Magic

Magic is a very useful and powerful skill. Magic gives you the ability to teleport to many different locations, turn an item into gold, enchant jewellery and bolts, and much more. Magic is similar to range in that it offers a distance combat method, but instead of arrows you use spells. There are a large variety of armour, weapons, and other items that will help you with magic.

As your magic level increases so does the amount of spells you are capable of using and how often your spells hit. But to use a spell, you must have the right amount of runes.

Contents

[edit] Runes

Runes are the most important items in magic. There are many different runes that allow you to use different spells. To get runes, you could buy them from the rune store in either Port Sarim or Varrock. You can also buy runes from the magic store in the Magic Guild (66 Magic required). Another way to obtain runes is through the Runecrafting skill. All the runes and details are listed below:

Image Rune Rune Type Spawning Location
Air Rune Air Elemental Karamja – behind Luthas’ house near the banana plantation
Water Rune Water Elemental Al-Kharid mine
Earth Rune Earth Elemental Varrock Sewers, North Varrock Forest
Fire Rune Fire Elemental Merlin’s Workshop, Al-Kharid mine, Karamja Dungeon
Mind Rune Mind Low-level missile Varrock Sewers, Lumbridge Castle
Chaos Rune Chaos Mid-level missile Dark Warriors Castle, Moss giant area (Wilderness)
Death Rune Death High-level missile Southeast of Yanille
Blood Rune Blood Very high-level missile Demonic Ruins area (Wilderness)
Cosmic Rune Cosmic Enchantment Ice Plateau (Wilderness)
Nature Rune Nature Alchemy Ardougne chests, Rellekka north shores, Wilderness
Law Rune Law Teleportation None
Body Rune Body Low-level curse Northwest Varrock, Al Kharid Scimitar Shop, Wilderness
Soul Rune Soul High-level curse Magic Guild
Astral Rune Astral Lunar Magic None

[edit] Combination Runes

Combination runes basically act like two different runes. Refer to the Runecrafting guide on how to make these runes.

Image Rune Acts as Uses
Dust Rune Dust Air and Earth Crumble Undead, Home Teleport
Mud Rune Mud Water and Earth Bind, Snare, Entangle, Bones to Bananas, all curse spells
Mist Rune Mist Air and Water Water attacks
Steam Rune Steam Fire and Water Ape Atoll Teleport
Smoke Rune Smoke Fire and Air Charge, Ancient magic smoke attacks
Lava Rune Lava Fire and Earth Enchant level-6 jewelry

[edit] Staves

[edit] Basic Staves

Elemental staves are incredibly useful and are not every expensive. You can buy these in Zaff's Staff shop in Varrock Square and cost 1,500 gp each. When wielding an elemental staff, you will not need to use the elemental rune that pertains to your staff. The elemental staves are listed below:

Image Staff Magic Bonus Location
Air Staff Air Staff 10 Zaff’s Staff Shop, Magic Guild
Water Staff Water Staff 10 Zaff’s Staff Shop, Magic Guild
Earth Staff Earth Staff 10 Zaff’s Staff Shop, Magic Guild
Fire Staff Fire Staff 10 Zaff’s Staff Shop, Magic Guild

[edit] Battlestaves

Battle staves are stronger than normal staves attack-wise, but they have the same magic bonus. To make a basic elemental battlestaff, you must attach a powering orb onto a regular battlestaff which requires a certain crafting level. Regular battlestaves can be purchased from Zaff's Staff Store in Varrock. Combination staves, including Lava, Mud and Steam, are only dropped by certain monsters.

Image Battle Staff Runes pertained Location
Air Battlestaff Air Air runes Player made (66 Crafting required), Treasure Trails, dropped by Killerwatts and Zamorak Wizards
Water Battlestaff Water Water runes Player made (54 Crafting required), Treasure Trails, dropped by Waterfiends, Cave Bugs and Zamorak Wizards
Earth Battlestaff Earth Earth runes Player made (58 Crafting required), Treasure Trails, dropped by Dust Devils, Skeletal Wyverns and Zamorak Wizards
Fire Battlestaff Fire Fire runes Player made (62 Crafting required), Treasure Trails, dropped by Harpie Bug Swarms, Fire Giants, Jellys, Killerwatts and Zamorak Wizards
Lava Battlestaff Lava Fire and earth runes Dropped by Aberrant Spectres, Infernal Mages and the Kalphite Queen
Mud Battlestaff Mud Water and earth runes Dropped by the Dagannoth Kings
Steam Battlestaff Steam Water and fire runes Dropped by Zamorak boss (God Wars dungeon)

[edit] Orb Enchanting

To make a battlestaff you need to enchant an orb. To enchant an orb, you need the following items:

Image Orb Magic level required Runes required Obelisk Location
Air Orb Air 66 3 Cosmic, 30 Air Edgeville Dungeon, up the ladder near the Black Demons room.
Water Orb Water 56 3 Cosmic, 30 Water Taverly Dungeon, go up the ladder in the Black Dragon room.
Earth Orb Earth 60 3 Cosmic, 30 Earth Edgeville Dungeon, past the Black Demons near Chronozon.
Fire Orb Fire 63 3 Cosmic, 30 Fire Taverly Dungeon, the room past the Black Dragons.

[edit] Mystic Staves

The next set of staves is the Mystic staves, which are battlestaves which have been further enchanted. To obtain a Mystic staff, you must first complete the Scorpion Catcher quest. After completing the quest, you can pay Thormac the Wizard 40k to enchant your battlestaff into a mystic staff. They have +40 crush bonus, compared to normal battlestaffs' +28, but all other stats are identical.

