|Release date||4 January 2001 (Update)|
|Minimum level to be ranked||15 (as of 2 Jun 2020)|
|Players with 99||283,991 (as of 2 Jun 2020)|
|Players with 120||27,091 (as of 2 Jun 2020)|
|Players with 200M XP||8,238 (as of 2 Jun 2020)|
|Infobox • Talk page|
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.
The current minimum requirement to be ranked (at approximately rank 1,350,383) on the hiscores for Magic is level 15. As of 02 June 2020, there are 283,991 current members that have achieved level 99 in Magic. There are 27,091 current members that have achieved level 120 in Magic.
- 1 Runes
- 2 Spell books
- 3 Type of spells
- 4 Magic equipment
- 5 Training Magic
- 6 Fighting as a mage
- 7 Level-up table
- 8 Temporary boosts
- 9 Development history
- 10 Canon
- 11 Skilling pet (Newton)
- 12 Quests with a Magic requirement
- 13 Update history
- 14 Trivia
- 15 See also
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).
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|
|Teleport spells||Basic teleports||Tele-other||Tele group|
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]
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 related to combat in a direct way. 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:
- Elemental staves provide unlimited amounts of certain elemental runes
- The slayer staff, which requires 50 Magic and 55 Slayer, allows the casting of Slayer Dart.
- God staves (including the Saradomin staff, Guthix staff, and Zamorak staff) allow casting of Divine Storm.
- Ahrim's staff is part of Ahrim the Blighted's set, and when used with the rest of the set, may lower the target's Strength by 5 points on a successful hit
- The staff of light and Abyssal wand and orb, have a 1/8 chance of negating the rune cost of a spell (this effect stacks with Battle robes and doubles), and can be used to cast Slayer Dart.
- The Staff of Sliske, Wand of the praesul, and Imperium core are the most accurate magic weapons in the game so far, with 2577 accuracy.
- The Noxious staff has a Special attack called Mirrorback, which reflects 50% damage for 10 seconds.
- The Staff of light has a Special attack, The Power of Light, which halves melee damage for a minute.
- Zuriel's staff has a Special attack, Miasmic Barrage, which deals up to 200% damage and slows enemy attacks. It is possible to kill players with 99 Constituion in one hit with this attack with Torment, Overloads, and Virtus or Tectonic armour.
- The Polypore staff allows for Polypore Strike.
- The Greater runic staff can hold the runes for up to 1000 casts for one spell.
- The Armadyl battlestaff is the only staff that slightly boosts the damage of Storm of Armadyl. Also supplies unlimited air runes, and has a Special attack called the Tempest of Armadyl, which deals 4 rapid attacks. It is the Magic equivalent of Dragon claws Special attack.
- The Staff of Sliske has a special attack called From the Shadows: a wight is summoned from the Shadow Realm that attacks the target five times, dealing 20-100% ability damage each attack.
Best weapons (m)[edit | edit source]
Two-handed weapon[edit | edit source]
|Staff of Sliske||2577|
|Superior Zuriel's staff||2343|
|Staff of darkness||2178|
|Attuned crystal staff||1924|
|Greater runic staff||1694|
|Staff of light||1694|
|Enhanced ancient staff||1694|
One-handed weapon[edit | edit source]
|Wand of the praesul||2577|
|Wand of the Cywir elders||2458|
|Attuned crystal wand||1924|
|Wand of treachery||1486|
Off-hand[edit | edit source]
|Orb of the Cywir elders||2458|
|Attuned crystal orb||1924|
|Ahrim's book of magic||1486|
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]
|Head||Elite tectonic mask||
Armour rating: 457
Prayer bonus: 2
Magic strength bonus: 24
|Body||Elite tectonic robe top||
Armour rating: 526
Prayer bonus: 3
Magic strength bonus: 36
|Legs||Elite tectonic robe bottom||
Armour rating: 503
Prayer bonus: 2
Magic strength bonus: 31
Armour rating: 108
Prayer bonus: 2
Magic strength bonus: 14
Armour rating: 108
