Table of Contents:
Definitions
Runes
- - Combination Runes
Spells and Experience
- - Spells Table
- - Types of Spells
- - Slayer Staff
- - Ancient Magic
- - Lunar Magic
Enchanted Jewelry
Enchanting Bolts
Staffs
What to Wear
Quests
Wizard's Mind Bomb
Guild
Cape of Accomplishment
Lets begin with some basic definitions of magic-related items:
- Rune - Runes are stones with magical qualities that allow you to cast spells.
- Staff - The staff is the basic weapon used by the wizard. Certain staffs are more powerful than others, and some take the place of certain runes (more on that later).
- Robes - Robes are the only clothing made especially for mages. Robes are very light, which allows mages to run farther than if they were in metal armor, and they also add to our maging capabilities, unlike armor, which lowers the amount of damage you do and the experience you gain.
- Mage - One who uses magic.
Magic is an amazingly powerful form of combat. Magic is like ranging, but instead of using arrows, mages use their magic spells. Your magic level tells you which spells you can cast, and how much and how often you will hit an enemy with your spell. As your magic level gets higher, more spells become available to you, and as your level rises, you can hit more often and for higher amounts with spells you already know.
Magic can also be used out of combat. With magic, you can change bones into food, turn anything into cash, teleport to the major cities, and much more! Your magical defense is balanced in a 70% magic skill and 30% defense split.
To look at the spells you can cast, click the spell book on the right side of the screen. Hover your mouse over the spells and you will see the level and the runes required for the spell:
If you have the runes, it will show the amount of runes you have next to the amount required for the spell.
To get runes to cast spells, you can buy them from either rune store (one in Port Sarim, one in Varrock). The rune store in Port Sarim is cheaper than the one in Varrock, but it only stocks 1000 of each basic rune opposed to the 5000 in Varrock. The stores stock air, fire, water, earth, body, mind, chaos, and death runes. Runes can also be bought in the Magic Guild (Yanille) and the Mage Arena. Another very good way to get runes is to craft them yourself. Refer to the Runecrafting Skill Guide for information. Consult the following chart to see a mini-picture of each rune, and some details:
| Rune | Image | Classification | Spawning Location(s) |
| Air | ![]() |
Elemental | Musa Point behind Luthas' house, in the forest west of Lumbridge, Dark Warriors Castle |
| Astral* | ![]() |
Used for Lunar Magicks | None |
| Blood* | ![]() |
Used for Wave Attacks | Wilderness |
| Body | ![]() |
Used for Curse Attacks | Al Kharid Scimitar Shop, Northwest Varrock, Wilderness |
| Chaos | ![]() |
Used for Bolt Attacks | Dark Warriors Castle, Wilderness |
| Cosmic | ![]() |
Used for Enchantment | Deep Wilderness on the Ice Plateau |
| Death | ![]() |
Used for Blast Attacks | Southeast of Yanille surrounded by Grey Wolves |
| Earth | ![]() |
Elemental | North Varrock Forest, Varrock Sewers |
| Fire | ![]() |
Elemental | Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle |
| Law | ![]() |
Used for Teleportation and Telekinesis | No spawn point, you need to kill monsters |
| Mind | ![]() |
Used for Strike Attacks | Lumbridge Castle, Varrock sewers |
| Nature | ![]() |
Used for Conversion | Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh) |
| Soul* | ![]() |
Used for High Level Curse Attacks | Wizard's Guild |
| Water | ![]() |
Elemental | Al-Kharid Mine |
*Members-Only Runes
Combination Runes (Members-only)
The new combination runes act as one of each supporting rune. Thus, casting the Crumble Undead spell (normally requiring 2 Earth, 2 Air and 1 Chaos) would require only 2 Dust and 1 Chaos. Refer to the Runecrafting Skill Guide for details on making these runes.
| Rune | Image | Acts As | Best Use {Other Uses} |
| Mist | ![]() |
Air and Water | Water missile attacks |
| Dust | ![]() |
Air and Earth | Crumble Undead {Earth missile attacks, House teleport} |
| Mud | ![]() |
Earth and Water | Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken, Curse} |
| Smoke | ![]() |
Air and Fire | Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes} |
| Steam | ![]() |
Fire and Water | Ape Atoll Teleport |
| Lava | ![]() |
Earth and Fire | Enchant lvl-6 jewelry |
Casting spells in the new RuneScape is very different from the old version in RS Classic. The amount of hits you hit with your spell affects the amount of experience you receive; a higher hit gives more experience. If you hit a 5, you will gain 4 experience for each point you hit for, so you gain 20 experience. Some pictures that may be of some help when using magic to fight are shown below, along with a table that shows the spells, the magic level needed to cast them, the runes needed to cast them, and the effect of the spell.
Note: Crumble Undead's Experience has been cut in half. Both as Base exp, and its splash damage bonus. Crumbles base (no damage) exp is now 24.5. Crumble Splash damage bonus is now 2exp per damage, instead of the usual 4 you receive with other spells.
To auto-cast any of the spells, simply left click on the spell, provided you have all the runes required.
The image below shows your list of spells. The ones that are darkened (all of the ones shown here) cannot be cast because you do not have the right amount of runes or magic level needed to cast them. There are also 3 different ways you can set your spellbook, and they are: Normal, Spells first, and Teleports first. (As shown below)
You can also choose to only show specific spells in the spellbook. You can choose to show only combat, teleport, miscellaneous, or skill specific spells. Below are some examples, in the same order as the aforementioned list.
