Magic Skill Guide

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 Player Killing

Definitions
Lets begin with some basic definitions of magic-related items: 1. 2. 3. 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.

4.

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 defence is balanced in a 70% magic skill and 30% defence 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. Back to Top

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 minipicture of each rune, and some details:

Rune Air Astral* Blood* Body Chaos Cosmic

Image

Classification Elemental Used for Lunar Magicks Used for Wave Attacks Used for Curse Attacks Used for Bolt Attacks Used for Enchantment

Spawning Location(s) On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge None Wilderness Al Kharid Scimitar Shop, Wilderness Dark Warriors Castle, Wilderness Deep Wilderness on the Ice Plateau

Death Earth Fire Law Mind Nature Soul* Water

Used for Blast Attacks Elemental Elemental Used for Teleportation and Telekinesis Used for Strike Attacks Used for Conversion Used for High Level Curse Attacks Elemental

Southeast of Yanille surrounded by Grey Wolves North Varrock Forest, Varrock Sewers Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle No spawn point, you need to kill monsters Lumbridge Castle Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh) Wizard's Guild Al-Kharid Mine

*Members-Only Runes Back to Top

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 Mist Dust

Image Acts As Air and Water Air and Earth Earth and Water Air and Fire Fire and Water Earth and Fire

Best Use {Other Uses} Water missile attacks Crumble Undead {Earth missile attacks} Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken, Curse} Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes} Ape Atoll Teleport Enchant lvl-6 jewelry

Mud

Smoke Steam Lava
Back to Top

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 Halved. 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 dmg, instead of the usual 4 you get with other spells. The image below shows the "auto-mage" screens, which allow you to click attack like you normally would with melee combat, but you use magic to attack the monster instead.

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.

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Magic Spells Table Magic Level Required Runes Needed Max Hit

Spell

Base XP

Effect Teleports you to Lumbridge, 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. A basic Air missile Reduces your opponent's attack by 5% A basic Water missile Gives the certain Bolt a special effect (must be gem tipped) For use on Sapphire Jewelry

Lumbridge Home Port

None

None

0

-

Wind Strike Confuse Water Strike Crossbow Bolt Enchant Enchant Lvl-1 Jewelry

1 3 3 4 7

1 Air, 1 Mind 3 Water, 2 Earth, 1 Body 1 Water, 1 Air, 1 Mind Depends which Bolt 1 Water, 1 Cosmic

5.5 13 7.5 Depends which Bolt 17.5

2 4 -

Earth Strike Weaken Fire Strike Bones to Bananas Wind Bolt Curse

9 11 13 15 17 19

2 Earth, 1 Air, 1 Mind 3 Water, 2 Earth, 1 Body 3 Fire, 2 Air, 1 Mind 2 Earth, 2 Water, 1 Nature 2 Air, 1 Chaos 2 Water, 3 Earth, and 1 Body 3 Earth, 3 Water, 2 Nature 3 Fire, 1 Nature 2 Water, 2 Air, 1 Chaos 1 Fire, 3 Air, 1 Law 3 Air, 1 Cosmic 3 Earth, 2 Air, 1 Chaos 1 Earth, 3 Air, 1 Law 1 Air, 1 Law 4 Fire, 3 Air, 1 Chaos 1 Water, 3 Air, 1 Law 2 Earth, 2 Air, 1 Chaos 1 Air, 1 Earth, 1 Law 3 Air, 1 Death 4 Fire, 1 Nature 5 Air, 1 Law

9.5 21 11.5 25 13.5 29

6 8 9 -

A basic Earth missile Reduces your opponent's strength by 5% A basic Fire missile Changes all held bones into bananas A low level Air missile Reduces your opponent's defense by 5% Holds your opponent for 5 seconds What the General Store will pay for an item when there are zero in stock A low level Water missile Teleports you to Varrock For use on emerald jewelry A low level Earth missile Teleports you to Lumbridge Take an item you can see but can't reach A low level Fire missile Teleports you to Falador Hits skeletons, ghosts, and zombies hard Teleports you to your house A medium level Air missile Smelt ore without a furnace Teleports you to Camelot

Bind

20

30

-

Low Level Alchemy Water Bolt Varrock Teleport Enchant Lvl-2 Jewelry Earth Bolt Lumbridge Teleport Telekinetic Grab Fire Bolt Falador Teleport Crumble Undead Teleport to House Wind Blast Superheat Item Camelot

