Table of Contents:
- Definitions
- Runes
- Spells and Abilities
- Enchanted Jewelry
- Enchanting Bolts
- Staves
- Wands
- Off-hand equipment
- What to Wear
- Quests
- Wizard's Mind Bomb
- Guild
- Temporary level boosts and Quest rewards
- Capes of Accomplishment
Lets begin with some basic definitions of magic-related items:
- Rune - Runes are stones with magical qualities that allow you to cast spells.
- Staff - The staff is the basic weapon used by the wizard. Certain staffs are more powerful than others, and some take the place of certain runes (more on that later).
- Robes - Robes are the only clothing made especially for mages. Robes are very light, which allows mages to run farther than if they were in metal armor, and they also add to our maging capabilities, unlike armor, which lowers the amount of damage you do and the experience you gain.
- Mage - One who uses magic.
Magic can be a very powerful form of combat, especially when you have unlocked the use of Ancient Magicks and have a sufficiently high Magic level as these spells have special effects in addition to high damage. To be able cast combat spells, you will need to be wielding either a staff, wand or magic off-hand (tables detailing all of these are found below). Furthermore, Magic damage is limited by the level of your weapon and so you will need the appropriate equipment for the level of spell you are casting to be able to use Magic in combat to its full potential e.g. surge spells will require you to use a level 80+ weapon to deal their full damage.
Magic is also extremely useful outside of combat are and there are large number of spells specifically designed to aid you in skilling and getting around Gielinor.
To look at the spells you can cast, access the Ability book and click on the Magic tab. Hover your mouse over the spells and you will see the level and the runes required for the spell:
If you have the runes, it will show the amount of runes you have next to the amount required for the spell.
To get runes to cast spells, you can buy them from either rune store (one in Port Sarim, one in Varrock). The rune store in Port Sarim is cheaper than the one in Varrock, but it only stocks 1000 of each basic rune opposed to the 5000 in Varrock. The stores stock air, fire, water, earth, body, mind, chaos, and death runes. Runes can also be bought in the Magic Guild (Yanille) and the Mage Arena. Another very good way to get runes is to craft them yourself. Refer to the Runecrafting Skill Guide for information. Consult the following chart to see a mini-picture of each rune, and some details:
Rune | Image | Classification | Spawning Location(s) |
Air | Elemental | Musa Point behind Luthas' house, in the forest west of Lumbridge, Dark Warriors Castle | |
Armadyl | Used for the Storm of Armadyl spell | None | |
Astral* | Used for Lunar Magics | None | |
Blood* | Ancient magicks and some Lunar spells | Wilderness | |
Body | Weaken and some Lunar spells | Al Kharid Scimitar Shop, Northwest Varrock, Wilderness | |
Chaos | Curse, Teleport block and Vulnerability | Dark Warriors Castle, Wilderness | |
Cosmic | Used for Enchantment | Deep Wilderness on the Ice Plateau | |
Death | Ancient magicks, Slayer dart and Vengeance spells | Southeast of Yanille surrounded by Grey Wolves | |
Earth | Elemental | North Varrock Forest, Varrock Sewers | |
Fire | Elemental | Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle | |
Law | Used for Teleportation and Telekinesis | No spawn point, you need to kill monsters | |
Mind | Confuse, Stagger and Monster examine | Lumbridge Castle, Varrock sewers | |
Nature | Used for Conversion | Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab) | |
Soul* | Used for High Level Curse Attacks and Teleother spells | Wizard's Guild | |
Water | Elemental | Al-Kharid Mine |
*Members-Only Runes
Combination Runes (Members-only)
Combination runes act as one of each supporting rune. For example, casting the Earth surge spell (normally requiring 5 Earth and Air) would require only 5 Dust runes. Refer to the Runecrafting Skill Guide for details on making these runes.
Rune | Image | Acts As | Best Use {Other Uses} |
Mist | Air and Water | Water missile attacks | |
Dust | Air and Earth | Earth missile attacks | |
Mud | Earth and Water | Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry | |
Smoke | Air and Fire | Ancient Magick Smoke attacks, Fire missile attacks | |
Steam | Fire and Water | Ape Atoll Teleport | |
Lava | Earth and Fire | Enchant lvl-6 jewelry |
The spellbook is accessed through the Ability book and is divided into four sections: Abilities, Combat-spells, Teleport-spells and Skilling-spells. The images below show each section, in the same order as the aforementioned list. The spells that are darkened (all of the ones shown here) cannot be cast because you do not have the right amount of runes or magic level needed to cast them.
Below is a table of all the magic abilities that you can use while wielding a magic weapon during combat. For more information on using abilities see our Combat guide.