Image Mystic Runes pertained Location
Mystic Air Staff Air Air runes Player made then enchanted by Thormac
Mystic Water Staff Water Water runes Player made then enchanted by Thormac
Mystic Earth Staff Earth Earth runes Player made then enchanted by Thormac
Mystic Fire Staff Fire Fire runes Player made then enchanted by Thormac
Mystic Lava Staff Lava Earth and fire runes Dropped by Aberrant Spectres then enchanted by Thormac
Mystic Mud Staff Mud Water and earth runes Dropped by Dagannoth Kings then enchanted by Thormac
Mystic Steam Staff Steam Water and fire runes Dropped by the Zamorak boss then enchanted by Thormac

[edit] Wands and Other Staves

Many of these staves can be obtained from quests or mini-games. These staves are stronger than the normal staves and can cast very powerful spells. You must complete the Mage Arena mini-game to obtain a god staff; you must complete the Underground Pass quest to obtain the Iban’s Staff; and you must complete the Desert Treasure quest to obtain the Ancient Staff. The wands all offer both Magic Attack and Magic Defence bonuses, going in +5 intervals from +5 to +20.

Image Staves Location Attack level required Magic level required
Beginner Wand Beginner Wand Mage Training Arena 1 45
Apprentice Wand Apprentice Wand Mage Training Arena 1 50
Teacher Wand Teacher Wand Mage Training Arena 1 55
Master Wand Master Wand Mage Training Arena 1 60
Slayer Staff Slayer Staff Bought from a Slayer Master (55 Slayer required) 1 50
Iban Staff Iban Staff Obtained after beating the Underground Pass quest 1 50
Ancient Staff Ancient Staff Bought after beating the Desert Treasure quest 50 50
Lunar Staff Lunar Staff Obtained during the Lunar Diplomacy quest 1 65
Zamorak Staff Zamorak Staff Mage Arena 1 60
Saradomin Staff Saradomin Staff Mage Arena 1 60
Guthix Staff Guthix Staff Mage Arena 1 60
Toktz Mej Tal Obsidian Staff / Toktz Mej Tal Obtained from the shop in Tzhaar area 60 60
Ahrims Staff Ahrim’s Staff Gotten from The Barrows 70 70

[edit] Magic Armour

There are many different types of magic armour ranging from the basic wizard robes to the dominant Ahrim's robes. Magic robes are a must if you are using an offensive magic spell or a curse spell. Many of the robes are Members Only, but there are a few that can be used in Free to Play.

[edit] Wizard Robes

The most basic magic armour available is the wizard robes. These are offered to both Free to Play and Members. To obtain these, kill the wizards in Wizard Tower for the blue robe or kill the dark wizards for the black robe. You do not need a certain defence or magic level to wear these.

Image Name Magic Attack Bonus Magic Defense Bonus Location
Blue Wizard Hat Blue wizard hat +2 +2 Bought from the rune shop in Port Sarim, dropped by Wizards
Black Wizard Hat Black wizard hat +2 +2 Bought from the rune shop in Port Sarim, dropped by Dark Wizards
Blue Wizard Robe Blue wizard robe +3 +3 Dropped by Dark Wizards
Black Wizard Robe Black wizard robe +3 +3 Dropped by Wizards

[edit] Mystic Robes

Mystic robes are excellent to use for magic training. They have a great magic attack and defence bonus but lack melee and range bonuses. There are 3 different colours of mystic robes; black and red, gold and white, and blue and white, but all have the same stats. Mystic robes are quite expensive and the blue set can be bought in the Magic Guild for 235k. The other sets are dropped by various slayer monsters.

Image Name Magic Attack Bonus Magic Defense Bonus Location
Mystic Robe Top Blue Blue mystic top +20 +20 Bought at the Mages Guild for 120,000 gp
Mystic Robe Top Gold Gold mystic top +20 +20 Dropped by Kurasks (70 Slayer required)
Mystic Robe Top Red Red mystic top +20 +20 Dropped by Gargoyles (75 Slayer required)
Mystic Robe Bottoms Blue Blue mystic bottoms +15 +15 Bought at the Mages Guild for 80,000 gp
Mystic Robe Bottoms Gold Gold mystic bottoms +15 +15 Dropped by Turoths (55 Slayer required)
Mystic Robe Bottoms Red Red mystic bottoms +15 +15 Dropped by Aberrant Spectres (60 Slayer required)
Mystic Hat Blue Blue mystic hat +4 +4 Bought at the Mages Guild for 15,000 gp
Mystic Hat Gold Gold mystic hat +4 +4 Dropped by Basilisks (40 Slayer required)
Mystic Hat Red Red mystic hat +4 +4 Dropped by Infernal Mages (45 Slayer required)
Mystic Boots Blue Blue mystic boots +3 +3 Bought at the Mages Guild for 10,000 gp
Mystic Boots Gold Gold mystic boots +3 +3 Dropped by Cockatrices and Desert Lizards (35 Slayer required)
Mystic Boots Red Red mystic boots +3 +3 Dropped by Infernal Mages (45 Slayer required)
Mystic Gloves Blue Blue mystic gloves +3 +3 Bought at the Mages Guild for 10,000 gp
Mystic Gloves Gold Gold mystic gloves +3 +3 Dropped by Rock Slugs (20 Slayer required)
Mystic Gloves Red Red mystic gloves +3 +3 Dropped by Banshees (15 Slayer required)

[edit] Lunar Robes

Once you complete the Lunar Diplomacy quest, you will receive the lunar robes. These robes do not have the highest magic attack bonus, but they do have some defence. Lunar robes required 65 magic and 40 defence to wear.

Image Name Magic Attack bonuses Magic Defense bonuses
Lunar Helm Lunar Helm +3 +2
Lunar Torso Lunar Torso +10 +12
Lunar Legs Lunar Legs +7 +9
Lunar Gloves Lunar Gloves +4 +2
Lunar Boots Lunar Boots +2 +2
Lunar Ring Lunar Ring +2 +2
Lunar Amulet Lunar Amulet +1 +1
Lunar Cape Lunar Cape 0 0

[edit] Splitbark Armour

Splitbark armour is perfect if you want a nice magic attack bonus and a relatively nice defence bonus. To obtain Splitbark, you need to gather some fine cloth and bark from a hollow tree. When you have these items, take them and some cash to the wizard in Wizards Tower.

