Magic Guide
Introduction
Magic is a very multi functional skill, it can be used to make money, to kill other people or monsters and many more things. The spells you can do can be divided into 2 categories, each with with sub-categories. The two categories are harmful and non-harmful spells. The harmful spells are used to kill people or NPC's and the non-harmful ones to make your Runescape life easier. The harmful spells are divided into several categories; strikes, bolts, blasts, waves and some other special tricks. The non-harmful spells include teleport spells, alchemy spells, enchanting spells and some other sneaky things. What all these spells do, how to cast them and many more things about magic are all in this guide.
The runes
First we start with runes. In order to cast a spell, you need runes in your inventory which will be used to cast the spell. I'll start with a list of all the runes, where they respawn and what they look like;
 |
Fire Rune |
This is one of the elemental runes. |
The cave on Karamja and Scorpion pit. |
 |
Air rune |
This is one of the elemental runes. |
Lumbridge swamps and Banana field on Karamja. |
 |
Earth rune |
This is one of the elemental runes. |
Varrock sewers and forest north of Varrock castle. |
 |
Water rune |
This is one of the elemental runes. |
Scorpion pit. |
 |
Body rune |
Required for curse spells. |
Upstairs in the Al Kharid scimitar shop, Varrock sewers and west of Varrock castle. |
 |
Mind rune |
Required for strikes. |
Inside Lumbridge castle and Varrock sewers. |
 |
Cosmic rune |
Required for enchanting spells. |
Top left corner of the wilderness (level 48), guarded by Ice giants and Ice warriors. |
 |
Chaos rune |
Required for bolts. |
Level 37 wilderness, guarded by Moss giants; level 15 wilderness at the dark warriors' castle. |
 |
Nature rune |
Required for alchemy spells. |
Rellekka beach and Level 45 wilderness; you need to use telekinetic grab to get them. |
 |
Death rune |
Required for blasts. |
South of Yanille, in the area with all the ogres. |
 |
Law rune |
Required for teleport spells. |
- |
 |
Blood rune |
Required for waves. |
Wilderness at the poison spiders south of Greaters. |
 |
Soul rune |
Required for high level curse spells. |
Can only be bought from the magic guild or from fellow players. |
There are several ways to obtain runes in RuneScape. You can make them yourself using the runecrafting skill. You can buy them from fellow players. You can get them from killing certain monsters; if you want fire runes, for example, search that phrase in the Tip.It bestiary to see the monsters that drop them.
The other way is to buy them from one of the seven stores. Be aware that not all shops sell every type of rune. The rarer ones (cosmic and above) may not be in some shops. There are only two stores in the Free-to-Play world: one is Aubury's in Varrock, a bit behind the east bank; the second is Betty's in Port Sarim.
Deep in the members-only wilderness near the Mage Arena, Lundail has a rune shop next to the bank. Yanille's Magic Guild has a rune shop with discounted rates (level 66 magic required to enter). Tutab's rune shop in Marim on the Ape Atoll requires a greegree, an amulet of monkeyspeak and completion of the Monkey Madness quest to use it. The Mage of Zamorak in level 5 Wilderness runs a rune shop. Finally, Ali Morrisane in Al Kharid has a rune shop, but you must do two steps of the Rogue Trader mini game (Rune shop and Sudoku) to gain access.
Here's a list that'll show you some prices in 3 of the shops:
Note: The rune prices depend on how many runes the owner has in stock. The more runes s/he has, the less they cost.
 |
Fire Rune |
4-24gp |
4-24gp |
7-27gp |
 |
Air rune |
4-24gp |
4-24gp |
7-27gp |
 |
Earth rune |
4-24gp |
4-24gp |
7-27gp |
 |
Water rune |
4-24gp |
4-24gp |
7-27gp |
 |
Body rune |
3-18gp |
3-18gp |
upto 20gp |
 |
Mind rune |
3-18gp |
3-18gp |
upto 20gp |
 |
Cosmic rune |
- |
- |
28-58gp |
 |
Chaos rune |
90-112gp |
90-112gp |
upto 112gp |
 |
Death rune |
189-224gp |
189-224gp |
upto 224gp |
Combination runes
Combination runes are runes that have the abilities of 2 elemental runes put together. You can not buy these runes anywhere, the only way to get them is to buy from other players, or craft them yourself with the Runecrafting skill. The runes are hard to make and require a lot of time, therefore they aren't very good to train with! You'll be way better off with a staff... But for PK'ing, or during quests / KQ trips / barrow trips etc, they can come in handy since you will now only need 1 spot where you used to need 2!