Abiliy Name |
Ability Type |
Magic Level |
Weapon Requirement |
Cooldown | Description | |
Wrack | Basic | 1 | None | 3 Seconds | A powerful spell that deals up to 94% active spell damage. Inflicts 125% damage against stunned opponents. | |
Asphyxiate | Threshold | 1 | None | 20 Seconds | Reach out with magical force and choke the life from your target over 6 seconds, dealing damage every 2 seconds. Your target is stunned for the duration of this effect. Combo attack. | |
Omnipower | Ultimate | 2 | None | 30 Seconds | Bombard your target with each of the 4 elements, dealing damage equal to 200-400% of your active spell's damage. | |
Dragon Breath | Basic | 5 | None | 10 Seconds | Breathe a mighty cloud of fire in a frontal cone, hitting all targets for damage up to 188% of active spell damage, disabling protection prayers in PvP. | |
Sonic Wave | Basic | 8 | Two-handed magic weapon | 5 Seconds | A focused blast of magic that pummels your target, damaging and knocking them off balance. Deals 157% of your active spell's damage. Your next attack has a 10% bonus to accuracy against the affected target. | |
Impact | Basic | 10 | None | 15 Seconds | Blast your target with a burst of magical energy, interrupting their attacks and binding them for a short time and dealing 100% of your active spell's damage. | |
Concentrated Blast | Basic | 12 | Dual wield magic weapons | 5 Seconds | Blast your target with three beams of concentrated energy. Each beam deals 75% of your active spell's damage and increases by 7% with each beam. Combo attack. | |
Deep Impact | Threshold | 15 | None | 15 Seconds | Blast your target with a burst of magical energy, interrupting their attacks and binding them for a short time and dealing 200% of your active spell's damage. | |
Combust | Basic | 20 | None | 15 Seconds | Applies a damage-over-time effect to the target, dealing 100%-188% of the active spell's damage over 6 seconds. If the target moves location, they suffer 2x damage. | |
Surge | Basic | 30 | None | 20 Seconds | Instantly teleport up to 10 metres in a straight line ahead. | |
Detonate | Threshold | 37 | None | 30 Seconds | Summon an explosive ball of energy. The longer you maintain the effect - up to 6 seconds - the more powerful the explosion will become. Using Detonate a second time will trigger the explosion. | |
Chain | Basic | 45 | None | 10 Seconds | A magical spell that chains between nearby targets, hitting 2 additional nearby targets for 100% of your active spell damage each. | |
Wild Magic | Threshold | 55 | None | 20 Seconds | Fire an unpredictable double magical attack at your target, which deals between 50% and 215% of your active spell's damage. | |
Metamorphosis | Ultimate | 66 | None | 60 Seconds | Transform into an elemental based on your most recently cast spell. While transformed your spells are free to cast and your damage is increased by 50%. Lasts 20 seconds. | |
Smoke Tendrils* | Threshold | 75 | None | 45 Seconds | Tendrils of smoke whip at your opponent's feet for 6 seconds. The first hit causes 100% weapon damage. The second, third and fourth hits cause 125%, 150% and 200% damage, but also hit you for 25%, 50% and 100% weapon damage. Combo attack. | |
Tsunami | Ultimate | 81 | None | 60 Seconds | Summon forth a destructive wall of water, damaging all targets in a frontal cone for damage equal to 200%-300% of your active spell's damage. Critical strikes generate 10% adrenaline for 30 seconds. | |
Sunshine** | Ultimate | 85 | None | 60 Seconds | Summon a sunbeam to shine over your location, lasting 30 seconds. During this time, provided you remain within the beam, your magic damage will be increased by 50%. If your target enters the beam, they will be hit for 10% to 20% of weapon damage every 2 seconds. |
*Must have obtained and read the Codex Ultimatus after completion of The Dig Site to unlock.
**Requires completion of The World Wakes quest to use.
* Members-only spells
Spell | Magic Level Required | Runes Needed | Base XP | Base damage | Effect |
Home Teleport | None | None | 0 | - | Teleports you to an active lodestone of your choice. This spell takes a while and you will stop as soon as you enter combat. |
Air Strike | 1 | 1 Air | 5.5 | 48 | A basic Air missile |
Confuse | 3 | 1 Mind | 13 | - | Reduces your opponent's attack by 5% |
Crossbow Bolt Enchant | 4 | Depends which Bolt | Depends which Bolt | - | Gives the certain Bolt a special effect (must be gem tipped) |
Water Strike | 5 | 1 Water, 1 Air | 7.5 | 48 | A basic Water missile |
Enchant Lvl-1 Jewelry | 7 | 1 Water, 1 Cosmic | 17.5 | - | For use on Sapphire, Opal, and Lapis lazuli Jewelry |
Earth Strike | 9 | 1 Earth, 1 Air | 9.5 | 86 | A basic Earth missile |
Mobilising Armies Teleport | 10 | 1 law, 1 air, 1 water | 19 | - | Teleports you to Mobilising Armies |
Weaken | 11 | 1 Body | 21 | - | Reduces your opponent's strength by 5% |
Fire Strike | 13 | 1 Fire, 1 Air | 11.5 | 125 | A basic Fire missile |
Bones to Bananas | 15 | 2 Earth, 2 Water, 1 Nature | 25 | - | Changes all held bones into bananas |
Air Bolt | 17 | 2 Air | 13.5 | 163 | A low level Air missile |
Curse | 19 | 1 Chaos | 29 | - | Reduces your opponent's defense by 5% |
