2 soul Lowers attack by 10% 37+ 18
66 Kharyrll Teleport 2 law 1 blood Teleports to Canifis Pub 76 -
68 Blood Burst 4 chaos 2 death 2 blood Caster is healed for 25% of total damage dealt to enemies 39+ 21
70 Ice Burst 4 chaos 2 death 4 water Binds for about 10 seconds 40+ 22
72 Lassar Teleport 2 law 4 water Teleports to Ice Mountain 82 -
73 Miasmic Burst** 4 chaos 2 soul 2 earth Slows melee or range attacks by half for 24 seconds. 42+ 24
74 Smoke Blitz 2 death 2 blood 2 fire 2 air Poisons (starts at 4) 42+ 23
76 Shadow Blitz 2 death 2 blood 2 air 2 soul Lowers attack by 15% 43+ 24
78 Dareeyak Teleport 2 law 3 fire 2 air Teleports to lvl 23 wildy 88 -
80 Blood Blitz 2 death 4 blood Caster is healed for 25% of total damage dealt to enemies 45+ 25
82 Ice Blitz 2 death 2 blood 3 water Binds for about 15 seconds 46+ 26
84 Carrallangar Teleport 2 law 2 soul Teleports to lvl 19 wildy (graveyard) 94 -
85 Miasmic Blitz** 2 blood 3 soul 3 earth Slows melee or range attacks by half for 36 seconds. 48+ 28
86 Smoke Barrage 4 death 2 blood 4 air 4 fire Poisons (starts at 4) 48+ 27
88 Shadow Barrage 4 death 2 blood 4 air 3 soul Lowers attack by 15% 49+ 28
90 Annakarl Teleport 2 law 2 blood Teleports to lvl 47 wildy (Demonic ruins) 100 -
92 Blood Barrage 4 blood 4 death 1 soul Caster is healed for 25% of total damage dealt to enemies 51+ 29
94 Ice Barrage 4 death 2 blood 6 water Binds for about 20 seconds 52+ 30
96 Ghorrock Teleport 2 law 8 water Teleports to lvl 45 wildy (Ice Plateau) 106 -
97 Miasmic Barrage** 4 blood 4 soul 4 earth Slows melee or range attacks by half for 48 seconds. 54+ 32

* No runes are required for the Edgeville Home Teleport spell, but you have to wait 30 minutes before casting it again. The 30 minute limit counts if you have used the Lumbridge or Lunar home teleports (while on normal or Lunar spellbook) recently as well. The spell animation takes some time, so it cannot be used to leave combat. It is useful for quickly getting back to Edgeville.

** Miasmic Spells require the wielding of Zuriel's Staff.

Ancient Magick Damage spells give xp like regular damage spells. You receive a base amount of xp per cast as mentioned in the table above and then additionally; you also receive 2 magic xp for every damage point inflicted. The max hits of each spell can be used to calculate the max xp for each spell. This rule also applies for the spells that hit multiple targets.

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Tactics

It is worth noting that Burst and Barrage spells hit multiple targets when they are cast in multi-combat areas. This comes in especially useful if you are playing Castle Wars or PKing in Bounty Hunter in a team. They can also theoretically be used for training your magic if you ensure you are always in a crowded area to maximise the amount of xp received. Consider the image below for example; where a mage has cast Ice Barrage on some barricades in Castle wars.

These Ancient Magicks spells are most useful when Player Killing (PKing) in Bounty Hunter or other Player Vs Player minigames. The Ice spells are the best in these areas because they can freeze your target as well as damage him/her. The advantage you receive versus meleers with these spells is notable. By keeping your distance and freezing them, you are in effect not allowing them to move at all, so you avoid damage, while injuring them. In addition, Miasmic spells can effectively halve your opponents damage capabilities, leaving you to finish them off. Use these in conjunction with Ice spells to further reduce their ability to do damage to you. Best of luck!

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Credits

Original Guide by: Wisetsm

Thanks to: Adamskii, Big_Stingman, bs_johannes, chenw, DroolMAN, Eeeeediot, Greenito, Headnazgul, icantcmyeye, Jard_Y_Dooku, Jdent7, kwimbob, Lady_Shahdie, Lime_Mercury, Lood333, Nyosuht, oddfaery2, Paw_Claw, pokemama, Runesmithie, tryto, Saraownsj00, scougre, v storm v, Wachtwoord, 9 O Percent

Last updated by: Lady_Shahdie

Last updated: 07-Oct-2009

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