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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.

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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;

The runes
Pic Name Description Respawn location
Fire rune Fire Rune This is one of the elemental runes. The cave on Karamja and Scorpion pit.
Air rune Air rune This is one of the elemental runes. Lumbridge swamps and Banana field on Karamja.
Earth rune Earth rune This is one of the elemental runes. Varrock sewers and forest north of Varrock castle.
Water rune Water rune This is one of the elemental runes. Scorpion pit.
Body rune Body rune Required for curse spells. Upstairs in the Al Kharid scimitar shop, Varrock sewers and west of Varrock castle.
Mind rune Mind rune Required for strikes. Inside Lumbridge castle and Varrock sewers.
Cosmic rune Cosmic rune Required for enchanting spells. Top left corner of the wilderness (level 48), guarded by Ice giants and Ice warriors.
Chaos rune Chaos rune Required for bolts. Level 37 wilderness, guarded by Moss giants; level 15 wilderness at the dark warriors' castle.
Nature rune Nature rune Required for alchemy spells. Rellekka beach and Level 45 wilderness; you need to use telekinetic grab to get them.
Death rune Death rune Required for blasts. South of Yanille, in the area with all the ogres.
Law rune Law rune Required for teleport spells. -
Blood rune Blood rune Required for waves. Wilderness at the poison spiders south of Greaters.
Soul rune 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.

Rune Prices
Pic Name Aubury in Varrock Betty in Port Sarim Mage Arena shop
Fire rune Fire Rune 4-24gp 4-24gp 7-27gp
Air rune Air rune 4-24gp 4-24gp 7-27gp
Earth rune Earth rune 4-24gp 4-24gp 7-27gp
Water rune Water rune 4-24gp 4-24gp 7-27gp
Body rune Body rune 3-18gp 3-18gp upto 20gp
Mind rune Mind rune 3-18gp 3-18gp upto 20gp
Mind rune Cosmic rune - - 28-58gp
Chaos rune Chaos rune 90-112gp 90-112gp upto 112gp
Death rune Death rune 189-224gp 189-224gp upto 224gp
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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!

Combination Runes
Pic Name Elements
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;