Image Name Magic Attack bonuses Magic Defense bonuses
Splitbark Helmet Splitbark Helmet +2 +3
Splitbark Body Splitbark Body +8 +15
Splitbark Legs Splitbark Legs +6 +10
Splitbark Gloves Splitbark Gloves +1 +2
Splitbark Boots Splitbark Boots +1 +2

[edit] Infinity Robes

These robes have a very high magic attack, but lack defence. You can obtain these from the Mage Training Arena by collecting Pizzaz points. They require 50 magic and 20 defence to wear.

Image Name Magic Attack Bonus Magic Defense Bonus
Infinity Hat Infinity hat +6 +6
Infinity Robe Top Infinity top +22 +22
Infinity Robe Bottoms Infinity bottoms +17 +17
Infinity Gloves Infinity gloves +5 +5
Infinity Boots Infinity boots +5 +5
Mages Book Mages book +15 +15

[edit] Enchanted Robes

These robes are not very strong at all, but people buy them for looks. To obtain these, you must complete level 3 clue scrolls. You must have level 40 magic and 20 defence to wear these.

Image Name Magic Attack Bonus Magic Defense Bonus
Enchanted Hat Enchanted hat +4 +4
Enchanted Top Enchanted top +20 +20
Enchanted Bottoms Enchanted bottoms +15 +15

[edit] Ghostly Robes

Ghostly Robes are, like enchanted robes, not strong at all. They barely have any attack or defense bonuses, but people obtain them just for looks. You can obtain these after beating the Zaros mini-game. There are no requirements to wear these robes.

Image Name Magic Attack Bonus Magic Defense Bonus
Ghostly Hood Ghostly hood +3 +3
Ghostly Robe Top Ghostly top +5 +5
Ghostly Robe Bottoms Ghostly bottoms +4 +4
Ghostly Gloves Ghostly gloves +2 +2
Ghostly Boots Ghostly boots +2 +2
Ghostly Cape Ghostly cape +5 +5

[edit] Skeletal Armour

Another type of magic armour that has defences other than magic is Skeletal. This armour is made from the bones of Wallasalkis and is produced by Peer the Seer in Fremennik Village. You will also need some Dagannoth hides to make this armour.

Image Name Magic Attack Bonus Magic Defense Bonus
Skeletal Helmet Skeletal Helm +2 +3
Skeletal Top Skeletal Top +8 +15
Skeletal Legs Skeletal Legs +6 +10
Skeletal Gloves Skeletal Gloves 0 0
Skeletal Boots Skeletal Boots 0 0

[edit] Ahrim's Robes

Ahrim the Blighted is one of the six Barrow Brothers and he possesses the strongest magic armor in RuneScape. Ahrim's staff is a two-handed weapon and can auto-cast all the wave spells. Ahrim does have a special effect as well; when the whole set is worn in a battle your opponent's strength will drain occasionally. Also, when you reach a total of 15 hours of fighting in this set the armor breaks and becomes unwearable. You can repair in either your house or Bob, the axe shop owner in Lumbridge, will fix it.

Image Name Magic Attack Bonus Magic Defense Bonus
Ahrims Hood Ahrim Hood +6 +6
Ahrims Robetop Ahrim Robetop +30 +30
Ahrims Robeskirt Ahrim Robebottoms +22 +22
Ahrims Staff Ahrim Staff +15 +15

[edit] Third Age Robes

Third Age Robes are extremely expensive and powerful robes. You can obtain these robes by doing level 3 clue scrolls, although they are extremely rare. Third Age Robes require level 65 magic and 30 defense to wear.

Image Name Magic Attack Bonus Magic Defense Bonus
Third Age Mage Robe Top Third Age Top +24 +24
Third Age Mage Robe Bottoms Third Age Bottoms +19 +19
Third Age Mage Hat Third Age Hat +8 +8
Third Age Amulet Third Age Amulet +15 +10

[edit] Other Magical Items

Other then Magic Robes, there are items that boost your magic bonus as well. Rings, prayer books, amulets and even god capes can increase your magic bonuses.

Image Item Member Only? Magic Bonuses Location
Amulet Of Magic Amulet of Magic No +10 attack Player made using the Crafting skill
Amulet Of Power Amulet of Power No +6 attack Player made using the Crafting skill
Amulet Of Glory Amulet of Glory Yes +10 attack, +3 defense Player made using the Crafting skill
Amulet Of Fury Amulet of Fury Yes +10 attack, +15 defense Player made using the Crafting skill
Seers Ring Seer’s Ring Yes +4 attack Dropped by Dagannoth Kings
Beacon Ring Beacon Ring Yes +2 attack, +1 defense Obtained after the What Lies Below quest
Holy Book Holy Book Yes +8 defense Obtained after Horror of the Deep quest, must be filled with 4 pages
Unholy Book Unholy Book Yes +8 attack Obtained after Horror of the Deep quest, must be filled with 4 pages
Book Of Balance Book of Balance Yes +4 attack and defense Obtained after Horror of the Deep quest, must be filled with 4 pages
Farseer Helmet Farseer Helmet Yes +6 attack and defense Bought in Rellekka after beating The Fremennik Trails
Elemental Shield Elemental Shield Yes +6 defense Player made during the Elemental Workshop
Elemental Helmet Elemental Helmet Yes +4 defense Player made during the Elemental Workshop
Mind Shield Mind Shield Yes +9 defense Player made during the Elemental Workshop II
Mind Helmet Mind Helmet Yes +6 defense Player made during the Elemental Workshop II
Cape Of Zamorak Zamorak God Cape Yes +10 attack and defense Mage Arena
Cape Of Saradomin Saradomin God Cape Yes +10 attack and defense Mage Arena
Cape Of Guthix Guthix God Cape Yes +10 attack and defense Mage Arena

[edit] Spells

Finally to the best part of Magic, the spells. There are a wide variety of spells that can be used in the Magic skill, all are very useful. There are three spell books, normal spells, ancient magicks and lunar magic. As your magic level increases so does the number of spells you are capable of casting.