Bind | 20 | 1 Nature | 30 | - | Holds your opponent for 5 seconds |
Low Level Alchemy | 21 | 3 Fire, 1 Nature | 31 | - | What the General Store will pay for an item when there are zero in stock |
Water Bolt | 23 | 2 Water, 2 Air | 16.5 | 221 | A low level Water missile |
Varrock Teleport | 25 | 1 Fire, 3 Air, 1 Law | 35 | - | Teleports you to Varrock |
Enchant Lvl-2 Jewelry | 27 | 3 Air, 1 Cosmic | 37 | - | For use on Emerald and Jade jewelry |
Earth Bolt | 29 | 2 Earth, 2 Air | 19.5 | 278 | A low level Earth missile |
Lumbridge Teleport | 31 | 1 Earth, 3 Air, 1 Law | 41 | - | Teleports you to Lumbridge |
Telekinetic Grab | 33 | 1 Air, 1 Law | 43 | - | Take an item you can see but can't reach |
Fire Bolt | 35 | 2 Fire, 2 Air | 22.5 | 336 | A low level Fire missile |
Falador Teleport | 37 | 1 Water, 3 Air, 1 Law | 48 | - | Teleports you to Falador |
Teleport to House | 40 | 1 Air, 1 Earth, 1 Law | 30 | - | Teleports you to your house |
Air Blast | 41 | 3 Air | 25.5 | 394 | A medium level Air missile |
Superheat Item | 43 | 4 Fire, 1 Nature | 53 | - | Smelt ore without a furnace |
Camelot Teleport* | 45 | 5 Air, 1 Law | 55.5 | - | Teleports you to Camelot |
Water Blast | 47 | 3 Water, 3 Air | 28.5 | 451 | A medium level Water missile |
Enchant Lvl-3 Jewelry | 49 | 5 Fire, 1 Cosmic | 59 | - | For use on Ruby and Red topaz jewelry |
Snare* | 50 | 4 Earth, 4 Water, 3 Nature | 60 | 20 | Holds your opponent for 10 seconds |
Slayer Dart* | 50 | 1 Death, 3 Air | 30 | 480 | Use to slay Turoths and Kurasks |
Ardougne Teleport* | 51 | 2 Water, 2 Law | 61 | - | Teleports you to Ardougne (must have completed Plague City quest) |
Earth Blast | 53 | 3 Earth, 3 Air | 31.5 | 509 | A medium level Earth missile |
High Level Alchemy | 55 | 5 Fire, 1 Nature | 65 | - | What a specialty Store will normally pay for an item (at their normal stock level). |
Charge Water Orb* | 56 | 30 Water, 3 Cosmic, Orb | 66 | - | Needs to be cast on a water obelisk |
Enchant Lvl-4 Jewelry | 57 | 10 Earth, 1 Cosmic | 67 | - | For use on Diamond Jewelry |
Watchtower Teleport* | 58 | 2 Earth, 2 Law | 68 | - | Teleports you to the Watchtower (must have completed Watchtower quest) |
Fire Blast | 59 | 3 Fire, 3 Air | 34.5 | 566 | A medium level Fire missile |
Charge Earth Orb* | 60 | 30 Earth, 3 Cosmic, Orb | 70 | - | Needs to be cast on an earth obelisk |
Bones to Peaches* | 60 | 4 Water, 4 Earth, 2 Nature | 35.5 | - | Changes all held bones to peaches (must have bought at Mage Training Arena) |
God Wars Dungeon Teleport* | 61 | 2 Fire, 2 Law | 68 | - | Teleports you to the God Wars Dungeon (must have completed The Mighty Fall) |
Trollheim Teleport* | 61 | 2 Fire, 2 Law | 68 | - | Teleports you to Trollheim (must have completed Eadgar's Ruse) |
Air Wave* | 62 | 4 Air | 36 | 595 | A high level Air missile |
Charge Fire Orb* | 63 | 30 Fire, 3 Cosmic, Orb | 73 | - | Needs to be cast on a fire obelisk |
Ape Atoll Teleport* | 64 | 2 Water, 2 Fire, 2 Law, 1 Banana | 74 | - | Teleports you to Ape Atoll (Learned in Recipe for Disaster quest) |
Water Wave* | 65 | 4 Water, 4 Air | 37.5 | 624 | A high level Water missile |
Charge Air Orb* | 66 | 30 Air, 3 Cosmic, Orb | 76 | - | Needs to be cast on an air obelisk |
Vulnerability* | 66 | 1 Chaos, 1 Soul | 76 | - | Reduces your opponent's defense by 10% |
Enchant Lvl-5 Jewelry* | 68 | 15 Water, 15 Earth, 1 Cosmic | 78 | - | For use on Dragonstone jewelry |
Earth Wave* | 70 | 4 Earth, 4 Air | 40 | 672 | A high level Earth missile |
Storm of Armadyl* | 71 | 1 Armadyl rune | 70 | 270 | Lowers your opponents Defence level by one |
Anachronia Teleport | 72 | 1 Earth, 3 Nature, 1 Law | 42 | - | Teleports you to your Anachronia teleport totem |
Enfeeble* | 73 | 1 Body, 1 Soul | 83 | - | Reduces your opponent's strength by 10% |
Teleother Lumbridge* | 74 | 1 Soul, 1 Law and 1 Earth | 84 | - | Teleports Target to Lumbridge |
Fire Wave* | 75 | 4 Fire, 4 Air | 42.5 | 720 | A high level Fire missile |
Entangle* | 79 | 3 Nature | 89 | - | Holds your opponent for 15 seconds |
Stagger* | 80 | 12 Earth, 12 Water, 1 Soul | 90 | - | Reduces your opponent's attack by 10% |
Polypore strike* | 80 | Polypore staff | - | 786 | A very powerful air spell |
Air Surge* | 81 | 5 Air | 75 | 768 | A very-high level air missile |
Teleother Falador* | 82 | 1 Soul, 1 Law and 1 Water | 92 | - | Teleports Target to Falador |
Teleport Block | 85 | 1 Death, 1 Chaos, 1 Law | 80 | - | Prevents your enemy from teleporting for 5 minutes |
Water Surge* | 85 | 5 Water, 5 Air | 80 | 768 | A very-high level water missile. |
Enchant Lvl-6 Jewelry* | 87 | 20 Earth, 20 Fire, 1 Cosmic | 97 | - | For use on Onyx, Alchemical onyx, and Hydrix jewelry |
Teleother Camelot* | 90 | 2 Soul, 1 Law | 100 | - | Teleports Target to Camelot |
Earth Surge* | 90 | 5 Earth, 5 Air | 85 | 768 | A very-high level earth missile. |
Fire Surge* | 95 | 5 Fire, 5 Air | 90 | 768 | A very-high level fire missile. |
Certain types of spells are used for certain things. First there are the Missile spells. The missile spells include all of the battle spells that actually cause damage to your opponent during a fight.
