Magic



Magic is one of the most important skills in RuneScape. It is used in combat, and allows crafted items to be enchanted, fast transport around the world via teleports, and via high-alchemy, Magic is probably the largest source of coins to the game. While it is possible to play the game without being skilled in Magic, it is a considerable advantage to be able to use many spells, especially high level alchemy and the teleports.

As with all guides in the Skills section, members only items are in italics.

Spells

 * For a list of all the spells in the game, see List of spells.

Magic is used almost exclusively through casting Spells on another player, on one's self (reflexively), or on an item.

Runes

 * Main article: Runes

All spells (with the exception of Lumbridge Home Teleport) require the use of Runes as a consumed resource. Runes are stackable, commonly traded items which are obtained by various methods. For hints on obtaining runes, see Runes: Obtaining runes.

Elemental Staves

 * Main article: Elemental staves

The requirement for certain runes in a spell can be removed if the player wields an Elemental staff corresponding to an elemental rune. As an example, wielding a Fire staff allows a player to cast High Level Alchemy using only one Nature rune.

However, if you're lucky enough to obtain one, you may have a combination staff. This is a staff with more than one rune's power. So far, the only existing combination staffs are the Lava battlestaff (which is fire/earth), Mud battlestaff (which is water/earth), and the Steam battlestaff (which is water/fire).

Spellbooks
There are three divisions of Magic in RuneScape - standard (commonly called "modern"), Ancient Magicks, and Lunar Spells. Each has a different spellbook and typically only one can be used at once (for an exception to this rule, see Spell Book Swap). The special spellbooks are only available on member worlds.

To cast a spell, a player must choose the wanted spell from their spellbook. To access the activated spellbook, click on the Spellbook icon in the game's interface.

Standard Spells
This article only covers the standard spells. The standard spells are activated on any new character's account and they are available on all world. There is no prerequisite to using the standard spellbook, although some spells are only available on member worlds and others require completion of certain quests or tasks. As with other skills, new capabilities require higher skill levels. 

Ancient Magicks

 * ''Main article: Ancient Magicks

The Ancient Magicks contain some of the most dangerous offensive spells. These spells can only be used after completing the fiendish Desert Treasure quest.

Lunar spells

 * Main article: Lunar spells

The Lunar Magicks are mostly helper spells unrelated to combat, and require the Lunar Diplomacy quest before being usable. A spellbook extension becomes available after completion of the Dream Mentor quest.

Standard Spellbook Description
In the standard spellbook, spells fall into one of several categories: Combat, Curse, Teleportation, Alchemy and Enchantment. All spells yield their associated amount of experience when cast. Combat spells additionally give experience related to the amount of damage caused to the opponent(s).

Teleportation Spells
Teleportation spells are very popular with all players—free-to-players and members alike, as teleportation spells save lots of time when travelling around the world. Note that using a teleport spell is not possible north of level 20 wilderness, nor in any of the combat based minigame such as Castle Wars and Pest Control.

Combat Spells
All combat spells result in a spell related amount of experience when cast, but also give experience depending on the amount of damage caused to the opponent. Each damage point caused by a combat spell yields 2 magic experience points and 1.33 hitpoint experience points. Generally, most combat spells use some Air runes in combination with some other "Combat" runes, though there are exceptions with the special spells such as Magic Dart.

Stronger spells can do greater damage but are less accurate than their weaker spell counterparts. To maximize accuracy, especially in training and player killing, players are advised to equip magic boosting equipment, unequip magic lowering equiptment, drink wizard's mind bomb, and raise magic levels.

Curses
A curse spell is any spell that causes a negative effect to its target other than damage. Curses are an underused part of Magic, mainly because spellcasters have little time to waste in casting damage spells. In long, prolonged fights, using a curse spell or two at the beginning may be a very good idea. Curses also are useful when competing for a monster respawn, as the curse immediately engages the monster.

Alchemy
All alchemy spells use nature runes to convert some thing into some other thing. Particularly note High Alchemy in this section, as it is probably the most widely used spell in the game.

Enchantments
Enchant spells all use cosmic runes to make an item magical. For the enchant orb group of spells, you need to travel to the appropriate obelisk and cast the spell on that. Simiarly with the jewellery spells, you must have a piece of jewellery to cast the spell on.

Enchanted gold jewellery
Gold jewellery is made with the Crafting skill.