[edit] Normal Spells

These are the spells you start out with and are the most basic. The normal spells consist of enchantment, alchemy, curse, teleport, tele-others and basic missile spells. The chart below lists all of the normal spells as well as their experience, runes needed and max hit.

Image Spell Level required Runes needed Experience gained Max hit/Description
Spell Home Teleport Home Teleport 1 None 0 Teleports you to Lumbridge, can only be used once per 30 minutes
Spell Wind Strike Wind Strike 1 1 Air and mind rune 5.5+ 2
Spell Confuse Confuse 3 3 Water, 2 earth, 1 body rune 13 Reduces opponents attack by 5%
Spell Bolt Enchantment Bolt Enchantment 4 Refer to the bolt enchantment section Refer to the bolt enchantment section Refer to the bolt enchantment section
Spell Water Strike Water Strike 5 1 Water and air rune 7.5+ 4
Spell Enchant Jewelry 1 Enchant Level 1 Jewelry 7 1 Water and cosmic rune 17.5 Enchant sapphire jewelry
Spell Earth Strike Earth Strike 9 2 Earth, 1 air, and 1 mind rune 9.5+ 6
Spell Weaken Weaken 11 3 Water, 2 earth, 1 body rune 20.5 Reduces opponents strength by 5%
Spell Fire Strike Fire Strike 13 3 Fire, 2 air, and 1 mind rune 11.5+ 8
Spell Bones To Bananas Bones to Bananas 15 2 Earth, 2 water, 1 nature rune 25 Turns your bones into bananas
Spell Wind Bolt Wind Bolt 17 2 Air and 1 cosmic 13.5+ 9
Spell Curse Curse 19 2 Water, 3 earth, and 1 body 29 Reduces opponents defense by 5%
Spell Bind Bind 20 3 Earth, 3 water, 2 nature 30 Freezes your opponent for 5 seconds
Spell Low Level Alchemy Low Level Alchemy 21 3 Fire and 1 nature rune 31 Turns an item in gold
Spell Water Bolt Water Bolt 23 2 Water, 2 air, and 1 chaos rune 16.5+ 10
Spell Varrock Teleport Varrock Teleport 25 3 Air, 1 fire and law rune 35 Teleports you to Varrock
Spell Enchant Jewelry 2 Enchant Level 2 Jewelry 27 3 Air and 1 cosmic rune 37 Enchant emerald jewelry
Spell Earth Bolt Earth Bolt 29 3 Earth, 2 air, and 1 chaos rune 19.5+ 11
Spell Lumbridge Teleport Lumbridge Teleport 31 3 Air, 1 earth, and 1 law rune 41 Teleports you to Lumbridge
Spell Bounty Locate Bounty Locate 32 1 Law, air, and fire rune 45 Teleports you to your current Bounty Hunter target
Spell Telekinetic Grab Telekinetic Grab 33 1 air and law rune 43 Grabs an item that can be seen but not reached
Spell Fire Bolt Fire Bolt 35 4 Fire, 3 air, and 1 chaos rune 22.5+ 12
Spell Falador Teleport Falador Teleport 37 3 Air, 1 water, and 1 law rune 48 Teleports you to Falador
Spell Crumble Undead Crumble Undead 39 2 Air, 2 earth, and 1 chaos rune 24.5+ Very strong against the undead, max hit of 15
Spell House Teleport House Teleport 40 1 Earth, air, and law rune 30 Teleports you to your house
Spell Wind Blast Wind Blast 41 3 Airs and 1 death rune 25.5+ 13
Spell Superheat Item Superheat Item 43 4 Fire and 1 nature rune 53 Smelt 1 ore without a furnace
Spell Camelot Teleport Camelot Teleport 45 5 Airs and 1 law rune 55.5 Teleports you to Camelot
Spell Water Blast Water Blast 47 3 Waters, 3 airs, and 1 death rune 38.5+ 14
Spell Enchant Jewelry 3 Enchant Level 3 Jewelry 49 5 Fires and 1 cosmic rune 59 Enchant ruby jewelry
Spell Iban Blast Iban Blast 50 4 Fires and 1 death rune 42.5+ 25
Spell Snare Snare 50 4 Earths, 4 waters, and 3 nature runes 60.5+ Freezes your opponent for 10 seconds + 2 damage
Spell Magic Dart Magic Dart 50 4 Minds and 1 death rune 30+ 20 (99 magic + magic cape)
Spell Ardougne Teleport Ardougne Teleport 51 2 Laws and 2 water runes 61 Teleports you to East Ardougne
Spell Earth Blast Earth Blast 53 4 Earths, 3 airs, and 1 death rune 31.5+ 15
Spell High Level Alchemy High Level Alchemy 55 5 Fires and 1 nature rune 65 Turns an item into more gold than low alchemy
Spell Charge Water Orb Charge Water Orb 56 30 Waters, 3 cosmic, uncharged orb 66 Charges your orb so it can be attached to a battle staff
Spell Enchant Jewelry 4 Enchant Level 4 Jewelry 57 10 Earths and 1 cosmic rune 67 Enchant diamond jewelry
Spell Watchtower Teleport Watchtower Teleport 58 2 Earth and law runes 68 Teleports you to Watchtower
Spell Fire Blast Fire blast 59 5 Fires, 4 airs, and 1 death rune 34.5+ 16
Spell Bones To Peaches Bones to Peaches 60 4 Earths, 4 waters, and 2 nature runes 35.5 Turns your bones into peaches
Spell Charge Earth Orb Charge Earth Orb 60 30 Earths, 3 cosmic, uncharged orb 70 Charges your orb so it can be attached to a battle staff
Spell Claws Of Guthix Claws of Guthix 60 4 Airs, 1 fire, 2 bloods, Guthix staff 35+ 20 (30 with Charge) and reduces opponents defence level
Spell Saradomin Strike Saradomin Strike 60 4 Airs, 2 fires, 2 bloods, and Saradomin staff 35+ 20 (30 with Charge) and reduces opponents prayer
Spell Flames Of Zamorak Flames of Zamorak 60 4 Fires, 1 air, 2 bloods, Zamorak staff 35+ 20 (30 with Charge) and reduces opponents magic level
Spell Trollheim Teleport Trollheim Teleport 61 2 Fires and 2 law runes 68 Teleports you to Trollheim
Spell Wind Wave Wind Wave 62 4 Airs and 1 blood rune 36+ 17
Spell Charge Fire Orb Charge Fire Orb 63 30 Fires, 3 cosmic, uncharged orb 73 Charges your orb so it can be attached to a battle staff
Spell Ape Atol Teleport Ape Atoll Teleport 64 1 Banana, 2 fires, 2 laws, 2 law runes 74 Teleports you to Ape Atoll
Spell Water Wave Water Wave 65 7 Waters, 5 air, and 1 blood rune 37.5+ 18
Spell Charge Air Orb Charge Air Orb 66 30 Airs, 3 cosmic, uncharged orb 76 Charges your orb so it can be attached to a battle staff
Spell Vulnerability Vulnerability 66 5 Earths, 5 waters, and 1 soul rune 76 Reduces opponents defense by 10%
Spell Enchant Jewelry 5 Enchant Level 5 Jewelry 68 15 Earths, 15 waters, and 1 cosmic rune 78 Enchants dragonstone jewelry
Spell Earth Wave Earth Wave 70 7 Earths, 5 airs, and 1 blood rune 40+ 19
Spell Infeeble Infeeble 73 8 Earths, 8 waters, 1 soul rune 83 Reduces your opponents strength by 10%
Spell Teleother Lumbridge Tele-other Lumbridge 74 1 Soul, earth, and law rune 84 Teleports target to Lumbridge
Spell Fire Wave Fire Wave 75 7 Fires, 5 airs, and 1 blood rune 42.5+ 20
Spell Entangle Entangle 79 5 Earths, 5 waters, and 4 nature runes 91+ Freezes target for 15 seconds + 4 damage
Spell Stun Stun 80 12 Earths, 12 waters, and 1 soul rune 90 Reduces your opponents attack by 10%
Spell Charge Charge 80 3 Air, fire and blood runes 180 Temporarily increases the power of the three mage arena spells
Spell Teleother Falador Tele-other Falador 82 1 Soul, water, and law rune 92 Teleports target to Falador
Spell Enchant Jewelry 6 Enchant Level 6 Jewelry 87 20 Fires, 20 earths, and 1 cosmic rune 97 Enchant onyx jewelry
Spell Teleother Camelot Tele-other Camelot 90 2 Souls and 1 law rune 100 Teleports target to Camelot