 |
Mist rune |
Air & Water |
 |
Dust rune |
Air & Earth |
 |
Mud rune |
Water & Earth |
 |
Smoke rune |
Air & Fire |
 |
Steam rune |
Water & Fire |
 |
Lava rune |
Earth & Fire |
The spells
Now that we know where to get our runes, we need to know what we can do with them. Here's a list of all the spells in Runescape, with their effect and the amount of runes they cost;
 |
0 |
Home Teleport |
Teleports you back to Lumbridge |
none (see notes*) |
 |
1 |
Wind Strike |
A basic Air missile |
1 Air, 1 Mind |
 |
3 |
Confuse |
Reduces your opponents attack by 5% |
3 Water, 2 Earth, 1 Body |
 |
5 |
Water Strike |
A basic Water missile |
1 Water, 1 Air, 1 Mind |
 |
7 |
Bolt Enchantment |
See bolts section below |
(see below) |
 |
7 |
Enchant Level 1 Jewelry |
Enchants your sapphire amulets , necklaces and rings |
1 Water, 1 Cosmic |
 |
9 |
Earth Strike |
A basic Earth missile |
2 Earth, 1 Air, 1 Mind |
 |
11 |
Weaken |
Reduces your opponents strength by 5% |
3 Water, 2 Earth, 1 Body |
 |
13 |
Fire Strike |
A basic Fire missile |
2 Air, 3 Fire, 1 Mind |
 |
15 |
Bones to Bananas |
Changes all held bones into bananas |
2 Earth, 2 Water, 1 Nature |
 |
17 |
Wind Bolt |
A low level Air missile |
2 Air, 1 Chaos |
 |
19 |
Curse |
Reduces your opponents defence by 5% |
2 Water, 3 Earth, 1 Body |
 |
20 |
Bind |
Makes your opponent be unable to move for 5 seconds |
3 Earth, 3 Water, 2 Nature |
 |
21 |
Low Level Alchemy |
Converts an item into gold |
3 Fire, 1 Nature |
 |
23 |
Water Bolt |
A low level Water missile |
2 Air, 2 Water, 1 Chaos |
 |
25 |
Varrock Teleport |
Teleports you to Varrock |
3 Air, 1 Fire, 1 Law |
 |
27 |
Enchant Level 2 Jewelry |
Enchants your emerald amulets, necklaces and rings |
3 Air, 1 Cosmic |
 |
29 |
Earth Bolt |
A low level Earth missile |
2 Air, 3 Earth, 1 Chaos |
 |
31 |
Lumbridge Teleport |
Teleports you to Lumbridge |
3 Air, 1 Earth, 1 Law |
 |
33 |
Telekinetic grab |
Take an item, you can see but can't reach |
1 Air, 1 Law |
 |
35 |
Fire Bolt |
A low level Fire missile |
3 Air, 4 Fire, 1 Chaos |
 |
37 |
Falador Teleport |
Teleports you to Falador |
3 Air, 1 Water, 1 Law |
 |
39 |
Crumble Undead |
Hits skeletons, ghosts & zombies hard |
2 Air, 2 Earth, 1 Chaos |
 |
40 |
House teleport |
Teleports you to your house portal |
1 Air, 1 Earth, 1 Law |
 |
41 |
Wind Blast |
A medium level Air missile |
3 Air, 1 Death |
 |
43 |
Superheat Item |
Smelt 1 ore without furnace |
4 Fire, 1 Nature |
 |
45 |
Camelot Teleport |
Teleports you to Camelot |
5 Air, 1 Law |
 |
47 |
Water Blast |
A medium level Water missile |
3 Air, 3 Water, 1 Death |
 |
49 |
Enchant Level 3 Jewelry |
Enchants your ruby amulets and rings |
5 Fire, 1 Cosmic |
 |
50 |
Iban Blast |
Missile attack that can do up to 25 damage |
5 fire, 1 Death, Iban staff |
 |
50 |
Snare |
Makes your opponent be unable to move for 10 seconds |
4 Earth, 4 Water, 3 Nature |
 |
50 |
Magic Dart |
A magic dart of slaying |
Slayer Staff, 1 Death, 4 Mind |
 |
51 |
Ardougne teleport |
Teleports you to Ardougne (must do the Plague City quest first) |
2 Water, 2 Law |
 |
53 |
Earth Blast |
A medium level Earth missile |
3 Air, 4 Earth, 1 Death |
 |
55 |
High Level Alchemy |
Convert an item into more gold |
5 Fire, 1 Nature |
 |
56 |
Charge Water Orb |
Needs to be cast on a water Obelisk |
30 water, 3 cosmic, 1 Glass Orb |
 |
57 |
Enchant Level 4 Jewelry |
Enchants your diamond amulets and rings |
10 Earth, 1 Cosmic |
 |
58 |
Watchtower Teleport |
Teleports you to the watchtower |
3 earth, 2 law |
 |
59 |
Fire Blast |
A medium level Fire missile |
4 Air, 5 Fire, 1 Death |
 |
60 |
Bones to Peaches |
Changes all held bones into peaches (must buy it from the Mage Training Arena first). |
