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Magic level up jingle

A player casting High Level Alchemy from the standard spellbook

Magic is a combat skill that is used to cast various spells, utilising the power of runes. Although it is classified as a combat skill, it has many non-combat uses. It is a highly versatile skill, offering valuable benefits in particular to players with high Magic levels. In combat, magic users (known as "mages") can damage their opponents from a safe distance, as well as freeze them in place, lower their combat stats, and even hit multiple targets at once. It is often used due to the power of its threshold abilities and the option to negatively affect targets using spells such as Vulnerability.

Outside of combat, Magic allows people to perform various tasks, such as teleporting themselves (or others) to distant locations, enchanting various items to give them magical properties, converting items directly into coins, and even curing or healing other players.

According to the combat triangle, mages are strong towards melee attacks and weak against ranged attacks.

The current minimum requirement to be ranked (at approximately rank 1,275,986) on the HiScores for Magic is level 15. As of 31 January 2023, there are 318,018 current members that have achieved level 99 in Magic. There are 47,669 current members that have achieved level 120 in Magic.

Runes[edit | edit source]

The Magic skill relies heavily on runes, special stones imbued with elemental powers which are focused into spells. Magic users may therefore benefit from a high Runecrafting level, which is used to create runes. Each spell has a certain rune requirement to cast; these runes are consumed during the casting process. (Some Magic equipment, such as the staff of light, may negate the rune cost of a single spell.)

Runes can be divided in two ways: the Fist of Guthix classification or the Daemonheim/Dungeoneering classification. The Fist of Guthix division is: Elemental runes (Air, Water, Earth, Fire, and Combination runes) and all other runes, called Catalytic runes (Mind, Body, Cosmic, Chaos, Astral, Nature, Law, Death, Blood, and Soul runes). The second way is according to the Daemonheim/Dungeoneering classification. Here, runes are divided into three types: Elemental runes (Air, Water, Earth, Fire, and Combination runes), Combat runes (Mind, Chaos, Death, and Blood runes), and every other rune belongs to the Other category (Body, Cosmic, Astral, Nature, Law, and Soul).

Part of the rune requirement for a spell can be taken care of by equipping an elemental staff (a staff of air, staff of water, staff of earth, staff of fire, or a Combination rune staff). When equipped, these staves provide unlimited numbers of the elemental rune they represent. A staff of fire will therefore count as unlimited fire runes; High Level Alchemy, which normally requires five fire runes and one nature rune per cast, will only require one nature rune with a staff of fire equipped. The Tome of Frost also provides unlimited water runes when wielded; however, unlike the staves, it is wielded in the shield slot.

In addition, members have access to combination runes created through the Runecrafting skill. Combination runes act as two different elemental runes at once; one dust rune counts as both an earth rune and an air rune for the purpose of spells that require both of these runes, such as Earth Bolt. There are three elemental staves based on combination runes: the mud battlestaff (which provides unlimited water and earth runes), the lava battlestaff (which provides unlimited earth and fire runes), and the steam battlestaff (which provides unlimited water and fire runes). There are also some omni-elemental staves which provide infinite runes of all four elements, but these are restricted to either minigames or Dungeoneering. This is likely done to restrict free magic training outside of the aforementioned areas to the use of an air staff with the basic air spells.

Spell books[edit | edit source]

The spells of RuneScape are divided into three separate spellbooks. In order to cast a spell, its spellbook must be active.

Standard spells[edit | edit source]

This is the only spellbook available for free-to-play players; although some of the spells within the book are members only. The standard spellbook contains a well-rounded mix of combat and noncombat spells. Additionally, it is the only spellbook to contain enchantment spells, stat-lowering spells known as curses, and tele-other spells. The standard spellbook is unlocked by default for all players and can be accessed from level 1 Magic. Some examples of combat attacks from this magic spellbook include air strike, fire strike, fire bolt, water blast, etc.