* Members-only spells
| Spell | Magic Level Required | Runes Needed | Base XP | Max Hit | Effect |
| Home Teleport | None | None | 0 | - | Teleports you to a location which depends on the spellbook you're using (Lumbridge, Edgeville, or Lunar Isle). This spell takes a while and you will stop as soon as you enter combat. It takes 30 minutes to recharge it self, until it has recharged, you cannot use it. |
| Wind Strike | 1 | 1 Air, 1 Mind | 5.5 | 2 | A basic Air missile |
| Confuse | 3 | 3 Water, 2 Earth, 1 Body | 13 | - | Reduces your opponent's attack by 5% |
| Crossbow Bolt Enchant | 4 | Depends which Bolt | Depends which Bolt | - | Gives the certain Bolt a special effect (must be gem tipped) |
| Water Strike | 5 | 1 Water, 1 Air, 1 Mind | 7.5 | 4 | A basic Water missile |
| Enchant Lvl-1 Jewelry | 7 | 1 Water, 1 Cosmic | 17.5 | - | For use on Sapphire Jewelry |
| Earth Strike | 9 | 2 Earth, 1 Air, 1 Mind | 9.5 | 6 | A basic Earth missile |
| Mobilising Armies Teleport | 10 | 1 law, 1 air, 1 water | 19 | - | Teleports you to Mobilising Armies |
| Weaken | 11 | 3 Water, 2 Earth, 1 Body | 21 | - | Reduces your opponent's strength by 5% |
| Fire Strike | 13 | 3 Fire, 2 Air, 1 Mind | 11.5 | 8 | A basic Fire missile |
| Bones to Bananas | 15 | 2 Earth, 2 Water, 1 Nature | 25 | - | Changes all held bones into bananas |
| Wind Bolt | 17 | 2 Air, 1 Chaos | 13.5 | 9 | A low level Air missile |
| Curse | 19 | 2 Water, 3 Earth, and 1 Body | 29 | - | Reduces your opponent's defense by 5% |
| Bind | 20 | 3 Earth, 3 Water, 2 Nature | 30 | - | Holds your opponent for 5 seconds |
| Low Level Alchemy | 21 | 3 Fire, 1 Nature | 31 | - | What the General Store will pay for an item when there are zero in stock |
| Water Bolt | 23 | 2 Water, 2 Air, 1 Chaos | 16.5 | 10 | A low level Water missile |
| Varrock Teleport | 25 | 1 Fire, 3 Air, 1 Law | 35 | - | Teleports you to Varrock |
| Enchant Lvl-2 Jewelry | 27 | 3 Air, 1 Cosmic | 37 | - | For use on emerald jewelry |
| Earth Bolt | 29 | 3 Earth, 2 Air, 1 Chaos | 19.5 | 11 | A low level Earth missile |
| Lumbridge Teleport | 31 | 1 Earth, 3 Air, 1 Law | 41 | - | Teleports you to Lumbridge |
| Telekinetic Grab | 33 | 1 Air, 1 Law | 43 | - | Take an item you can see but can't reach |
| Fire Bolt | 35 | 4 Fire, 3 Air, 1 Chaos | 22.5 | 12 | A low level Fire missile |
| Falador Teleport | 37 | 1 Water, 3 Air, 1 Law | 48 | - | Teleports you to Falador |
| Crumble Undead | 39 | 2 Earth, 2 Air, 1 Chaos | 24.5 | 15 | Hits skeletons, ghosts, and zombies hard |
| Teleport to House | 40 | 1 Air, 1 Earth, 1 Law | 30 | - | Teleports you to your house |
| Wind Blast | 41 | 3 Air, 1 Death | 25.5 | 13 | A medium level Air missile |
| Superheat Item | 43 | 4 Fire, 1 Nature | 53 | - | Smelt ore without a furnace |
| Camelot Teleport* | 45 | 5 Air, 1 Law | 55.5 | - | Teleports you to Camelot |
| Water Blast | 47 | 3 Water, 3 Air, 1 Death | 28.5 | 14 | A medium level Water missile |
| Enchant Lvl-3 Jewelry | 49 | 5 Fire, 1 Cosmic | 59 | - | For use on ruby jewelry |
| Iban Blast* | 50 | 5 Fire, 1 Death, Staff of Iban | 30 | 25 | A strength 25 missile attack |
| Snare* | 50 | 4 Earth, 4 Water, 3 Nature | 60 | 2 | Holds your opponent for 10 seconds |
| Magic Dart* | 50 | 1 Death, 4 Mind, Slayer's staff | 30 | 19 | Use to slay Turoths and Kurasks |
| Ardougne Teleport* | 51 | 2 Water, 2 Law | 61 | - | Teleports you to Ardougne (must have completed Plague City quest) |
| Earth Blast | 53 | 4 Earth, 3 Air, 1 Death | 31.5 | 15 | A medium level Earth missile |
| High Level Alchemy | 55 | 5 Fire, 1 Nature | 65 | - | What a specialty Store will normally pay for an item (at their normal stock level). |
| Charge Water Orb* | 56 | 30 Water, 3 Cosmic, Orb | 66 | - | Needs to be cast on a water obelisk |
| Enchant Lvl-4 Jewelry | 57 | 10 Earth, 1 Cosmic | 67 | - | For use on diamond Jewelry |
| Watchtower Teleport* | 58 | 2 Earth, 2 Law | 68 | - | Teleports you to the Watchtower (must have completed Watchtower quest) |
| Fire Blast | 59 | 5 Fire, 4 Air, 1 Death | 34.5 | 16 | A medium level Fire missile |
| Charge Earth Orb* | 60 | 30 Earth, 3 Cosmic, Orb | 70 | - | Needs to be cast on an earth obelisk |
| Bones to Peaches* | 60 | 4 Water, 4 Earth, 2 Nature | 35.5 | - | Changes all held bones to peaches (must have bought at Mage Training Arena) |
| Saradomin Strike* | 60 | 2 Fire, 2 Blood, 4 Air, Staff of Saradomin | 35 | 20 | Summons the power of Saradomin |
| Claws of Guthix* | 60 | 1 Fire, 2 Blood, 4 Air, Staff of Guthix or Void Knight Mace | 35 | 20 | Summons the power of Guthix |
| Flames of Zamorak* | 60 | 4 Fire, 2 Blood, 1 Air, Staff of Zamorak | 35 | 20 | Summons the power of Zamorak |
| Trollheim Teleport* | 61 | 2 Fire, 2 Law | 68 | - | Teleports you to Trollheim (must have completed Eadgar's Ruse quest) |
| Wind Wave* | 62 | 5 Air, 1 Blood | 36 | 17 | A high level Air missile |
