Arceuus spells

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A player uses a teleport spell from the Arceuus spellbook.
The Arceuus spellbook icon.

The Arceuus spellbook, sometimes referred to as the necromancy spellbook, is a spellbook which makes use of reanimation spells from ensouled heads, which gives Prayer experience and favour with Arceuus.

Arceuus icon detail.png

In order to access the spellbook, players must have gained 60% favour with Arceuus in Great Kourend. Making extensive use of blood, nature and soul runes, the spellbook also has several teleportation spells to the mainland, primarily teleporting the player to locations associated with death, such as graveyards and dungeons with undead.

Because of the low supply of law runes within the kingdom, the study of teleportation magicks has always been very limited throughout Great Kourend's history, with Xeric being the only known user of teleportation spells. However, with a larger wave of visitors from the mainland arriving to Great Kourend, a steady supply of law runes became available, allowing Arceuus to create teleportation spells to the mainland.

Switching spellbooks[edit | edit source]

Players may speak with Tyss to switch to the Arceuus spellbook. Tyss can be found near the Dark Altar on the north end of Arceuus. Alternatively, players can switch back to the normal spellbook by visiting Tyss again and choosing the "I would like to stop using your Spellbook now" option, and he will lift dark magicks from your mind. You will notice your spellbook returning to the normal spellbook immediately.

Players can use the games necklace to teleport to the Wintertodt Camp and run south-west until they exit the snowy area, then east afterwards. Another method to get there is using the fairy ring code CIS. However, it first needs to be unlocked by speaking to the nearby NPC, Trossa, for a one time fee of 80,000.

Players who have level 80 Construction can build a dark altar within their Achievement Gallery, allowing them to freely switch between the standard and Arceuus spellbooks without having to reach the real Dark Altar.

Spell summary[edit | edit source]

Reanimation spells[edit | edit source]

The Arceuus spellbook.

Reanimation spells will reanimate certain creatures whose heads still contain their souls. Killing reanimated creatures will grant Arceuus favour for each reanimated creature killed based on their toughness, with more favour being awarded if the Client of Kourend quest has been completed. Players are awarded Magic experience for casting the spell, and Prayer experience for killing the reanimated creature. A majority of reanimated creatures will have a maximum of 35 Hitpoints.

If players are on a Slayer task for the appropriate reanimated creature (such as a reanimated abyssal), they will also receive 35 Slayer experience for killing the reanimated creatures. Similarly, if reanimating a Slayer creature, players must have the appropriate Slayer level in order to claim the Prayer experience. The following reanimated creatures will not grant Slayer experience, due to the fact that multiple types of task monsters can drop the same head: demons, giants, horrors, and dragons.

These spells can be cast anywhere across Gielinor only if the ensouled head is obtained as a drop from the respective monster, and using it within a certain time frame in the area. Teleporting removes the ability for the spell to be cast outside the range of the Dark Altar, and attempting to cast the spell afterward will result in the following message: That creature cannot be reanimated so far from where it died, but the power of the crystals by the dark altar will increase the potency of the spell.

Attempting to cast a reanimation spell whilst in combat will yield an error message stating you cannot do so. However, this check only applies to the same game tick that you take damage, and does not actually check to see if the player is in combat. This means with proper timing, you can cast the reanimation spells even under multiple attacks such as with the dagannoth underneath the lighthouse.

You cannot reanimate noted ensouled heads, they must be in item form.

If you do one of the following below after obtaining an ensouled head, you must head to the Dark Altar in order to reanimate the ensouled head.

  • Obtaining ensouled heads from other sources (e.g other players, Grand Exchange, etc.)
  • Teleporting away after obtaining the ensouled head as a drop
  • Waiting too long before casting the spell within the area where the ensouled head was obtained

The reanimated monsters that are summoned with the spells have unknown stats because if you attempt to cast Monster Examine, you will get a message saying "You can't find out their stats."

Note: After casting the reanimation spell on each respective head, there appears to be a bug which causes there to be a small gap of time between when a reanimated monster appears to have spawned and to be attacking, and when the player will auto retaliate. This is because the first attack from the respective monster will not hit, nor trigger auto retaliation. If you're worried about efficiency in xp/hr when using this method, and you do experience this apparent bug, you may avoid it by merely clicking to attack the reanimated monster as soon as it appears. Further research and testing may be required to confirm this bug's commonality.