4 Earth, 4 Water, 2 Nature |
 |
60 |
Charge Earth Orb |
Needs to be cast on Earth Obelisk |
30 Earth, 3 Cosmic, 1 Glass Orb |
 |
60 |
Claws of Guthix |
Summons the power of Guthix |
4 Air, 1 Fire, 2 Blood, staff of Guthix |
 |
60 |
Saradomin Strike |
Summons the power of Saradomin |
4 Air, 2 Fire, 2 Blood, staff of Saradomin |
 |
60 |
Flames of Zamorak |
Summons the power of Zamorak |
1 Air, 4 Fire, 2 Blood, staff of Zamorak |
 |
61 |
Trollheim Teleport |
Teleports you to Trollheim |
2 Fire, 2 Law |
 |
62 |
Wind Wave |
A high level Air missile |
5 Air, 1 Blood |
 |
63 |
Charge Fire Orb |
Needs to be cast on Fire Obelisk |
30 Fire, 3 Cosmic, 1 Glass Orb |
 |
64 |
Ape Atoll teleport |
Teleports you to the Ape Atoll (requires Awowogei portion of Recipe for Disaster quest) |
1 Banana, 2 Fires, 2 Waters, 2 Laws |
 |
65 |
Water Wave |
A high level Water missile |
7 Water, 5 Air, 1 Blood |
 |
66 |
Charge Air Orb |
Needs to be cast on Air Obelisk |
30 Air, 3 Cosmic, 1 Glass Orb |
 |
66 |
Vulnerability |
Reduces your opponent's defence by 10% |
5 Earth, 5 Water, 1 Soul |
 |
68 |
Enchant Level 5 Jewelry |
Enchants your dragonstone amulets and rings |
15 Earth, 15 Water, 1 Cosmic |
 |
70 |
Earth Wave |
A high level Earth missile |
7 Earth, 5 Air, 1 Blood |
 |
73 |
Enfeeble |
Reduces your opponent's strength by 10% |
8 Earth, 8 Water, 1 Soul |
 |
74 |
Teleother Lumbridge |
Teleports Target to Lumbridge |
1 Soul, 1 Law, 1 Earth |
 |
75 |
Fire Wave |
A high level Fire missile |
7 Fire, 5 Air, 1 Blood |
 |
79 |
Entangle |
Makes your opponent be unable to move for 15 seconds |
5 Earth, 5 Water, 4 Nature |
 |
80 |
Stun |
Reduces your opponent's attack by 10% |
12 Earth, 12 Water, 1 Soul |
 |
80 |
Charge |
Temporarily increases the power of the three Mage Arena spells |
3 Air, 3 Fire, 3 Blood |
 |
82 |
Teleother Falador |
Teleports target to Falador |
1 Soul, 1 Law, 1 Water |
 |
85 |
Tele Block |
Stops your target from teleporting |
1 Law, 1 Chaos, 1 Death |
 |
87 |
Enchant Level 6 Jewelry |
Enchants your onyx amulets and rings |
1 Cosmic, 20 Earth, 20 Fire |
 |
90 |
Teleother Camelot |
Teleports target to Camelot |
2 Soul, 1 Law, |
* No runes are required for the Lumbridge Home Teleport spell, but you have to wait 30 minutes before casting it again. The spell animation takes some time, so it cannot be used to leave combat. However, it is very useful for low-level players who are lost and need to get back to familiar grounds.
Experience points
Each spell will earn you a certain number of experience points towards your magic skill when cast. These are displayed below. However, with Strikes, Bolts, Blasts and Waves it isn't as simple as that, because you can also inflict damage. There is a base amount of xp you will always receive when you cast the spell, even if you fail it and see a splash, and this is the value quoted in the table below. But you also receive extra magic xp and Hits xp depending on how much damage you inflict. For those spells that give xp over the base you will see a "+" beside the xp value.
- For every damage point you hit your opponent, you receive 2 magic xp.
- You also receive 1.33 Hits xp for every damage point you inflict.
Note: When using a staff to autocast, if you put your attack style to defensive, you get 1 point xp in magic and 1 point xp in defense for every damage point you inflict.
For these spells, there is also a maximum on how much damage you can inflict - and this number is on the last column of this following table. However, please note that after the completion of Family Crest quest, members can wear chaos gauntlets that increase the damage of bolt spells (those using chaos runes).