| Charge Fire Orb* | 63 | 30 Fire, 3 Cosmic, Orb | 73 | - | Needs to be cast on a fire obelisk |
| Ape Atoll Teleport* | 64 | 2 Water, 2 Fire, 2 Law, 1 Banana | 74 | - | Teleports you to Ape Atoll (Learned in Recipe for Disaster quest) |
| Water Wave* | 65 | 7 Water, 5 Air, 1 Blood | 37.5 | 18 | A high level Water missile |
| Charge Air Orb* | 66 | 30 Air, 3 Cosmic, Orb | 76 | - | Needs to be cast on an air obelisk |
| Vulnerability* | 66 | 5 Earth, 5 Water, 1 Soul | 76 | - | Reduces your opponent's defense by 10% |
| Enchant Lvl-5 Jewelry* | 68 | 15 Water, 15 Earth, 1 Cosmic | 78 | - | For use on dragonstone jewelry |
| Earth Wave* | 70 | 7 Earth, 5 Air, 1 Blood | 40 | 19 | A high level Earth missile |
| Enfeeble* | 73 | 8 Earth, 8 Water, 1 Soul | 83 | - | Reduces your opponent's strength by 10% |
| Teleother Lumbridge* | 74 | 1 Soul, 1 Law and 1 Earth | 84 | - | Teleports Target to Lumbridge |
| Fire Wave* | 75 | 7 Fire, 5 Air, 1 Blood | 42.5 | 20 | A high level Fire missile |
| Entangle* | 79 | 5 Earth, 5 Water, 4 Nature | 89 | - | Holds your opponent for 15 seconds |
| Stun* | 80 | 12 Earth, 12 Water, 1 Soul | 90 | - | Reduces your opponent's attack by 10% |
| Charge* | 80 | 3 Fire, 3 Blood, 3 Air | 180 | - | Temporarily increases the power of the three arena spells |
| Wind Surge* | 81 | 7 Air, 1 Blood, 1 Death | 75 | 22 | A very-high level air missile. |
| Teleother Falador* | 82 | 1 Soul, 1 Law and 1 Water | 92 | - | Teleports Target to Falador |
| Teleport Block | 85 | 1 Death, 1 Chaos, 1 Law | 80 | - | Prevents your enemy from teleporting for 5 minutes |
| Water Surge* | 85 | 10 Water, 7 Air, 1 Blood, 1 Death | 80 | 24 | A very-high level water missile. |
| Enchant Lvl-6 Jewelry* | 87 | 20 Earth, 20 Fire, 1 Cosmic | 97 | - | For use on Onyx jewelry |
| Teleother Camelot* | 90 | 2 Soul, 1 Law | 100 | - | Teleports Target to Camelot |
| Earth Surge* | 90 | 10 Earth, 7 Air, 1 Blood, 1 Death | 85 | 26 | A very-high level earth missile. |
| Fire Surge* | 95 | 10 Fire, 7 Air, 1 Blood, 1 Death | 90 | 28 | A very-high level fire missile. |
Certain types of spells are used for certain things. First there are the Missile spells. The missile spells include all of the battle spells that actually cause damage to your opponent during a fight.
The second type of spell is the Enchant spell. Enchant spells are used to enchant jewelry. Jewelry that can be enchanted right now are amulets, rings, bracelets and necklaces. Of these, only amulet spells are available to free players. F2p can enchant Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, Dragon, and Onyx amulets, rings, bracelets and necklaces.
Conversion spells are very important and useful. Conversion spells are used to convert things into other things. These spells are: Bones to Bananas, Bones to Peaches, Low Level Alchemy, and High Level Alchemy (Low Alch and High Alch). High alch is a great spell for getting cash. Alchemy turns any item on which the spell is cast into gp. The amount of gp received is the same as if you sold that item to the item's respective specialty store when the store has no stock of the item.
The final type of spell is the Teleportation Spell. These spells are extremely useful, especially for members who have to travel long distances to go places since their world is so much bigger. Teleportation is not just for teleporting your character though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot reach but can see so you don't have to actually be next to it and pick it up. It is very useful for situations like if you ever kill the caged demon in the Wizards tower south of Draynor Village and he drops a Rune med helm or something else of value.
The Slayer Staff (55 Slayer and 50 Magic Required) has 6 Spells which it can autocast, through a modified autocast interface. These are Crumble undead, Magic Dart, Wind Wave, Water Wave, Fire Wave, and Earth Wave.
To use Ancient Magic, you must have completed the Desert Treasure Quest. To switch between the new Ancient Magic and the old Magic spells, pray at the altar inside the pyramid where you finished the quest. Every time you pray at this altar, your prayer will be drained.
Ancient spells can be cast and auto-cast with any type of staff. To do so, right-click the spell and select the Auto-cast option.
- Smoke spells poison your enemy (2 or 4 damage)
- Shadow spells reduce your target's attack (10%)
- Blood spells raise your hp (25% of damage)
- Ice spells stop your target from moving (5 to 20 secs)
- Rush spells are medium level single target spells
- Burst spells are medium level multi-target spells
- Blitz spells are high level single target spells
- Barrage spells are high level multi-target spells
Multi-target spells can hit a up to 9 targets at a maximum as long as they are standing in the 3x3 grid where the spell is cast.