Ancient Magicks (members)[edit | edit source]

The Ancient Magicks are unlocked after the completion of the Desert Treasure quest. The Ancient Magicks spellbook is heavily focused on combat spells, though it also includes a handful of teleports. All Ancient Magicks combat spells have side effects in addition to dealing damage: they can lower targets' accuracy and damage output, heal the caster, and freeze the targets in place. Additionally, some Ancient Magicks spells can hit multiple targets at once with the use of Burst or Barrage spells, up to a maximum of nine within a 3 x 3 area. The Ancient Magicks teleports lead to a limited variety of locations across Misthalin, Morytania and the Wilderness. At least 50 Magic is required to complete Desert Treasure and use the Ancient Magicks spellbook, but the experience reward is enough to go from 50 Magic to 51. After completing the quest The Light Within, the player is rewarded with additional Seren spells, which are added to the Ancient Magicks spellbook. Nine new combat spells are included as well as as five skilling spells. These are the only skilling spells in the Ancient Magicks spellbook and include the Spellbook Swap spell which allows players to cast one spell from the Standard spellbook or the Lunar spellbook (if unlocked). After completing the quest City of Senntisten, four additional combat and support spells are added to the Ancient Magicks spellbook.

Lunar spells (members)[edit | edit source]

In contrast to Ancient Magicks, the Lunar spellbook focuses on non-combat spells, many of which provide unique benefits not otherwise available, and all of which use astral runes. The Lunar spellbook is unlocked after completing the quest Lunar Diplomacy, which requires level 65 magic; an additional seven spells are unlocked after subsequently completing Dream Mentor; and eleven more spells are available as rewards from the Livid Farm activity. The Lunar spellbook is notable for containing spells that allow players to aid other players in different ways, including curing poison, sharing stat-enhancing potions, group teleportation, restoring life points, and even assisting themselves or other players in combat. The Lunar spellbook also contains Spellbook Swap, which enables the caster to cast a single spell from either the standard or Ancient Magicks spellbooks, allowing for even greater versatility. The highest requirement of a Lunar spell is 99 Magic for Borrowed Power, which is also the highest magic requirement for a spell in the game.

Type of spells[edit | edit source]

Just as the spells of RuneScape are divided into three separate spellbooks, so too can spells be classified by what types they are. There are three main types of magical spells, and can be further divided into subclasses, these are depicted in to table below. The three main types can be seen in the Magic subtabs of the Ability book.

Magic type Subclassed spells
Fire Surge icon.png Combat spells Elemental Curses Support
Home Teleport icon.png Teleport spells Basic teleports Tele-other Tele group
High Level Alchemy icon.png Skilling spells Enchantment Alchemy Other

Combat spells[edit | edit source]

Combat spells are used by the casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub types. The first type of spells, elemental spells, give a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.

Teleportation spells[edit | edit source]

A player casting a teleport spell from the standard spellbook

Teleport spells are used to instantly transport players to a certain area. For example, when cast, Falador Teleport immediately transports the caster to the centre of Falador, next to the Saradomin statue. Nearly all teleportation spells require at least one law rune, among other runes.

All spellbooks contain teleportation spells. However, the standard spellbook contains Tele-other spells, beginning with Tele-other Lumbridge at 74 Magic. Tele-other spells allow the caster to teleport another player to another area, assuming that player consents and has Accept Aid on. The Lunar spellbook has Tele Group spells, starting with Tele-group Moonclan at 70 Magic, which will teleport the caster and any other players within a 3x3 square area of the caster to another area.

The Home Teleport spell is a unique teleport that does not require any runes and does not have a level requirement. The spell is also unique, in that it gives the user a choice to go to any lodestone they have unlocked, not just one location. It takes around 10 seconds to cast, and it will be interrupted by combat. A similar spell exists in the Dungeoneering spellbook which teleports the caster to the smuggler in the start room.

Note that teleportation can be blocked by use of the Teleport Block spell, or being past level 20 in the Wilderness, except with dragonstone jewellery, which is able to teleport in up to level 30 in the Wilderness.

Skilling spells[edit | edit source]

Skilling spells is a type of Magic that aids the player in a way that is not directly related to combat. Skilling spells from the standard spellbook can be divided into Enchantment spells and Alchemy spells. Lunar skilling spells contain a wide variety of effects, while the ancient spellbook contains no skilling spells.

Enchantment spells[edit | edit source]

Unique to the standard spellbook, enchantment spells are used to imbue certain items, such as jewellery and crossbow bolts, with magical properties. For example, Enchant Level 3 Jewellery is used to turn a ruby amulet into an amulet of strength. Enchantment spells make use of cosmic runes along with other runes.

