Magic Damage

There are various methods by which players can increase their potential maximum magic damage. The effects of equipped items can be seen at the bottom of the stats window (labelled Magic Damage: +x%). Temporarily increasing your magic level also increases your max hit (by 3% per level boosted).

As far as is known, all of these bonuses stack, as long as they can be worn/ used simultaneously.

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 won't affect the maximum damage you will take from spells, just your opponents accuracy.
 * A full set of void knight armour won't raise your max hit, just your accuracy.
 * On Salarin the Twisted such bonuses will not be applied to strike spells, which have a predetermined min and max of 90 lifepoints for air strike, 100 for water strike, 110 for earth strike, and 120 for fire strike.

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.
 * Prayers such as Mystic Will and Augury only increase accuracy, not max hit.
 * The Magic Cape's bonus does not stack with other bonuses.

Max Hits
Currently, the highest magic damage boost possible is 30 + 66% + 40, and the maximum magic hit belongs to Miasmic Barrage, which is 555 life points damage on a single target, but it can hit up to 9 players at once, for a total potential max of 4,995; 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.

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 are applied has not yet been confirmed.

Standard Spellbook
* The Charge spell temporarily increases the maximum damage of the three god spells by 100 (providing the player is wearing the corresponding god cape).