For attack spells, the base experience points (XP) are listed in the table. To calculate XP for these spells, follow this formula: Damage Inflicted x 2 + Base XP = Total XP
| Spell | Magic Level Required | Runes Needed | Base XP | Max Hit | Effect |
| Smoke rush | 50 | 2 Chaos, 2 Death, 1 Fire, 1 Air | 30 | 15 | Poisons target (2 damage poison) |
| Shadow rush | 52 | 2 Chaos, 2 Death, 1 Air, 1 Soul | 31 | 16 | Reduces target's attack by 10% |
| Paddewwa teleport | 54 | 2 Law, 1 Fire, 1 Air | 64 | - | Teleport to Edgeville Dungeon |
| Blood rush | 56 | 2 Chaos, 2 Death, 1 Blood | 33 | 17 | You heal 25% of the damage dealt to target |
| Ice rush | 58 | 2 Chaos, 2 Death, 2 Water | 34 | 18 | Stops target from moving for 5 secs |
| Senntisten teleport | 60 | 2 Law, 1 Soul | 70 | - | Teleport to west of Digsite |
| Miasmic Rush | 61 | 2 chaos runes, 1 soul rune, 1 earth rune, Zuriel's staff/Corrupt Zuriel's staff. | - | - | Slows opponent's melee or ranged attacks by 50% for 12 seconds. (Only whilst wielding Zuriel's staff) |
| Smoke burst | 62 | 4 Chaos, 2 Death, 2 Fire, 2 Air | 36 | 19 | Multi-target spell, poisons target(s) (2 damage poison) |
| Shadow burst | 64 | 4 Chaos, 2 Death, 2 Air, 2 Soul | 37 | 20 | Multi-target spell, reduces attack of target(s) by 10% |
| Kharyrll teleport | 66 | 2 Law, 1 Blood | 76 | - | Teleport to Canifis |
| Blood burst | 68 | 4 Chaos, 2 Death, 2 Blood | 39 | 21 | Multi-target spell, you heal 25% of the damage dealt to target |
| Ice burst | 70 | 4 Chaos, 2 Death, 4 Water | 40 | 22 | Multi-target spell, stops target(s) from moving for 10 secs |
| Lassar teleport | 72 | 2 Law, 4 Water | 82 | - | Teleport to Ice Mountain |
| Miasmic Burst | 73 | 4 chaos runes, 2 earth runes, 2 soul runes, Zuriel's staff/Corrupt Zuriel's staff. | - | - | Hits opponents within a 3x3 space of target. Slows opponent(s) melee or ranged attacks by 50% for 24 seconds. (Only whilst wielding Zuriel's staff) |
| Smoke blitz | 74 | 2 Death, 2 Blood, 2 Fire, 2 Air | 42 | 23 | Poisons target (4 damage poison) |
| Shadow blitz | 76 | 2 Death, 2 Blood, 2 Air, 2 Soul | 43 | 24 | Reduces target's attack by 10% |
| Dareeyak teleport | 78 | 2 Law, 3 Fire, 2 Air | 88 | - | Teleport to Wilderness (level 22), ruins west of Bandit Camp |
| Blood blitz | 80 | 2 Death, 4 Blood | 45 | 25 | You heal 25% of the damage dealt to target |
| Ice blitz | 82 | 2 Death, 2 Blood, 3 Water | 46 | 26 | Stops target from moving for 15 secs |
| Carrallangar teleport | 84 | 2 Law, 2 Soul | 94 | - | Teleport to Wilderness graveyard (northwest of Chaos Temple) |
| Miasmic Blitz | 85 | 2 blood runes, 3 earth runes, 3 soul runes, Zuriel's staff/Corrupt Zuriel's staff | - | - | Slows opponent's melee or ranged attacks by 50% for 36 seconds. (Only whilst wielding Zuriel's staff) |
| Smoke barrage | 86 | 4 Death, 2 Blood, 4 Air, 4 Fire | 48 | 27 | Multi-target spell, poisons your target(s) (4 damage poison) |
| Shadow barrage | 88 | 4 Death, 2 Blood, 4 Air, 3 Soul | 49 | 28 | Multi-target spell, reduces attack of target(s) by 10% |
| Annakarl teleport | 90 | 2 Law, 2 Blood | 100 | - | Teleport to Wilderness Demonic Ruins (furthest northeast area of F2P Wilderness) |
| Blood barrage | 92 | 4 Death, 4 Blood, 1 Soul | 51 | 29 | Multi-target spell, you heal 25% of the damage dealt to target(s) |
| Ice barrage | 94 | 4 Death, 2 Blood, 6 Water |
52 | 30 | Multi-target spell, stops target(s) from moving for 20 secs |
| Ghorrock teleport | 96 | 2 Law, 8 Water | 106 | - | Teleport to Wilderness level 44 Ice Plateau |
| Miasmic Barrage | 97 | 4 blood runes, 4 earth runes, 4 soul runes, Zuriel's staff/Corrupt Zuriel's staff | 1- | - | Multi-target spell. Hits opponents within a 3x3 space of target. Slows opponent(s)' melee or ranged attacks by 50% for 48 seconds. (Only whilst wielding Zuriel's staff) |
To use Lunar Magic, a character must have completed the Lunar Diplomacy quest. Characters that have completed the Lunar Diplomacy quest may access the Lunar spell list by praying at the Astral Altar; this action does not drain prayer like the altar for Ancient Magicks.
All Lunar Magic requires Astral Runes, and there are no battle spells in Lunar Magic; there is therefore no autocast option for these spells. Much of Lunar Magic involves teleportation, as all of the teleport spells have a group-based variant. Other Lunar Magic spells involve object manipulation and aiding other players in the area.