Alchemy spells[edit | edit source]

Alchemy spells are used to convert one resource into another. One of the most popular spells in the game, High Alchemy will convert almost any item into a stack of coins. Alchemy spells use nature runes as well as other runes.

Other spells[edit | edit source]

Several spells from the Lunar spellbook have unique effects that do not fit into the above categories.

Magic equipment[edit | edit source]

Weapons[edit | edit source]

Magic users often use staves and wands in order to augment their spellcasting. Some staves, such as the basic staff, simply give small bonuses to Magic accuracy. Some, however, provide powerful or unique bonus effects. Some examples:

Best weapons (m)[edit | edit source]

Two-handed weapon[edit | edit source]
Item Accuracy
Fractured Staff of Armadyl.png Fractured Staff of Armadyl 2765
Staff of Sliske.png Staff of Sliske 2577
Noxious staff.png Noxious staff 2458
Superior Zuriel's staff.png Superior Zuriel's staff 2343
Obliteration.png Obliteration 2287
Staff of darkness.png Staff of darkness 2178
Camel staff.png Camel staff 2178
Chaotic staff.png Chaotic staff 1924
Attuned crystal staff.png Attuned crystal staff 1924
Zuriel's staff.png Zuriel's staff 1829
Sunspear (magic).png Sunspear (magic) 1829
Armadyl battlestaff.png Armadyl battlestaff 1783
Greater runic staff.png Greater runic staff 1694
Polypore staff.png Polypore staff 1694
Staff of light.png Staff of light 1694
Ancient staff.png Enhanced ancient staff 1694
One-handed weapon[edit | edit source]
Item Accuracy
Wand of the praesul.png Wand of the praesul 2577
Seismic wand.png Seismic wand 2458
Wand of the Cywir elders.png Wand of the Cywir elders 2458
Elite seasinger kiba.png Elite seasinger kiba 2343
Seasinger kiba.png Seasinger kiba 2178
Virtus wand.png Virtus wand 1924
Attuned crystal wand.png Attuned crystal wand 1924
Abyssal wand.png Abyssal wand 1694
Ahrim's wand.png Ahrim's wand 1486
Wand of treachery.png Wand of treachery 1486
Master wand.png Master wand 1132
Grifolic wand.png Grifolic wand 1132
Teacher wand.png Teacher wand 983
Off-hand[edit | edit source]
Item Accuracy
Imperium core.png Imperium core 2577
Seismic singularity.png Seismic singularity 2458
Orb of the Cywir elders.png Orb of the Cywir elders 2458
Elite seasinger makigai.png Elite seasinger makigai 2343
Seasinger makigai.png Seasinger makigai 2178
Virtus book.png Virtus book 1924
Attuned crystal orb.png Attuned crystal orb 1924
Abyssal orb.png Abyssal orb 1694
Ahrim's book of magic.png Ahrim's book of magic 1486
Grifolic orb.png Grifolic orb 1132
Mages' book.png Mages' book 1132

Armour[edit | edit source]

Generally, various magical robes are the Magic user's armour of choice.

There are two types of armour: tank armour, which has high armour and sometimes life point boosts; and power armour, which has less armour and life point boosts in exchange for a magic strength bonus. Achto Primeval equipment is the best magic tank armour, at tier 90, while Elite tectonic armour is the best magic power armour, at tier 92.

Some mages may instead choose to use Void knight equipment, particularly with the Void mage helm, as the set grants bonus magic damage and accuracy. At high Magic levels this can result in a significant bonus to accuracy.