[edit] Ancient Magicks

Ancient Magicks is considered to be the strongest magic in the game. The strongest spell requires 96 magic and the weakest spell requires 50. Not only do the spells do a massive amount of damage, they also have special effects which make them even stronger. There are also teleportation spells that can take you to the Wilderness, so be careful. To be able to use the Ancient Magicks spellbook, you must complete the Desert Treasure quest.

Also, when you cast stronger spells, they may hit multiple targets.

- Rush and blitz = single target - Burst and barrage = Multi-target

Image Spell Level Required Runes Needed Experience Gained Max Hit/Effect
Spell Smoke Rush Smoke rush 50 2 Chaos, 2 deaths, 1 fire, and 1 air rune 30 Max hit: 15, poisons target (2 damage)
Spell Shadow Rush Shadow rush 52 2 Chaos, 2 deaths, 1 air, and 1 soul rune 31 Max hit: 16, reduces opponents attack by 10%
Spell Paddewwa Teleport Paddewwa teleport 54 2 Laws, 1 fire, and 1 air rune 64 Teleports you to Edgeville Dungeon
Spell Blood Rush Blood rush 56 2 Chaos, 2 deaths, and 1 blood rune 33 Max hit: 17, you heal 25% of the damage dealt to your opponent
Spell Ice Rush Ice rush 58 2 Chaos, 2 deaths, and 1 water rune 34 Max hit: 18, your opponent is frozen for 5 seconds
Spell Senntisten Teleport Senntisten teleport 60 2 Laws and 1 soul rune 70 Teleports you to Digsite
Spell Smoke Burst Smoke burst 62 4 Chaos, 2 deaths, 2 fires, and 2 air runes 36 Max hit: 19, poisons multiple targets (2 damage each)
Spell Shadow Burst Shadow burst 64 4 Chaos, 2 deaths, 2 airs, and 2 soul runes 37 Max hit: 20, reduces attack of targets by 10%
Spell Kharyll Teleport Kharyll teleport 66 2 Laws and 1 blood rune 76 Teleports you to Canifis
Spell Blood Burst Blood burst 68 4 Chaos, 2 deaths, and 2 blood runes 39 Max hit: 21, you heal 25% of the damage dealt to your targets
Spell Ice Burst Ice burst 70 4 Chaos, 2 deaths, and 4 water runes 40 Max hit: 22, freezes targets for 10 seconds each
Spell Lassar Teleport Lassar teleport 72 2 Laws and 4 water runes 82 Teleports you to Ice Mountain
Spell Smoke Blitz Smoke blitz 74 2 Deaths, 2 bloods, 2 fires, and 2 air runes 42 Max hit: 23, poisons your opponent (4 damage)
Spell Shadow Blitz Shadow blitz 76 2 Deaths, 2 bloods, 2 airs, and 2 soul runes 43 Max hit: 24, reduce your opponents attack by 10%
Spell Dareeyak Teleport Dareeyak teleport 78 2 Laws, 3 fires, and 2 air runes 88 Teleports you to level 22 Wilderness (west of the Bandit Camp)
Spell Blood Blitz Blood blitz 80 2 Deaths and 4 blood runes 45 Max hit: 25, you heal 25% of the damage dealt to your opponent
Spell Ice Blitz Ice blitz 82 2 Deaths, 2 bloods, and 3 water runes 46 Max hit: 26, freezes your opponent for 15 seconds
Spell Carrallangar Teleport Carrallangar teleport 84 2 Laws and 2 soul runes 94 Teleports you to Wilderness Graveyard
Spell Smoke Barrage Smoke barrage 86 4 Deaths, 2 bloods, 4 airs, and 4 fire runes 48 Max hit: 27, poisons your targets (4 damage each)
Spell Shadow Barrage Shadow barrage 88 4 Deaths, 2 bloods, 4 airs, and 3 soul runes 49 Max hit: 28, reduces attack of targets by 10%
Spell Annakarl Teleport Annakarl teleport 90 2 Laws and 1 blood rune 100 Teleports you to Demonic Ruins
Spell Blood Barrage Blood barrage 92 4 Deaths, 4 bloods, and 1 soul rune 51 Max hit: 29, you heal 25% of the damage dealt to your targets
Spell Ice Barrage Ice barrage 94 4 Deaths, 2 bloods, and 6 water runes 52 Max hit: 30, freezes your targets for 30 seconds each
Spell Ghorrock Teleport Ghorrock teleport 96 2 Laws and 8 water runes 106 Teleports you to Ice Plateau

