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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.
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 | Elemental | Karamja – behind Luthas’ house near the banana plantation
|
| Water | Elemental | Al-Kharid mine
|
| Earth | Elemental | Varrock Sewers, North Varrock Forest
|
| Fire | Elemental | Merlin’s Workshop, Al-Kharid mine, Karamja Dungeon
|
| Mind | Low-level missile | Varrock Sewers, Lumbridge Castle
|
| Chaos | Mid-level missile | Dark Warriors Castle, Moss giant area (Wilderness)
|
| Death | High-level missile | Southeast of Yanille
|
| Blood | Very high-level missile | Demonic Ruins area (Wilderness)
|
| Cosmic | Enchantment | Ice Plateau (Wilderness)
|
| Nature | Alchemy | Ardougne chests, Rellekka north shores, Wilderness
|
| Law | Teleportation | None
|
| Body | Low-level curse | Northwest Varrock, Al Kharid Scimitar Shop, Wilderness
|
| Soul | High-level curse | Magic Guild
|
| Astral | Lunar Magic | None
|
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 | Air and Earth | Crumble Undead, Home Teleport
|
| Mud | Water and Earth | Bind, Snare, Entangle, Bones to Bananas, all curse spells
|
| Mist | Air and Water | Water attacks
|
| Steam | Fire and Water | Ape Atoll Teleport
|
| Smoke | Fire and Air | Charge, Ancient magic smoke attacks
|
| Lava | Fire and Earth | Enchant level-6 jewelry
|
Staves
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 | 10 | Zaff’s Staff Shop, Magic Guild
|
| Water Staff | 10 | Zaff’s Staff Shop, Magic Guild
|
| Earth Staff | 10 | Zaff’s Staff Shop, Magic Guild
|
| Fire Staff | 10 | Zaff’s Staff Shop, Magic Guild
|
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 | Air runes | Player made (66 Crafting required), Treasure Trails, dropped by Killerwatts and Zamorak Wizards
|
| Water | Water runes | Player made (54 Crafting required), Treasure Trails, dropped by Waterfiends, Cave Bugs and Zamorak Wizards
|
| Earth | Earth runes | Player made (58 Crafting required), Treasure Trails, dropped by Dust Devils, Skeletal Wyverns and Zamorak Wizards
|
| Fire | Fire runes | Player made (62 Crafting required), Treasure Trails, dropped by Harpie Bug Swarms, Fire Giants, Jellys, Killerwatts and Zamorak Wizards
|
| Lava | Fire and earth runes | Dropped by Aberrant Spectres, Infernal Mages and the Kalphite Queen
|
| Mud | Water and earth runes | Dropped by the Dagannoth Kings
|
| Steam | Water and fire runes | Dropped by Zamorak boss (God Wars dungeon)
|
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 | 66 | 3 Cosmic, 30 Air | Edgeville Dungeon, up the ladder near the Black Demons room.
|
| Water | 56 | 3 Cosmic, 30 Water | Taverly Dungeon, go up the ladder in the Black Dragon room.
|
| Earth | 60 | 3 Cosmic, 30 Earth | Edgeville Dungeon, past the Black Demons near Chronozon.
|
| Fire | 63 | 3 Cosmic, 30 Fire | Taverly Dungeon, the room past the Black Dragons.
|
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
|
| Air | Air runes | Player made then enchanted by Thormac
|
| Water | Water runes | Player made then enchanted by Thormac
|
| Earth | Earth runes | Player made then enchanted by Thormac
|
| Fire | Fire runes | Player made then enchanted by Thormac
|
| Lava | Earth and fire runes | Dropped by Aberrant Spectres then enchanted by Thormac
|
| Mud | Water and earth runes | Dropped by Dagannoth Kings then enchanted by Thormac
|
| Steam | Water and fire runes | Dropped by the Zamorak boss then enchanted by Thormac
|
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 | Mage Training Arena | 1 | 45
|
| Apprentice Wand | Mage Training Arena | 1 | 50
|
| Teacher Wand | Mage Training Arena | 1 | 55
|
| Master Wand | Mage Training Arena | 1 | 60
|
| Slayer Staff | Bought from a Slayer Master (55 Slayer required) | 1 | 50
|
| Iban Staff | Obtained after beating the Underground Pass quest | 1 | 50
|
| Ancient Staff | Bought after beating the Desert Treasure quest | 50 | 50
|
| Lunar Staff | Obtained during the Lunar Diplomacy quest | 1 | 65
|
| Zamorak Staff | Mage Arena | 1 | 60
|
| Saradomin Staff | Mage Arena | 1 | 60
|
| Guthix Staff | Mage Arena | 1 | 60
|
| Obsidian Staff / Toktz Mej Tal | Obtained from the shop in Tzhaar area | 60 | 60
|
| Ahrim’s Staff | Gotten from The Barrows | 70 | 70
|
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.