Note: If you use the Dark Altar for reanimation, there is a maximum range of somewhere between 50 and 55 tile spaces from the Dark Altar in which you can cast reanimation spells. This is useful for those doing runs from Wintertodt, as you can cast the spell before reaching the Dark Altar.

Icon Mobile
Spell Magic level Runes required Magic experience Prayer experience Favour granted Cost per spell (inc. price for head) GP/XP Notes
Reanimate Goblin.png
Reanimate Goblin icon (mobile).png
Reanimate Goblin 3 2Body 1Nature 6 130 0.5 % 677 -5.21 Summons a Reanimated goblin
Reanimate Monkey.png
Reanimate Monkey icon (mobile).png
Reanimate Monkey 7 3Body 1Nature 14 182 0.5% 938 -5.15 Summons a Reanimated monkey
Reanimate Imp.png
Reanimate Imp icon (mobile).png
Reanimate Imp 12 3Body 2Nature 24 286 0.5% 1,624 -5.68 Summons a Reanimated imp
Reanimate Minotaur.png
Reanimate Minotaur icon (mobile).png
Reanimate Minotaur 16 4Body 2Nature 32 364 1.0% 1,708 -4.69 Summons a Reanimated minotaur
Reanimate Scorpion.png
Reanimate Scorpion icon (mobile).png
Reanimate Scorpion 19 1Nature 1Soul 38 454 1.0% 1,188 -2.62 Summons a Reanimated scorpion
Reanimate Bear.png
Reanimate Bear icon (mobile).png
Reanimate Bear 21 1Body 1Nature 1Soul 42 480 1.0% 2,902 -6.05 Summons a Reanimated bear
Reanimate Unicorn.png
Reanimate Unicorn icon (mobile).png
Reanimate Unicorn 22 2Body 1Nature 1Soul 44 494 1.0% 1,658 -3.36 Summons a Reanimated unicorn
Reanimate Dog.png
Reanimate Dog icon (mobile).png
Reanimate Dog 26 2Body 2Nature 1Soul 52 520 1.0% 2,408 -4.63 Summons a Reanimated dog
Reanimate Chaos Druid.png
Reanimate Chaos Druid icon (mobile).png
Reanimate Chaos Druid 30 3Body 2Nature 1Soul 60 584 1.0% 1,559 -2.67 Summons a Reanimated chaos druid
Reanimate Giant.png
Reanimate Giant icon (mobile).png
Reanimate Giant 37 4Body 2Nature 1Soul 74 650 1.0% 1,710 -2.63 Summons a Reanimated giant
Reanimate Ogre.png
Reanimate Ogre icon (mobile).png
Reanimate Ogre 40 4Body 3Nature 1Soul 80 716 1.0% 2,067 -2.89 Summons a Reanimated ogre
Reanimate Elf.png
Reanimate Elf icon (mobile).png
Reanimate Elf 43 2Body 2Nature 2Soul 86 754 1.5% 2,214 -2.94 Summons a Reanimated elf
Reanimate Troll.png
Reanimate Troll icon (mobile).png
Reanimate Troll 46 3Body 2Nature 2Soul 92 780 1.5% 2,484 -3.18 Summons a Reanimated troll
Reanimate Horror.png
Reanimate Horror icon (mobile).png
Reanimate Horror 52 4Body 2Nature 2Soul 104 832 1.5% 2,684 -3.23 Summons a Reanimated horror
Reanimate Kalphite.png
Reanimate Kalphite icon (mobile).png
Reanimate Kalphite 57 4Body 3Nature 2Soul 114 884 1.5% 3,152 -3.57 Summons a Reanimated kalphite
Reanimate Dagannoth.png
Reanimate Dagannoth icon (mobile).png
Reanimate Dagannoth 62 4Body 3Nature 3Soul 124 936 1.5% 3,359 -3.59 Summons a Reanimated dagannoth
Reanimate Bloodveld.png
Reanimate Bloodveld icon (mobile).png
Reanimate Bloodveld 65 1Blood 2Nature 2Soul 130 1040 1.5% 4,095 -3.94 Summons a Reanimated bloodveld
Reanimate TzHaar.png
Reanimate TzHaar icon (mobile).png
Reanimate TzHaar 69 1Blood 3Nature 2Soul 138 1104 5,138 -4.65 Summons a Reanimated TzHaar
Reanimate Demon.png
Reanimate Demon icon (mobile).png
Reanimate Demon 72 1Blood 4Nature 2Soul 144 1170 2.5% 5,907 -5.05 Summons a Reanimated demon
Resurrect Crops.png
Resurrect Crops icon (mobile).png
Resurrect Crops 78 25Earth 8Blood 12Nature 8Soul 90 N/A 6,640 N/A Has a 50-75% chance of reanimating a dead farming patch depending on magic level.
Reanimate Aviansie.png
Reanimate Aviansie icon (mobile).png
Reanimate Aviansie 78 1Blood 4Nature 3Soul 156 1234 7,335 -5.94 Summons a Reanimated aviansie
Reanimate Abyssal Creature.png
Reanimate Abyssal Creature icon (mobile).png
Reanimate Abyssal Creature 85 1Blood 4Nature 4Soul 170 1300 6,511 -5.01 Summons a Reanimated abyssal
Reanimate Dragon.png
Reanimate Dragon icon (mobile).png
Reanimate Dragon 93 2Blood 4Nature 4Soul 186 1560 8,389 -5.38 Summons a Reanimated dragon