Best armour (m)[edit | edit source]

Slot Item Stats
Head Elite tectonic mask.png Elite tectonic mask

Armour rating: 457

Prayer bonus: 2

Magic strength bonus: 24

Body Elite tectonic robe top.png Elite tectonic robe top

Armour rating: 526

Prayer bonus: 3

Magic strength bonus: 36

Legs Elite tectonic robe bottom.png Elite tectonic robe bottom

Armour rating: 503

Prayer bonus: 2

Magic strength bonus: 31

Shield Merciless kiteshield.png Merciless kiteshield

Armour rating: 491

Constitution bonus: 735

Hands Celestial handwraps.png Celestial handwraps

Armour rating: 108

Prayer bonus: 2

Magic strength bonus: 14

Feet Hailfire boots.png Hailfire boots

Armour rating: 108

Prayer bonus: 2

Magic strength bonus: 14

Cape Igneous Kal-Mej.png Igneous Kal-Mej

Armour rating: 57

Prayer bonus: 2

Magic strength bonus: 43

Neck Essence of Finality amulet (or).png Essence of Finality amulet (or)

Prayer bonus: 7

Magic strength bonus: 59

Ring Channeller's ring.png Channeller's ring

Prayer bonus: 5

Magic strength bonus: 30

Pocket Scripture of Ful.png Scripture[1]

Prayer bonus: 5

Magic strength bonus: 8

Gaining experience[edit | edit source]

A player setting magic combat experience toward Magic.

Players may receive Magic experience during combat by selecting the Magic skill in the Settings interface > Gameplay tab > Combat drop-down > Combat XP menu > Magic XP checkbox. The Combat XP checkboxes may also be accessed in the Skills drop-down > Experience menu.

Experience is only gained when the player slays an enemy, after which both Magic and Constitution experience are awarded dependent on the opponent's stats. It is also possible to earn experience across both Magic and Defence by also selecting Defence in the experience menu. If this is chosen, the amount of experience that would have been awarded to Magic alone is evenly split among the two skills.

Fighting as a mage[edit | edit source]

Magic-users are strong against melee users, but are weak against rangers due to the fact that most Ranged armour provides good Magic defence bonuses and binding spells such as Snare don't help if fighting someone who can attack at a distance. When fighting as a mage it is suggested to make use of stat-lowering curse spells and binding spells in order to maximise effectiveness. A player or monster using melee is at a significant disadvantage when faced with a foe who can keep out of their attack range, lower their stats, and deal damage. Additionally, when fighting monsters, use of safe spots may be helpful.

When using binding spells, another tip is to keep track of how long the opponent will be frozen and cast combat spells accordingly. For example, Entangle freezes the opponent for 15 seconds, and takes 3 seconds to cast, leaving 12 seconds with which to cast other spells. Since each spell takes 3 seconds to cast, it is possible to cast 4 spells before the target can move again.

If a monster has a particular elemental weakness it is recommended to take advantage of it. For example, iron dragons are vulnerable to water spells.

Also see: this page for a comparison in combat spells between Standard spells and Ancient Magicks.

Level-up table[edit | edit source]

Temporary boosts[edit | edit source]

Some items grant temporary boosts to the Magic skill. A boosted Magic skill does allow for casting of higher-level spells than normal. For example, a player with 90 Magic who drinks a dose of magic potion will be able to cast Vengeance Other, which requires 93 Magic.

Items that offer a magic strength bonus chance also increase a player's damage.

Potions[edit | edit source]

Potion Members Level increase Level to make Notes
Magic potion.png: RS3 Inventory image of Magic potionMagic potion F2P icon.png 1 + 8% 5 Herblore
Magic mix.png: RS3 Inventory image of Magic mixMagic mix P2P icon.png 1 + 8% 7 Herblore Heals 300 Life points
Magic essence.png: RS3 Inventory image of Magic essenceMagic essence P2P icon.png 1 + 8% 57 Herblore Non-tradeable. Requires A Fairy Tale II - Cure a Queen.
Super magic potion.png: RS3 Inventory image of Super magic potionSuper magic potion P2P icon.png 2 + 12% 76 Herblore
Super magic mix.png: RS3 Inventory image of Super magic mixSuper magic mix P2P icon.png 2 + 12% 83 Herblore Heals 600 Life points
Super warmaster's potion.png: RS3 Inventory image of Super warmaster's potionSuper warmaster's potion P2P icon.png 2 + 12% 85 Herblore Also boosts Attack, Strength, Ranged and Defence by the same amount
Grand magic potion.png: RS3 Inventory image of Grand magic potionGrand magic potion P2P icon.png 2 + 14% 77 Herblore
Extreme magic.png: RS3 Inventory image of Extreme magicExtreme magic P2P icon.png 3 + 15% 91 Herblore
Overload.png: RS3 Inventory image of OverloadOverload P2P icon.png 3 + 15% 96 Herblore Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes.
Supreme overload potion.png: RS3 Inventory image of Supreme overload potionSupreme overload potion P2P icon.png 4 + 16% 98 Herblore Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes. Requires Plague's End.
Elder overload potion.png: RS3 Inventory image of Elder overload potionElder overload potion P2P icon.png 5 + 17% 106 Herblore Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes. Requires Plague's End.