| 0 |
Home teleport |
0 |
None |
| 1 |
Wind Strike |
5.5 + |
2 |
| 3 |
Confuse |
13 |
None |
| 5 |
Water Strike |
7.5 + |
4 |
| 7 |
Enchant Level 1 Jewelry |
17.5 |
None |
| 7 |
Bolt Enchantment |
see below |
None |
| 9 |
Earth Strike |
9.5 + |
6 |
| 11 |
Weaken |
20.5 |
None |
| 13 |
Fire Strike |
11.5 + |
8 |
| 15 |
Bones to Bananas |
25 |
None |
| 17 |
Wind Bolt |
13.5 + |
9 |
| 19 |
Curse |
29 |
None |
| 20 |
Bind |
30 |
None |
| 21 |
Low Level Alchemy |
31 |
None |
| 23 |
Water Bolt |
16.5 + |
10 |
| 25 |
Varrock Teleport |
35 |
None |
| 27 |
Enchant Level 2 Jewelry |
37 |
None |
| 29 |
Earth Bolt |
19.5 + |
11 |
| 31 |
Lumbridge Teleport |
41 |
None |
| 33 |
Telekinetic grab |
43 |
None |
| 35 |
Fire Bolt |
22.5 + |
12 |
| 37 |
Falador Teleport |
48 |
None |
| 39 |
Crumble Undead |
24.5 + |
15 |
| 41 |
Wind Blast |
25.5 + |
13 |
| 43 |
Superheat Item |
53 |
None |
| 45 |
Camelot Teleport |
55.5 |
None |
| 47 |
Water Blast |
28.5 + |
14 |
| 49 |
Enchant Level 3 Jewelry |
59 |
None |
| 50 |
Iban Blast |
42.5 + |
25 |
| 50 |
Snare |
60.5 + |
2 |
| 50 |
Magic Dart |
30 |
19 |
| 51 |
Ardougne teleport |
61 |
None |
| 53 |
Earth Blast |
31.5 + |
15 |
| 55 |
High Level Alchemy |
65 |
None |
| 56 |
Charge Water Orb |
66 |
None |
| 57 |
Enchant Level 4 Jewelry |
67 |
None |
| 58 |
Watchtower Teleport |
68 |
None |
| 59 |
Fire Blast |
34.5 + |
16 |
| 60 |
Bones to Peaches |
35.5 |
None |
| 60 |
Charge Earth Orb |
70 |
None |
| 60 |
Claws of Guthix |
35+ |
30 |
| 60 |
Saradomin Strike |
35+ |
30 |
| 60 |
Flames of Zamorak |
35+ |
30 |
| 61 |
Trollheim Teleport |
68 |
None |
| 62 |
Wind Wave |
36 + |
17 |
| 63 |
Charge Fire Orb |
73 |
None |
| 65 |
Water Wave |
37.5 + |
18 |
| 66 |
Charge Air Orb |
76 |
None |
| 66 |
Vulnerability |
76 |
None |
| 68 |
Enchant Level 5 Jewelry |
78 |
None |
| 70 |
Earth Wave |
40 + |
19 |
| 73 |
Enfeeble |
83 |
None |
| 74 |
Teleother Lumbridge |
84 |
None |
| 75 |
Fire Wave |
42.5 + |
20 |
| 79 |
Entangle |
91 + |
4 |
| 80 |
Stun |
90 |
None |
| 80 |
Charge |
180 |
None |
| 82 |
Teleother Falador |
92 |
None |
| 85 |
Tele Block |
80 |
None |
| 87 |
Enchant level 6 Jewellery |
97 |
None |
| 90 |
Teleother Camelot |
100 |
None |
High Alchemy Spell
This spell can be cast once you have achieved level 55 magic and plays an important role in the RuneScape economy. Players often use this spell with valuable objects to convert them to gold (aka gp) to make significant profits. The best examples would be smithers high alching their final products (usually steel plate mail) and fletchers high alching Magic Bows. The strategy to use with this idea is - if you can make an item cheaper than it's High Alch value and the cost of a nature rune, then you will make a profit.
The most efficient system would be to make items from scratch yourself. Taking the example of Magic Bows - you would pick and spin the flax yourself, then chop a tree and fletch the log yourself, and finally runecraft the nature runes to use to High Alch the bow. Of course this analogy can be used for other items which you can smith, craft and so on. Some players will buy some of the resources in order to save time and yet still make a profit. In our example, the player might buy the nature runes instead of crafting them himself. Our High Alchemy Calculator lists High Alch values to help you out.
Top Tip: You can withdraw large amounts of an item as notes and alch them one by one, so you don't have to be in a bank all the time.
Below are some ideas for activities with built-in "break" times that you can fill by high alching:
- Mine ores from slow spawning ores, such as Runite in the Heroes' guild.
- Watch duels in the duelling Arena and throw the occasional tomato.
- Thieve from slow spawning stalls and chests. It's especially useful to steal from a nature chest.
- Buy stock that slowly spawns in certain shops. For example, buying runes in the Magic Guild store, or purchasing arrow heads in the Catherby archery store.
- Hang around in crowded merchanting hot spots and look out for good deals.
- Pick up and bury bones that spawn in the wilderness (death gorge - lvl 20 wild).
- Farm an important crop like Ranarr or other high level herbs that you want to watch carefully.