The second type of spell is the Enchant spell. Enchant spells are used to enchant jewelry. Jewelry that can be enchanted right now are amulets, rings, bracelets and necklaces. Of these, only amulet spells are available to free players. F2p can enchant Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, Dragon, and Onyx amulets, rings, bracelets and necklaces.
Conversion spells are very important and useful. Conversion spells are used to convert things into other things. These spells are: Bones to Bananas, Bones to Peaches, Low Level Alchemy, and High Level Alchemy (Low alch and High alch). High alch is a great spell for getting cash. Alchemy turns any item on which the spell is cast into gp. The amount of Gp received is the same as if you sold that item to the item's respective specialty store when the store has no stock of the item.
The final type of spell is the Teleportation Spell. These spells are extremely useful, especially for members who have to travel long distances to go places since their world is so much bigger. Teleportation is not just for teleporting your character though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot reach but can see so you don't have to actually be next to it and pick it up.
A Slayer's staff (55 Slayer and Magic required) is a staff used for activities such as Barrows and for Slaying monsters which require the spell 'Magic Dart.' A Staff of light (75 Magic and Attack required) is a higher leveled version of the Slayer's staff that adds 15% more damage and has a 1/8 chance to not use runes when casting a spell.
When setting spells to auto cast, the Slayer's staff and Staff of light can only auto-cast the following spells:
- Magic Dart
- Wind Wave
- Water Wave
- Fire Wave
- Earth Wave
To use Ancient Magick, you must have completed Desert Treasure; completing The Light Within will unlock Seren spells as well. To switch between the Ancient Magick and the standard Magic spellbook, pray at the altar inside the pyramid where you finished the quest (this will drain your Prayer), at the Elven grimoire in Cadarn, or using the Magic cape (or Magic master cape) near a bank.
Ancient spells can be cast and auto-cast with any type of staff. To do so, Right-click the spell and select the Auto-cast option. Each different class of spells can effect your target(s) in different ways. These effects, excluding ice which will always freeze on a successful hit, possess a 10% chance of activating if used with a Magic ability. Use of the Dark Form curse will double this chance. Simply using auto-attack grants it a 100% chance of activating.
- Blood spells (Fire) restore your life points by 5% of the damage dealt to your target (3% from secondary targets)
- Ice spells (Water) stop your target from moving for 10 seconds - This is only 2.4-9.6 seconds in PvP
- Shadow spells (Earth) reduce your target's damage by 5% for 10 seconds
- Smoke spells (Air) reduce your targets chance to hit by 5% for 10 seconds
Multi-target spells can hit a up to 9 targets at a maximum as long as they are standing in the 3x3 grid where the spell is cast.
- Rush spells are medium level single target spells
- Burst spells are medium level multi-target spells
- Blitz spells are high level single target spells
- Barrage spells are high level multi-target spells
Note: Seren spells are marked with an asterisk (*).