21

31

-

23 25 27 29 31 33 35 37 39 40 41 43 45

16.5 35 37 19.5 41 43 22.5 48 24.5 30 25.5 53 55.5

10 11 12 15 13 -

Teleport* Water Blast Enchant Lvl-3 Jewelry Iban Blast* 47 49 50 3 Water, 3 Air, 1 Death 5 Fire, 1 Cosmic 5 Fire, 1 Death, Staff of Iban 4 Earth, 4 Water, 3 Nature 1 Death, 4 Mind Slayer's staff 2 Water, 2 Law 4 Earth, 3 Air, 1 Death 5 Fire, 1 Nature 30 Water, 3 Cosmic, Orb 10 Earth, 1 Cosmic 2 Earth, 2 Law 5 Fire, 4 Air, 1 Death 30 Earth, 3 Cosmic, Orb 4 Water, 4 Earth, 2 Nature 2 Fire, 2 Blood, 4 Air, 60 Staff of Saradomin 1 Fire, 2 Blood, 4 Air, Staff of 35 20 28.5 59 30 14 25 A medium level Water missile For use on ruby jewelry A strength 25 missile attack Holds your opponent for 10 seconds Use to slay Turoths and Kurasks Teleports you to Ardougne (must have completed Plague City quest) A medium level Earth missile What a specialty Store will normally pay for an item (at their normal stock level). Needs to be cast on a water obelisk For use on diamond Jewelry Teleports you to the Watchtower (must have completed Watchtower quest) A medium level Fire missile Needs to be cast on an earth obelisk Changes all held bones to peaches (must have bought at Mage Training Arena) Summons the power of Saradomin Summons the power of Guthix

Snare*

50

60

2

Magic Dart*

50

30

16-18

Ardougne Teleport* Earth Blast High Level Alchemy Charge Water Orb* Enchant Lvl-4 Jewelry Watchtower Teleport* Fire Blast Charge Earth Orb* Bones to Peaches*

51 53

61 31.5

15

55

65

-

56 57

66 67

-

58

68

-

59 60

34.5 70

16 -

60

35.5

-

Saradomin Strike* Claws of Guthix*

60

35

20

Guthix OR Void Knight Mace Flames of Zamorak* 4 Fire, 2 Blood, 1 Air, Staff of Zamorak 61 62 63 64 65 66 66 2 Fire, 2 Law 5 Air, 1 Blood 30 Fire, 3 Cosmic, Orb 2 Water, 2 Fire, 2 Law, 1 Banana 7 Water, 5 Air, 1 Blood 30 Air, 3 Cosmic, Orb 5 Earth, 5 Water, 1 Soul 15 Water, 15 Earth, 1 Cosmic 7 Earth, 5 Air, 1 Blood 8 Earth, 8 Water, 1 Soul 1 Soul, 1 Law and 1 Earth 7 Fire, 5 Air, 1 Blood 5 Earth, 5 Water, 4 Nature 12 Earth, 12 Water, 1 Soul 3 Fire, 3 Blood, 3 Air 1 Soul, 1 68 36 73 74 37.5 76 76 17 18 Summons the power of Zamorak Teleports you to Trollheim (must have completed Eadgar's Ruse quest) A high level Air missile Needs to be cast on a fire obelisk Teleports you to Ape Atoll (Learned in Recipe for Disaster quest) A high level Water missile Needs to be cast on an air obelisk Reduces your opponent's defense by 10% For use on dragonstone jewelry A high level Earth missile Reduces your opponent's strength by 10% Teleports Target to Lumbridge A high level Fire missile Holds your opponent for 15 seconds Reduces your opponent's attack by 10% Temporarily increases the power of the three arena spells Teleports Target to Falador

60

35

20

Trollheim Teleport* Wind Wave* Charge Fire Orb* Ape Atoll Teleport* Water Wave* Charge Air Orb* Vulnerability* Enchant Lvl-5 Jewelry* Earth Wave* Enfeeble* Teleother Lumbridge * Fire Wave* Entangle*

68 70 73

78 40 83

19 -

74 75 79

84 42.5 89

20 5

Stun*

80

90

-

Charge* Teleother

80 82

180 92

-

Falador * Tele Block* Enchant Lvl-6 Jewelry* Teleother Camelot* 85

Law and 1 Water 1 Law, 1 Chaos, 1 Death 20 Earth, 20 Fire, 1 Cosmic 2 Soul, 1 Law 95 Stops your target from Teleporting For use on Onyx jewelry Teleports Target to Camelot

87 90

97 100

-

*Members-only spells Back to Top

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. The only jewelry that can be enchanted right now are amulets and rings (edit: recent modification by Jagex now allows members to enchant Sapphire necklace for Burthorpe Games Room teleport). Enchanting rings is members-only, but f2p can enchant amulets. F2p can enchant Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, Dragon, and Onyx amulets and rings. 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. Back to Top

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. Back to Top

Ancient Magic
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 with any staff, but can only be auto-cast with the Ancient staff.