| Spell | Magic Level Required | Runes Required | Experience Gained | Effect |
| Lunar Home Teleport | N/A | N/A | N/A | Teleports you to Lunar Isle, the teleport takes a while and you will stop as soon as you enter combat, so when using this spell be sure to be standing on a safe spot. It takes 30 minutes to recharge it self, until it has recharged, you cannot use it. |
| Bake Pie | 65 | 1 Astral, 4 Water, 5 Fire | 60 | Bake pies without a stove (Still yields cooking XP) |
| Cure Plant | 66 | 1 Astral, 8 Earth | 60 | Cures disease on farming patch |
| Monster Examine | 66 | 1 Astral, 1 Cosmic, 1 Mind | 61 | Tells you the monsters Hitpoints, maximum hit, if poison effects them, and if they are a slayer monster. *Requires the completion of Dream Mentor* |
| NPC Contact | 67 | 1 Astral, 2 Air, 1 Cosmic | 63 | Speak with varied NPCs (Bert, Honest Jimmy, Advisor Ghrim, Murphy, Lanthus, and all 5 Slayer Masters) |
| Cure Other | 68 | 1 Astral, 10 Earth, 1 Law | 65 | Cure poisoned players |
| Humidify | 68 | 1 Astral, 3 Water, 1 Fire | 65 | Fills all vessels in your inventory with water. Does not work on certain quest vessels. *Requires the completion of Dream Mentor* |
| Moonclan Teleport | 69 | 2 Astral, 2 Earth, 1 Law | 66 | Teleports you to Moonclan Island |
| Tele Group Moonclan | 70 | 2 Astral, 4 Earth, 1 Law | 67 | Teleports players to Moonclan Island |
| Cure Me | 71 | 2 Astral, 2 Cosmic, 1 Law | 9 | Cure poison |
| Ourania teleport | 71 | 2 Astral, 6 Earth, 1 Law | 69 | Teleports players near the entrance to the ZMI Altar. |
| Hunter Kit | 71 | 2 Astral, 3 Earth | 70 | Creates a Hunter kit that gives you the basic Hunter equipment: noose, butterfly net, bird snare, noose wand, rabbit snare, teasing stick, and an unlit torch. *Requires the completion of Dream Mentor* |
| Waterbirth Teleport | 72 | 2 Astral, 1 Water, 1 Law | 71 | Teleports you to Waterbirth Island |
| Tele Group Waterbirth | 73 | 2 Astral, 5 Water, 1 Law | 72 | Teleports players to Waterbirth Island |
| Cure Group | 74 | 2 Astral, 2 Cosmic, 2 Law | 74 | Cure poison on players |
| Stat Spy | 75 | 2 Astral, 2 Cosmic, 5 Body | 76 | Cast on another player to view all of their stat levels. *Requires the completion of Dream Mentor* |
| Barbarian Teleport | 75 | 2 Astral, 3 Fire, 2 Law | 76 | Teleports you to the Barbarian Outpost |
| Tele Group Barbarian | 76 | 2 Astral, 6 Fire, 2 Law | 77 | Teleports Players to the Barbarian Outpost |
| Superglass Make | 77 | 2 Astral, 10 Air, 6 Fire | 78 | Make glass without a furnace (Full inventory at once; yields up to 50% extra glass to the total and destroys buckets; yields 10 crafting XP per glass) |
| Khazard Teleport | 78 | 2 Astral, 4 Water, 2 Law | 80 | Teleports you to Port Khazard |
| Tele Group Khazard | 79 | 2 Astral, 8 Water, 2 Law | 81 | Teleports players to Port Khazard |
| Dream | 79 | 2 Astral, 1 Cosmic, 5 Body | 82 | Restores your hitpoints x3 while sleeping. Clicking, doing anything else, or auto-retaliation will wake you. *Requires the completion of Dream Mentor* |
| String Jewellery | 80 | 2 Astral, 5 Water, 10 Earth | 83 | String amulets without wool (Yields 4 crafting XP) |
| Stat Restore Pot Share | 81 | 2 Astral, 10 Water, 10 Earth | 84 | Shares a potion with up to 4 nearby players |
| Magic Imbue | 82 | 2 Astral, 7 Water, 7 Fire | 86 | Combine runes without a talisman |
| Fertile Soil | 83 | 3 Astral, 15 Earth, 2 Nature | 87 | Fertilise a farming patch with super compost (Yields 18 Farming experience per patch) |
| Boost Potion Share | 84 | 3 Astral, 10 Water, 12 Earth | 88 | Shares a potion with up to 4 nearby players |
| Fishing Guild Teleport | 85 | 3 Astral, 10 Water, 3 Law | 89 | Teleports you to the Fishing Guild |
| Tele Group Fishing Guild | 86 | 3 Astral, 14 Water, 3 Law | 90 | Teleports players to the Fishing Guild |
| Plank Make | 86 | 2 Astral, 15 Earth, 1 Nature | 90 | Makes planks out of one log. You still must pay the for changing them into planks (wood - 70, oak - 175, teak - 350, mahogany - 1050). *Requires the completion of Dream Mentor* |
| Catherby Teleport | 87 | 3 Astral, 10 Water, 3 Law | 92 | Teleports you to Catherby |
| Tele Group Catherby | 88 | 3 Astral, 15 Water, 3 Law | 93 | Teleports players to Catherby |
| Ice Plateau Teleport | 89 | 3 Astral, 8 Water, 3 Law | 96 | Teleports you to Ice Plateau |
| Tele Group Ice Plateau | 90 | 3 Astral, 16 Water, 3 Law | 99 | Teleports players to Ice Plateau |
| Energy Transfer | 91 | 3 Astral, 1 Nature, 2 Law | 100 | Spend hitpoints and SA energy to give another SA and run energy |
| Heal Other | 92 | 3 Astral, 3 Law, 1 Blood | 101 | Transfers up to 75% of hitpoints to another player |
| Vengeance Other | 93 | 3 Astral, 10 Earth, 2 Death | 108 | Allows another player to rebound damage to an opponent |
| Vengeance | 94 | 4 Astral, 10 Earth, 2 Death | 112 | Rebound damage to an opponent |
| Heal Group | 95 | 4 Astral, 6 Law, 3 Blood | 124 | Transfers up to 75% of hitpoints to a group |
| Spellbook Swap | 96 | 3 Astral, 2 Cosmic, 1 Law | 130 | Allows you to change spellbooks long enough to cast one spell for the swapped book. *Requires the completion of Dream Mentor* |
Jewelry containing gems (see Crafting Skill Guide can be enchanted using spells from the list above. Cosmic runes are always required to enchant jewelry. Different enchanted items have different uses, as shown in the table below. There are only a few non-member options in this particular field. To activate teleportation jewelry, you can either right-click the item in your inventory and select 'rub' or right-click the item while equipped and select 'operate'.