Spell | Icon | Magic Level | Runes | Base XP | Damage | Notes |
Smoke rush | 50 | 3 Air 1 Death |
- | 480 | Reduces your target's chance to hit by 5% for 10 seconds. | |
Shadow rush | 52 | 3 Earth 1 Death |
- | 499 | Reduces your target's damage dealt by 5% for 10 seconds. | |
Paddewwa teleport | 54 | 1 Air 1 Fire 2 Law |
64 | - | Teleport to Edgeville Dungeon. | |
Blood rush | 56 | 3 Fire 1 Death |
- | 537 | Restores your life points by 5% of the damage dealt to your target. | |
Ice rush | 58 | 3 Water 1 Death |
- | 556 | Freezes your target in place for 10 seconds. | |
Senntisten teleport | 60 | 2 Law 1 Soul |
70 | - | Teleport to West of Digsite. | |
Smoke burst | 62 | 4 Air 2 Death |
- | 595 | Reduces your target's chance to hit by 5% for 10 seconds. Multi-target spell, surrounding targets receive 35% less damage. |
|
Shadow burst | 64 | 4 Earth 2 Death |
- | 614 | Reduces your target's damage dealt by 5% for 10 seconds. Multi-target spell, surrounding targets receive 35% less damage. |
|
Kharyrll teleport | 66 | 2 Law 1 Blood |
76 | - | Teleport to Canifis. | |
Blood burst | 68 | 4 Fire 2 Death |
- | 652 | Restores your life points by 5% of the damage dealt to your target. Multi-target spell, surrounding targets receive 35% less damage. |
|
Ice burst | 70 | 4 Water 2 Death |
- | 672 | Freezes target(s) in place for 10 seconds (4.8 seconds in PvP). Multi-target spell, surrounding targets receive 35% less damage. |
|
Lassar teleport | 72 | 4 Water 2 Law |
82 | - | Teleport to Ice Mountain. | |
Smoke blitz | 74 | 5 Air 1 Blood |
- | 710 | Reduces your target's chance to hit by 5% for 10 seconds. | |
Opal Aurora* | 75 | 3 Air 1 Soul |
- | 720 | Direct damage spell. Also restores half of the lifespan on prisms within a 3-tile radius of the target. | |
Shadow blitz | 76 | 5 Earth 1 Blood |
- | 729 | Reduces your target's damage dealt by 5% for 10 seconds. | |
Prism of Restoration* | 76 | 6 Astral 2 Blood 6 Soul |
84 | - | Places a prism which periodically heals nearby familiars, restores their special attack energy (1 per cycle), and restore summoning points (up to 10 per cycle). When within 7-tiles away, also gives a chance to save scrolls when used for a familiar's special ability. | |
Sapphire Aurora* | 77 | 3 Water 1 Soul |
- | 739 | Direct damage spell. Also has a chance to overcharge prisms within a 3-tile radius, adding useful effects on their next tick.
|
|
Intercept* | 77 | 3 Air 3 Earth 2 Soul |
80 | - | Redirects damage taken by the targeted player to the caster for the next 10 seconds - also reduces the damage to 95% of the original hit. | |
Dareeyak teleport | 78 | 2 Air 3 Fire 2 Law |
88 | - | Teleport to Wilderness (level 23), ruins West of Bandit Camp. | |
Emerald Aurora* | 79 | 3 Earth 1 Soul |
- | 841 | Direct damage spell. Also has a chance to apply a 1% damage reduction buff to the caster. Stacks up to 5%, lasts 24 seconds, and can be used with other damage reduction methods. | |
Blood blitz | 80 | 5 Fire 1 Blood |
- | 768 | Restores your life points by 5% of the damage dealt to your target. | |
Prism of Salvation* | 80 | 6 Astral 2 Blood 6 Soul |
89 | - | Places a prism which can be teleported to. There must be a clear path and you must be within 8-tiles to use. 9.6 second cooldown before you can teleport again. Will not work to escape from Nex's ice prison. |
|
Ruby Aurora* | 81 | 3 Fire 1 Soul |
- | 777 | Direct damage spell. Also has a chance to apply a 1% damage output buff to players within a 2-tile radius from the caster. Stacks up to 3% and lasts 24 seconds. | |
Ice Blitz | 82 | 5 Water 1 Blood |
- | 787 | Freezes target(s) in place for 10 seconds (7.2 seconds in PvP). | |
Prism of Loyalty* | 82 | 6 Astral 2 Blood 6 Soul |
97 | - | Places a prism into which players can funnel life points. Anyone doing so will take damage, and the prism will automatically heal players within a 5-tile radius who have 25% or lower life points. Prism will last 5 minutes. Max life points that can be stored are equal to the max life points of the caster. Using Barricade before charging it will enable you to do so without losing any of your health. Cannot be used in Fist of Guthix. |
|
Shield Dome* | 84 | 3 Water 3 Earth 3 Soul |
87 | - | Deploys a static 3x3 dome for 15 seconds that allies can stand within to reduce incoming damage by up to 50%. Domes cannot be layered on top of each other and each new shield dome will be less effective(25%, 12%, 6%, 3%, and finally 1% reduced damage) for 2 minutes after the initial dome is created. The caster cannot consume food or potions, use abilities, or attack while the dome is active or the spell will cancel. Cannot be used in Fist of Guthix. |
|
Carrallangar teleport | 84 | 2 Law 2 Soul |
94 | - | Teleport to Wilderness graveyard (Graveyard of Shadows) North West of Chaos Temple. | |