Teleportation spells[edit | edit source]

Icon Mobile
Spell Magic level Runes required Magic experience Cost per spell Notes
Home Teleport.png
Home Teleport icon (mobile).png
Arceuus Home Teleport 1 None 0 0 Teleports you to the Dark Altar on Great Kourend.
Lumbridge Graveyard Teleport.png
Lumbridge Graveyard Teleport icon (mobile).png
Lumbridge Graveyard Teleport 6 2Earth 1Law 9 145 Teleports you to the Lumbridge Graveyard.
Draynor Manor Teleport.png
Draynor Manor Teleport icon (mobile).png
Draynor Manor Teleport 17 1Earth 1Water 1Law 16 146 Teleports you to the Draynor Manor.
Battlefront Teleport.png
Barrows Teleport icon (mobile).png
Battlefront Teleport 23 1Earth 1Fire 1Law 19 146 Teleports you to the ancient grave just outside the Battlefront.
Mind Altar Teleport.png
Mind Altar Teleport icon (mobile).png
Mind Altar Teleport 28 1Law 2Mind 22 143 Teleports you to the Mind altar.
Respawn Teleport.png
Respawn Teleport icon (mobile).png
Respawn Teleport 34 1Law 1Soul 27 280 Teleports you to your respawn point.
Salve Graveyard Teleport.png
Salve Graveyard Teleport icon (mobile).png
Salve Graveyard Teleport 40 1Law 2Soul 30 423 Teleports you to the Ghoul area by the entrance to Mort Myre Swamp. Requires completion of Priest in Peril.
Fenkenstrain's Castle Teleport.png
Fenkenstrain's Castle Teleport icon (mobile).png
Fenkenstrain's Castle Teleport 48 1Earth 1Law 1Soul 50 284 Teleports you to Fenkenstrain's Castle. Requires completion of Priest in Peril.
West Ardougne Teleport.png
West Ardougne Teleport icon (mobile).png
West Ardougne Teleport 61 2Law 2Soul 68 560 Teleports you to West Ardougne. Requires completion of Biohazard.
Harmony Island Teleport.png
Harmony Island Teleport icon (mobile).png
Harmony Island Teleport 65 1Law 1Nature 1Soul 74 465 Teleports you to Harmony Island. Requires completion of The Great Brain Robbery.
Cemetery Teleport.png
Cemetery Teleport icon (mobile).png
Cemetery Teleport 71 1Blood 1Law 1Soul 82 677 Teleports you to The Forgotten Cemetery in the Wilderness.
Barrows Teleport.png
Barrows Teleport icon (mobile).png
Barrows Teleport 83 1Blood 2Law 2Soul 90 957 Teleports you to Barrows.
Ape Atoll Teleport (Arceuus).png
Ape Atoll Teleport (Arceuus) icon (mobile).png
Ape Atoll Teleport 90 2Blood 2Law 2Soul 100 1,354 Teleports you to the Ape Atoll Dungeon. Requires completion of Monkey Madness I, including having received Daero's training