Magic

Magic is an unusual Runescape skill, as it is both a class of combat and a supporting skill with other uses, though the only practical way to increase your experience is by combat training.

A strong supporting skill is runecrafting, but non-members are very limited in the spells they can craft runes for, as well as being denied some higher level spells.

The free-to-play quests, Imp Catcher and Witch's potion both have a magic experience reward, enough to reach level 10 without any extra training, just 3 levels away from the best free practice spell.

Tools of the trade
In free-to-play, the equipment of the mage is also limited, though lightweight compared to a knight's armour. In clothing, only the hat and top are available, with blue offering slightly better statistics than black. Mage kit gives bonuses to magic attack as well as a small amount of defence, but is weak against any impact. All metal armour has penalties to both magic attack and defence, so the mage in combat should not wear any armour pieces, nor any shield other than the Dragonfire. Acceptable leg wear is either a blue or black skirt to match the top (even for male characters), or plain leather chaps, which have no magic penalty and a small amount of physical defence. Wearing normal leather gloves, boots and a cape are also recommended for the same reason.

What not to wear
The penalties only apply to spells cast against an opponent, and are the same for all types of metal.

Mage equipment
One vital piece of kit for the free-to-play mage is their amulet of magic, which is an enchanted sapphire amulet, which can be crafted or can often be found at Grum's in Port Sarim. The enchanting spell is quite low in level, but the required Cosmic rune is not a stock item. Unless you find a player trading them, you just have to strike lucky with any monster that drops runes, or even luckier to get there and back to the Cosmic rune respawn on the Ice Plateau in level 48 wilderness - the most northeast point in free-to-play. The completed amulet adds 10 to your magic attack.

The other essential for the mage is a staff, of which there are three types in free-to-play.
 * 1) Staff, the plain one often dropped by Barbarians in the Barbarian village
 * 2) * This has no advantages, other than enabling you to select a spell to attack with, instead of using the spell menu for each casting
 * 3) Magic Staff, increases your magic attack as well
 * 4) Elemental Staff, acts as an unlimited number of Air, Water, Earth or Fire runes, depending on which one you buy
 * 5) Air, useful for many spells, and with one extra rune, the lowest of each group of attack spells
 * 6) Water, useful for water attacks, and for the group of spells which impair your opponent's combat
 * 7) Earth, useful for earth attacks, and for the group of spells which impair your opponent's combat
 * 8) Fire, useful for fire attacks, particularly Fire Strike training
 * 9) * 1500 gp at Zaff's in Varrock
 * 10) * +10 to magical attack and defence

The Wizard's Mind Bomb, at 3 gp each from the Rising Sun bar in Falador, temporarily raises your magic level by 3. It would be unwise to depend on this in combat, though it may enable you to open with a higher level spell or two.

Of course, the final piece of mage equipment, is a good stock of runes, either bought or made by runecrafting

Mage Training
There is one rule that it is wise to follow, when choosing a practice target. Pick on something that can't hit you back!

Hurling fire strikes at city or jail guards from behind a fence is one example, or cows in a field - unlike a ranged fighter, you have nothing to retrieve, except a drop.

Taking on Barbarians from behind a fence, or behind tables in the bar, you may even strike lucky with a drop of some useful runes. They can retaliate by throwing axes.

The other major rune droppers at lower levels are Dark Wizards, though they will definitely be able to retaliate