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File:Fire Surge icon.png Combat spells are used by their casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.

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  • Combat spells
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  • File:Fire Surge icon.png Combat spells are used by their casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.
  • Higher level spells deal more damage, but if a monster has a specific elemental weakness, a slightly lower level spell of that element may be preferred for increased hit chance.
  • A shield icon under the spell interface, represents 'defensive casting'. If this button is clicked instead of the regular option, the player will gain Defence experience whenever combat spells are cast at the cost of receiving a reduced amount of Magic experience. Rather than 2 Magic experience points, defensive casting yields 1.33 Magic experience points and 1 Defence experience point for every damage point inflicted as well as the usual 1.33 Hitpoint experience points and base Magic experience that is earned for each cast.
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abstract
  • File:Fire Surge icon.png Combat spells are used by their casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.
  • A shield icon under the spell interface, represents 'defensive casting'. If this button is clicked instead of the regular option, the player will gain Defence experience whenever combat spells are cast at the cost of receiving a reduced amount of Magic experience. Rather than 2 Magic experience points, defensive casting yields 1.33 Magic experience points and 1 Defence experience point for every damage point inflicted as well as the usual 1.33 Hitpoint experience points and base Magic experience that is earned for each cast. Combat spells will occasionally splash upon contact with a target (i.e. they will do no damage). When splashing, the caster will receive only the base experience for that spell and no additional experience. As a result, there is no physical difference between splashing with a spell and hitting a 0 with the same spell. The splash rate depends on five things: * The caster's Magic level * The Magic attack bonus of the equipment the caster is wearing * The target's Magic level * The target's Defence level * The Magic defence bonus of the equipment the target is wearing All spells have equal accuracy, and the magical accuracy is only derived from the current Magic level (and applicable boosts such as from potions or prayer) and Magic accuracy bonus from equipment. To maximize accuracy, especially in training and player killing, players are advised to equip magic-boosting equipment, unequip magic-lowering equipment, drink Wizard's mind bomb, and raise Magic levels. Some monsters are more vulnerable to certain elemental spells. For an example, ice/water monsters are generally more vulnerable to fire spells.
  • Higher level spells deal more damage, but if a monster has a specific elemental weakness, a slightly lower level spell of that element may be preferred for increased hit chance.
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