The spells
Pic Level Name Description Runes required
Home Teleport 0 Home Teleport Teleports you back to Lumbridge none (see notes*)
Wind Strike 1 Wind Strike A basic Air missile 1 Air, 1 Mind
Confuse 3 Confuse Reduces your opponents attack by 5% 3 Water, 2 Earth, 1 Body
Water Strike 5 Water Strike A basic Water missile 1 Water, 1 Air, 1 Mind
Bolt Enchantment 7 Bolt Enchantment See bolts section below (see below)
Enchant Level 1 Jewelry 7 Enchant Level 1 Jewelry Enchants your sapphire amulets , necklaces and rings 1 Water, 1 Cosmic
Earth Strike 9 Earth Strike A basic Earth missile 2 Earth, 1 Air, 1 Mind
Weaken 11 Weaken Reduces your opponents strength by 5% 3 Water, 2 Earth, 1 Body
Fire Strike 13 Fire Strike A basic Fire missile 2 Air, 3 Fire, 1 Mind
Bones to Bananas 15 Bones to Bananas Changes all held bones into bananas 2 Earth, 2 Water, 1 Nature
Wind Bolt 17 Wind Bolt A low level Air missile 2 Air, 1 Chaos
Curse 19 Curse Reduces your opponents defence by 5% 2 Water, 3 Earth, 1 Body
Bind 20 Bind Makes your opponent be unable to move for 5 seconds 3 Earth, 3 Water, 2 Nature
Low Level Alchemy 21 Low Level Alchemy Converts an item into gold 3 Fire, 1 Nature
Water Bolt 23 Water Bolt A low level Water missile 2 Air, 2 Water, 1 Chaos
Varrock Teleport 25 Varrock Teleport Teleports you to Varrock 3 Air, 1 Fire, 1 Law
Enchant Level 2 Jewelry 27 Enchant Level 2 Jewelry Enchants your emerald amulets, necklaces and rings 3 Air, 1 Cosmic
Earth Bolt 29 Earth Bolt A low level Earth missile 2 Air, 3 Earth, 1 Chaos
Lumbridge Teleport 31 Lumbridge Teleport Teleports you to Lumbridge 3 Air, 1 Earth, 1 Law
Telekinetic grab 33 Telekinetic grab Take an item, you can see but can't reach 1 Air, 1 Law
Fire Bolt 35 Fire Bolt A low level Fire missile 3 Air, 4 Fire, 1 Chaos
Falador Teleport 37 Falador Teleport Teleports you to Falador 3 Air, 1 Water, 1 Law
Crumble Undead 39 Crumble Undead Hits skeletons, ghosts & zombies hard 2 Air, 2 Earth, 1 Chaos
House teleport 40 House teleport Teleports you to your house portal 1 Air, 1 Earth, 1 Law
Wind Blast 41 Wind Blast A medium level Air missile 3 Air, 1 Death
Superheat Item 43 Superheat Item Smelt 1 ore without furnace 4 Fire, 1 Nature
Camelot Teleport 45 Camelot Teleport Teleports you to Camelot 5 Air, 1 Law
Water Blast 47 Water Blast A medium level Water missile 3 Air, 3 Water, 1 Death
Enchant Level 3 Jewelry 49 Enchant Level 3 Jewelry Enchants your ruby amulets and rings 5 Fire, 1 Cosmic
Iban Blast 50 Iban Blast Missile attack that can do up to 25 damage 5 fire, 1 Death, Iban staff
Snare 50 Snare Makes your opponent be unable to move for 10 seconds 4 Earth, 4 Water, 3 Nature
Dart 50 Magic Dart A magic dart of slaying Slayer Staff, 1 Death, 4 Mind
Ardougne teleport 51 Ardougne teleport Teleports you to Ardougne (must do the Plague City quest first) 2 Water, 2 Law
Earth Blast 53 Earth Blast A medium level Earth missile 3 Air, 4 Earth, 1 Death
High Level Alchemy 55 High Level Alchemy Convert an item into more gold 5 Fire, 1 Nature
Charge Water Orb 56 Charge Water Orb Needs to be cast on a water Obelisk 30 water, 3 cosmic, 1 Glass Orb
Enchant Level 4 Jewelry 57 Enchant Level 4 Jewelry Enchants your diamond amulets and rings 10 Earth, 1 Cosmic
Watchtower Teleport 58 Watchtower Teleport Teleports you to the watchtower 3 earth, 2 law
Fire Blast 59 Fire Blast A medium level Fire missile 4 Air, 5 Fire, 1 Death
Bones to Peaches 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
Charge Earth Orb 60 Charge Earth Orb Needs to be cast on Earth Obelisk 30 Earth, 3 Cosmic, 1 Glass Orb
Claws of Guthix 60 Claws of Guthix Summons the power of Guthix 4 Air, 1 Fire, 2 Blood, staff of Guthix
Saradomin Strike 60 Saradomin Strike Summons the power of Saradomin 4 Air, 2 Fire, 2 Blood, staff of Saradomin
Flames of Zamorak 60 Flames of Zamorak Summons the power of Zamorak 1 Air, 4 Fire, 2 Blood, staff of Zamorak
Trollheim Teleport 61 Trollheim Teleport Teleports you to Trollheim 2 Fire, 2 Law
Wind Wave 62 Wind Wave A high level Air missile 5 Air, 1 Blood
Charge Fire Orb 63 Charge Fire Orb Needs to be cast on Fire Obelisk 30 Fire, 3 Cosmic, 1 Glass Orb
Ape Atoll teleport 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
Water Wave 65 Water Wave A high level Water missile 7 Water, 5 Air, 1 Blood
Charge Air Orb 66 Charge Air Orb Needs to be cast on Air Obelisk 30 Air, 3 Cosmic, 1 Glass Orb
Vulnerability 66 Vulnerability Reduces your opponent's defence by 10% 5 Earth, 5 Water, 1 Soul
Enchant Level 5 Jewelry 68 Enchant Level 5 Jewelry Enchants your dragonstone amulets and rings 15 Earth, 15 Water, 1 Cosmic
Earth Wave 70 Earth Wave A high level Earth missile 7 Earth, 5 Air, 1 Blood
Enfeeble 73 Enfeeble Reduces your opponent's strength by 10% 8 Earth, 8 Water, 1 Soul
Teleother Lumbridge 74 Teleother Lumbridge Teleports Target to Lumbridge 1 Soul, 1 Law, 1 Earth
Fire Wave 75 Fire Wave A high level Fire missile 7 Fire, 5 Air, 1 Blood
Entangle 79 Entangle Makes your opponent be unable to move for 15 seconds 5 Earth, 5 Water, 4 Nature
Stun 80 Stun Reduces your opponent's attack by 10% 12 Earth, 12 Water, 1 Soul
Charge 80 Charge Temporarily increases the power of the three Mage Arena spells 3 Air, 3 Fire, 3 Blood
Teleother Falador 82 Teleother Falador Teleports target to Falador 1 Soul, 1 Law, 1 Water
Tele Block 85 Tele Block Stops your target from teleporting 1 Law, 1 Chaos, 1 Death
Enchant Level 6 Jewelry 87 Enchant Level 6 Jewelry Enchants your onyx amulets and rings 1 Cosmic, 20 Earth, 20 Fire
Teleother Camelot 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.
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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).