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 | +2 | +2 | Bought from the rune shop in Port Sarim, dropped by Wizards
|
| File:Black wizard hat.gif | Black wizard hat | +2 | +2 | Bought from the rune shop in Port Sarim, dropped by Dark Wizards
|
| Blue wizard robe | +3 | +3 | Dropped by Dark Wizards
|
| File:Black wizard robe.gif | Black wizard robe | +3 | +3 | Dropped by Wizards
|
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
|
| Blue mystic top | +20 | +20 | Bought at the Mages Guild for 120,000 gp
|
| Gold mystic top | +20 | +20 | Dropped by Kurasks (70 Slayer required)
|
| Red mystic top | +20 | +20 | Dropped by Gargoyles (75 Slayer required)
|
| Blue mystic bottoms | +15 | +15 | Bought at the Mages Guild for 80,000 gp
|
| Gold mystic bottoms | +15 | +15 | Dropped by Turoths (55 Slayer required)
|
| Red mystic bottoms | +15 | +15 | Dropped by Aberrant Spectres (60 Slayer required)
|
| Blue mystic hat | +4 | +4 | Bought at the Mages Guild for 15,000 gp
|
| Gold mystic hat | +4 | +4 | Dropped by Basilisks (40 Slayer required)
|
| Red mystic hat | +4 | +4 | Dropped by Infernal Mages (45 Slayer required)
|
| Blue mystic boots | +3 | +3 | Bought at the Mages Guild for 10,000 gp
|
| Gold mystic boots | +3 | +3 | Dropped by Cockatrices and Desert Lizards (35 Slayer required)
|
| Red mystic boots | +3 | +3 | Dropped by Infernal Mages (45 Slayer required)
|
| Blue mystic gloves | +3 | +3 | Bought at the Mages Guild for 10,000 gp
|
| Gold mystic gloves | +3 | +3 | Dropped by Rock Slugs (20 Slayer required)
|
| Red mystic gloves | +3 | +3 | Dropped by Banshees (15 Slayer required)
|
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 | +3 | +2
|
| Lunar Torso | +10 | +12
|
| Lunar Legs | +7 | +9
|
| Lunar Gloves | +4 | +2
|
| Lunar Boots | +2 | +2
|
| Lunar Ring | +2 | +2
|
| Lunar Amulet | +1 | +1
|
| Lunar Cape | 0 | 0
|
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 | +2 | +3
|
| Splitbark Body | +8 | +15
|
| Splitbark Legs | +6 | +10
|
| Splitbark Gloves | +1 | +2
|
| Splitbark Boots | +1 | +2
|
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 | +6 | +6
|
| Infinity top | +22 | +22
|
| Infinity bottoms | +17 | +17
|
| Infinity gloves | +5 | +5
|
| Infinity boots | +5 | +5
|
| Mages book | +15 | +15
|
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 | +4 | +4
|
| Enchanted top | +20 | +20
|
| Enchanted bottoms | +15 | +15
|
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 | +3 | +3
|
| Ghostly top | +5 | +5
|
| Ghostly bottoms | +4 | +4
|
| Ghostly gloves | +2 | +2
|
| Ghostly boots | +2 | +2
|
| Ghostly cape | +5 | +5
|
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 Helm | +2 | +3
|
| Skeletal Top | +8 | +15
|
| Skeletal Legs | +6 | +10
|
| Skeletal Gloves | 0 | 0
|
| Skeletal Boots | 0 | 0
|
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
|
| Ahrim Hood | +6 | +6
|
| Ahrim Robetop | +30 | +30
|
| Ahrim Robebottoms | +22 | +22
|
| Ahrim Staff | +15 | +15
|
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 Top | +24 | +24
|
| Third Age Bottoms | +19 | +19
|
| Third Age Hat | +8 | +8
|
| Third Age Amulet | +15 | +10
|
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 | No | +10 attack | Player made using the Crafting skill
|
| Amulet of Power | No | +6 attack | Player made using the Crafting skill
|
| Amulet of Glory | Yes | +10 attack, +3 defense | Player made using the Crafting skill
|