Prayer bonus: 2
Magic strength bonus: 14
Armour rating: 65
Life Bonus: +300
Prayer bonus: 6
Magic strength bonus: 43
|Neck||Amulet of souls (or)||
Prayer bonus: 5
Magic strength bonus: 48
|Ring||Ring of death (i)||
Prayer bonus: 3
Magic strength bonus: 27.7
Training Magic[edit | edit source]
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||1 + 8%||5|
|Magic mix||1 + 8%||7||Heals 300 Life points|
|Magic essence||1 + 8%||57||Non-tradeable. Requires A Fairy Tale II - Cure a Queen.|
|Super magic potion||2 + 12%||76|
|Super magic mix||2 + 12%||83||Heals 600 Life points|
|Super warmaster's potion||2 + 12%||85||Also boosts Attack, Strength, Ranged and Defence by the same amount|
|Grand magic potion||2 + 14%||77|
|Extreme magic||3 + 15%||91||Non-tradeable.|
|Overload||3 + 15%||96||Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes.|
|Supreme overload potion||4 + 16%||98||Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes. Requires Plague's End.|
|Elder overload potion||5 + 17%||106||Non-tradeable. Also boosts Attack, Strength, Ranged and Defence, lasting 6 minutes. Requires Plague's End.|
Other[edit | edit source]
|Wizard's mind bomb||+2 or +3||None||+2 if below 49 Magic, +3 otherwise|
|Wizard's mind bomb (m)||+3 or +4||None||+2 if below 49 Magic, +3 otherwise|
|Vecna skull||+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.|
|Magic Focus scroll||+7||92|
|Dominion marker||Varies||110 combat level||Non-tradeable. Boosts depends on marker stage, also boosts Attack, Strength, Magic and Defence.|
|God banner||+5||55 or 55 or 55||Non-tradeable. Usable once per day for 30 minutes, also boosts Attack, Strength, Ranged and Defence.|
|Fireberry||+2||86||Also reduces defence by 1.|
|Hexcrest||12.5% accuracy and damage||None||Boost only applies when fighting monsters assigned by a Slayer Master.|
|Slayer helmet||12.5% to 14.5% accuracy and damage||35
|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]
|Ancient Curses||Leech Magic||76||+2, then +8|
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 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 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 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.
Canon[edit | edit source]
Skilling pet (Newton)[edit | edit source]
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]
- 7 - In Aid of the Myreque
- 7 - Making History
- 10 - The Tale of Muspah
- 14 - Watchtower
- 20 - Elemental Workshop II
- 27 - Rune Mechanics
- 30 - Beneath Cursed Tides
- 30 - Evil Dave's Big Day Out
- 33 - The Darkness of Hallowvale
- 33 - The Giant Dwarf
- 33 - Spirits of the Elid
- 35 - Heart of Stone
- 35 - Missing My Mummy
- 39 - Enakhra's Lament
- 45 - King's Ransom
- 46 - The Eyes of Glouphrie
- 49 - Legacy of Seergaze
- 50 - Desert Treasure
- 56 - Legends' Quest
- 57 - Glorious Memories
- 59 - A Fairy Tale III - Battle at Ork's Rift
- 59 - Family Crest
- 65 - Lunar Diplomacy
- 66 - Swan Song
- 70 - Do No Evil
- 70 - The Branches of Darkmeyer
- 75 - Nomad's Requiem
- 75 - The Elder Kiln
- 75 - While Guthix Sleeps
- 77 - Love Story
- 78 - River of Blood
- 79 - Fate of the Gods
- 80 - The Void Stares Back
- 81 - One of a Kind
Update history[edit | edit source]
- patch 20 January 2020 (Update):
- 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):
- patch 10 July 2017 (Update):
- The mention of a spider shield has been removed from the level 20 Magic skill guide.
- 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 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.
- 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.
- update 27 January 2001 (Update):
Trivia[edit | edit source]
- 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]
- Quest experience rewards - Magic
- Grand Exchange Market Watch/Magic
- Mage class
- Runes - obtaining
- Free-to-play Magic training, a guide to training Magic for free-to-play players
- Pay-to-play Magic training, a guide to training Magic for pay-to-play players
- Magic/Level up table
- Magic calculators
- Magic cape