| Item | Image | Gem | Effect | Charges |
| Ring of recoil * | ![]() |
Sapphire | When equipped, deals opponents you fight 10% of the damage they deal to you. | Crumbles after 40 hp of damage is dealt. |
| Bracelet of clay * | ![]() |
Sapphire | When equipped, Player will mine soft clay instead of hard clay. | 28 |
| Games necklace * | ![]() |
Sapphire | Teleport to Burthorpe Games Rooms, Barbarian Outpost, Clan Wars, or Bounty Hunter. | 8 |
| Amulet of magic | ![]() |
Sapphire | When equipped, gives +10 Magic Attack. | Unlimited. |
| Ring of dueling * | ![]() |
Emerald | Teleports you to Duel Arena, Castle Wars, Fist of Guthix, or Mobilising Armies. | 8 |
| Castlewar brace * | ![]() |
Emerald | When equipped, will deal 20% more damage against a enemy bearing their team's flag and Castlewars bandages heals 50% more. | 3 (one charge used for each Castlewars game. Bonus is still in effect for the 3rd charge, even when bracelet has crumbled. |
| Necklace of binding * | ![]() |
Emerald | When equipped while runecrafting combination runes, will have 100% success. | 15 |
| Amulet of defence | ![]() |
Emerald | When equipped, gives +7 to all Defence stats. | Unlimited. |
| Amulet of nature * | ![]() |
Emerald | Can be assigned to a Farming patch and player will be able to check on status of the patch. | Unlimited. |
| Ring of forging * | ![]() |
Ruby | When equipped while smelting iron bars, will have 100% success. | 140 |
| Inoculation brace * | ![]() |
Ruby | When equipped, protects from some disease damage. | When protection is used up, bracelet will break. |
| Digsite pendent * | ![]() |
Ruby | Teleports you to the North side of the Digsite Area. | 5 |
| Amulet of strength | ![]() |
Ruby | When equipped, gives +10 Strength. | Unlimited. |
| Ring of life * | ![]() |
Diamond | When equipped and your hitpoints drops below 10% of your total hitpoints, you will be teleported (with all your items) to either Lumbridge or Falador. (SEE WARNING **) | 1 |
| Forinthry brace * | ![]() |
Diamond | When equipped, prevents skulling when entering the Abyss. | 5 |
| Phoenix necklace * | ![]() |
Diamond | When equipped and your hitpoints drops below 20%, auto restores 30% of the total hitpoints. This will take effect over a Ring of life. | 1 |
| Amulet of power | ![]() |
Diamond | When equipped, gives +6 to all attack and defence stats, +6 strength, and +1 Prayer. | Unlimited. |
| Ring of wealth * | ![]() |
Dragonstone | When equipped, gives higher rate of success for rare drops from monsters. | Unlimited. |
| Combat bracelet * | ![]() |
Dragonstone | Teleports to Warriors' Guild, Champions' Guild, Ranging Guild, or the Monastary (Prayer Guild). When equipped and you are completing a slayer task, will update you at every tenth target. | 4 for teleports, unlimited for slayer total effect, rechargable at the totem in the Legends' Guild. |
| Skills necklace* | ![]() |
Dragonstone | Teleport you to the Fishing, Mining, Crafting, or Cooking guild. It also increases the chance of getting caskets while big net fishing when worn. | 4 for teleports, unlimited for the fishing effect, rechargeable at the totem in the Legends' Guild. |
| Amulet of glory * | ![]() |
Dragonstone | When equipped, gives +10 to all Attack stats, +3 to all Defence stats, +6 Strength, +3 Prayer, and higher rate of success for getting gems while mining. Teleport to Edgeville, Karamja, Draynor Village, or Al Kharid. | 4 for teleports, unlimited for stat effects, rechargable at the fountain in the Heroes' Guild. |
| Ring of stone * | ![]() |
Onyx | When equipped, you are turned into stone. | Unlimited. |
| Bracelet of regeneration * | ![]() |
Onyx | When equipped, doubles the rate of hitpoint recovery. | Unlimited. |
| Berserker necklace * | ![]() |
Onyx | When equipped, gives +7 Strength, -10 Stab, Slash, and Crush Attack stats, -20 to all Defence stats. When also equipping an obsidian melee weapon with the necklace, increases Hitpoint damage by 20%. | Unlimited. |
| Amulet of fury * | ![]() |
Onyx | When equipped, gives +10 to all Attack stats, +15 to all Defence stats, +8 Strength, and +5 Prayer. | Unlimited. |
* Members-only
** WARNING: if the creature you face can hit more than 10% of your health, be careful! If you fall to 0 before you fall under 10% (eg. If you have 20 max hp and fall from 3 to 0) you will NOT be saved!
Any gem tipped bolt can be enchanted using your Magic skill. Enchanting your gem tipped bolts will result in it having a special effect. These special effects are different for each enchanted gem tipped bolt. To enchant a gem tipped bolt you must be wielding or carrying it, click on the level 4 spell and a interface will pop up, click on the bolt you wish to enchant (you must be carrying or wielding it).
The following image shows the requirements (level and runes) you will need to enchant a gem tipped bolt.
