Lunar Magicks Guide

Lunar Magic Altar

Introduction

Lunar Magic is a branch of Magic that can be used once the Lunar Diplomacy Quest is completed. It is members only and when you are on the Lunar Magicks spellbook you cannot use spells from any of the other spellbooks (unless you have a high enough Magic level to use the Spellbook Swap spell). Normal magic abilities can still be used on the Lunar spellbook. Additional Lunar spells can be unlocked with the completion of the Dream Mentor quest and through the Livid Farm minigame.

In order to switch to the Lunar spellbook you need to pray at the Astral altar on Lunar Isle. Praying again will return you to the normal spellbook.

Unlike the other spellbooks, the Lunar spellbook offers very little in the way of combat spells. Instead it focuses on teleportation, assistance spells and spells that aid you and your allies. All Lunar spells require Astral runes which can be crafted with level 40 Runecrafting (after completing Lunar Diplomacy), bought from Baba Yaga on Lunar Isle or from other players.

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Getting to the Altar

The Astral altar is located in the south-eastern corner of Lunar Isle. The primary ways of getting there are shown below:

Lunar Getting There
Getting to the Altar
Pic Method Notes
Magic Lvl00 Home Teleport Teleport to the lodestone inside the Moonclan village and run south-east from there to the altar.
Enchanted Lyre Boat from Rellekka There are a variety of ways to get to Rellekka. Once there, head to the most western dock and speak to Lokar. Once you arrive at Pirate's Cove, speak to Captain Bentley to travel to Lunar Isle. The altar is south-east of the dock. You can get to Rellekka by the following means: enchanted lyre, teleport to house (chipped), Fairy Ring AJR.
Astral Altar Teleport Astral Altar Teleport These tablets can be bought with tokens from the Great Orb Project minigame and require a seal of passage to be worn before they can be used.
Lunarspell Moonclanteleport Moonclan and Lunar Teleports If players are already on Lunar spells they can use the Moonclan teleport spell to teleport themselves to the Moonclan village. The Seal of passage provides a free daily teleport to Lunar Isle. The Wicked hood provides two free teleports to the Astral altar per day.
Giant Pouch The Abyss Players can use the Runecrafting Abyss to access Lunar Isle by entering the Astral altar and leaving through the portal to Lunar Isle.
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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 notes*) Teleports you to any one of various lodestones. 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 regular seaweed/swamp weed) 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. This spell only works in increments of 5, you cannot use it to tan anything less. 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. #

Notes

* No runes are required for the Home Teleport spell, but the spell animation takes some time so it cannot be used to leave combat. However, it is very useful for players who are lost and need to get back to familiar ground. For players in the tutorial mode for the Burthorpe area, this spell will only teleport them to Burthorpe until the tutorial mode is disabled. Refer to the Lodestone section of the Getting Around guide for more information on lodestones.

** These spells only become available after completion of the Dream Mentor quest.

*** These spells are unlocked as rewards from the Livid Farm minigame.

~ These spells only become available after completion of the Ritual of the Mahjarrat quest.

^ 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.

# The amount of experience gained is the same as the combat spell that is cast.

The Vengeance Other, Heal Other, and Energy Transfer spells may only be used in multi-combat areas.

Teleport Group Spells

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. 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 Spell

Lunar Npc Contact

The following are the NPC's that you can talk to and what each allows you to do:

Contactable NPCs
Name How to Unlock Uses
Honest Jimmy Default Talks to you about the Trouble Brewing minigame.
Bert the Sandman Complete the Hand in the Sand quest. Delivers buckets of sand to your bank.
Advisor Ghrim Complete the Throne of Miscellania quest. Allows you to collect resources gathered by your subjects in Manage Thy Kingdom. Money cannot be deposited into your coffers via this method.
Lanthus Default Talks to you about the Castle Wars minigame.
Turael/Spira Default Obtain a new Slayer assignment from them. After completing While Guthix Sleeps Turael is replaced by Spira.
Mazchna Default Obtain a new Slayer assignment from him.
Chaeldar Default Obtain a new Slayer assignment from her.
Duradel/Lapalok Default Obtain a new Slayer assignment from them. After completing While Guthix Sleeps Duradel is replaced by Lapalok.
Sumona Complete the Smoking Kills quest. Obtain a new Slayer assignment from her.
Vannaka Default Obtain a new Slayer assignment from him.
Murphy Default Talks to you about the Fishing Trawler minigame.
Cyrisus Complete the Dream Mentor quest. Talks to you about his latest adventures. He cannot be contacted after completing While Guthix Sleeps.
Larry/Chuck Ask Larry/Chuck about Penguin Hide and Seek. Talks to you about the Penguin Hunting distraction & diversion and allows you to claim xp rewards. Chuck replaces Larry after the Hunt for the Red Raktuber quest.
Kuradal Default Obtain a new Slayer assignment from her. Occasionally one of the monsters in her dungeon tries to escape during your conversation with her so she terminates the conversation.
Dark Mage Complete the Abyss miniquest. Can repair your Runecrafting pouches.
Pikkupstix Default Will tell you the location of Pikkenmix for the Familiarisation distraction & diversion.
Pauline Polaris After unlocking all Livid Farm spells. Allows you to request a wish from her if you have the required points.
Oneiromancer Default Can switch you back onto the normal spellbook if you have completed the Elite Fremennik tasks.
Eluned Complete the Roving Elves quest. Recharges Teleport crystals.
Random Complete the Dream Mentor quest. Allows you to talk to a random NPC other than those in this list.
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Lunar Clothing

During the Lunar Diplomacy Quest, you are required to craft a set of Lunar Clothing and make a Lunar Staff. You may keep the clothing at the end of the quest. Lunar Clothing requires 65 magic and 40 defence to wear. Should you lose your Lunar Clothing you can speak to the Oneiromancer to buy it back. The Lunar Clothing set consists of the following items:

Lunar Clothing
Item
Attack Bonus Defence Bonus Other Bonuses
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Strength Prayer
Helm
Lunar Helm
0 0 0 +3 -2 +8 +7 +10 +2 0 0 0
Top
Lunar Torso
0 0 0 +10 -10 +34 +22 +40 +12 0 0 0
Trousers
Lunar Legs
0 0 0 +7 -7 +20 +19 +23 +9 0 0 0
Gloves
Lunar Gloves
0 0 0 +4 -1 +2 +1 +1 +2 0 0 0
Boots
Lunar Boots
0 0 0 +2 -1 +1 +2 +2 +2 0 0 0
Cape
Lunar Cape
0 0 0 0 0 0 +1 +1 0 +2 0 0
Ring
Lunar Ring
0 0 0 +2 0 0 0 0 +2 0 0 0
Amulet
Lunar Amulet
0 0 0 +1 0 0 0 0 +1 0 0 0
Staff
Lunar Staff
+3 +2 +16 +13 0 +2 +3 +2 +13 +1 +15 +3

Note: The Lunar Staff does not allow you to autocast any of the spells from the Lunar Magicks spell book. It does, however, have all the properties of a Dramen Staff (such as allowing access to Zanaris, and to the Fairy Rings if you have begun the Fairy Tale part II - Cure a Queen Quest).

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Using Lunar Magicks

While the Lunar spellbook is not the best choice for combat, it is quite useful for training a variety of skills. Its primary uses are Farming, Magic training and Runecrafting, however that is not the full extent of its usefulness.

Farming

The teleports available on the Lunar spellbook are perfect for farming with two teleports direct to a farming allotment (South Falador and North Ardougne) a teleport to Catherby and a teleport to Trollheim. In addition to the teleport spells there are three spells which also assist with farming: Cure Plant, Remote Farming and Fertile Soil. Cure Plant and Fertile Soil mean you do not have to carry plant cures and supercompost on farm runs and Remote Farming allows you to check the status of your crops and cure disease from wherever you are.