Experience gained from Spells
Level Name Exp gained max hit
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
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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.

High Alchemy in action

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.

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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.

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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.

Bolt
The spells
Bolt Level Name Description Runes required
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
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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.

Staves
Picture Name Price
Battlestaff Battlestaff 7140gp
Staff Staff 15gp
Staff Magic Staff 200gp
Staff of Air Staff of Air 1500gp
Staff of Water Staff of Water 1500gp
Staff of Earth Staff of Earth 1500gp
Staff of Fire Staff of Fire 1500gp
Lava Battle Staff Lava Battlestaff See notes below
Mud Battlestaff 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.

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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.

Magical armour, robes & jewellery
Pic Name Magic attack bonus Magic defence bonus
Blue Wizard Robe Blue Wizard Robe +3 +3
Blue Wizard Hat Blue Wizard Hat +2 +2
Dark Wizard Robe Dark Wizard Robe +3 +3
Dark Wizard Hat Dark Wizard Hat +2 +2
Robe of Zamorak (top) Robe of Zamorak (top) +2 +3
Robe of Zamorak (bottom) Robe of Zamorak (bottom) +2 +3
Wizard's Boots Wizard's Boots +4 +4
Gnomes' Hat Gnomes' Hat +3 +3
God Capes God Capes +10 +10
Amulet of Amulet of Magic +10 -
Amulet of Glory Amulet of Glory +10 +3
Amulet of Fury Amulet of Fury +10 +15
Seers Ring Seer's Ring +4 +4
Elemental Shield Elemental Shield - +6
Elemental Helm Elemental Helm - +4
Mind Helm Mind Helm - +6
Mind Shield Mind Shield - +9
Anti-Dragonbreath Shield Anti-Dragonbreath Shield - +2
Farseer Helm Farseer Helm +6 +6
Holy Book Holy Book 0 +8
Book of Balance Book of Balance +4 +4
Unholy Book 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 Robes
Pic Name Magic attack bonus Magic defence bonus Price
Mystic Hat Mystic Hat +4 +4 15,000 gp
Mystic Robe Top Mystic Robe Top +20 +20 120,000 gp
Mystic Robe Bottom Mystic Robe Bottom +15 +15 80,000 gp
Mystic Gloves Mystic Gloves +3 +3 10,000 gp
Mystic Boots 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 Robes
Pic Name Magic Attack Magic Defense
Ghostly Hood Ghostly Hood +3 +3
Ghostly Robe Top Ghostly Robe Top +5 +5
Ghostly Robe Bottom Ghostly Robe Bottom +4 +4
Ghostly Gloves Ghostly Gloves +2 +2
Ghostly Boots Ghostly Boots +2 +2
Ghostly Cloak 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.

Infinity Armour/Wands
Pic Name Cost Magic Attack Magic Defense
Beginner Wand Beginner Wand 30,30,300,30 +5 +5
Apprentice Wand Apprentice Wand 60,60,600,60 +10 +10
Teacher Wand Teacher Wand 150,200,1500,150 +15 +15
Master Wand Master Wand 240,240,2400,240 +20 +20
Infinity Top Infinity Top 400,450,4000,400 +22 +22
Inifinity Hat Infinity Hat 350,400,3000,350 +6 +6
Infinity Boots Infinity Boots 120,120,1200,120 +5 +5
Infinity Gloves Infinity Gloves 175,225,1500,175 +5 +5
Infinity Bottom Infinity Bottom 450,500,5000,450 +17 +17
Mage's Book 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 Robes
Pic Name Magic attack bonus Magic defence bonus
Enchanted Hat Enchanted Hat +4 +4
Enchanted Top Enchanted Top +20 +20
Enchanted Robe 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 Robes/Items
Pic Name Attack Values Defence values Other
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Strength Prayer
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 the Blighted's set
Pic Name Attack Values Defence values Other
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Strength Prayer
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
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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.

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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.

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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.

Combat Triangle

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.

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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.

Spell Auto-attack

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.

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