Other[edit | edit source]

Item Members Level increase Requirements Notes
Wizard's mind bomb.png: RS3 Inventory image of Wizard's mind bombWizard's mind bomb F2P icon.png +2 or +3 None +2 if below 49 Magic, +3 otherwise
Wizard's mind bomb (m).png: RS3 Inventory image of Wizard's mind bomb (m)Wizard's mind bomb (m) P2P icon.png +3 or +4 None +3 if below 49 Magic, +4 otherwise
Vecna skull.png: RS3 Inventory image of Vecna skullVecna skull P2P icon.png +2 to +11 None One use every seven minutes, but it can be used only when the boost has worn out. Cannot be used in the Wilderness.
Wolpertinger scroll (Magic Focus).png: RS3 Inventory image of Wolpertinger scroll (Magic Focus)Wolpertinger scroll (Magic Focus) P2P icon.png +7 92 Summoning
Dominion marker.png: RS3 Inventory image of Dominion markerDominion marker P2P icon.png Varies 110 combat level Non-tradeable. Boosts depends on marker stage, also boosts Attack, Strength, Magic and Defence.
God banner.png: RS3 Inventory image of God bannerGod banner F2P icon.png +5 55 Attack or 55 Ranged or 55 Magic Non-tradeable. Usable once per day for 30 minutes, also boosts Attack, Strength, Ranged and Defence.
Magic cape.png: RS3 Inventory image of Magic capeMagic cape P2P icon.png +1 99 Magic
Fireberry.png: RS3 Inventory image of FireberryFireberry P2P icon.png +2 86 Farming Also reduces defence by 1.
Hexcrest.png: RS3 Inventory image of HexcrestHexcrest P2P icon.png 12.5% accuracy and damage None Boost only applies when fighting monsters assigned by a Slayer Master.
Slayer helmet.png: RS3 Inventory image of Slayer helmetSlayer helmet P2P icon.png 12.5% to 14.5% accuracy and damage 35 Slayer
55 Crafting
Boost depends on the tier of the helmet, and only applies when fighting monsters assigned by a Slayer Master.

Prayers and Ancient Curses[edit | edit source]

Book Name Members Level Boost
Prayers Mystic Will.png: RS3 Inventory image of Mystic WillMystic Will F2P icon.png 9 Prayer +2
Mystic Lore.png: RS3 Inventory image of Mystic LoreMystic Lore F2P icon.png 27 Prayer +4
Mystic Might.png: RS3 Inventory image of Mystic MightMystic Might F2P icon.png 45 Prayer +6
Augury.png: RS3 Inventory image of AuguryAugury P2P icon.png 70 Prayer +8
Ancient Curses Leech Magic.png: RS3 Inventory image of Leech MagicLeech Magic P2P icon.png 76 Prayer +2, then +8
Torment.png: RS3 Inventory image of TormentTorment P2P icon.png 95 Prayer +10
Affliction.png: RS3 Inventory image of AfflictionAffliction P2P icon.png 99 Prayer +12

Development history[edit | edit source]

Magic in RuneScape Classic was significantly different than its modern incarnation. Very early on, the Magic skill was made up of two separate skills, GoodMagic and EvilMagic. The EvilMagic spells were Confuse, Thick Skin, Shock Bolt, Elemental Bolt and Fear, and the GoodMagic spells were Chill Bolt, Burst of Strength, Camouflage, Rock Skin and Wind Bolt. The two skills were eventually merged into a single Magic skill. It was possible to fail an attempt to cast a spell; when this happened, the spell used no runes, but the caster could not use another Magic spell for 20 seconds. A higher Magic level made failing a spell attempt less likely. Additionally, because runes were less common in RuneScape Classic, spells gave far more experience. Each spell gave the fixed experience using the formula 2 * Spell level + 20. Jagex explained that the reduction of Magic experience in RuneScape 2 was due to the introduction of Runecrafting. Spells were graphically represented as a two-dimensional, blue flying star, which proved difficult to distinguish from arrows (green stars). Furthermore, metal armour did not impose the significant restrictions on Magic accuracy that it does today, allowing mages to cast powerful spells and yet wear full rune armour.