Special spells
There are a few special spells that you need certain staves for; you might have seen them already in the list above. Let's start with the spell called Iban Blast. Not only do you need level 50 Magic for it, but you also need to complete the Underground Pass quest before you can cast this spell. When you've done that quest you'll get a special staff called the Iban staff. This staff will last for 120 spells and then you'll need to recharge it in the Underground Pass. You can right-click the staff to check how many charges are left. You can do this by using it at on the Flames of Zamorak (the big bowl right after paladins). It's not a very effective spell to train your magic with obviously, but you could use it to duel other players.
If you lose your Staff of Iban, you'll have to kill one of the Zamorak disciples in the underground pass cave, get the broken staff they drop, and then go to the Dark Mage (located in West Ardougne, last house before Underground Pass) who will fix it for 200,000gp.
Then there are 3 other staves, all from the same mini-game, called the Mage Arena. You have to finish this game before you can choose one of these staves. Once you've completed the game you can pick either the staff of Guthix, Saradomin or Zamorak. Each spell costs different types of runes and has different effects on other players. Before you can use these staves and the spells outside the Mage Arena, you need to cast the spell that belongs with your staff 100 times in the Arena. This will cost you 200 blood runes + the other runes involved; if you don't have the money, don't bother.
The Slayer staff is required to cast the Magic Dart spell, designed for killing Turoth and Kurask slayer monsters. You can buy the staff for 21,000 gp from any Slayer Master, but using it requires level 55 slayer as well as level 50 magic.
Bolt Enchantments
Using a crossbow you can shoot enchanted crossbow bolts. Each different type of crossbow bolt uses a different enchantment. In order to enchant crossbow bolts have the bolts in your pack and click on the crossbow icon (it is on the page as a level 7 magic spell) to access the crossbow bolt enchantment page.
| Opal |
4 |
Lucky Lightning |
Can cause a lightning bolt to hit your opponent inflicting damage. |
1 Cosmic, 2 Air |
| Sapphire |
7 |
Clear Mind |
Can lower your opponents Prayer points and give them to you. Only works on human controlled players. |
1 Cosmic, 1 Water, 1 Mind |
| Jade |
14 |
Earth's Fury |
Can cause your opponent to be knocked down, stunning them. |
1 Cosmic, 2 Earth |
| Pearl |
24 |
Sea Curse |
Causes water to fall on your opponent, inflicting damage. Water staves prevent this, fire opponents are vulnerable to it. |
1 Cosmic, 2 Water |
| Emerald |
27 |
Magical Poison |
Makes bolts super poisoned, with greater chance of poisoning than using a potion. |
1 Cosmic, 3 Air, 1 Nature |
| Red Topaz |
29 |
Down to Earth |
Can lower your opponents magic level. Only works on human controlled players. |
1 Cosmic, 2 Fire |
| Ruby |
49 |
Blood Forfeit |
Can cause opponent to lose 20% of their hitpoints. In return, you lose 10% of yours. |
1 Cosmic, 5 Fire, 1 Blood |
| Diamond |
57 |
Armour Piercing |
Can ignore a part of your opponent's Ranged Defence. |
1 Cosmic, 3 Air, 1 Law |
| Dragonstone |
68 |
Dragon's Breath |
Can hit with the power of dragon breath. Power is lost when fighting someone with a anti-dragonbreath shield or a monster that can use fire breath. |
1 Cosmic, 15 Earth, 1 Soul |
| Onyx |
87 |
Life Leech |
Can inflict extra damage to the opponent. A portion of this extra damage heals the shooter of the bolt. |
1 Cosmic, 20 Fire, 1 Death |
Staves
There are actually two kinds of staves, the staves that everyone can use and the staves that are members only. The staves that everyone can use can be bought in Varrock, from Zaff's staff shop.
 |
Battlestaff |
7140gp |
 |
Staff |
15gp |
 |
Magic Staff |
200gp |
 |
Staff of Air |
1500gp |
 |
Staff of Water |
1500gp |
 |
Staff of Earth |
1500gp |
 |
Staff of Fire |
1500gp |
 |
Lava Battlestaff |
See notes below |
 |
Mud Battlestaff |
See notes below |
As you can see, there's several kinds of staves; First of all there's the Battlestaff, that's not of any interest to non-members. I'll tell more about battlestaves in a sec.
Then there's the staff. For only 15gp, it doesn't add anything to your magic skill, pretty useless. Then there's the magical staff, which boosts your magic a bit and that's it. So it's not really of any interest. Then, the staves of air, water, earth and fire. That's what we need. Each of these staves boosts your magic and when you wield them, they'll serve as an unlimited supply of of that certain rune. So a fire staff will let you use spells where you need fire runes, without having the fire runes! And the same goes for the other staves.
