Magic Damage

There are various methods by which players can increase their potential maximum magic damage. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic Damage: +x%), however not all boosting items are shown there. Temporarily increasing your magic level also increases your max hit (by 3% per level boosted), this boost isn't shown in the stats window either.

As far as is known, all equipment bonuses stack, as long as they can be worn simultaneously; and that the resulting Magic Damage bonus stacks with the invisible damage bonus given by boosting one's magic level is taken for granted.

Damage-boosting Equipment

 * It is important to note that items with a magic attack bonus such as the Third age mage hat don't boost your max hit, just your accuracy. Similarly, items with a magic defence bonus, such as the black d'hide body don't affect the maximum damage you will take from spells, just your opponent's accuracy.
 * A full set of void knight armour won't raise your max hit, only your accuracy.

Damage-boosting Level ups



 * For every point that the player's magic level is boosted above their base level their max damage boost by 3%.
 * Wizard's mind bomb will boost your magic level by 2 if your base level is under 50 of by 3 for levels 50 and over.
 * Mature Wizard's mind bomb will boost your magic level by 3 if your base level is under 50 of by 4 for levels 50 and over.
 * Prayers such as Mystic Will and Augury only increase accuracy, not max hit.
 * None of the level boosting methods stack with each other, but the percentage bonus of the boosted magic level will stack with items' magic damage bonuses (e.g. that from the staff of light).

Special Circumstances

 * Charge is a spell which temporarily increases the maximum damage of the three God spells by 100 (providing the player is wearing the corresponding god cape). The spell requires a magic level of 80.
 * Salarin the Twisted (who is susceptible only to strike spells), can be hit 90 lifepoints by wind strike, 100 by water strike, 110 by earth strike, and 120 by fire strike. These max hits cannot be boosted with items or potions.
 * Ice strykewyrms can be hit 1.5 times higher by players using fire spells, and 2 times higher plus an extra 40 damage (added after all multipliers, similar to a ferocious ring) by players wearing a Fire cape and casting fire spells (other spell types get an extra 40 damage with a fire cape, except ice spells which heal the strykewyrm).

Max hit Calculator
 template = Magic max hit form = magicin result = magicout param = spell|Spell used|Wind Strike|select|Wind Strike,Water Strike,Earth Strike,Fire Strike,Wind Bolt,Water Bolt,Earth Bolt,Fire Bolt,Wind Blast,Water Blast,Earth Blast,Fire Blast,Wind Wave,Water Wave,Earth Wave,Fire Wave,Wind Surge,Water Surge,Earth Surge,Fire Surge,Crumble Undead,Magic Dart,Iban Blast,Saradomin Strike,Claws of Guthix,Flames of Zamorak,Snare,Entangle,Smoke Rush,Shadow Rush,Blood Rush,Ice Rush,Miasmic Rush,Smoke Burst,Shadow Burst,Blood Burst,Ice Burst,Miasmic Burst,Smoke Blitz,Shadow Blitz,Blood Blitz,Ice Blitz,Miasmic Blitz,Smoke Barrage,Shadow Barrage,Blood Barrage,Ice Barrage,Miasmic Barrage param = level|Your base magic level|1|int|1-99 param = boost|Temporary level boost used|None|select|None,Wizard's mind bomb,Mature wmb,Magic essence potion,Magic potion,Extreme magic potion,Overload,Magic focus scroll,Magic cape param = staff|Damage boosting staff used|None|select|None,Gravite staff,Ahrim's staff,Ancient staff,Zuriel's staff,Master wand,Void knight mace,Staff of light,Chaotic staff param = slay|Slayer-based helmet used|No|select|No,Hexcrest,Full slayer helm param = cw|Castlewar brace in use?|No|select|No,Yes param = neck|Necklace used|None|select|None,Arcane pulse necklace,Arcane blast necklace,Arcane stream necklace param = chaos|Chaos gauntlets used?|No|select|No,Yes param = ring|Ferocious ring active?|No|select|No,Yes param = charge|Charge active?|No|select|No,Yes

param = salarin|Fighting Salarin the Twisted?|No|select|No,Yes

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N.B. the way in which some boosts are stacked has not yet been confirmed; your result may be slightly inaccurate. Please use the talk page if you have any evidence you'd like to contribute.

Max Hit Table
Currently the highest magic hit in the game, known to be at least 1106, can be achieved by casting Fire surge on an Ice strykewyrm with the Staff of light, Arcane stream necklace, Hexcrest, and Fire cape equipped, after drinking Extreme magic potion. The maximum total theoretical damage from one spell is 4,995, achieved by hitting nine targets with Miasmic Barrage for 555 life points each; however such a max is not possible, as it would have to be hit on 9 slayer monsters standing in a 3x3 box, an impossible circumstance. A more probable instance in multi-way combat is to hit at least five (or more) players with Ice Barrage for 300 (or more with a castlewars brace and Arcane stream necklace) resulting in a staggering 1,500 damage.

Boosts are listed in the order they are believed to be applied. For instance, the +100 damage boost gained by the Charge spell used in conjunction with a staff of light would give a +115 bonus. However the order in which some boosts the way in which some boosts are stacked has yet to be confirmed.

Special circumstances, listed above, have been excluded from here.

The items listed below as Highest Applicable Boosts list the items that are not surpassed in terms of magic damage boost given, however some are tied. The Hexcrest is interchangeable with the Full slayer helmet, and Extreme magic potions are interchangeable with Overload potions.

Furthermore, the following calculations assume the mage has 99 magic. While the caster's magic level does not directly affect max hit, as the max hits of spells are determined first by the spells themselves; magic, extreme magic, and overload potions, as with all stat-boosting potions, increase the level they do by a 'percentage' of the level, meaning a mage of level 99 magic would get more levels boosted by drinking a standard magic potion than would a mage of level 1 magic. This plays a role due to the nature of magic damage being increased by boosted potions being by level increased.

Also note that within daemonheim, the magic potions increase in the same increments that melee potions do in both runescape in daemonheim; that is to say, they increase magic far more in daemonheim than do their runescape counterparts. This results in the maxes being much, much higher. The max hits below are, however, pertaining to extra-daemonheim activities, as this is a non-daemonheim related article. It is currently known to the contributors of this article that there exists no daemonheim/magic damage article, so until one is made, there will exist no proper place for such a table.