How to successfully fight as a mage
As a mage, you are weak against Range and strong against Melee fighters. When attacking others, you should use a combination of Entangle like spells (Bind, Snare, Entangle, Ice spells in Ancient Magicks) and highly damaging spells such as Fire Wave, or the Mage Arena spells. Curses tend to be underused, but do not underestimate them. Lunar Magicks appear to be helper spells for a team of pkers. When fighting monsters, using Battle Tactics helps, such as hiding behind a rock. Also most undead creatures and demons are weak to magic attack. This will provide an advantage over these creatures. However, you must be careful because certain monsters are weak to certain elemental attacks (air, water, earth, fire).

A little known fact about Magic is that as your Magic skill increases so does your defence against magical attacks. So even if you don't care to use Magic too often, having a high Magic skill can help to protect you.

Magical Staves
''Main Article: Weapons

Various magical staves are available in RuneScape. In the list below are all the free-to-play staves, which can all be obtained at Zaff's Superior Staffs! store in Varrock. The main effect of a staff is to boost magic attack and defence, while elemental staves provide unlimited amounts of their elementary rune. There are many members staves such as battlestaves, mystic staves, the slayer staff, the lunar staff, and the ancient staff. Please vist the magical staves page for a complete description.

Magic Armour and Robes
Main Article: Armour

Most mages wear robes, although some light armour is available that is made from special material and does not hinder the wearer's ability to perform magic attacks. For the different sets of armour and detailed information on each piece, see the armour guide.

A player's maximum magic attack bonus is +145, and the maximum magic defence bonus is +191.

Training Magic
If money is tight, it is recommended that you use the Runecrafting skill to make plenty of runes for your magic training. If you have money to spend, buy your runes instead.

Certain locations such as the prison in Port Sarim and the demon's cage in the Wizards' Tower can prove to be useful when training magic.

Level 9: Cast earth strike on any monster that is weak to magic and cannot reach you. It also helps to attack monsters that drop good stuff, to partially or fully pay back the runes you used.

Level 13: Cast fire strike on the monsters mentioned above.

Level 19: Cast curse on a monster that cannot reach you. Put on metal armour, such as full iron, and try casting. You will fail, but still get experience, making it fast and relatively cheap. A mud battlestaff helps a lot supplying water and earth runes.

Level 33: Using Telekinetic Grab, items can be taken from the vault beneath the west Varrock bank, used to collect Wine of Zamorak (highly valued by high level herblorists) and one can retrieve items (such as dropped arrows) which end up out of normal reach. A way to make profit is buying law runes for 300 each, and telegrabbing the nature runes northeast of Rellekka. You get 2 per cast, which can sell for a total of 600, for a 300 gp profit.

Alternatively, use telegrab at the mage training arena, where you can get pizzazz points for infinity robes as well as extra experience.

Level 41 and completed Biohazard and Gertrude's cat: This method of training magic mainly revolves around raising Kittens into Cats and selling them to the West Ardougne Civilians for 100 Death Runes per Cat. Once you've obtained enough Death Runes, the easiest way to train magic is to buy an Air Staff use Wind Blast.

Level 45: Repeatedly cast Camelot Teleport. By using an air staff, you will only use one law rune, yet can still cast at a relatively fast rate and gain 45 magic xp per spell. Law runes can be bought for around 300 gp each in bulk, or you can law run for free law runes.

Level 50 with high combat: Our guide to the Barrows covers this in more detail, but the barrows can be extremely good magic experience, mainly because you receive large amounts of runes from the chest as a reward. You use magic dart or ice burst. It is also profitable to train magic here, provided one knows what he/she knows what he/she is doing.

Level 50, with 50 attack and done underground pass: Go into the underground pass and bring 1k+ death runes and 5k+ fire runes. Go all the way to the paladins and cast iban blast on them, or some other nearby monster. When your staff runs out of charges, recharge it by using the well nearby.

Level 55: High Alchemy allows you to convert items that you possess into Coins. Most players owe their high level of Magic to this spell, at 65 magic experience per casting, using a fire staff so as to only consume 1 Nature rune per spell. Players with high Fletching, Crafting or Smithing can turn the items they make into coins, thereby adding money to the economy or to their own wealth. With Fletching combined with either Runecrafting (making the Nature runes), Woodcutting (cutting the logs) or Crafting (making bowstrings), it is possible to make large amounts of profit by using the High Alchemy spells on the completed bows. If the raw materials are bought (yew logs for 300 coins each, bowstrings for 200 coins each, and nature runes for 290 coins each) then magic can be trained at a loss of 0.34 coins per experience point.