Then there's battlestaves, which are members only and cannot be bought in their full glory here anyway. Battlestaves need to be made with a certain crafting skill, read more about that in the Crafting guide. When battlestaves are made and enchanted, they become Mystic fire/earth/water/air staff. Also they will have the same fighting stats as a rune long sword and will still serve the same purpose as the other staves; substituting an unlimited source of fire/earth/water/air runes, depending on what Battlestaff you have. As I said, battlestaves can't be bought from a store, you have to buy them from players or get them from killing NPC's that drop them.
The lava Battlestaff can be obtained by killing the Kalphite Queen, Abberant Specters and Infernal Mages; for more information about them, visit our Bestiary (monsters database). The lava Battlestaff gives you unlimited earth and fire runes. It gets enchanted just like normal battle staves, see above for more information about this.
The mud Battlestaff can only be obtained by killing the three dagganoth kings in the Waterbirth Island dungeons. The Mud Battlestaff gives unlimited earth and water runes, which makes it extremely useful for spells like bind, curse, weaken and confuse. The staff can be enchanted like any other Battlestaff.
Additional special staffs include the Dramen staff from the Lost City quest, the Ancient Staff (level 50 magic and attack) from the Desert Treasure quest, Toktz-mej-tal (level 60 magic and attack) from TzHaar, and Ahrim's Staff (level 70 magic and attack) from the Barrows. You can also obtain magic wands and a mages book from the Mage Training Arena mini game.
Magical armour
Apart from staves, there's another thing that you help to increase your magic cability: magical armour, robes and jewellery. Most magical armour is called robes and there are three types of robes that boost your magic in a good way. To keep it simple; blue wizard robes, dark wizard robes and for the members; red wizard robes, which are also called Robes of Zamorak. But that's not it, you can also wear several amulets which will boost your magic, for the non members, the best amulet is an amulet of magic (made from a sapphire). And for the members, use the amulet of glory (made from a dragonstone.) In the following table you can see what the stat bonuses are for all these items and several others.
 |
Blue Wizard Robe |
+3 |
+3 |
 |
Blue Wizard Hat |
+2 |
+2 |
 |
Dark Wizard Robe |
+3 |
+3 |
 |
Dark Wizard Hat |
+2 |
+2 |
 |
Robe of Zamorak (top) |
+2 |
+3 |
 |
Robe of Zamorak (bottom) |
+2 |
+3 |
 |
Wizard's Boots |
+4 |
+4 |
 |
Gnomes' Hat |
+3 |
+3 |
 |
God Capes |
+10 |
+10 |
 |
Amulet of Magic |
+10 |
- |
 |
Amulet of Glory |
+10 |
+3 |
 |
Amulet of Fury |
+10 |
+15 |
 |
Seer's Ring |
+4 |
+4 |
 |
Elemental Shield |
- |
+6 |
 |
Elemental Helm |
- |
+4 |
 |
Mind Helm |
- |
+6 |
 |
Mind Shield |
- |
+9 |
 |
Anti-Dragonbreath Shield |
- |
+2 |
 |
Farseer Helm |
+6 |
+6 |
 |
Holy Book |
0 |
+8 |
 |
Book of Balance |
+4 |
+4 |
 |
Unholy Book |
+8 |
0 |
So the best combination for non-members is a blue wizard robe, with the blue wizard hat and the amulet of magic. Dark wizards robes and hats can be gotten from killing Dark wizards, blue wizard robes and hats from Wizards. For members there are many more choices (see below), feel free to try them to see which one suits you better. For information, the robes of Zamorak can be gotten from killing Necromancers or from the Underground pass quest, while Gnome Hats can be bought from Rometti in the Grand Tree.
Mystic Robes (members only)
Special mage robes can be bought in the Magic guild from the Robe Salesman on the first floor. They're quite expensive, though. It will cost you a total of 235.000 gp, but it will give you +45 magic defence and attack. Level 40 Magic and 20 Defense are required to wear Mystic Robes. The mystic robes are also available in other colours (black/red and white/gold); these can only be obtained by killing slayer monsters. Check our bestiary for more information on the drops.
 |
Mystic Hat |
+4 |
+4 |
15,000 gp |
 |
Mystic Robe Top |
+20 |
+20 |
120,000 gp |
 |
Mystic Robe Bottom |
+15 |
+15 |
80,000 gp |
 |
Mystic Gloves |
+3 |
+3 |
10,000 gp |
 |
Mystic Boots |
+3 |
+3 |
10,000 gp |
Ghostly Robes (members only)
Ghostly robes are obtained after doing a related minigame. They have no defence or magic requirements to wear.
 |
Ghostly Hood |
+3 |
+3 |
 |
Ghostly Robe Top |
+5 |
+5 |
 |
Ghostly Robe Bottom |
+4 |
+4 |
 |
Ghostly Gloves |
+2 |
+2 |
 |
Ghostly Boots |
+2 |
+2 |
 |
Ghostly Cloak |
+5 |
+5 |
Infinity Robes/Wands (members only)
During the Mage Training Arena minigame you can collect pizzaz points and then trade them in for Infinity robes. They require 50 magic and 25 defence to wear.