[edit] Miasmic Spells

Miasmic spells can only be cast while on the Ancient spell book, and while wielding Zuriel's Staff or the Corrupt Zuriel's Staff. When a miasmic spell is cast, not only will the spell inflict damage, but you will slow your opponent's melee or Ranged attack rates by 50% for a certain period of time, however will not affect Magic Spell casting.


Image Spell Magic required Runes needed Experience gained Description
Miasmic Rush Miasmic Rush 61 1 Soul, 1 Earth, 2 Chaos runes 36 Max Hit: 18, Slows your opponent for 12 Seconds.
Miasmic Burst Miasmic Burst 73 2 Soul, 2 Earth, 4 Chaos runes 42 Max Hit: 24, Slows your opponent for 24 Seconds.
Miasmic Blitz Miasmic Blitz 85 3 Soul, 3 Earth, 2 Blood runes 48 Max Hit: 28, Slows your opponent for 36 Seconds.
Miasmic Barrage Miasmic Barrage 97 4 Soul, 4 Earth, 4 Blood runes 54 Max Hit: 32, Slows your opponent for 48 Seconds.

[edit] Lunar Spells

To be able to use Lunar magic you must have beaten the Lunar Diplomacy quest. Also, if you beat the Dream Mentor quest there will be new spells added to your current Lunar spell book. To change from your normal spell book to Lunar, just pray at the astral rune alter in the Moon Clan territory.

Lunar magic is very useful; the only downside is that this spell book has no offensive magic. This spell book mainly consists of teleportation spells which can teleport you or a group to many different areas. There are also many spells that can help you during skilling, for example, the Cure Plant spell cures one of your plants from disease. Lunar magic use astral runes, which can be runecrafted, refer to the Runecrafting guide for details.

