Damage starts from your gear's style stat, scales through prayers and perks, then rolls between an ability's minimum hit and full roll. Each school keeps its own constants:
Melee — highest sustained hits, weakest to magic-wielding foes.
Ranged — flexible range bands, strong against magic users.
Magic — vulnerability debuffs and area damage.
Necromancy — conjures fight alongside you; hits split between you and summons.
The full ability tables with cooldowns, classifications and post-Modernization ranges live in the combat section; boss defence levels and affinities in boss presets.