In the following table you will find more info about what effect the enchanting has on the certain gem tipped bolts (this table is sorted from the magic level needed, from low to high).
| Bolt type | Magic level required | Runes needed | Effect | Magic exp gained |
| Opal | 4 | 1 Cosmic rune, 2 Air runes | A chance of a lightning bolt striking your opponent (this will result in extra damage). | 9 |
| Sapphire | 7 | 1 Cosmic rune, 1 Mind rune, 1 Water rune | Chance of lowering your opponent's Prayer level (a part of that is given to you). | 17 |
| Jade | 14 | 1 Cosmic rune, 2 Earth runes | Chance of knocking your opponent to the ground (some players might ignore it). | 19 |
| Pearl | 24 | 1 Cosmic rune, 2 Water runes | A chance of a bolt of water coming down on your opponent (the opponent will ignore it if its wearing a water staff, but will get hit harder when wearing a fire staff). | 29 |
| Emerald | 27 | 1 Cosmic rune, 1 Nature rune, 3 Air runes | Bolts being poisoned, with an increased chance of poisoning your opponent. | 37 |
| Red Topaz | 29 | 1 Cosmic rune, 2 Fire runes | A chance of lowering your opponent's Magic level. | 33 |
| Ruby | 49 | 1 Cosmic rune, 5 Fire runes, 1 Blood rune | A chance of losing 10% of your Hitpoints to do 20% damage to your opponent (does not work if you have 10% or less of your Hitpoints left). | 59 |
| Diamond | 57 | 1 Cosmic, 10 Earths, 2 Law | A chance of ignoring a bit of your opponent's defence against Ranged attacks. | 67 |
| Dragonstone | 68 | 1 Cosmic rune, 1 Soul rune, 15 Earth runes | A chance of inflicting a dragon's breath hit against your opponent (doesn't work if they have an Anti-dragonbreath shield, or against fire monsters like dragons). | 78 |
| Onyx | 87 | 1 Cosmic rune, 1 Death rune, 20 Fire runes | A chance of doing extra damage and healing a small amount (does not work on undead creatures). | 97 |
Basic Staffs
There are many different kinds of staffs available to use, including some that are members-only. The basic elemental staffs can be bought at Zaff's Staff shop in Varrock, on the northwest side of the town square. While wielding the elemental staffs, you will not have to use the elemental rune that pertains to your staff. For example, if you wield an Staff of Air, you can cast air strike with just 1 mind rune and no air runes.
Battle Staffs
Battle Staffs are stronger than normal staffs, but with a Powered Orb attached, they still take the place of certain runes. For example, if you have an enchanted battle staff of fire, you wont need any fire runes, and your magic will hit harder than if you had a non-enchanted staff. To get a Battle Staff, you must use a Powered Orb (either Air, Water, Earth, or Fire orb) on a Battle Staff (this requires Crafting skill).
Powering Orbs
To enchant an orb you will need the following items:
- A glass orb
- 3 cosmic runes
- 30 basic runes of the type of orb you want to make (ex. 30 Fire runes if you want a Battlestaff of Fire)
Take the above items to the Obelisk location indicated below. Cast the appropriate spell to Enchant the orb. Then you may use the Crafting skill to attach the powered orb to a Battlestaff.
| Picture | Orb Type | Magic Lvl Needed | Runes Needed | Obelisk Location |
![]() |
Water | 56 | 3 Cosmic 30 Water |
Taverley Members-only dungeon. In the Black Dragon room go up the ladder and it will be next to you. |
![]() |
Earth | 60 | 3 Cosmic 30 Earth |
Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon. |
![]() |
Fire | 63 | 3 Cosmic 30 Fire |
Taverley Members-only dungeon. Past the Black Dragons to the west of the Black Dragons in a little room with lava. |
![]() |
Air | 66 | 3 Cosmic 30 Air |
Edgeville dungeon, low-level wilderness area. At the Black Demons (level 156) there is a little room with a ladder to the North, go up the ladder and you will be standing next to it. |
Mystic Staffs (Enchanted Battlestaffs)
The next best staffs are the Mystic Staffs (Enchanted Battlestaffs). These are pretty much the same as the Non-Enchanted Staffs, but they are even stronger. To enchant a battle staff, you must have completed the Scorpion's Catcher quest, which means Mystic Staffs are members only. Then you can get Thormac the wizard to enchant your battlestaffs for 40k. Thormac can be found in the Sorcerers' Tower just north west of the Legends Guild, by the Temple of Ikov.
Special Staffs
The remaining staffs you must get from completing a quest. The Iban Staff is received after you beat the Underground Pass Quest. After you beat the Mage Arena mini-quest you can choose between the Staff of Zamorak, Staff of Guthix, or Staff of Saradomin. All 4 of these staffs have a certain spell that can only be used if you have that staff. Example: for the Claws of Guthix spell, you have to have the Staff of Guthix. The same applies with Iban Blast, Saradomin Strike, and Flames of Zamorak. The Ancient staff is obtained via the Desert Treasure Quest and is the only staff able to auto-cast Ancient Magic spells.
Damage Bonus
Since magic spells don't require staffs to auto-cast, some of the more advanced staffs give an additional 10% damage bonus when used. The damage bonus is only limited to the following staffs.