 |
Beginner Wand |
30,30,300,30 |
+5 |
+5 |
 |
Apprentice Wand |
60,60,600,60 |
+10 |
+10 |
 |
Teacher Wand |
150,200,1500,150 |
+15 |
+15 |
 |
Master Wand |
240,240,2400,240 |
+20 |
+20 |
 |
Infinity Top |
400,450,4000,400 |
+22 |
+22 |
 |
Infinity Hat |
350,400,3000,350 |
+6 |
+6 |
 |
Infinity Boots |
120,120,1200,120 |
+5 |
+5 |
 |
Infinity Gloves |
175,225,1500,175 |
+5 |
+5 |
 |
Infinity Bottom |
450,500,5000,450 |
+17 |
+17 |
 |
Mage's Book |
500,550,6000,500 |
+15 |
+15 |
Enchanted Robes (members only)
Enchanted robes are obtained from level 3 clue scrolls. You must have 40 magic and 20 defence to wear them.
 |
Enchanted Hat |
+4 |
+4 |
 |
Enchanted Top |
+20 |
+20 |
 |
Enchanted Robe |
+15 |
+15 |
Lunar Robes/Items (members only)
Lunar robes are obtained from the Lunar Diplomacy quest. You are required to make them to complete this quest. After you have made them you can buy extra sets from Oneiromancer. They require 65 magic and 40 defence to wear.
 |
Lunar Helm |
0 |
0 |
0 |
+3 |
-2 |
+8 |
+7 |
+10 |
+2 |
0 |
0 |
0 |
 |
Lunar Torso |
0 |
0 |
0 |
+10 |
-10 |
+34 |
+22 |
+40 |
+12 |
0 |
0 |
0 |
 |
Lunar Legs |
0 |
0 |
0 |
+7 |
-7 |
+20 |
+19 |
+23 |
+9 |
0 |
0 |
0 |
 |
Lunar Gloves |
0 |
0 |
0 |
+4 |
-1 |
+2 |
+1 |
+1 |
+2 |
0 |
0 |
0 |
 |
Lunar Boots |
0 |
0 |
0 |
+2 |
-1 |
+1 |
+2 |
+2 |
+2 |
0 |
0 |
0 |
 |
Lunar Cape |
0 |
0 |
0 |
0 |
0 |
0 |
+1 |
+1 |
+2 |
0 |
0 |
0 |
 |
Lunar Staff |
+3 |
+2 |
+16 |
+13 |
0 |
+2 |
+3 |
+2 |
+13 |
+1 |
+15 |
+3 |
 |
Lunar Amulet |
0 |
0 |
0 |
+1 |
0 |
0 |
0 |
0 |
+1 |
0 |
0 |
0 |
 |
Lunar Ring |
0 |
0 |
0 |
+2 |
0 |
0 |
0 |
0 |
+2 |
0 |
0 |
0 |
Splitbark armour (members only)
Some more effective mage armour, which has bonuses other than magic, is splitbark armour. This is a bit hard to make, so if you want more information about this, please visit our Splitbark Armour guide.
Ahrim's armour (members only)
Ahrim's armour is by far the most powerful magical armour in the game. Ahrim is 1 of the 6 brothers you kill during the barrows minigame. Like every other barrows set, Ahrim's armour has a special effect. The blighted Aura special effect reduces the strength of your opponent! This special effect is not a special attack, it just takes place sometimes!
 |
Ahrim's Hood |
0 |
0 |
0 |
+6 |
-2 |
+15 |
+13 |
+16 |
+6 |
0 |
0 |
0 |
 |
Ahrim's Robe Top |
0 |
0 |
0 |
+30 |
-10 |
+52 |
+37 |
+63 |
+30 |
0 |
0 |
0 |
 |
Ahrim's Robe Skirt |
0 |
0 |
0 |
+22 |
-7 |
+33 |
+30 |
+36 |
+22 |
0 |
0 |
0 |
 |
Ahrim's Staff |
+12 |
-1 |
+65 |
+15 |
0 |
+3 |
+5 |
+5 |
+15 |
0 |
+68 |
0 |
| Total: |
+12 |
-1 |
+65 |
+73 |
-19 |
+103 |
+85 |
+117 |
+73 |
0 |
+68 |
0 |
Ancient magicks (members only)
After completing the Desert Treasure Quest, players can do ancient magicks. This is a very powerful form of magic. For ancient magicks you will need just runes. The special ancient staff (+15 magic bonus) costs 80k and can only be wielded after completing the quest! Only this staff allows you to autocast the ancient magick spells. Ancient Magick is very powerful and very useful for PK'ing and dueling. It also has a few teleports. But the only way you can use ancient magicks, is by giving up normal magicks. To get normal magic back, you will need to pray at the pyramid. Which, until the camulet and sceptre were released, was quite a journey (carpet rides are an alternative). So choose wisely!