On 22 September 2003, the Mage Arena was introduced with the three god spells, Saradomin Strike, Claws of Guthix, and Flames of Zamorak. On 24 November, the Bind, Snare, and Entangle spells were released in an attempt to balance out the combat triangle. Additionally, the system for failing spells was changed to the modern system, in which a spell will "splash" and use runes but will not disable spell-casting for 20 seconds.

On 18 April 2005, Desert Treasure was released with the Ancient Magicks spellbook, almost doubling the number of combat spells in the game.

On 4 January 2006, the Mage Training Arena was released. On 24 July, Lunar Diplomacy was released with the introduction of the Lunar spellbook. The Lunar spellbook was expanded on 15 May 2007 with seven new spells, which are accessible after completing Dream Mentor, and on 4 April 2011 with 11 new unlockable spells on with the release of the Livid Farm.

On 18 September 2007, the spell Ourania Teleport was released, along with the Ourania Runecrafting Altar.

On 9 September 2009, Jagex updated the system for auto-casting spells. Previously, spells could only be auto-cast while wielding a staff, and even then not every spell could be autocast. Now it is possible to auto-cast most spells even without a staff equipped, and some spells such as Iban Blast and Saradomin Strike that were not previously auto-castable may now be auto-cast, provided the proper staff is equipped. Additionally, Ancient Magicks spells were changed to allow for auto-casting without an ancient staff equipped, which was required to auto-cast them until the update.

On 17 November 2009, the surge spells were added to the game.

On 21 June 2010 the animations for the combat spells in the standard spellbook were updated from the previous generic blast with different colours to actually individual animations that are unique for each element. The animation for making a teleport tablet was also changed.

On 14 September 2011 a new rune called the Armadyl rune was released along with a new spell, Storm of Armadyl.

Canon[edit | edit source]

Skilling pet (Newton)[edit | edit source]

Newton chathead.png

Like all skills, there is a skilling pet obtainable from training this skill. The pet for the Magic skill is called Newton.

Quests with a Magic requirement[edit | edit source]

Quests for Magic experience[edit | edit source]

Quest Members Experience
Other requirements
The Blood Pact F2P icon.png 100 -
The Death of Chivalry F2P icon.png 250 -
Rune Mysteries F2P icon.png 250 -
Rune Memories P2P icon.png 300 -
Witch's Potion (miniquest) F2P icon.png 325 -
Imp Catcher F2P icon.png 875 -
A Fairy Tale I - Growing Pains P2P icon.png 1,000 -
Spirits of the Elid P2P icon.png 1,000 33 Magic
The Tale of the Muspah P2P icon.png 1,000 10 Magic
Call of the Ancestors P2P icon.png 1,000 -
Tortle Combat (miniquest) P2P icon.png 1,000 -
The Giant Dwarf P2P icon.png 1,500 33 Magic
Heart of Stone P2P icon.png 1,500 35 Magic
Legacy of Seergaze P2P icon.png 2,000 49 Magic
The Grand Tree P2P icon.png 2,150 -
Rune Mechanics P2P icon.png 2,300 27 Magic
Recipe for Disaster: Freeing the Lumbridge Sage P2P icon.png 2,500 -
Horror from the Deep P2P icon.png 4,662 -
Dimension of Disaster: Demon Slayer P2P icon.png 5,000 -
King's Ransom P2P icon.png 5,000 45 Magic
Lunar Diplomacy P2P icon.png 5,000 65 Magic
The Path of Glouphrie P2P icon.png 5,000 46 Magic
Enakhra's Lament P2P icon.png 7,000 13 Magic
Dimension of Disaster: Curse of Arrav P2P icon.png 9,000 59 Magic
Dimension of Disaster: Defender of Varrock P2P icon.png 10,000 59 Magic
Dream Mentor P2P icon.png 10,000 65 Magic
Glorious Memories P2P icon.png 10,000 57 Magic
One Foot in the Grave (miniquest) P2P icon.png 10,000 -
A Fairy Tale III - Battle at Ork's Rift P2P icon.png 11,000 59 Magic
The Eyes of Glouphrie P2P icon.png 12,000 46 Magic
Swan Song P2P icon.png 15,000 66 Magic
Watchtower P2P icon.png 15,250 14 Magic
Desert Treasure P2P icon.png 20,000 50 Magic
The Void Stares Back P2P icon.png 20,000 80 Magic
Twilight of the Gods P2P icon.png 30,000 -
The Branches of Darkmeyer P2P icon.png 35,000 70 Magic
Evil Dave's Big Day Out P2P icon.png 50,000 30 Magic
Do No Evil P2P icon.png 50,000 70 Magic
The Elder Kiln P2P icon.png 50,000 75 Magic
Rebuilding Edgeville (miniquest) P2P icon.png 50,000 75 Magic
City of Senntisten P2P icon.png 50,000 74 Magic
One of a Kind P2P icon.png 90,000 81 Magic
Fate of the Gods P2P icon.png 125,000 79 Magic
Total 722,962

