Spiritual mage

Beta 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.

Spiritual mages are great droppers of various runes, essence and the famed dragon boots.

Strategy
Unlike most monsters in the God Wars Dungeon, these creatures may not be safely attacked when they are engaged against another monster. This method is not effective against the Saradomin spiritual mages in the southeast corner of the main area of God Wars Dungeon, even though they are commonly found fighting the werewolves (which have fairly quick respawn time). Their attacks are very accurate, even against players with high magic defence. Because of this, a magic protection prayer is a must.

Main room
The main room only contains Saradomin mages. They are usually not recommended because even though there are a decent amount of them, they are too scattered to be trained on efficiently. You will want to find another place to fight them, especially if you have 70 Agility or Constitution. However, most of the mages will be busy fighting off Zamorakians. You will want to bring Armadyl, Zamorak and Saradomin protection if you are camping the mages here. An icefiend, werewolf, bloodveld and gorak are usually fighting the Spiritual warriors and the two mages quite often.

Zamorak's Fortress
Zamorak's Fortress is a great place, and is often the most targeted when players do not have 70 Agility. There are eleven spawns, three of them near the bridge, another two mid-way, and six of them at the end of the area. Free Prayer recharges are somewhat rare though, as players do not fight K'ril Tsutsaroth unless they are on a greater demon task or seeking the robes of subjugation, and if K'ril respawns or is still alive, the player runs the risk of becoming severely poisoned if he shifts his aggressiveness towards them, unless you have picked up some antipoison which the spiritual mages drop frequently.

Bandos's Fortress
There are eight mage spawns in the area. These mages have much more health then any other mage and lack the damage output other mages have, but have very high Defence to compensate. They are usually not targeted by players because of this. They are also too far spread out, but if you can manage to camp them efficiently, this will be a good place to train combat skills. Free Prayer recharges can be found in the boss room, as in almost every world, many players are busy killing General Graardor, giving you a one-way Prayer recharge every 10 minutes.

Saradomin's Encampment
70 Agility is required to enter Saradomin's Encampment and there are several mage spawns in the area. They are usually busy fighting off Zamorakians, so players can easily attack them. The Prayer recharges may be free occasionally as there are groups that usually tend to stay at the boss room killing Commander Zilyana. Due to her high accuracy and fast attacks, it is only advisable to enter when she is defeated. In addition, if nobody is in the room, recharges are infeasible due to Zilyana's damage output, and the fact that the room is quite small allowing the general and her minions easily to attack you.

Armadyl's Eyrie
There are Armadylian mages here. However, there are only 3 mages fairly spread out throughout the Eyrie. This is usually not recommended as players need 70 Range to get through, along with other trinkets that will clutter up your inventory space. Players who are running low on food supplies may wish to kill Aviansies as they drop 5 swordfish at a time, though this is somewhat uncommon. Prayer recharges are very risky, even when players are killing Kree'Arra, due to his high damage output and ability to stun. It is only recommended to enter the general's room when he and his minions are dead if a recharge is necessary. Even then, it is advised to use Protect from Missiles to negate the damage in case he respawns.

Recommended Equipment (melee)

 * Helm: Full slayer helm/Focus Sight (on task) > Verac's helm > Helm of Neitiznot > Ganodermic visor
 * Body: Bandos Chestplate > Proselyte hauberk > Verac's brassard >Initiate hauberk > Ganodermic poncho
 * Legs: Bandos Tassets > Proselyte tassets > Verac's plateskirt > Initiate tassets > Ganodermic leggings
 * Amulet: Demon horn necklace > Split dragontooth necklace > Amulet of fury > Amulet of glory
 * Arrows: Saradomin OR Zamorak arrows
 * Boots: Steadfast boots > Dragon Boots > Bandos Boots > Rune boots
 * Weapon: Chaotic Rapier > Abyssal whip > Zamorakian spear > Saradomin sword > Brackish blade
 * Offhand: Dragon defender > Rune defender
 * Ring: Ring of wealth > Ring of life
 * Aura: Reverence

Inventory
 * 10-16 prayer potions
 * Emergency teleport
 * 1-3 pieces medium/high levelled food
 * Climbing boots (if unable to use Trollheim teleport)
 * BoB pouches or steel titan with scrolls
 * Holy wrench