| Amulet of Fury | Yes | +10 attack, +15 defense | Player made using the Crafting skill
|
| Seer’s Ring | Yes | +4 attack | Dropped by Dagannoth Kings
|
| Beacon Ring | Yes | +2 attack, +1 defense | Obtained after the What Lies Below quest
|
| Holy Book | Yes | +8 defense | Obtained after Horror of the Deep quest, must be filled with 4 pages
|
| Unholy Book | Yes | +8 attack | Obtained after Horror of the Deep quest, must be filled with 4 pages
|
| Book of Balance | Yes | +4 attack and defense | Obtained after Horror of the Deep quest, must be filled with 4 pages
|
| Farseer Helmet | Yes | +6 attack and defense | Bought in Rellekka after beating The Fremennik Trails
|
| Elemental Shield | Yes | +6 defense | Player made during the Elemental Workshop
|
| Elemental Helmet | Yes | +4 defense | Player made during the Elemental Workshop
|
| Mind Shield | Yes | +9 defense | Player made during the Elemental Workshop II
|
| Mind Helmet | Yes | +6 defense | Player made during the Elemental Workshop II
|
| Zamorak God Cape | Yes | +10 attack and defense | Mage Arena
|
| Saradomin God Cape | Yes | +10 attack and defense | Mage Arena
|
| Guthix God Cape | Yes | +10 attack and defense | Mage Arena
|
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.
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
|
| Home Teleport | 1 | None | 0 | Teleports you to Lumbridge, can only be used once per 30 minutes
|
| Wind Strike | 1 | 1 Air and mind rune | 5.5+ | 2
|
| Confuse | 3 | 3 Water, 2 earth, 1 body rune | 13 | Reduces opponents attack by 5%
|
| Bolt Enchantment | 4 | Refer to the bolt enchantment section | Refer to the bolt enchantment section | Refer to the bolt enchantment section
|
| Water Strike | 5 | 1 Water and air rune | 7.5+ | 4
|
| Enchant Level 1 Jewelry | 7 | 1 Water and cosmic rune | 17.5 | Enchant sapphire jewelry
|
| Earth Strike | 9 | 2 Earth, 1 air, and 1 mind rune | 9.5+ | 6
|
| Weaken | 11 | 3 Water, 2 earth, 1 body rune | 20.5 | Reduces opponents strength by 5%
|
| Fire Strike | 13 | 3 Fire, 2 air, and 1 mind rune | 11.5+ | 8
|
| Bones to Bananas | 15 | 2 Earth, 2 water, 1 nature rune | 25 | Turns your bones into bananas
|
| Wind Bolt | 17 | 2 Air and 1 cosmic | 13.5+ | 9
|
| Curse | 19 | 2 Water, 3 earth, and 1 body | 29 | Reduces opponents defense by 5%
|
| Bind | 20 | 3 Earth, 3 water, 2 nature | 30 | Freezes your opponent for 5 seconds
|
| Low Level Alchemy | 21 | 3 Fire and 1 nature rune | 31 | Turns an item in gold
|
| Water Bolt | 23 | 2 Water, 2 air, and 1 chaos rune | 16.5+ | 10
|
| Varrock Teleport | 25 | 3 Air, 1 fire and law rune | 35 | Teleports you to Varrock
|
| Enchant Level 2 Jewelry | 27 | 3 Air and 1 cosmic rune | 37 | Enchant emerald jewelry
|
| Earth Bolt | 29 | 3 Earth, 2 air, and 1 chaos rune | 19.5+ | 11
|
| Lumbridge Teleport | 31 | 3 Air, 1 earth, and 1 law rune | 41 | Teleports you to Lumbridge
|
| Bounty Locate | 32 | 1 Law, air, and fire rune | 45 | Teleports you to your current Bounty Hunter target
|
| Telekinetic Grab | 33 | 1 air and law rune | 43 | Grabs an item that can be seen but not reached
|
| Fire Bolt | 35 | 4 Fire, 3 air, and 1 chaos rune | 22.5+ | 12
|
| Falador Teleport | 37 | 3 Air, 1 water, and 1 law rune | 48 | Teleports you to Falador
|
| Crumble Undead | 39 | 2 Air, 2 earth, and 1 chaos rune | 24.5+ | Very strong against the undead, max hit of 15
|
| House Teleport | 40 | 1 Earth, air, and law rune | 30 | Teleports you to your house
|