Smoke barrage | 86 | 5 Air 1 Blood |
- | 8 | Reduces your target's chance to hit by 5% for 10 seconds. Multi-target spell, surrounding targets receive 35% less damage. |
|
Prism of Dowsing* | 86 | 3 Earth 3 Fire 3 Nature 1 Soul |
103 | - | Places a prism that attracts wisps to it which can be harvested. Collecting wisps from within a 2-tile radius increases the chance of enriched wisps. All nearby players can benefit from this. | |
Crystallise* | 88 | 6 Water 6 Fire 6 Chaos 6 Soul |
95 | - | When cast on full box traps, Mining, Fishing, or Woodcutting spots it will cause the node to yield no resources and give increased experience - Woodcutting and Fishing +50% (+87.5% with the Light Form curse); Mining +20% (+40% with the Light Form curse) - for 30 seconds. Other players may still deplete the resource, but Crystallise will carry on when the resource is back. Will stack with bonus experience and experience-boosting items (excluding the Furnace perk). See below the table for a list of resource nodes that cannot be Crystallised. |
|
Rapid Growth* | 88 | 3 Water 3 Earth 3 Nature 3 Soul |
95 | - | Skips a wood tree(Oak to Magic), fruit tree(excluding Calquat), or herb patch(not including vines) forward 1 growth stage. Usable once per day on each eligible farming location. Can be increased to 2 per day by wearing the Tree farmer or Master farmer Skill outfit. |
|
Shadow barrage | 88 | 5 Earth 2 Blood |
- | 844 | Reduces your target's damage dealt by 5% for 10 seconds. Multi-target spell, surrounding targets receive 35% less damage. |
|
Crystal Mask* | 90 | 7 Earth 6 Fire 5 Mind 4 Soul |
112 | - | Increases successful pickpocketing chance by 15%, also gives a chance to avoid damage and stun on failure for 5 minutes. Used with Light Form curse to greatly reduce your chance of failure on urns during Pyramid Plunder. |
|
Annakarl teleport | 90 | 2 Law 2 Blood |
100 | - | Teleport to Wilderness Demonic Ruins. | |
Blood barrage | 92 | 5 Fire 2 Blood |
- | 883 | Restores your life points by 5% of the damage dealt to your target. Multi-target spell, surrounding targets receive 35% less damage. |
|
Ice barrage | 94 | 5 Water 2 Blood |
- | 883 | Freezes target(s) in place for 10 seconds (4.8 seconds in PvP). Multi-target spell, surrounding targets receive 35% less damage. |
|
Ghorrock teleport | 96 | 2 Law 8 Water |
106 | - | Teleport to Wilderness (level 44) Ice Plateau. | |
Spellbook Swap* | 96 | 1 Law 2 Cosmic 3 Astral |
130 | - | Gives the ability to cast 1 spell from the Lunar or Standard spellbook. | |
Spellbook Swap (Standard)* | 96 | 1 Law 2 Cosmic 3 Astral |
130 | - | Gives the ability to cast 1 spell from the Standard spellbook. | |
Spellbook Swap (Lunar)* | 96 | 1 Law 2 Cosmic 3 Astral |
130 | - | Gives the ability to cast 1 spell from the Lunar spellbook. |
Resources that CANNOT be crystallised include:
Arc fishing | Barbarian Fishing spots | Deep Sea Fishing spots | Divine fishing spots (any kind) | ||||
Living Rock Caverns (Rocktail and cavefish) | Menaphos fishing | Prifddinas Waterfall Fishing |
Box traps in Private hunting grounds | Crystal Skillchompa | Divine traps (any kind) | Marasamaw plants (Herblore Habitat) | ||||
Electrified traps | Tortles |
Concentrated gold deposits in the Living Rock Caverns | Concentrated sandstone rocks in Menaphos | Crablets (Salty and Alaea) | Crust in the Lava Flow Mine | ||||
Divine rocks (any kind) | Gem rocks | Sandstone (Red and Crystal-flecked) | Seren stones |
Bamboo (regular and golden) | Blisterwood tree | Bloodwood tree | Crystal trees | ||||
Divine tree (any kind) | Elder tree | Ivy | Player-grown tree (any kind) | ||||
Roots (curly and straight) |
To use Lunar Magic, you must have completed Lunar Diplomacy; completing Dream Mentor and the Livid farm minigame will unlock additional spells as well. To switch between the Lunar Magic and the standard Magic spellbook, pray at the Astral Altar on Lunar Isle, at the Elven grimoire in Cadarn, or using the Magic cape (or Magic master cape) near a bank.
All Lunar Magic requires use use of Astral runes. Unlike with Ancient spells, there are not typical combat spells in Lunar Magic; thus there is no auto-cast option for these spells (excluding the Polypore strike spell, available on all spellbooks). Much of Lunar Magic involves teleportation, as most of the teleport spells have a group-based variant. Other Lunar Magic spells involve object manipulation and aiding other players in the area. Be aware that to be affected, or to affect another, with a group spell that "Accept Aid" must be turned on; aid options found in the "Social" section of the Settings.
Note: Spells unlocked by Dream Mentor are marked with an asterisk (*) and those from Livid farm are marked with a plus (+).