• • • • • • • •

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 unlimited amount of targets 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 Require d 50

Runes Needed 2 Chaos, 2 Death, 1 Fire, 1 Air 2 Chaos, 2 Death, 1 Air, 1 Soul 2 Law, 1 Fire, 1 Air 2 Chaos, 2 Death, 1 Blood 2 Chaos, 2 Death, 2 Water 2 Law, 1 Soul 4 Chaos, 2 Death, 2 Fire, 2 Air 4 Chaos, 2 Death,

B Max ase Hit XP 30 15

Effect

Smoke rush

Poisons target (2 damage poison)

Shadow rush Paddewwa teleport Blood rush

52 54 56

31 64 33

16 17

Reduces target's attack by 10% Teleport to Edgeville Dungeon You heal 25% of the damage dealt to target Stops target from moving for 5 secs Teleport to west of Digsite Multi-target spell, poisons target(s) (2 damage poison) Multi-target spell, reduces attack of target(s) by 10%

Ice rush Senntisten teleport Smoke burst Shadow burst

58 60 62 64

34 70 36 37

18 19 20

2 Air, 2 Soul Kharyrll teleport Blood burst 66 68 2 Law, 1 Blood 4 Chaos, 2 Death, 2 Blood 4 Chaos, 2 Death, 4 Water 2 Law, 4 Water 2 Death, 2 Blood, 2 Fire, 2 Air 2 Death, 2 Blood, 2 Air, 2 Soul 2 Law, 3 Fire, 2 Air 2 Death, 4 Blood 2 Death, 2 Blood, 3 Water 2 Law, 2 Soul 4 Death, 2 Blood, 4 Air, 4 Fire 4 Death, 2 Blood, 4 Air, 3 Soul 2 Law, 1 Blood 4 Death, 4 Blood, 1 Soul 4 Death, 2 Blood, 6 Water 2 Law, 8 Water 76 39 21 Teleport to Canifis Multi-target spell, you heal 25% of the damage dealt to target Multi-target spell, stops target(s) from moving for 10 secs Teleport to Ice Mountain Poisons target (4 damage poison)

Ice burst Lassar teleport Smoke blitz

70 72 74

40 82 42

22 23

Shadow blitz Dareeyak teleport Blood blitz Ice blitz Carrallangar teleport Smoke barrage Shadow barrage Annakarl teleport

76

43

24

Reduces target's attack by 10% Teleport to Wilderness (level 22) ruins west of Bandit Camp You heal 25% of the damage dealt to target Stops target from moving for 15 secs Teleport to Wilderness graveyard (northwest of Chaos Temple) Multi-target spell, poisons your target(s) (4 damage poison) Multi-target spell, reduces attack of target(s) by 10% Teleport to Wilderness Demonic Ruins (furthest northeast area of F2P Wilderness) Multi-target spell, you heal 25% of the damage dealt to target(s) Multi-target spell, stops target(s) from moving for 20 secs Teleport to Wilderness level 44 Ice Plateau

78 80 82 84 86

88 45 46 94 48

25 26 27

88

49

28

90

100

-

Blood barrage

92

51

29

Ice barrage Ghorrock teleport
Back to Top

94 96

52 106

30 -

Lunar Magic
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 Bake Pie Cure Plant

Magic Level Required 65 66

Runes Required 1 Astral, 4 Water, 5 Fire 1 Astral, 8 Earth 1 Astral, 2 Air, 1 Cosmic 1 Astral, 10 Earth, 1 Law 2 Astral, 2 Earth, 1 Law 2 Astral, 4 Earth, 1 Law 2 Astral, 2 Cosmic, 1 Law 2 Astral, 1 Water, 1 Law 2 Astral, 5 Water, 1 Law 2 Astral, 2 Cosmic, 2 Law 2 Astral, 3 Fire, 2 Law 2 Astral, 6 Fire, 2 Law