| Wind Blast | 41 | 3 Airs and 1 death rune | 25.5+ | 13
|
| Superheat Item | 43 | 4 Fire and 1 nature rune | 53 | Smelt 1 ore without a furnace
|
| Camelot Teleport | 45 | 5 Airs and 1 law rune | 55.5 | Teleports you to Camelot
|
| Water Blast | 47 | 3 Waters, 3 airs, and 1 death rune | 38.5+ | 14
|
| Enchant Level 3 Jewelry | 49 | 5 Fires and 1 cosmic rune | 59 | Enchant ruby jewelry
|
| Iban Blast | 50 | 4 Fires and 1 death rune | 42.5+ | 25
|
| Snare | 50 | 4 Earths, 4 waters, and 3 nature runes | 60.5+ | Freezes your opponent for 10 seconds + 2 damage
|
| Magic Dart | 50 | 4 Minds and 1 death rune | 30+ | 20 (99 magic + magic cape)
|
| Ardougne Teleport | 51 | 2 Laws and 2 water runes | 61 | Teleports you to East Ardougne
|
| Earth Blast | 53 | 4 Earths, 3 airs, and 1 death rune | 31.5+ | 15
|
| High Level Alchemy | 55 | 5 Fires and 1 nature rune | 65 | Turns an item into more gold than low alchemy
|
| Charge Water Orb | 56 | 30 Waters, 3 cosmic, uncharged orb | 66 | Charges your orb so it can be attached to a battle staff
|
| Enchant Level 4 Jewelry | 57 | 10 Earths and 1 cosmic rune | 67 | Enchant diamond jewelry
|
| Watchtower Teleport | 58 | 2 Earth and law runes | 68 | Teleports you to Watchtower
|
| Fire blast | 59 | 5 Fires, 4 airs, and 1 death rune | 34.5+ | 16
|
| Bones to Peaches | 60 | 4 Earths, 4 waters, and 2 nature runes | 35.5 | Turns your bones into peaches
|
| Charge Earth Orb | 60 | 30 Earths, 3 cosmic, uncharged orb | 70 | Charges your orb so it can be attached to a battle staff
|
| Claws of Guthix | 60 | 4 Airs, 1 fire, 2 bloods, Guthix staff | 35+ | 20 (30 with Charge) and reduces opponents defence level
|
| Saradomin Strike | 60 | 4 Airs, 2 fires, 2 bloods, and Saradomin staff | 35+ | 20 (30 with Charge) and reduces opponents prayer
|
| Flames of Zamorak | 60 | 4 Fires, 1 air, 2 bloods, Zamorak staff | 35+ | 20 (30 with Charge) and reduces opponents magic level
|
| Trollheim Teleport | 61 | 2 Fires and 2 law runes | 68 | Teleports you to Trollheim
|
| Wind Wave | 62 | 4 Airs and 1 blood rune | 36+ | 17
|
| Charge Fire Orb | 63 | 30 Fires, 3 cosmic, uncharged orb | 73 | Charges your orb so it can be attached to a battle staff
|
| Ape Atoll Teleport | 64 | 1 Banana, 2 fires, 2 laws, 2 law runes | 74 | Teleports you to Ape Atoll
|
| Water Wave | 65 | 7 Waters, 5 air, and 1 blood rune | 37.5+ | 18
|
| Charge Air Orb | 66 | 30 Airs, 3 cosmic, uncharged orb | 76 | Charges your orb so it can be attached to a battle staff
|
| Vulnerability | 66 | 5 Earths, 5 waters, and 1 soul rune | 76 | Reduces opponents defense by 10%
|
| Enchant Level 5 Jewelry | 68 | 15 Earths, 15 waters, and 1 cosmic rune | 78 | Enchants dragonstone jewelry
|
| Earth Wave | 70 | 7 Earths, 5 airs, and 1 blood rune | 40+ | 19
|
| Infeeble | 73 | 8 Earths, 8 waters, 1 soul rune | 83 | Reduces your opponents strength by 10%
|
| Tele-other Lumbridge | 74 | 1 Soul, earth, and law rune | 84 | Teleports target to Lumbridge
|
| Fire Wave | 75 | 7 Fires, 5 airs, and 1 blood rune | 42.5+ | 20
|
| Entangle | 79 | 5 Earths, 5 waters, and 4 nature runes | 91+ | Freezes target for 15 seconds + 4 damage
|
| Stun | 80 | 12 Earths, 12 waters, and 1 soul rune | 90 | Reduces your opponents attack by 10%
|
| Charge | 80 | 3 Air, fire and blood runes | 180 | Temporarily increases the power of the three mage arena spells
|
| Tele-other Falador | 82 | 1 Soul, water, and law rune | 92 | Teleports target to Falador
|