Spell | Icon | Magic Level | Runes | Experience | Notes |
Bake Pie | 65 | 1 Astral 5 Fire 4 Water |
60 | Bake all pies in your inventory without a stove. Yields Cooking experience based on pie. |
|
Cure Plant | 66 | 1 Astral 8 Earth |
60 | Cures the targeted Farming patch of disease. | |
Monster Examine* | 66 | 1 Cosmic 1 Astral 1 Mind |
61 | Tells you the monster's combat level, current health, if poison effects them, maximum hit, and if they are a Slayer monster. | |
NPC Contact | 67 | 2 Air 1 Astral 1 Cosmic |
63 | Telepathically speak with a selection of useful NPCs. | |
Cure Other | 68 | 1 Astral 10 Earth |
65 | Cure the targeted player of poison. | |
Humidify* | 68 | 1 Astral 1 Fire 3 Water |
65 | Fills all vessels in your inventory with water. Does not work on certain quest vessels. | |
Moonclan Teleport | 69 | 2 Astral 2 Earth 1 Law |
66 | Teleport yourself to Lunar Isle. | |
Tele-group Moonclan | 70 | 2 Astral 4 Earth 1 Law |
67 | Teleport yourself and all players within a 3x3 radius to Lunar Isle. | |
Ourania teleport | 71 | 2 Astral 6 Earth 1 Law |
69 | Teleport yourself to the Ourania Cave (ZMI Altar). | |
Cure Me | 71 | 2 Astral 2 Cosmic |
69 | Cure yourself of poison. | |
Hunter Kit* | 71 | 2 Astral 2 Earth |
70 | Conjure a Hunter kit, which gives you a selection of useful Hunter equipment. | |
South Falador Teleport+ | 72 | 2 Air 2 Astral 1 Law |
70 | Teleport yourself to the South Falador entrance. Purchased for 35,000 Livid points. |
|
Waterbirth Teleport | 72 | 2 Astral 1 Law 1 Water |
71 | Teleport yourself to Waterbirth Island. | |
Tele-group Waterbirth | 73 | 2 Astral 1 Law 5 Water |
72 | Teleport yourself and all players within a 3x3 radius to Waterbirth Island. | |
Cure Group | 74 | 2 Astral 2 Cosmic |
74 | Cure yourself and all players within 1 square of poison. | |
Repair Rune Pouch+ | 75 | 1 Astral 1 Cosmic 1 Law |
75 | Repairs and increases the number of uses (by 400%) before a Runecrafting pouch will degrade. This spell does not work on Massive pouches. Purchased for 35,000 Livid points. |
|
Stat Spy* | 75 | 2 Astral 5 Body 2 Cosmic |
76 | See details about the targeted player, such as their skill levels. | |
Barbarian Teleport | 75 | 2 Astral 3 Fire 2 Law |
76 | Teleport yourself to the Barbarian Outpost. | |
North Ardougne Teleport+ | 76 | 2 Astral6 Fire 1 Law |
76 | Teleport yourself to the Farming patches North of East Ardougne. Purchased for 40,000 Livid points. |
|
Tele-group Barbarian | 76 | 2 Astral 2 Law 5 Water |
77 | Teleport yourself and all players within a 3x3 radius to the Barbarian Outpost. | |
Superglass Make | 77 | 10 Air 2 Astral 6 Fire |
78 | Make Molten glass, Robust glass, or Crystal glass without a furnace. Full inventory converted at once; destroys buckets and averages 1.3 glass per set of ingredients (Bucket of sand and Seaweed, Soda ash, OR Swamp weed). Yields 10 Crafting XP per Molten glass created. For Red sandstone (Robust glass) and Crystal-flecked sandstone (Crystal glass) the spell will always yield one glass per sandstone. |
|
Remote Farm+ | 78 | 2 Astral2 Earth 3 Nature |
79 | Allows you to check on, and if necessary, Cure all your Farming patches from anywhere. Note that it will not live update, you will need to cast the spell again to see a growth cycle. While the interface is open, you may also cast Fertile Soil on any patch that has not yet been treated with Supercompost or Ultracompost. Purchased for 40,000 Livid points. |
|
Khazard Teleport | 78 | 2 Astral 2 Law 4 Water |
80 | Teleport yourself to Port Khazard. | |
Tele-group Khazard | 79 | 2 Astral 2 Law 8 Water |
81 | Teleport yourself and all players within a 3x3 radius to Port Khazard. | |
Dream* | 79 | 2 Astral 5 Body 1 Cosmic |
82 | Enter a dream-like state, causing your life points to regenerate at ten times their normal rate. Clicking, doing anything else, or auto-retaliation will wake you. | |
String Jewellery | 80 | 2 Astral 10 Earth 5 Water |
83 | Strings an unstrung amulet without wool. Yields 4 Crafting experience per amulet. | |
Spritual Healing+ | 80 | 2 Astral 5 Body 3 Cosmic |
81 | Heals a summoned familiar by 30% of its maximum hitpoints, extends its timer by 20% of its base timer, and grants a 6% bost to its combat stats that diminishes over about 4 minutes. This spell has a 2 minute cooldown and can only be used on a familiar once per pouch. Purchased for 50,000 Livid points. |
|
Potion Share | 81 | 2 Astral 10 Earth 10 Water |
84 | Cast on a potion in your inventory to share it with up to 4 players in a 3x3 radius. This spell cannot be cast upon Barbarian potions, Prayer renewal potions, powerbursts, Guthix rest, Saradomin brews, Zamorak brews, or potions that cannot be traded. The caster will not "consume" a dose, but all others will - thus 4 doses are used when the spell is cast for you and 4 others. | |