Image Spell Magic required Runes needed Experience gained Description
Spell Home Teleport Lunar Home Teleport 0 0 0 Teleports you to Moon Clan, can only be used once every 30 minutes
Spell Bake Pie Bake Pie 65 1 Astral, 4 waters, and 5 fire runes 60 Bakes a pie without a stove
Spell Cure Plant Cure Plant 66 1 Astral and 8 earth runes 60 Cures a farming patch from disease
Spell Monster Examine Monster Examine* 66 1 Astral, 1 cosmic, and 1 mind rune 61 Tells you a monster’s hitpoints, max hit, if poison effects them, and if they are a slayer monster
Spell Npc Contact NPC Contact 67 2 Airs, 1 astral, and 1 cosmic rune 63 Speak with a variety of NPC’s
Spell Cure Other Cure Other 68 1 Astral, 10 earth, and 1 law rune 65 Cure a poisoned player
Spell Humidify Humidify* 68 3 Waters, 1 astral, 1 fire rune 65 Fill all vials in your inventory with water
Spell Moon Clan Teleport Moon Clan Teleport 69 2 Astral, 2 earth, and 1 law rune 66 Teleports you to Moon Clan
Spell Telegroup Moon Clan Tele Group Moon Clan 70 4 Earths, 2 astrals, 1 law rune 67 Teleports you and a group to Moon Clan
Spell Cure Me Cure Me 71 2 Astrals, 2 cosmics, 1 law rune 9 Cures poison
Spell Hunter Kit Hunter Kit* 71 2 Astrals, 3 earth runes 70 Gives you the basic hunting equipment: Bird snare, butterfly net, noose, noose wand, rabbit snare, teasing stick, and an unlit torch
Spell Waterbirth Teleport Waterbirth Teleport 72 2 Astrals, 1 water, and 1 law rune 71 Teleports you to Waterbirth Island
Spell Telegroup Waterbirth Tele Group Waterbirth 73 5 Waters, 2 astrals, and 1 law rune 72 Teleports you and a group to Waterbirth Island
Spell Cure Group Cure Group 74 2 Astrals, 2 cosmics, and 2 law runes 74 Cures poison on a group
Spell Stat Spy Stat Spy* 75 5 Body runes, 2 astrals, 2 cosmic runes 76 Use on another player to view their stats
Spell Barbarian Teleport Barbarian Teleport 75 2 Astrals, 3 fires, and 2 law runes 76 Teleports you to Barbarian Outpost
Spell Telegroup Barbarian Tele Group Barbarian 76 6 Fire runes, 2 astrals, 2 law runes 77 Teleports you and a group to Barbarian Outpost
Spell Superglass Make Superglass Make 77 10 Air, 6 fires, and 2 astral runes 78 Makes glass without a furnace
Spell Khazard Teleport Khazard Teleport 78 4 Waters, 2 astrals, and 2 law runes 80 Teleports you to Port Khazard
Spell Telegroup Khazard Tele Group Khazard 79 8 Waters, 2 astrals, and 2 law runes 81 Teleports you and a group to Port Khazard
Spell Dream Dream* 79 5 Body runes, 2 astrals, and 1 cosmic rune 82 Restores your hitpoints x3, but you cannot do anything or you will wake up
Spell String Jewelry String Jewelry 80 10 Earth runes, 5 waters, 2 astral runes 83 Strings jewelry without wool
Spell Stat Restore Potion Share Stat Restore Potion Share 81 10 Earth, 10 water, 2 astral runes 84 Shares a potion to nearby players (maximum of 4)
Spell Magic Imbue Magic Imbue 82 7 Fire, 7 waters, and 2 astral runes 86 Combines runes without a talisman
Spell Fertile Soil Fertile Soil 83 15 Earths, 3 astrals, and 2 nature runes 87 Fertilizes a farming patch with super compost
Spell Boost Potion Share Boost Potion Share 84 12 Earths, 10 waters, and 3 astral runes 88 Shares a potion to nearby players (maximum of 4)
Spell Fishing Guild Teleport Fishing Guild Teleport 85 10 Waters, 3 astrals, and 3 law runes 89 Teleports you to the Fishing Guild
Spell Telegroup Fishing Guild Tele Group Fishing Guild 86 14 Waters, 3 astrals, and 3 law runes 90 Teleports you and a group to the Fishing Guild
Spell Plank Make Plank Make* 86 15 Earths, 2 astrals, 1 nature rune 90 Makes a plank out of one log, still costs the same as the Sawmill
Spell Catherby Teleport Catherby Teleport 87 10 Waters, 3 astrals, and 3 law runes 92 Teleports you to Catherby
Spell Telegroup Catherby Tele Group Catherby 88 15 Waters, 3 astrals, and 3 law runes 93 Teleports you and a group to Catherby
Spell Ice Plateau Teleport Ice Plateau Teleport 89 8 Waters, 3 astrals, and 3 law runes 96 Teleports you to Ice Plateau
Spell Telegroup Ice Plateau Tele Group Ice Plateau 90 16 Waters, 3 astrals, and 3 law runes 99 Teleports you and a group to Ice Plateau
Spell Energy Transfer Energy Transfer 91 3 Astrals, 2 laws, and 1 nature rune 100 Transfers some of your run energy and special attack energy to your target, damages you as well
Spell Heal Other Heal Other 92 3 Astrals, 3 laws, and 1 blood rune 101 Transfers up to 75% of your hitpoints to another player
Spell Vengeance Other Vengeance Other 93 10 Earths, 3 astrals, and 2 death runes 108 Gives another player the ability to rebound damage to their opponent
Spell Vengeance Vengeance 94 10 Earths, 4 astrals, and 2 death runes 112 Gives you the ability to rebound damage to your opponent
Spell Heal Group Heal Group 95 6 Laws, 4 astrals, and 3 blood runes 124 Transfers up to 75% of your hitpoints to a group of players
Spell Spellbook Swap Spellbook Swap* 96 3 Astrals, 2 cosmics, and 1 law rune 130 Gives you the ability to switch your spell book to either Normal or Ancients for one cast

[edit] Enchanting

When you reach level 7 magic, you are given the ability to enchant Sapphire jewelry. Enchanting uses cosmic runes and a certain amount of elemental runes.

Image Name Gem needed Effect Charge
Ring Of Recoil Ring of recoil Sapphire Deals 10% of the damage an opponent does to you back to them Crumbles after 40 hp of damage is dealt
Bracelet Of Clay Bracelet of clay Sapphire Player will mine soft clay instead of hard 28
Games Necklace Games necklace Sapphire Teleports you to Burthorpe Games Room or Barbarian Outpost 8
Amulet Of Magic Amulet of magic Sapphire 10+ Magic attack Unlimited
Ring Of Dueling Ring of dueling Emerald Teleports you to Castle Wars or Dueling Arena 8
Castlewars Bracelet Castlewar bracelet Emerald Bandages gives 50% health, deal 20% more damage to flag holder 3 Castle Wars games
Necklace Of Binding Necklace of binding Emerald 100% chance that combination runes will be made 15
Amulet Of Defence Amulet of defense Emerald 10+ Defense bonuses Unlimited
Amulet Of Nature Amulet of nature Emerald Alerts you to when a plant needs watered or when a plant is diseased Unlimited
Ring Of Forging Ring of forging Ruby 100% chance of smelting an iron bar 140
Inoculation Bracelet Inoculation bracelet Ruby Protects you from disease When protection is used up, it breaks
Digsite Pendant Digsite pendant Ruby Teleports you to the Digsite area 5
Amulet Of Strength Amulet of strength Ruby +10 Strength bonus Unlimited
Ring Of Life Ring of life Diamond When you reach 10% of your health, you are teleported to your respawn area 1
Abyssal Bracelet Abyssal bracelet Diamond Prevents skulling when in the Abyss 5
Phoenix Necklace Phoenix necklace Diamond When your hitpoints drop below 20%, you heal 30% 1
Amulet Of Power Amulet of power Diamond +6 to all defense and attack bonuses, +6 strength, +1 prayer Unlimited
Ring Of Wealth Ring of wealth Dragonstone Higher rate of a good drop Unlimited
Combat Bracelet Combat bracelet Dragonstone Teleports you to Warriors Guild, Champion’s Guild, Ranging Guild, or the Monastery 4 Teleports, recharge at totem in the Legends Guild
Amulet Of Glory Amulet of glory Dragonstone +10 to all attack bonuses, +3 to all defense bonuses, +6 strength, + 3 prayer, teleports to Al Kharid, Draynor Village, Edgeville, or Karamja 4 Teleports, charge at the fountain in the Hero’s Guild
Ring Of Stone Ring of stone Onyx Turns you into stone Unlimited
Bracelet Of Regeneration Bracelet of regeneration Onyx Doubles the rate of hitpoint regeneration Unlimited
Berserker Necklace Berserker necklace Onyx +7 to strength, -10 stab, slash, and crush, -20 to all defense bonuses Unlimited
Amulet Of Fury Amulet of fury Onyx +10 to all attack bonuses, +15 to all defense bonuses, +8 to strength, +5 to prayer Unlimited