| Enchant Level 6 Jewelry | 87 | 20 Fires, 20 earths, and 1 cosmic rune | 97 | Enchant onyx jewelry
|
| Tele-other Camelot | 90 | 2 Souls and 1 law rune | 100 | Teleports target to Camelot
|
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
|
| Smoke rush | 50 | 2 Chaos, 2 deaths, 1 fire, and 1 air rune | 30 | Max hit: 15, poisons target (2 damage)
|
| Shadow rush | 52 | 2 Chaos, 2 deaths, 1 air, and 1 soul rune | 31 | Max hit: 16, reduces opponents attack by 10%
|
| Paddewwa teleport | 54 | 2 Laws, 1 fire, and 1 air rune | 64 | Teleports you to Edgeville Dungeon
|
| 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
|
| Ice rush | 58 | 2 Chaos, 2 deaths, and 1 water rune | 34 | Max hit: 18, your opponent is frozen for 5 seconds
|
| Senntisten teleport | 60 | 2 Laws and 1 soul rune | 70 | Teleports you to Digsite
|
| Smoke burst | 62 | 4 Chaos, 2 deaths, 2 fires, and 2 air runes | 36 | Max hit: 19, poisons multiple targets (2 damage each)
|
| Shadow burst | 64 | 4 Chaos, 2 deaths, 2 airs, and 2 soul runes | 37 | Max hit: 20, reduces attack of targets by 10%
|
| Kharyll teleport | 66 | 2 Laws and 1 blood rune | 76 | Teleports you to Canifis
|
| 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
|
| Ice burst | 70 | 4 Chaos, 2 deaths, and 4 water runes | 40 | Max hit: 22, freezes targets for 10 seconds each
|
| Lassar teleport | 72 | 2 Laws and 4 water runes | 82 | Teleports you to Ice Mountain
|
| Smoke blitz | 74 | 2 Deaths, 2 bloods, 2 fires, and 2 air runes | 42 | Max hit: 23, poisons your opponent (4 damage)
|
| Shadow blitz | 76 | 2 Deaths, 2 bloods, 2 airs, and 2 soul runes | 43 | Max hit: 24, reduce your opponents attack by 10%
|
| Dareeyak teleport | 78 | 2 Laws, 3 fires, and 2 air runes | 88 | Teleports you to level 22 Wilderness (west of the Bandit Camp)
|
| Blood blitz | 80 | 2 Deaths and 4 blood runes | 45 | Max hit: 25, you heal 25% of the damage dealt to your opponent
|
| Ice blitz | 82 | 2 Deaths, 2 bloods, and 3 water runes | 46 | Max hit: 26, freezes your opponent for 15 seconds
|
| Carrallangar teleport | 84 | 2 Laws and 2 soul runes | 94 | Teleports you to Wilderness Graveyard
|
| Smoke barrage | 86 | 4 Deaths, 2 bloods, 4 airs, and 4 fire runes | 48 | Max hit: 27, poisons your targets (4 damage each)
|
| Shadow barrage | 88 | 4 Deaths, 2 bloods, 4 airs, and 3 soul runes | 49 | Max hit: 28, reduces attack of targets by 10%
|
| Annakarl teleport | 90 | 2 Laws and 1 blood rune | 100 | Teleports you to Demonic Ruins
|
| 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
|
| Ice barrage | 94 | 4 Deaths, 2 bloods, and 6 water runes | 52 | Max hit: 30, freezes your targets for 30 seconds each
|
| Ghorrock teleport | 96 | 2 Laws and 8 water runes | 106 | Teleports you to Ice Plateau
|
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
|
| Lunar Home Teleport | 0 | 0 | 0 | Teleports you to Moon Clan, can only be used once every 30 minutes
|
| Bake Pie | 65 | 1 Astral, 4 waters, and 5 fire runes | 60 | Bakes a pie without a stove
|
| Cure Plant | 66 | 1 Astral and 8 earth runes | 60 | Cures a farming patch from disease
|
| 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
|
| NPC Contact | 67 | 2 Airs, 1 astral, and 1 cosmic rune | 63 | Speak with a variety of NPC’s
|
| Cure Other | 68 | 1 Astral, 10 earth, and 1 law rune | 65 | Cure a poisoned player
|
| Humidify* | 68 | 3 Waters, 1 astral, 1 fire rune | 65 | Fill all vials in your inventory with water
|