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 24 January 2022 (Update):
    • When a spell is auto-selected when equipping a magic weapon, an infobox will let you know to make it clearer a spell has been set.
      • If you would like to stop magic spells being auto-selected a new option has been added which can be found in Settings > Combat & Action Bar > Combat Mode > Auto-select magic spell
  • patch 6 September 2021 (Update):
    • The Fractured Staff of Armadyl has been added to the Magic Skill Guide.
  • patch 6 July 2020 (Update):
    • Replaced outdated spell icons in the Magic skillguide with the up to date ones found in the Magic ability book.
    • Updated spell names in the Magic Skill Guide to match the Magic Spell Book.
  • patch 9 December 2019 (Update):
    • Using spells from the spells book will no longer lock the interface from being used on mobile.
    • Fixed an issue where some spells and abilities would not activate from the mobile action bar.
    • Typo has been fixed, runied now spells ruined.
  • patch 14 October 2019 (Update):
    • In the Alchemy game at the mage training arena, values of the items converted will now change when Alchemy Guardian calls the change, no matter if an Explorer's Ring alchemy interface is used.
  • patch 21 January 2019 (Update):
    • An issue causing AoE spells, such as the burst and barrage ancient magicks, to not award adrenaline correctly has been fixed.
  • ninja 17 October 2016 (Update):
    • Having insufficient runes no longer unsets any autocasts that are active.
    • Dealing magic damage with the crackling perk now displays as ability damage, matching the other combat styles.
  • patch 7 March 2016 (Update):
    • Failing to cast a spell by not having the required items no longer produces a duplicated message.
  • patch 13 July 2015 (Update):
    • High-level spell effects can no longer be used without the required Magic level.
  • ninja 8 June 2015 (Update):
    • Spells no longer provide base casting XP when used in PvP situations with PvP XP blocking enabled. This includes binds, buffs, de-buffs and some Lunar spells.
  • patch 2 February 2015 (Update):
    • Crystal mage weaponry is now listed under the Weapons tab in the Magic skill guide.
  • patch 5 January 2015 (Update):
    • Charging elemental orbs now display as a members' activity in the Magic skill guide.
  • patch 29 September 2014 (Update):
    • Two-handed and dual-wield Magic damage is now more consistent when using low-level spells with higher level weapons.
  • patch 22 July 2014 (Update):
    • Attempting to cast a spell with a drained Magic level will no longer deselect the autocast spells in legacy mode.
    • Queued spells are now cleared from previous duels if the players next duel has Magic disabled in legacy mode.
  • ninja 17 February 2014 (Update):
    • There is now an option to set a spell for both main hand and off-hand weapons together.
  • patch 25 September 2013 (Update):
    • The "Charge" spell has been removed from the Skill Advance Guide.
  • patch 20 August 2013 (Update):
    • The Skill Advance Guides for Attack, Ranged and Magic have been updated to correct information about salamanders.
  • patch 23 July 2013 (Update):
    • Some spells that incorrectly required a target have been corrected.
  • patch 3 July 2013 (Update):
    • The magic damage cap has been raised from Magic level 80 to 90.
    • Area-of-effect magic spells now deal the correct damage when dual-wielding.
  • hotfix 17 May 2013 (Update):
    • Players can no longer autocast a spell too low for their Magic level if they happen to have one set.
  • patch 13 May 2013 (Update):
    • Orb charge spells are now listed in the Magic Skill Advance Guide.
  • patch 4 December 2012 (Update):
    • Group Gatestone teleport now has the correct magic level listed.
    • The Magic Skill Advance Guide now lists the Grifolic wand, shield, and orb as members items.
  • patch 13 June 2012 (Update):
    • Trying to autocast when casting magic isn't possible will now consistently unset the autocasting spell.
  • patch 25 October 2011 (Update):
    • Names of runes when trying to cast Magic spells have all been made lower-case for consistency.
  • patch 3 December 2009 (Update):
    • Added various sound effects to magic spells for variety.
  • patch 17 November 2009 (Update):
    • Added more variance to the sound effects when casting spells.
    • Adjusted the checks when resting and casting spells.
  • patch 22 June 2009 (Update):
    • Changed various phrases when casting Magic spells for consistency.
  • patch 18 August 2001 (Update):
    • Teleport spells no longer work once you reach level-20 wilderness or beyond.
  • update 24 May 2001 (Update):
    • The RuneScape magic system has been massively improved with the addition of lots of new spells. Magic can also now be used during combat! In addition to this there is also a new prayer system which lets you temporarily cast various effects on your character. This means there is now a total of 42 spells and prayers to choose from.
    • Magic skill released, replacing EvilMagic and GoodMagic.
    • The GoodMagic spells burst of strength and rock skin and the EvilMagic spell thick skin have been turned into the Prayers burst of strength, rock skin, and thick skin.
  • update 5 February 2001 (Update):
    • Magic spell damage was increased even further as they were too weak following the change to the magic system where your ranged level no longer affected magic damage.