Alternatively, train at the mage training arena, and get good experience and possibly a profit, using infinity robes.

Level 60: Using Bones to Peaches at the mage training arena is good experience as well as making a profit by buying and selling infinity robes. A mud battlestaff is recommended.

Level 68 and done Dream Mentor: Cast humidify. You need astral runes, fire runes, a water staff, and a bucket. Keep filling the bucket and emptying it. With a water staff, the spell only requires 1 astral and 1 fire rune, yet gives 65 magic experience. Alternatively, using a steam battlestaff or mystic staff allows you to only use 1 astral rune. Doing this is convenient near Baba Yaga's rune shop. Additionally, you can cast humidify on empty vials and sell the full vials.

Level 68: Casting enchant level 5 jewelry in the mage training arena while wielding a mud staff is quick experience, and can help make a profit through infinity robes.

Level 70: Using Ancient Magicks is a quick, yet expensive way to train magic. The way many people train with ancients is by utilizing Ice Burst. They have some of their friends come with them to either the Tzhaar Fight Pits or to a combat ring in a player owned house. There, they arrange themselves in a 3x3 box. The trainer then casts Ice burst on the centre person, thus hitting everybody in the box. This gains a lot of experience, as you get 2 experience for every point of damage you give.

Alternatively, casting ice burst using a safespot in the shadow dungeon can be a good training spot because there are many monsters there and they are weak to magic.

Level 82: Casting stun and repeatedly failing on a monster or a player can bring very fast magic xp, but at a slightly higher cost. A mud battlestaff is a necessity for this method. Wear bad magic armour, such as metal or dragonhide, and cast at a monster, a fellow player in the duel arena, or animated armour in the Warrior's Guild.

Level 86: Casting Plank Make on mahogany logs can be profitable, or at least break-even, because the cost of the spell runes and money costs about the same as taking them to the sawmill, yet gives 90 experience per cast.

Level 87: Casting enchant level 6 jewelry in the mage training arena while wielding a lava staff is quick experience, and can help make a profit through infinity robes.

Temporary boosts

 * Three Prayers can boost Magic by 5%, 10%, or 15%. These boosts do not increase damage, nor do they allow you to perform spells above your current level. Jagex has confirmed that these prayers only help your magical accuracy and magical defence.
 * Wizard's mind bomb is a type of beer which increases mage by 3, but it only increases your magic by 2 if your magic level is below 49. It can be bought in the Falador inn, as well as various places in the members world, and also brewed by players.
 * Magic essence potion made using the Herblore skill boosts Magic by 3.
 * Magic potion made using the Herblore skill boosts magic by 4.
 * Red spicy stew can boost magic by up to 6 or it can decrease it by up to 6.

Trivia
In early 2001, there were two magic skills, Good Magic and Evil Magic. However, with the introduction of a new magic system, the latter skill was removed, and the former skill changed to Magic. For example, if the player had level 50 Good Magic and level 40 Evil Magic, he would keep level 50 Magic, and the experience for the Evil Magic was discarded. Because of this, some players were upset that they lost money for training their lower magic skill, and that the experience was thrown away instead of carried over. There were also spells like Shock Bolt, Elemental Bolt, Camouflage, and Fear.

Prior to the introduction of RuneScape 2, in the 2-D game, spells were universally represented by a simple, flying blue star, which proved difficult to distinguish from arrows, which were green stars. Also, in the original RuneScape, players were capable of casting magic spells while wearing full rune armour, leading to a massive imbalance in favour of high-level mages.

In addition, in RuneScape Classic, magic spells could not be cast for long unless the target was occupied by a fight; the magic attack was automatically abandoned as melee combat began. Prior to the advent of multi-combat areas in RuneScape 2, high-level mages (as well as archers) would frequently steal the kills of lesser warriors by attacking while a melee fighter engaged the NPC in direct combat, leading to all experience and loot being taken by the mage. The mage remained safe the entire combat, and quickly moved on to the next fight without respect for the players whose battles they commandeered. Thus came part of the motivation behind making the experience gained based on the damage dealt in RS2, rather than on all experience going to the player who killed the NPC.

In RuneScape Classic, each spell gave the fixed experience using the formula 2 * spell level + 20. Jagex explains that the reduction of Magic experience in RuneScape 2 was due to the fact that runes were easier to obtain on the new version.