Magic

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Submit updates for record # 0389 - Magic

Written By:

mini dragon123 and Pirate Bob49

Added On:

Wed, Jul 07, 2004, at 09:54:41 AM by Pirate Bob49 and Monkeymatt

Last Updated:

Sun, Dec 13, 2009, at 06:33:53 AM by Alfawarlord

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

Definitions

Lets begin with some basic definitions of magic-related items:

  1. Rune - Runes are stones with magical qualities that allow you to cast spells.
  2. 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).
  3. 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.
  4. 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:

Normal Spellbook List

If you have the runes, it will show the amount of runes you have next to the amount required for the spell.

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Runes

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 Air Rune Elemental Musa Point behind Luthas' house, in the forest west of Lumbridge, Dark Warriors Castle
Astral* Astral Rune Used for Lunar Magicks None
Blood* Blood Rune Used for Wave Attacks Wilderness
Body Body Rune Used for Curse Attacks Al Kharid Scimitar Shop, Northwest Varrock, Wilderness
Chaos Chaos Rune Used for Bolt Attacks Dark Warriors Castle, Wilderness
Cosmic Cosmic Rune Used for Enchantment Deep Wilderness on the Ice Plateau
Death Death Rune Used for Blast Attacks Southeast of Yanille surrounded by Grey Wolves
Earth Earth Rune Elemental North Varrock Forest, Varrock Sewers
Fire Fire Rune Elemental Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle
Law Law Rune Used for Teleportation and Telekinesis No spawn point, you need to kill monsters
Mind Mind Rune Used for Strike Attacks Lumbridge Castle, Varrock sewers
Nature Nature Rune Used for Conversion Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh)
Soul* Soul Rune Used for High Level Curse Attacks Wizard's Guild
Water Water Rune Elemental Al-Kharid Mine

*Members-Only Runes

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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 Mist Rune Picture Air and Water Water missile attacks
Dust Dust Rune Picture Air and Earth Crumble Undead {Earth missile attacks, House teleport}
Mud Mud Rune Picture Earth and Water Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken, Curse}
Smoke Smoke Rune Picture Air and Fire Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes}
Steam Steam Rune Picture Fire and Water Ape Atoll Teleport
Lava Lava Rune Picture Earth and Fire Enchant lvl-6 jewelry

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Spells and Experience

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)

Normal magic menu Spell magic menu Teleport magic menu

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.

Combat Spells Teleport Spells
Misc Spells Skill Spells

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Magic Spells Table

* 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.

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Types of Spells

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.

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Slayer Staff

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.

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Ancient Magic

Ancient Spellbook

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)

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Lunar Magic

Lunar Spellbook

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*

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Enchanted Jewelry

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 Ring 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 bracelet Sapphire When equipped, Player will mine soft clay instead of hard clay. 28
Games necklace * Sapphire Necklace Sapphire Teleport to Burthorpe Games Rooms, Barbarian Outpost, Clan Wars, or Bounty Hunter. 8
Amulet of magic Sapphire Amulet Sapphire When equipped, gives +10 Magic Attack. Unlimited.
Ring of dueling * Emerald Ring Emerald Teleports you to Duel Arena, Castle Wars, Fist of Guthix, or Mobilising Armies. 8
Castlewar brace * Emerald Bracelet 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 Necklace Emerald When equipped while runecrafting combination runes, will have 100% success. 15
Amulet of defence Emerald Amulet Emerald When equipped, gives +7 to all Defence stats. Unlimited.
Amulet of nature * Emerald Amulet with magic string 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 Ring Ruby When equipped while smelting iron bars, will have 100% success. 140
Inoculation brace * Ruby Bracelet Ruby When equipped, protects from some disease damage. When protection is used up, bracelet will break.
Digsite pendent * Ruby Necklace Ruby Teleports you to the North side of the Digsite Area. 5
Amulet of strength Ruby Amulet Ruby When equipped, gives +10 Strength. Unlimited.
Ring of life * Diamond Ring 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 Bracelet Diamond When equipped, prevents skulling when entering the Abyss. 5
Phoenix necklace * Diamond 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 Amulet Diamond When equipped, gives +6 to all attack and defence stats, +6 strength, and +1 Prayer. Unlimited.
Ring of wealth * Dragonstone Ring Dragonstone When equipped, gives higher rate of success for rare drops from monsters. Unlimited.
Combat bracelet * Dragonstone 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* 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 Amulet 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 Ring Onyx When equipped, you are turned into stone. Unlimited.
Bracelet of regeneration * Bracelet of regeneration Onyx When equipped, doubles the rate of hitpoint recovery. Unlimited.
Berserker necklace * 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 * 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!

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Enchanting Bolts

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.