Trivia[edit | edit source]

Audio options icon.png
The old Magic level up jingle (50-99)

A picture of the RuneScape Classic stats interface, showing the divided Magic and Prayer skills.
  • Magic was originally divided into GoodMagic and EvilMagic. The two skills were combined into the current Magic skill on 24 May 2001.
  • The update that combined the two Magic skills also combined the two Prayer skills, PrayGood and PrayEvil. Constant effect spells such as thick skin and burst of strength were moved from their original spellbooks into the newly formed Prayer book.
  • In the early days of RuneScape Classic, players who chose to be a wizard in their character creation process started out with level 8 GoodMagic,[2] players who chose to be a necromancer in their character creation process started out with level 8 EvilMagic,[3] and players who chose to be an adventurer started out with level 3 GoodMagic and level 3 EvilMagic.[4]
  • Because Magic is composed of both combat and non-combat spells, it is possible to train Magic without gaining Constitution experience. At early Magic levels it is necessary to use experience lamps, quest rewards or other sources of experience.
  • Ever since RuneScape HD's release, failed spells will sometimes fly straight up instead of splashing and disappearing as usual.
  • Before the Evolution of Combat, the higher a player's Magic level was, the more resistant they became to magical attacks, regardless of the combat style the player was using to attack. This applied to both combat with NPC's and in PvP areas. A player's defence against magical attacks was based on 70% of their Magic level and 30% of their Defence level.
  • The damage of a magic spell is limited to the level of the weapon.
  • Before an update, players were not be able to cast spells correctly if they had more than 2.147b elemental runes in their inventory via a combination of elemental and combination runes.

See also[edit | edit source]

References[edit | edit source]

  1. ^ Any elder god scripture book can apply
  2. ^ Silverion. Classes – starting stats. Tip.It. 15 February 2001. (Archived from the original on 3 March 2001.) "Wizard: Good Magic +7"
  3. ^ Silverion. Classes – starting stats. Tip.It. 15 February 2001. (Archived from the original on 3 March 2001.) "Necromancer: Evil Magic +7"
  4. ^ Silverion. Classes – starting stats. Tip.It. 15 February 2001. (Archived from the original on 3 March 2001.) "Adventurer: Magic Good/Evil +2"