Recommended Equipment (range)

 * Helm: Full slayer helm/Focus sight (on task) > Armadyl helmet > Karil's coif
 * Body: Armadyl chestplate > Karil's top > Royal d'hide body > Black d'hide body
 * Legs: Armadyl chainskirt > Karil's skirt > Royal d'hide chaps > Black d'hide chaps
 * Amulet: Amulet of ranging > Amulet of fury > Amulet of glory
 * Arrows: Saradomin OR Zamorak arrows
 * Boots: Glaiven boots > Snakeskin boots
 * Gloves: Royal d'hide vambraces > Black d'hide vambraces/spiky > Red d'hide vambraces/spiky
 * Weapon: Zaryte bow > Chaotic crossbow > Rune crossbow > Sagaie
 * Offhand: Spectral Spirit Shield > God books > Spirit shield > Dragon defender > Rune defender
 * Ring: Ring of wealth > Ring of life > Ring of recoil
 * Aura: Reverence

Inventory
 * 5-8 prayer potions
 * Emergency teleport
 * Climbing boots
 * 5-12 pieces medium/high level food
 * BoB pouches or steel titan with scrolls

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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Herbs and Seeds

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Others

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Trivia

 * 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, prioritise 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. Bear in mind, however, that they can hit hard and kill their targets quickly, so be prepared to activate your protection prayers once this happens. This was only when they were attacking a monster(s). This could mean that, if they were in a fighting zone where monsters would constantly spawn, a player would not be attacked by them even if they were not wearing the correct item.
 * After the Evolution of Combat update, they were maken much more aggressive, breaking the usual God Wars monster traits. Also, like all monsters found in the God Wars Dungeon, if they are attacked by a player they will retaliate back.
 * These are the only monsters assigned by Kuradal that do not drop a starved ancient effigy.
 * When any spiritual mage attacks a familiar, a graphical error would cause them to use a melee animation rather than their normal magic animation. This glitch was fixed.
 * 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.
 * While the other mages have attack speed 6, the Bandosian and Armadylian mages attack at speed 5. Prior to the graphical update to the God Wars Dungeon on 5 September 2012, the Armadylian mages were level 122, and attacked at speed 7.
 * The Bandosian Mages appear not to move from their spawn point unless they attack someone or are attacked. This trait is shared with the Ancient mages in the Ancient Prison. It is unknown whether this is intentional or a glitch.
 * Zamorakian mages use Flames of Zamorak and Saradominist mages use Saradomin Strike, yet the damage is different from the spells that players can use.
 * When Zamorakian or Saradominist mages attack other monsters, their spell cast previously looked similar to the original animation for two-handed swords from the release of RuneScape 2; however, when attacking a player, the mage's spell looks exactly like how a player would cast Flames of Zamorak or Saradomin Strike. This was fixed, and they now use the proper animation when attacking monsters and familiars.
 * Despite being a mage, if an Armadylian mage attacks a monster, it seems to do ranged damage. This may be a glitch by Jagex.
 * The Zamorakian mages seem to have necks, even though they are ghosts.
 * According to Armies of Gielinor, Saradomin mages of the God Wars wore robes similar to what Mikasi wears.
 * Prior to the God Wars Dungeon graphical update, the Saradomin mages wore robes similar to the old model of blue mystic robes.
 * When you kill a Spiritual mage, your ring of wealth will "shine brightly" before the drops are seen. This also happens to other monsters such as General Graardor.
 * Also, if a item from the rare drop table appears, your ring of wealth will also shine again. This means while killing a spiritual mage, it is possible to have your ring of wealth shine twice.
 * While killing the Zamorakian mages, their bodies disappear midway through their death animation, right after they kneel to the ground. This also affects some other monsters that use the human model, and might be an oversight by Jagex.
 * While killing the mages, if their attack fails to hit you and your protection prayers are on, the splashing will only be seen. This is odd as other monsters do not show this.
 * Before the Evolution of Combat update, Spiritual mages had a combat level of 123 to 171. After the update, each one has a combat level of 140, which makes them one of the most strongest attackable non-boss monsters found in the God Wars Dungeon. The same also affects the Spiritual rangers and Spiritual warriors.
 * The drop rate of dragon boots is estimated to be around 1 in 64 and 1 in 86 kills.