Experience Gained 26 26

Effect Bake pies without a stove (Still yields cooking XP) Cures disease on farming patch Speak with varied NPCs (Bert, Honest Jimmy, Advisor Ghrim, Murphy, Lanthus, and all 5 Slayer Masters) Cure poisoned players Teleports you to Moonclan Island Teleports players to Moonclan Island Cure poison Teleports you to Waterbirth Island Teleports players to Waterbirth Island Cure poison on players Teleports you to the Barbarian Outpost Teleports Players to the Barbarian Outpost 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) Teleports you to Port Khazard

NPC Contact

67

30

Cure Other Moonclan Teleport Tele Group Moonclan Cure Me Waterbirth Teleport Tele Group Waterbirth Cure Group Barbarian Teleport Tele Group Barbarian

68 69 70 71 72 73 74 75 76

48 50 51 46 51 53 59 53 55

Superglass Make

77

2 Astral, 10 Air, 6 Fire

41

Khazard

78

2 Astral, 4

54

Teleport Tele Group Khazard String Jewellery Stat Restore Pot Share Magic Imbue Fertile Soil Boost Potion Share Fishing Guild Teleport Tele Group Fishing Guild Catherby Teleport Tele Group Catherby Ice Plateau Teleport Tele Group Ice Plateau Energy Transfer Heal Other Vengeance Other Vengeance Heal Group
Back to Top

Water, 2 Law 79 80 2 Astral, 8 Water, 2 Law 2 Astral, 5 Water, 10 Earth 2 Astral, 10 Water, 10 Earth 2 Astral, 7 Water, 7 Fire 3 Astral, 15 Earth, 2 Nature 3 Astral, 10 Water, 12 Earth 3 Astral, 10 Water, 3 Law 3 Astral, 14 Water, 3 Law 3 Astral, 10 Water, 3 Law 3 Astral, 15 Water, 3 Law 3 Astral, 8 Water, 3 Law 3 Astral, 16 Water, 3 Law 3 Astral, 1 Nature, 2 Law 3 Astral, 3 Law, 1 Blood 3 Astral, 10 Earth, 2 Death 4 Astral, 10 Earth, 2 Death 4 Astral, 6 Law, 3 Blood 56 44 Teleports players to Port Khazard String amulets without wool (Yields 4 crafting XP) Shares a potion with up to 4 nearby players Combine runes without a talisman Fertilise a farming patch with super compost Shares a potion with up to 4 nearby players Teleports you to the Fishing Guild Teleports players to the Fishing Guild Teleports you to Catherby Teleports players to Catherby Teleports you to Ice Plateau Teleports players to Ice Plateau Spend hitpoints and SA energy to give another SA and run energy Transfers up to 75% of hitpoints to another player Allows another player to rebound damage to an opponent Rebound damage to an opponent Transfers up to 75% of hitpoints to a group

81 82 83

49 51 61

84 85 86 87 88 89 90 91 92 93

62 65 70 78 80 96 99 68 86 73

94 95

75 124

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. Note that Teleport items must be taken off in order to be used (right-click and select "Rub" option). Other items must be worn in order to enjoy their benefits. There are only a few non-member options in this particular field.

Item Ring of recoil * Games necklace * Amulet of magic Ring of dueling * Necklace of binding * Amulet of defence Ring of forging * Amulet of strength Ring of life * Amulet of power Ring of wealth *

Image

Gem Sapphire Sapphire Sapphire Emerald Emerald Emerald Ruby Ruby Diamond Diamond Dragonstone

Action Gives opponents a little damage when you take damage from them. Take off and Rub to teleport to Burthorpe Games room. +10 Magic Attack Teleports you to Duel Arena or Castle Wars area. 100% success Runecrafting combination runes +7 Defence (all) Gives you 100% return on smelting iron. +10 Strength Teleports you to Lumbridge (with all your stuff) if your health drops below 10%. (see Warning **) +6 to all Attack and Def, +6 Strength, +1 Prayer Gives you a chance at better drops from kills. When worn, this amulet increases chance of finding gems while mining. When right clicked, this amulet allows teleporting to Al Kharid, Draynor Village, Edgeville, and Karamja. Stats: +10 to all attack bonuses +3 to all defence bonuses +3 prayer +6 strength

Charges Once 40 damage has been dealt this way. 8 Unlimited 8 15 Unlimited 140 Unlimited 1 Unlimited Unlimited

Teleports: 4 Mining: Unlimited (Recharge at Hero's Guild Fountain)

Amulet of glory *

Dragonstone

Ring of stone * Amulet of fury *

Onyx Onyx

Turns you into a rock. +10 to all Attack, +15 to all Defense, +8 Strength, and +5 Prayer.

