Spiritual mage

The Spiritual mage is a potent magic user that can easily kill low-level players. Protect from Magic or Deflect Magic is highly recommended. Like all monsters in the God Wars Dungeon, they are aggressive to any players that do not show affinity to their god. For example, a Zamorak spiritual mage will be aggressive to all players that are not wearing a piece of Zamorak equipment. Spiritual mages require 83 Slayer to kill.

Tips
Like most monsters in the God Wars Dungeon, these creatures may be safely attacked when they are engaged against another monster. Players should be careful when using this strategy, as when their opponent does die, their next target may be the player. This method is most effective against the Saradomin spiritual mages in the southeast corner of the main area of God Wars Dungeon, as they are commonly found fighting the werewolves (which have fairly quick respawn time). Their attack hits very high (commonly between 150 - 200, and there have been reports of 250+) and rarely misses, even when a player has a high Magic defence, so a magic protection prayer is a must.

The spiritual mage was long known for being the only source of Dragon Boots: this changed with the release of Nex who drops 5 at once. They also drop a large variety of runes, but only in small quantities. The only runes they don't drop are Soul, Cosmic, Steam, Earth, Smoke and Lava runes.

Most slayers slay the Zamorakian Spiritual mages using Protect from Magic or Deflect Magic since the uncommon Dragon Boots drops pay for the prayer potions. One must note that upon entering the Zamorak area their prayer will drop to zero; for this reason it is recommended to bring at least one prayer potion or Falador shield 3 (free prayer recharge) or Falador Shield 4 (2 free prayer recharges). Players who wish to save money on prayer potion costs will find it ideal to recharge their prayer every 40 kills by entering the Zamorak boss room, as the altar here will recharge your prayer (to one point above your prayer level) and then instantly teleports you back out. However, this can only be done when you are not being attacked as the altar will not let you recharge if you are. Therefore, this will only work in a world where there are a good number of players already there, so that you won't be attacked.

The Bandos Spiritual Mages have high defence and spawn far away from each other. Few players fight these because they are not possible to camp.

The Armadyl Spiritual Mages cannot be attacked with Melee, but are good for Ranged experience. (They are extremely resistant to magical attacks.)

Previously it was possible to camp Spiritual Mages in the Saradomin Encampment without any food or prayer potions. A mage would often be in combat with a werewolf and very often would never quite be able to kill it. A hidden update made the Spiritual warriors in the base aggressive towards the werewolves, and now the werewolves die fairly quickly, releasing the mages to attack the players. Occasionally, however, a Vampire in the base will attack a mage. When that happens, no other Saradominist will attack the vampire and the mage is extremely ineffective against the vampire. The player can then attack the mage with almost no chance of the mage beating the vampire and switching to the player. However, a vampire fighting a Saradoming mage is somewhat rare. The mage will not initiate combat against the vampire, and the vampire will only attack a mage if no other opponents are nearby.

The part of the Saradomin base outside the boss room actually is on two levels, with a rope climb separating them. Most players stay on the upper level as multiple mages are there. The lower level has just one mage, but all three Zamorakians there (a werewolf, Gorak, and Icefiend) will attack it, so the mage is frequently fighting a Zamorakian. Also, there is only one Spiritual warrior there and he will only attack the werewolf, so the mage is often in a long fight. For players low on prayer points, switching between levels to attack mages fighting Zamorakians is a somewhat slow but viable strategy. A recent update made the Saradomin Encampent bigger with more mages, making it harder to fight them.

When using combat Summoning familiars and protection prayers, there are some quirks to be aware of. If the Spiritual mage is attacking another monster, you can attack it safely without prayer as long as its opponent is alive, and your familiar will not voluntarily attack the mage. If you order your familiar to attack the mage, however, the familiar will attack the mage and the mage can then switch its attack to you (or to your familiar and then often later to you). If you are not praying, you can thus take substantial damage when attacked. To save prayer points, the best tactic therefore is to avoid ordering your familiar to attack the mage while it is attacking another monster. (If prayer points are not a concern, then switch on prayer and order the familiar to attack, as this will lead to a faster slaying rate of the mages.)

Types
There are four types of Spiritual mages:
 * Saradomin (Level 120)
 * Zamorak (Level 121)
 * Bandos (Level 121)
 * Armadyl (Level 123).

Habitat

 * Saradomin, Armadyl, Zamorak and Bandos bases of the God Wars Dungeon
 * The Saradomin Spiritual mages are the only ones that will wander in the main section of the God Wars Dungeon.

Warning: All monsters in the God Wars Dungeon are aggressive to any players that do not show affinity to their god. The entire dungeon is a Multicombat area, so failing to wear the proper gear can result in being attacked by melee, ranged, and magic by multiple monsters.

Runes

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Weapons and armour

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Gems

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Others

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Trivia

 * A hidden update has made the Saradomin spiritual mages more powerful and accurate against Zamorakian creatures and they can now hit over 100 against them.
 * Zamorakian and Saradomin spiritual mages seem to have a graphical glitch, where a small piece of what looks to be skin shows up on the bottom part of the robe tops.
 * Spiritual Mages, along with Warriors and Rangers, prioritize other dungeon monsters ahead of players. You can use this to your advantage to safely attack with any type of combat, with little fear of retaliation.
 * These are one of the few of Kuradal's assignments that do not drop a Starved ancient effigy.
 * The Saradomin spiritual mage appears to be wearing mystic robes.
 * When any Spiritual Mage attacks a familiar, they appear to use melee.
 * It is possible to poison them, however you will not receive the drops for killing them, whether or not the mage is in combat with another monster, even if you deal more damage than the monsters attacking the mage. This may be a glitch.
 * Although they use magic in combat, they drop a commonly used melee gear (dragon boots).
 * While the other mages have attack speed 6, Bandosion Mages attack at speed 5, and Armadylian Mages have attack speed 7.
 * The Bandosian Mages appear not to move from their spawn point. This may be a glitch.
 * Zamorakian Mages use Flames of Zamorak, Saradominist Mages use Saradomin Strike, Armadylian Mages use Wind Wave and Bandosian Mages use Earth Surge, yet the damage is different from the spells that players can use.
 * When Zamorakian or Saradominist Mages attack other monsters, their spell cast looks similar to that of a Two-Hander being swung from the original RS2; however, when attacking a player, the Mage's spell looks exactly like how a player would cast Flames of Zamorak or Saradomin Strike.
 * The Zamorakian Mages seem to have a necks, even though they are ghosts.