| Moon Clan Teleport | 69 | 2 Astral, 2 earth, and 1 law rune | 66 | Teleports you to Moon Clan
|
| Tele Group Moon Clan | 70 | 4 Earths, 2 astrals, 1 law rune | 67 | Teleports you and a group to Moon Clan
|
| Cure Me | 71 | 2 Astrals, 2 cosmics, 1 law rune | 9 | Cures poison
|
| 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
|
| Waterbirth Teleport | 72 | 2 Astrals, 1 water, and 1 law rune | 71 | Teleports you to Waterbirth Island
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| Tele Group Waterbirth | 73 | 5 Waters, 2 astrals, and 1 law rune | 72 | Teleports you and a group to Waterbirth Island
|
| Cure Group | 74 | 2 Astrals, 2 cosmics, and 2 law runes | 74 | Cures poison on a group
|
| Stat Spy* | 75 | 5 Body runes, 2 astrals, 2 cosmic runes | 76 | Use on another player to view their stats
|
| Barbarian Teleport | 75 | 2 Astrals, 3 fires, and 2 law runes | 76 | Teleports you to Barbarian Outpost
|
| Tele Group Barbarian | 76 | 6 Fire runes, 2 astrals, 2 law runes | 77 | Teleports you and a group to Barbarian Outpost
|
| Superglass Make | 77 | 10 Air, 6 fires, and 2 astral runes | 78 | Makes glass without a furnace
|
| Khazard Teleport | 78 | 4 Waters, 2 astrals, and 2 law runes | 80 | Teleports you to Port Khazard
|
| Tele Group Khazard | 79 | 8 Waters, 2 astrals, and 2 law runes | 81 | Teleports you and a group to Port Khazard
|
| 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
|
| String Jewelry | 80 | 10 Earth runes, 5 waters, 2 astral runes | 83 | Strings jewelry without wool
|
| Stat Restore Potion Share | 81 | 10 Earth, 10 water, 2 astral runes | 84 | Shares a potion to nearby players (maximum of 4)
|
| Magic Imbue | 82 | 7 Fire, 7 waters, and 2 astral runes | 86 | Combines runes without a talisman
|
| Fertile Soil | 83 | 15 Earths, 3 astrals, and 2 nature runes | 87 | Fertilizes a farming patch with super compost
|
| Boost Potion Share | 84 | 12 Earths, 10 waters, and 3 astral runes | 88 | Shares a potion to nearby players (maximum of 4)
|
| Fishing Guild Teleport | 85 | 10 Waters, 3 astrals, and 3 law runes | 89 | Teleports you to the 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
|
| 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
|
| Catherby Teleport | 87 | 10 Waters, 3 astrals, and 3 law runes | 92 | Teleports you to Catherby
|
| Tele Group Catherby | 88 | 15 Waters, 3 astrals, and 3 law runes | 93 | Teleports you and a group to Catherby
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| Ice Plateau Teleport | 89 | 8 Waters, 3 astrals, and 3 law runes | 96 | Teleports you to Ice Plateau
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| Tele Group Ice Plateau | 90 | 16 Waters, 3 astrals, and 3 law runes | 99 | Teleports you and a group to Ice Plateau
|
| 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
|
| Heal Other | 92 | 3 Astrals, 3 laws, and 1 blood rune | 101 | Transfers up to 75% of your hitpoints to another player
|
| Vengeance Other | 93 | 10 Earths, 3 astrals, and 2 death runes | 108 | Gives another player the ability to rebound damage to their opponent
|
| Vengeance | 94 | 10 Earths, 4 astrals, and 2 death runes | 112 | Gives you the ability to rebound damage to your opponent
|
| Heal Group | 95 | 6 Laws, 4 astrals, and 3 blood runes | 124 | Transfers up to 75% of your hitpoints to a group of players
|
| 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
|