Unlimited Unlimited

* Members-only ** WARNING: if the creature you face can hit more than 10% of your health, the Ring of life has no use! Back to Top

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.

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 4

Runes needed 1 Cosmic rune, 2 Air runes 1 Cosmic rune, 1 Mind rune, 1 Water rune

Effect A chance of a lightning bolt striking your opponent (this will result in extra damage). Chance of lowering your opponent's Prayer level (a part of that is given to you).

Magic exp gained 9

Opal

Sapphire

7

17

Jade

14

1 Cosmic rune, 2 Earth runes

Chance of knocking your opponent to the ground (some players might ignore it). 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). Bolts being poisoned (starting at 3 damage), with an increased chance of poisoning your opponent. A chance of lowering your opponent's Magic level. 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). A chance of ignoring a bit of your opponent's defence against Ranged attacks. A chance of inflicting a dragon's breath hit against your opponent (doesn't work if they have an Antidragonbreath shield, or against fire monsters like dragons). A chance of doing extra damage and healing a small amount (does not work on undead creatures).

19

Pearl

24

1 Cosmic rune, 2 Water runes

29

Emerald

27

1 Cosmic rune, 1 Nature rune, 3 Air runes 1 Cosmic rune, 2 Fire runes 1 Cosmic rune, 5 Fire runes, 1 Blood rune 1 Cosmic rune, 1 Law rune, 3 Air runes 1 Cosmic rune, 1 Soul rune, 15 Earth runes 1 Cosmic rune, 1 Death rune, 20 Fire runes

37

Red Topaz

29

33

Ruby

49

59

Diamond

57

67

Dragonstone

68

78

Onyx

87

97

Staffs
Basic Staffs
There are many different kinds of staffs available to use, including some that are membersonly. 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

Now for 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. 2. 3. 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 Water Earth Fire

Magic Lvl Needed 56 60 63

Runes Needed 3 Cosmic 30 Water 3 Cosmic 30 Earth 3 Cosmic 30 Fire 3 Cosmic 30 Air

Obelisk Location Taverley Members-only dungeon. In the Black Dragon room go up the ladder and it will be next to you. Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon. Taverley Members-only dungeon. Past the Black Dragons to the west of the Black Dragons in a little room with lava. 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.

Air

66

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.

Staffs Stat Effects Table

Attack Stat Defense Stat Atta M Stren Pray Enhancements Enhancements I ck agic gth er Staff mag S C R S C R Bonu Bonu Lvl Lvl S M S M e Req Req tab las rus agic ang tab las rus agic ang s s h h e h h e Staff Magic staff Staff of Air Staff of Water Staff of Earth Staff of Fire Battle staff Air Battle staff Water Battle staff Earth Battle staff Fire Battle staff Mud Battle staff Lava Battle staff Mystic Air Staff Mystic Water Staff Mystic Earth 1 1 1 1 1 1 1 1 0 +2 0 0 -1 -1 -1 -1 +7 +4 0 +2 +3 +2 +3 +2 +3 +2 +3 +1 +4 0 0 0 0 3 +7 +3 +3 0 0 0 0

+10 +10 +0 +7 +10 +7 +10 0 0

+1 +10 +1 +10 +1 +10

1 1 20 20

1 1 20 20

0 0 +7 +7

-1 -1 -1 -1

+7 +10 +7 +10 +25 +10 +28 +10

0 0 0 0

+2 +3 +2 +3 +2 +3 +2 +3

+1 +10 +1 +10 +1 +10 +1 +10

0 0 0 0

+3 +3 +32 +35

0 0 0 0

20

20

+7

-1

+28 +10

0

+2 +3

+1 +10

0

+35

0

20

20

+7

-1

+28 +10

0

+2 +3

+1 +10

0

+35

0

20

20

+7

-1

+28 +10

0

+2 +3

+1 +10

0

+35

0

20

20

+7

-1

+28 +10

0

+2 +3

+1 +10

0

+35

0

20

20

+7 +1 0 +1 0 +1 0

-1

+28 +10

0

+2 +3

+1 +10

0

+35

0

40

40

-1

+40 +10

0

+2 +3

+1 +10

0

+50

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Staff Mystic Fire Staff Mystic Mud Staff Mystic Lava Staff Begin ner Wand Appre ntice Wand Teach er Wand Maste r Wand Dram en staff Staff of Iban Slayer 's Staff Guthi x Staff Sarad omin Staff Zamor ak Staff Ancie nt Ahrim' s Staff Lunar TokTz40 40 +1 0 +1 0 +1 0 0 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0