The most common way to do a farming run on Lunar magic is:

  • Trollheim teleport (My Arm's patch),
  • Ectophial to the Port Phasmytas patch,
  • South Falador teleport,
  • North Ardougne teleport,
  • Catherby teleport,
  • Bank.

The order is not overly important, although if using Juju potions it is better to start at Trollheim as it is farthest from the nearest teleport. The patch at Catherby is also the closest to a bank so many players choose to end their run there.

Magic Training

Although not immediately obvious, Lunar spells are some of the best means of training Magic in the game. There are three effective ways of training Magic using Lunar spells:

Lunar Hunter Kit

String Jewellery: This is the most popular means of training Magic with Lunar spells, as it requiring less attention as other methods and is fairly cheap and fast. It is a good idea to use a mud battlestaff and unstrung gold amulets to minimise your losses. This method can give you upwards of 120k experience an hour.

Hunter Kit: One of the more expensive and click intensive means of training Magic on Lunar spells, it is nonetheless fast experience and can be easily over 80k or 90k experience an hour.

Plank Make: Casting Plank Make on mahogany logs is a quick but expensive means of training. The experience per hour is similar to String Jewellery.

Dungeoneering

In Daemonheim your spellbook is a mixture of Lunar spells and spells from the normal spellbook. The following Lunar spells are available:

Daemonheim Spells
Pic Lvl Name Runes Description
68 Cure Other 1 Astral
10 Earth
Cures poison when cast on a poisoned player.
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.
68 Humidify* 1 Astral
3 Waters
1 Fire
When cast, all vials in your inventory will be filled with water.
71 Cure Me 2 Astrals
2 Cosmics
Cures you of any poison.
74 Cure Group 2 Astral
2 Cosmics
Cures poison on all those within 1 space and also cures the caster.
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.
94 Vengeance 4 Astrals
10 Earths
2 Death
Gives you the power of vengeance (same as vengeance other).
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.

Spells marked with an asterisk (*) have to be unlocked before they can be used in Daemonheim, see the list of spells for more information.

Runecrafting

Lunar Magic is particularly useful for players crafting Astral runes or using the Ourania altar.

Astral Runes: The fastest way of crafting Astral runes is by using the Moonclan teleport to teleport yourself to the bank on Lunar Isle. From there it is a short run south-east to the altar. Once you have crafted your runes, use the Moonclan teleport once again to return to the bank, then rinse and repeat. Sometimes other players who are crafting Astral runes will use the tele group Moonclan spell which can save you a few runes.

Ourania Altar: Players have two options when it comes to using Lunar spells at the Ourania altar and it comes down to which method of banking they prefer. One option is to bank at the Lunar Isle bank, teleport to the entrance to the altar and then teleport back to Lunar Isle to repeat the process.

The second option is to use the bank just inside the entrance to the altar (this costs twenty runes of the same type). Once the runes have been crafted, use the Ourania teleport to take you back to the entrance to bank and start again.

Lunar Ourania Altar
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Credits

Original Guide by: Dogfever and Kwimbob

Revised Guide by: BloodAngel

Thanks to: bumfluff2010, chenw, dha12oks, Headnazgul, Ignite_168, Jaffy1, jenthe2004, Lady_Shahdie, Lalala7324, Masxmasx, misplacedme, Nabbagad, Nyosuht, oddfaery2, Paw_Claw, Rozzyllah, Pker_Dude_Jr, pokemama, runescapeloser22, SaidinWoT, Sinkhan, SerpentEye, slimysteve, Speedyshel, superson, the_korny, TheGoldenFlame, trumpet12345, tryto, ventuzz, Vulxai, Wachtwoord, Wessan, whitestrike, Wizard111111, Xena Dragon

Last updated by: Naive

Last updated: 25-Dec-2012


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