- Ahrim's staff
- Master wand
- Void Knight mace
- Zuriel's staff
- Corrupt Zuriel's staff
- Ancient staff
| Staffs Stat Effects Table | ||||||||||
| Staff | Image | Attack Lvl Req | Magic Lvl Req | Attack Stat Enhancements | Strength Bonus | Prayer Bonus | ||||
| Stab | Slash | Crush | Magic | Range | ||||||
| Defense Stat Enhancements | ||||||||||
| Stab | Slash | Crush | Magic | Range | ||||||
| Staff | ![]() |
1 | 1 | +0 | -1 | +7 | +4 | +0 | +3 | +0 |
| +2 | +3 | +1 | +4 | +0 | ||||||
| Skull sceptre | ![]() |
1 | 1 | +0 | -1 | +7 | +4 | +0 | +3 | +0 |
| +2 | +3 | +1 | +4 | +0 | ||||||
| Magic staff | ![]() |
1 | 1 | +2 | -1 | +10 | +10 | +0 | +7 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| White magic staff | ![]() |
1 | 1 | +2 | -1 | +10 | +10 | +0 | +7 | +1 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Battlestaff | ![]() |
1 | 1 | +7 | -1 | +25 | +10 | +0 | +32 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Staff of air | ![]() |
1 | 1 | +0 | -1 | +7 | +10 | +0 | +3 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Staff of water | ![]() |
1 | 1 | +0 | -1 | +7 | +10 | +0 | +3 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Staff of earth | ![]() |
1 | 1 | +1 | -1 | +9 | +10 | +0 | +5 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Staff of fire | ![]() |
1 | 1 | +3 | -1 | +9 | +10 | +0 | +6 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Air battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Water battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Earth battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Fire battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Lava battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mud battlestaff | ![]() |
30 | 30 | +7 | -1 | +28 | +10 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic air staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic water staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic earth staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic fire staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic lava staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Mystic mud staff | ![]() |
40 | 40 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Beginner wand | ![]() |
1 | 45 | +0 | +0 | +0 | +5 | +0 | +0 | +0 |
| +0 | +0 | +0 | +15 | +0 | ||||||
| Apprentice wand | ![]() |
1 | 50 | +0 | +0 | +0 | +10 | +0 | +0 | +0 |
| +0 | +0 | +0 | +10 | +0 | ||||||
| Iban's staff | ![]() |
1 | 50 | +10 | -1 | +40 | +10 | +0 | +50 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Slayer's staff | ![]() |
1 | 50 | +7 | -1 | +25 | +12 | +0 | +35 | +0 |
| +2 | +3 | +1 | +10 | +0 | ||||||
| Ancient staff | ![]() |
50 | 50 | +10 | -1 | +40 | +15 | +0 | +50 | -1 |
| +2 | +3 | +1 | +15 | +0 | ||||||
| Teacher wand | ![]() |
1 | 55 | +0 | +0 | +0 | +15 | +0 | +0 | +0 |
| +0 | +0 | +0 | +15 | +0 | ||||||
| Master wand | ![]() |
1 | 60 | +0 | +0 | +0 | +20 | +0 | +0 | +0 |
| +0 | +0 | +0 | +20 | +0 | ||||||
| Guthix staff | ![]() |
1 | 60 | -1 | -1 | +6 | +6 | +0 | +2 | +0 |
| +2 | +3 | +1 | +6 | +0 | ||||||
| Saradomin staff | ![]() |
1 | 60 | -1 | -1 | +6 | +6 | +0 | +2 | +0 |
| +2 | +3 | +1 | +6 | +0 | ||||||
| Zamorak staff | ![]() |
1 | 60 | -1 | -1 | +6 | +6 | +0 | +2 | +0 |
| +2 | +3 | +1 | +6 | +0 | ||||||
| TokTz-Mej-Tal (Obsidian staff) | ![]() |
60 | 60 | +15 | -1 | +55 | +15 | +0 | +55 | +5 |
| +10 | +15 | +5 | +15 | +0 | ||||||
| Lunar staff | ![]() |
1 | 65 | +3 | +2 | +16 | +13 | +0 | +15 | +3 |
| +2 | +3 | +2 | +13 | +1 | ||||||
| Ahrim's staff | ![]() |
70 | 70 | +12 | -1 | +65 | +15 | +0 | +68 | +0 |
| +3 | +5 | +2 | +15 | +0 | ||||||
| Zuriel's staff | ![]() |
78 | 78 | +13 | -1 | +65 | +18 | +0 | +72 | +0 |
| +5 | +7 | +4 | +18 | +0 | ||||||
You can vary what you wear when training magic. In some cases you don't have much money and in others you have all the money you can spend! The following is divided into Free play and Members and displays the best equipment you should wear for the best magic bonus (this is only our suggestion):
Free Players:
- Wizards hat (blue) or Runecrafter hat
- Cape (any color)
- Amulet of magic
- Staff of Air / Earth / Fire / Water
- Wizard robe or Black robe or Runecrafter robe
- Anti-dragon shield
- Leather chaps (Defence bonus) or Monk's robe (bottom) (Prayer bonus) or Runecrafter skirt (Magic bonus)
- Leather vambraces or Runecrafter gloves
- Leather boots
Members:
Low budget: (Click links to find how to obtain and other info)
- Hat (Canifis)
- Wizard robe
- Zamorak robe (bottom)
- Elemental shield
- Amulet of magic
High budget: (Click links to find how to obtain and other info)
- Ahrim's hood / Farseer helm
- Ahrim's robetop
- Ahrim's robeskirt
- Barrows gloves / Infinity gloves
- Infinity boots
- Master wand
- Any God cape / Skillcape
- Mage's book
- Amulet of fury
- Seer's ring
There are a few quests that give magic experience. It is advisable to do these quests before you actually start training, because you do not want to have to start out with Air strike. For more information, please refer to the Quest Experience Guide.
The Wizard's Mind Bomb is a drink that temporarily raises your magic level by 2 or 3; it raises by 2 under level 50 magic, and 3 above. It is useful at times when quests or other things require a certain level and you are very close, but not quite there. For members, If you have 63-65 magic, you can use it to gain entrance into the Wizard's Guild. This drink can be purchased in Falador and Burthorpe Inns. It can also be brewed; mature Wizard's Mind Bombs increase your magic by 4, the same amount as a magic potion.
The Wizards' Guild is in Yanille, and information about it can be found in the Wizards' Guild Guide. You will need 66 Magic in order to enter the guild. (This can be achieved through the use of potions.) Different kinds of runes and all elemental staffs can be bought at the Magic Guild, as well as Mystic robes. The Robe Store Owner, the Magic skill master, is also located here. Speak with him to purchase the Cape of Achievement in Magic.
Once you have reached Magic level 99 you may want to buy yourself a Magic cape from Robe Store owner, in Wizards' Guild for 99k.




















































