Enchanting Bolts Interface

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

Staffs

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:

  1. A glass orb
  2. 3 cosmic runes
  3. 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 orb 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 orb Earth 60 3 Cosmic
30 Earth
Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon.
Fire orb 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 orb 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 Staff 1 1 +0 -1 +7 +4 +0 +3 +0
+2 +3 +1 +4 +0
Skull sceptre Skull Sceptre 1 1 +0 -1 +7 +4 +0 +3 +0
+2 +3 +1 +4 +0
Magic staff Magic staff 1 1 +2 -1 +10 +10 +0 +7 +0
+2 +3 +1 +10 +0
White magic staff White magic staff 1 1 +2 -1 +10 +10 +0 +7 +1
+2 +3 +1 +10 +0
Battlestaff Battlestaff 1 1 +7 -1 +25 +10 +0 +32 +0
+2 +3 +1 +10 +0
Staff of air Staff of air 1 1 +0 -1 +7 +10 +0 +3 +0
+2 +3 +1 +10 +0
Staff of water Staff of water 1 1 +0 -1 +7 +10 +0 +3 +0
+2 +3 +1 +10 +0
Staff of earth Staff of earth 1 1 +1 -1 +9 +10 +0 +5 +0
+2 +3 +1 +10 +0
Staff of fire Staff of fire 1 1 +3 -1 +9 +10 +0 +6 +0
+2 +3 +1 +10 +0
Air battlestaff Air battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Water battlestaff Water battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Earth battlestaff Earth battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Fire battlestaff Fire battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Lava battlestaff Lava battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Mud battlestaff Mud battlestaff 30 30 +7 -1 +28 +10 +0 +35 +0
+2 +3 +1 +10 +0
Mystic air staff Mystic air staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Mystic water staff Mystic water staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Mystic earth staff Mystic earth staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Mystic fire staff Mystic fire staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Mystic lava staff Mystic lava staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Mystic mud staff Mystic mud staff 40 40 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Beginner wand Beginner wand 1 45 +0 +0 +0 +5 +0 +0 +0
+0 +0 +0 +15 +0
Apprentice wand Apprentice wand 1 50 +0 +0 +0 +10 +0 +0 +0
+0 +0 +0 +10 +0
Iban's staff Iban's staff 1 50 +10 -1 +40 +10 +0 +50 +0
+2 +3 +1 +10 +0
Slayer's staff Slayer staff 1 50 +7 -1 +25 +12 +0 +35 +0
+2 +3 +1 +10 +0
Ancient staff Ancient staff 50 50 +10 -1 +40 +15 +0 +50 -1
+2 +3 +1 +15 +0
Teacher wand Teacher wand 1 55 +0 +0 +0 +15 +0 +0 +0
+0 +0 +0 +15 +0
Master wand Master wand 1 60 +0 +0 +0 +20 +0 +0 +0
+0 +0 +0 +20 +0
Guthix staff Guthix staff 1 60 -1 -1 +6 +6 +0 +2 +0
+2 +3 +1 +6 +0
Saradomin staff Saradomin staff 1 60 -1 -1 +6 +6 +0 +2 +0
+2 +3 +1 +6 +0
Zamorak staff Zamorak staff 1 60 -1 -1 +6 +6 +0 +2 +0
+2 +3 +1 +6 +0
TokTz-Mej-Tal (Obsidian staff) Obsidian staff 60 60 +15 -1 +55 +15 +0 +55 +5
+10 +15 +5 +15 +0
Lunar staff Lunar staff 1 65 +3 +2 +16 +13 +0 +15 +3
+2 +3 +2 +13 +1
Ahrim's staff Ahrim's staff 70 70 +12 -1 +65 +15 +0 +68 +0
+3 +5 +2 +15 +0
Zuriel's staff Ahrim's staff 78 78 +13 -1 +65 +18 +0 +72 +0
+5 +7 +4 +18 +0

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What to Wear

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:

Members:

Low budget: (Click links to find how to obtain and other info)

High budget: (Click links to find how to obtain and other info)

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Quests

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.

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Wizard's Mind Bomb

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.

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Wizards' Guild

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.

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Cape of Accomplishment

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.

Cape of Accomplishment

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This Skill Guide was written by mini dragon123 and Pirate Bob49.
Thanks to Fireball0236, Alk12, laurencio2, Im4eversmart, Stormer, DRAVAN, deathtoyouall, mswarrior, DarkShadow, zrules, Nuke-Marine, Demonichell, bilbo_matic2, avatar_glenn, I_Am_Fire200, Fuller 871, BillyBagz, pokemama, Bartboy1800, punkz3 stud, kbs13, warjaek, the_man3001, Hampster_Hat, darren 1994, TheRulnig, the_man3001, InuYasha3336, Pingu Head, trekkie, choramizzu, demonicspear, Finlandguy , Aakanaar, havoc_cat, pitchblac222, sir karamu, Rohan, Oblivion590, flatlander20, poj7326, halk 5, kko138, Dea-Proximo, watsermetjou, the_man3001, Georgn, shaun capner, theamazingbender, icearcher92, I_Play_RS, livinlawless, gondomwing, Billy, noobkiller, Traz, vortex479, Muffinator, Jakesterwars, Scorchy Devil, shockwave91, Mythiquedame, Sccrluk9, Gregmasta, Clawsork_31, Maonzhi, ianblade45, Lilroo503, Crypto416, helwz2ful4me, makuman, Godson 69, sixteen16z, saunders, Bigfoot_U, Alfawarlord, helpmeplz808, Cna070621, thehi, Skeletonmat, Jesant13, diamondi3ack, aysandie, Omega, Sandman366, Hilwin1, dancedude8, Dragarr, Ludo, and daddyattitude for corrections and additions.
This Skill Guide was entered into the database on Wed, Jul 07, 2004, at 09:54:41 AM by Pirate Bob49 and Monkeymatt, and it was last updated on Sun, Dec 13, 2009, at 06:33:53 AM by Alfawarlord.

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