Combat spells

All combat spells result in a spell-related amount of experience when cast, but they also give experience depending on the amount of damage caused to the opponent. Each damage point caused by a combat spell yields 2 Magic experience points (i.e. hitting a 30 with a spell yields the spell's base XP + 60 Magic XP) and 1.33 Hitpoint experience points. Generally, most combat spells use some Air runes in combination with some other "Combat" runes, though there are exceptions with the special spells such as Magic Dart.

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 (PvP only)
 * 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 maximise accuracy, especially in training and player killing, players are advised to equip magic-boosting equipment, unequip magic-lowering equipment, and raise Magic levels.

Some monsters are more vulnerable to certain types of spells such as ice monsters which are generally weaker to Fire spells. As well as this, some monsters are immune to all Magic damage except certain types of spells e.g. The Mage Arena II demons can only be damaged via Magic by the corresponding God spell of the god they represent, Salarin the twisted who can only be harmed by Strike spells, and Fareed who can only be harmed by Water spells via Magic.