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 | 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 | Sapphire | Player will mine soft clay instead of hard | 28
|
| Games necklace | Sapphire | Teleports you to Burthorpe Games Room or Barbarian Outpost | 8
|
| Amulet of magic | Sapphire | 10+ Magic attack | Unlimited
|
| Ring of dueling | Emerald | Teleports you to Castle Wars or Dueling Arena | 8
|
| Castlewar bracelet | Emerald | Bandages gives 50% health, deal 20% more damage to flag holder | 3 Castle Wars games
|
| Necklace of binding | Emerald | 100% chance that combination runes will be made | 15
|
| Amulet of defense | Emerald | 10+ Defense bonuses | Unlimited
|
| Amulet of nature | Emerald | Alerts you to when a plant needs watered or when a plant is diseased | Unlimited
|
| Ring of forging | Ruby | 100% chance of smelting an iron bar | 140
|
| Inoculation bracelet | Ruby | Protects you from disease | When protection is used up, it breaks
|
| Digsite pendant | Ruby | Teleports you to the Digsite area | 5
|
| Amulet of strength | Ruby | +10 Strength bonus | Unlimited
|
| Ring of life | Diamond | When you reach 10% of your health, you are teleported to your respawn area | 1
|
| Abyssal bracelet | Diamond | Prevents skulling when in the Abyss | 5
|
| Phoenix necklace | Diamond | When your hitpoints drop below 20%, you heal 30% | 1
|
| Amulet of power | Diamond | +6 to all defense and attack bonuses, +6 strength, +1 prayer | Unlimited
|
| Ring of wealth | Dragonstone | Higher rate of a good drop | Unlimited
|
| 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 | 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 | Onyx | Turns you into stone | Unlimited
|
| Bracelet of regeneration | Onyx | Doubles the rate of hitpoint regeneration | Unlimited
|
| Berserker necklace | Onyx | +7 to strength, -10 stab, slash, and crush, -20 to all defense bonuses | Unlimited
|
| Amulet of fury | Onyx | +10 to all attack bonuses, +15 to all defense bonuses, +8 to strength, +5 to prayer | Unlimited
|
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 | 4 | 2 Airs and 1 cosmic rune | A chance of a lighting bolt striking your opponent, dealing damage
|
| Sapphire Tipped Bolts | 7 | 1 Water, 1 mind, and 1 cosmic rune | Chance at lowering your opponent’s prayer
|
| Jade Tipped Bolts | 14 | 2 Earths and 1 cosmic rune | Chance of knocking your opponent to the ground
|
| Pearl Tipped Bolts | 24 | 2 Waters and 1 cosmic rune | A chance of a bolt of water hitting your opponent
|
| Emerald Tipped Bolts | 27 | 3 Airs, 1 nature, and 1 cosmic rune | Chance at poisoning your opponent
|
| Red Topaz Tipped Bolts | 29 | 2 Fires and 1 cosmic rune | A chance at lowering your opponent's magic level
|
| 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 | 57 | 3 Air, 1 law, and 1 cosmic rune | A chance at ignoring some of your opponent's range defense
|
| Dragonstone Tipped Bolts | 68 | 15 Earths, 1 soul, and 1 cosmic rune | A chance at hitting your opponent with dragon fire
|
| Onyx Tipped Bolts | 87 | 20 Fires, 1 death, and 1 cosmic rune | A chance at doing extra damage and healing a small amount
|
Temporary Boosts
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.
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.
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.
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.
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!
Major portions of this page were written by:
ACY3