A player casts Fire Surge, the most powerful elemental spell available.
Elemental spells are the primary source of damage for mages. The standard and ancient spellbooks contain a variety of elemental spells across many levels. Lunar mages can only cast elemental spells with a polypore staff or through the use of Borrowed Power.
Many monsters have a weakness to a specific element. For example, TzHaar-Kets are weak to water spells. Any spell will be effective against such an opponent, but a water spell will offer higher accuracy. A player who is weak to magic attacks will have no specific elemental weakness.
In order of ascending required level, the four elements of the standard spellbook are:
In addition to those above, there are four special air spells. The first three are unique to the standard spellbook, whereas the last is on all spellbooks.
The spell damage values listed above and on other articles correspond to , and may be different than the value found by mousing over the damage in Offensive Stats. This is because a spell's level scales with your Magic, which allows for elemental weaknesses to be exploited without sacrificing damage. Like ranged ammunition, spell damage caps at the level of your weapon.
Spells scale until a stronger variant of the spell is unlocked. For example, Air Blast requires 41 Magic, and it scales with the player's Magic up to level 61. Air Wave is unlocked at 62 Magic. Spell scaling ends early at higher levels; this may be so that the strongest spells are always worth using over spells with smaller rune costs. However, the weapon's damage cap still takes precedence over the scaling of spell damage. Therefore, the player generally cannot benefit by using the higher level spells with lower level weapons, particularly if the damage cap of a lower-levelled spell would be greater than or equal to the weapon being used. For instance, while using a tier 75 staff of light, there is no benefit to using the level 95 spell Fire Surge over the level 75 spell Fire Wave, as both spells would be scaled to the same damage (tier 75), while the former would cost an extra fire rune and air rune per cast.
When dual wielding magic weapons, both main hand and off hand can have a spell set to autocast, and they can be different spells. If you originally have a two-handed magic weapon set to autocast a spell, and change to dual wielding, by default only the main hand would inherit your autocast setting from two-handed - you must set off hand to autocast a spell or it would not deal its 50% damage. When separate spells for the main and off hand are selected for autocasting, the main hand spell will be surrounded with a red outline and the off hand spell will be surrounded with a yellow outline.
The graphics for the standard spells were updated with particles on 24 June2010, with animation that is likely a reference to Avatar: The Last Airbender. They are updated again after the Evolution of Combat, which also made it impossible to cast elemental spells without a magical weapon. Some magic-using monsters retained their weapon-less spellcasting as well as the previous animation, such as dark wizards.