All information on spells and levels can be found in our Ancient Magicks guide.
Lunar Magicks (members only)
Lunar Magicks become available after completion of the Lunar Diplomacy Quest. This non-aggressive spell book contains numerous healing and curing spells which promise to make a Lunar Mage an indispensible addition to a PKing team in spite of the complete lack of aggressive spells in the spell book. In addition to these healing spells the book also contains a number of useful skill-related spells allowing the user to perform day-to-day tasks with a little bit of magical assistance. Finally, as with all spell books, Lunar Magicks also contains a number of unique teleport spells, including the option to teleport groups of people with you. As with Ancient Magicks you cannot use Lunar Magicks at the same time as other spell books, instead you need to switch to the Lunar spell book by praying at the Astral altar on Moonclan Island.
For more information on the Lunar spells and the all new range of Lunar clothing take a look at our Lunar Magicks guide.
Magic Training
When Jagex created the new Runescape they wanted magic to be a more independent skill, much more like ranging is and has been, and not something that just was used as an extra in melee combat. This change is reflected in the combat level change and, like ranging, you can no-longer cast magic and fight at the same time. Magic also has been changed so that it no-longer "fails", it now only misses like ranged attacks. When you miss with a spell it will be shown as a "splash" animation. Magic attacks will normally only give you magic and hitpoint experience, however if you use a staff defensively you will also get a small amount of defence experience. So all of you who only wanted to play as a pure-mage, your wish has been granted and you will be just as effective as any other combat-type.
If you play it smart, you can train magic without levelling your combat, so you're the ideal player killer (pk-er):
- If strength, attack or defence is your strongest combat ability, then your combat level is based on your strength + attack + defence + prayer + hitpoints.
- If your ranged level is your strongest combat ability, then your combat level is instead based on your ranged + defence + prayer + hitpoints.
- If your magic level is your strongest combat ability, then your combat level is based on your magic + defence + prayer + hitpoints.
So that means if you keep your magic level below either your strength, attack, defence or ranged level you can train magic without levelling in combat. Of course if you want to be the highest combat level as possible, this doesn't really matter.
Jagex also created a so-called combat triangle, so that every kind of combat type (mage, ranger or warrior) is very effective against one other type and not very effective against the other. The triangle looks something like the picture above, where the red lines means it's not very effective against the other and the green line means it's very effective.
You get magic experience points for what you hit, so it doesn't matter if you kill a monster or not. But of course if you pick a monster that's too strong, you will hit very low. The higher you hit, the more experience points you get. I recommend attacking a monster that has a combat level about equal to your magic level and is in a place where he can't attack you (behind a fence, gate or table). You could start off with killing chickens, then when you think you're ready you could move on to men or giant rats. Then monks, barbarians or guards. When you've reached around level 45 you could start on hobgoblins and black knights; when you've reached about level 60 you could start with the lesser demon in the Wizard tower (near Draynor village).
Note: The wizard mind bomb in the Falador bar will temporarily raise your magic 2 or 3 levels so you can practise with higher level spells and get faster experience points.
The Mage Training Arena Mini Game is a good way to train magic without risk. Although the experience accrued is somewhat lower, if you die you will not lose any of your items.
Player Killing
Now that you've trained your magic to your desired level, it's time to try it out on your fellow players in the wilderness. When you go pk-ing you can pick choose out of two things, pk-ing with a weapon + runes or pk-ing with runes + staff. But you have to remember that you can't attack and use magic anymore, so make a choice on what you want to do.
If you're going to pk with a weapon + runes, you fight in melee with your fellow player and as soon as he starts to run, you can use spells like bind, snare and entangle to make him freeze so you can attack him either with your weapon or with powerful spells.
But if you want to attack with only magic, there's an easier option. Jagex made an option that you can automatically attack with spells, so that you don't have to press the spell over and over again. That option is only possible when you're holding a staff, but since you were going to take that already (to use less runes), it's no problem. However, it's only the strike, bolt, blast and wave spells you can use this way.
This is what you have to do;
- Click the "choose spell" button (shown in the picture above with the green square around it and the 1 next to it), and select the spell that you want to cast automatically.
- Then click the "attack with" spell button (shown in the picture above with the green square around it and the 2 above it), and it will turn red.
Now, when you press attack on someone, you will automatically keep attacking him with the spell you selected. Which is very handy when you're already watching your prayer level or when you're also trying to use bind, snare or entangle on him. On the picture above you can see what I meant.
Note: Snare and entangle are members-only spells. Bind, on the other hand, can be used by everyone.
Note: Please be aware that although items are stacked, each item in the stack counts as one item. Due to this, stacked items are often lost as they are of very small value. However, if you have a stack of items where the individual items are the most valuable in your inventory, you will keep three of the items in that stack.