[edit] Enchanting Bolt Tips

Any gem tipped bolt can be enchanted using magic. When a bolt is enchanted, it receives a special effect. To enchant a bolt, you must use a chisel with a cut gem to make the bolt tips, and then use the bolt tips with the bolts. When you’re ready to enchant, click on the level 4 enchant spell to bring up the bolt enchanting interface.

The following table lists all of the bolt’s effects, the runes needed to enchant, and the magic experiences gained.

Image Name Magic required Runes needed Effect
Opal Tipped Bolts Opal Tipped Bolts 4 2 Airs and 1 cosmic rune A chance of a lighting bolt striking your opponent, dealing damage
Sapphire Tipped Bolts Sapphire Tipped Bolts 7 1 Water, 1 mind, and 1 cosmic rune Chance at lowering your opponent’s prayer
Jade Tipped Bolts Jade Tipped Bolts 14 2 Earths and 1 cosmic rune Chance of knocking your opponent to the ground
Pearl Tipped Bolts Pearl Tipped Bolts 24 2 Waters and 1 cosmic rune A chance of a bolt of water hitting your opponent
Emerald Tipped Bolts Emerald Tipped Bolts 27 3 Airs, 1 nature, and 1 cosmic rune Chance at poisoning your opponent
Red Topaz Tipped Bolts Red Topaz Tipped Bolts 29 2 Fires and 1 cosmic rune A chance at lowering your opponent's magic level
Ruby Tipped Bolts Ruby Tipped Bolts 49 5 Fires, 1 blood, and 1 cosmic rune A chance at dealing 20% damage to your opponent in exchange for 10% of your hitpoints
Diamond Tipped Bolts Diamond Tipped Bolts 57 3 Air, 1 law, and 1 cosmic rune A chance at ignoring some of your opponent's range defense
Dragonstone Tipped Bolts Dragonstone Tipped Bolts 68 15 Earths, 1 soul, and 1 cosmic rune A chance at hitting your opponent with dragon fire
Onyx Tipped Bolts Onyx Tipped Bolts 87 20 Fires, 1 death, and 1 cosmic rune A chance at doing extra damage and healing a small amount

[edit] Temporary Boosts

[edit] Magic Potion

The Magic potion can be made using the Herblore skill and requires 76 herblore. The magic potion temporarily increases your magic level by 4, but gradually falls back to its original level. The magic potion is useful whenever you need in the Magic Guild but only have 62-65 magic, drink the potion and walk in.

[edit] Wizard's Mind Bomb

This useful drink can be purchased in the Falador and Burthorpe inns. This drink will temporarily increase your magic level by 3 and, like the magic potion, gradually decrease back to its original level. Wizard's Mind Bomb can also be brewed into a Mature Wizard's Mind Bomb which will increase your magic level by 4.


[edit] Training Tips

Level 45 to 55: Camelot Teleport

If you have the money, you can either buy law runes or make them using the Runecrafting skill. Combined with an air staff, you can continuously use the Camelot teleport. This method gives good experience at a quick pace; the only downside is that you do not make any of the money back. You could also try buying chaos runes and fire bolting blue dragons, then banking all of the hides and bones and selling them for profit.

Level 55-80: High Alchemy

When you reach level 55 magic, you are granted the ability to use high level alchemy. This spell is extremely useful as it provides one of the greatest magic training methods. First you can either buy nature runes or craft them using the Runecrafting skill. Next, either buy yew longbows or make them using the Fletching skill. Finally, grab a fire staff and use high alchemy until you reach the level that you desire.

Level 80-99: Fire Bolting Steel Dragons

In my opinion, fire bolting steel dragons is a fantastic way to earn cash and magic experience. I highly recommend you get chaos gauntlets from the Family Crest quest, they increase the max hit of fire bolt from 12 to 15. Next, buy some good magic armor, preferably mystic or Ahrim’s, and grab an antifire shield and potions. Finally, head into the depths of Brimhaven dungeon and fire bolt steel dragons until your desired level. The dragons do have fantastic drops and, if you are lucky, you can get either a draconic visage, dragon platelegs or skirt.


[edit] Wizards' Guild

When you reach level 66 magic (or 63 + Wizard’s Mind Bomb) you will be able to go inside of the Wizards' Guild. The Magic Guild is located in Yanille and is a great place to buy runes, train magic, mine rune essences, and you can buy blue mystic robes.

It also has a useful training spot in the basement (a cage full of zombies) where you can mage using your choice of spells with no threat of taking damage. However, you will need to use Telekinetic-Grab to obtain your drops; the door to the cage is locked.


[edit] Magic Skillcape

If you reach the incredible feat of level 99 magic, you will be given the opportunity to buy a Magic Skillcape. The cape costs 99k and can be bought from the mystic robes seller in the Magic Guild. There's even an emote and a matching hood that comes with the cape, so have fun showing off to your friends!

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Last edited by Zap on 14 February 2010 at 05:04
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