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MejTal (Obsi dian Staff)
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What to Wear
As for what to wear while maging, some people just like to look good while they mage, but for the best magic bonus here is what is suggested:

F2P:
1. 2. 3. 4. Wizards hat (blue) (plus 2 Magic Att and Def) Wizards robe (blue not black) (plus 3 Magic Att and Def) Monks Robe Bottom Amulet of magic (sapphire) (plus 10 Magic Att)

Members:
If you don't have much money: 1. 2. 3. 4. 5. Hat (Canifis) (plus 3 Magic Att and Def) Wizards robe (blue not black) (plus 3 Magic Att and Def) Zamorak robe (bottom) (plus 2 Magic Att, plus 3 Magic Def) Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def) Amulet of magic (sapphire) (plus 10 Magic Att)

If money is no object, Ahrims robes can be obtained by completing the Barrows Mini-Game or purchased from other players for around 2m for a full set. The Master Wand and Mages Book are both acquired from the Mage Training Arena for a certain number of Pizazz Points, or you can buy them from another player. Infinity Boots and Infinity gloves are also obtained from the Mage Training arena, or purchased from another player. Barrows Gloves can be purchased after finishing Recipe For Disaster Quest with 175 Quest Points, they cost 130k. A God cape is obtained by doing the Mage Arena mini-quest. Seers Ring is obtained by killing the Daggonath Kings, or bought from other players. An Amulet of Fury can be obtained by buying Onyx from the Gem Shop in the TzHaar Caves (300k TokKul), and then crafting it into an amulet (level 90 crafting), which you then enchant with lvl-6 enchant (level 87 magic). Amulets of Fury can also be purchased from other players for around 5M. Best outfit (if money is no object): 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Ahrims Hood or Farseer Helm ( both have plus 6 magic att and def). Ahrims Robe Top (plus 30 magic att and def, also has good melee def). Ahrims Robe Bottom (plus 22 magic att and def, also has good melee def). Barrows Gloves (+6 magic att and def) or Infinity Gloves (+5 magic att and def). Infinity Boots (+5 magic att and def). Master Wand (+20 magic att and def). God Cape (plus 10 magic att and def). Mages Book (plus 15 magic att and def). Amulet of fury (plus 10 Magic Att, plus 15 Magic Def, and other stat boosts). Seer Ring(plus 4 magic att and def).

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Quests
There are a few quests that give magic experience, but not very much. It is advisable to do these quests before you actually start training, because you don't want to have to start out with Air strike.

1. 2. 3. 4. 5. 6.

Imp Catcher Watchtower Witch's Potion Legends if you choose magic experience Desert Treasure Lunar Diplomacy

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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. Back to Top

Magic Guild
The Magic Guild is in Yanille, and information about it can be found in the Magic Guild Guide. Different kinds of runes and all elemental staffs can be bought at the Magic Guild, as well as Mystic robes. Back to Top

Player Killing
AH! Player Killing, a great way to make money, train magic or just plainly have fun. What to wear? Now, when maging you always must wear robes, right? Yes. But in this case you must bring some ranged armour (dragon hide is the best!), robes AND normal armour. You may be thinking "why?" Well, you see, in the wilderness there is a triangle known as the PKing Triangle. Remember that in the wild: Mages own Warriors -> Warriors own Rangers -> Rangers own Mages Now, to help us protect from warriors we need one of these 3 spells

• • •

Bind Snare Entangle

NOTE: Only members can use all three spells. Non-members can only use Bind. Now, these 3 spells hold your opponent for 5, 10, or 15 seconds, respectively.

Helpful stuff: • • • •
Runes to teleport out of the wild. (Won't work if you go deep into Wildy.) Food, Lots of it! Runes (No duh) Potions - Members

When a warrior attacks? When a warrior attacks you, use one of these spells on him. Then RUN! When you get a good distance away, cast spells like crazy! Make sure you have robes on! When the warrior comes back for revenge put on your armour. Then cast one of those 3 spells again. Keep doing this! When a ranger attacks? When a ranger attacks, your options are simple. Run away. Or put on your armour and go kill the pest. They can't bind you unless they have mage stuff too, but don't worry about that. When a mage attacks? When a mage attacks you, put on your range armour (dragon hide is best because it has great protect from magic abilities) and start ranging the mage. Even if they use one of those spells on you it doesn't matter! You can continue to attack!