Spin Flax* | 81 | 5 Air 1 Astral 2 Nature |
83 | Spins up to 5 Flax per cast, yielding the standard Crafting experience. | |
Fire Urns | 82 | 1 Astral 5 Earth 10 Fire 5 Water |
86 | Allows you to fire urns without a pottery oven. This method fires urns slightly faster than using a pottery oven and yields the same standard Crafting experience. The spell must be cast once per urn. | |
Magic Imbue | 82 | 2 Astral 7 Fire 7 Water |
86 | Allows you to combine runes without a talisman for roughly 12 seconds. Simply cast the spell then use the runes on the altar. Example: Use Air runes on the Fire altar to create Smoke runes. | |
Make Leather+ | 83 | 2 Astral 2 Body 2 Fire |
87 | Tans all hides of a single type in your inventory with a single cast. Will not work on Yak-hide. Purchased for 50,000 Livid points. |
|
Fertile Soil | 83 | 3 Astral 15 Earth 3 Nature |
87 | Fertilize the targeted patch with Supercompost. Yields 18 Farming experience per patch. |
|
Fishing Guild Teleport | 85 | 3 Astral 3 Law 8 Water |
89 | Teleport yourself to the Fishing Guild. | |
Telekinetic Grind | 85 | 2 Astral 1 Law |
89 | Grinds all grindable items in your inventory of the selected type. This will grind no more than 60 items at a time in the case of items that stack. For each material ground per cast, this spell awards 0.1 Crafting experience. | |
Tele-group Fishing Guild | 86 | 3 Astral 3 Law 10 Water |
90 | Teleport yourself and all players within a 3x3 radius to the Fishing Guild. | |
Plank Make* | 86 | 2 Astral 15 Earth 1 Nature |
90 | Makes a plank out of the targeted log. You still must pay the for changing them into planks (wood - 70, oak - 175, teak - 350, mahogany - 1,050). | |
Tune Bane Ore | 87 | 2 Astral 4 Earth |
90 | Tunes the ore against a certain monster, which can then be smithed into ammunition that deals extra damage against that monster. Requires partial completion of Ritual of the Mahjarrat and an item representing the desired monster (see Bane ore for items). This can be cast on the mining rock (causing it to yield the tuned ore for 2 minutes), or the ore proper (tuning a single item). | |
Catherby Teleport | 87 | 3 Astral 3 Law 10 Water |
92 | Teleport yourself to Catherby. | |
Tele-group Catherby | 88 | 3 Astral 3 Law 12 Water |
93 | Teleport yourself and all players within a 3x3 radius to Catherby. | |
Ice Plateau Teleport | 89 | 3 Astral 3 Law 8 Water |
96 | Teleport yourself to the Ice Plateau. | |
Tele-group Ice Plateau | 90 | 3 Astral 3 Law 16 Water |
99 | Teleport yourself and all players within a 3x3 radius to the Ice Plateau. | |
Disruption shield+ | 90 | 3 Astral 3 Blood 10 Body |
97 | The next hit you receive from another player or NPC is negated. This spell has a 30 second cooldown. Purchased for 40,000 Livid points. |
|
Sift Soil | 91 | 1 Astral 5 Earth 10 Water |
93 | Screens soil as though you were at the Archaeology screening station. Casting this spell yields Archaeology experience as screening soil normally does, and each cast screens a single soil. However, like when using an Auto-screener v1.080, the soil will yield materials exclusively. | |
Heal Other | 92 | 3 Astral 1 Blood 3 Law |
101 | Transfers up to 75% of your health to the targeted player. This spell has a 10 second cooldown shared with Heal Group. | |
Trollheim Teleport+ | 92 | 3 Astral 3 Law 10 Water |
101 | Teleport yourself to the Trollheim Farming patch. Requires completion of My Arm's Big Adventure. Purchased for 40,000 Livid points. |
|
Tele-group Trollheim+ | 92 | 3 Astral 3 Law 20 Water |
102 | Teleport yourself and all players within a 3x3 radius to the Trollheim Farming patch. Requires completion of My Arm's Big Adventure. Purchased for 30,000 Livid points. |
|
Vengeance Other | 93 | 3 Astral 3 Death 10 Earth |
108 | The next time the targeted player receives damage, 75% of the damage received is instead dealt to the attacker. | |
Vengeance | 94 | 4 Astral 2 Death 10 Earth |
112 | The next time you receive damage, 75% of the damage received is instead dealt to the attacker. | |
Vengeance Group | 95 | 4 Astral 3 Death 11 Earth |
120 | The next time any nearby player receives damage, 75% of the damage received is instead dealt to the attacker. | |
Heal Group | 95 | 4 Astral 2 Blood 3 Law |
124 | Transfers up to 75% of your health to the all players within 1 tile. Note that the Life points will be split amongst all those within range. This spell has a 10 second cooldown shared with Heal Other. | |
Spellbook Swap* | 96 | 3 Astral 2 Cosmic 1 Law |
130 | Allows you to cast a single spell from the Standard or Ancient spellbooks. | |
Spellbook Swap (Standard)* | 96 | 3 Astral 2 Cosmic 1 Law |
130 | Allows you to cast a single spell from the Standard spellbook. | |
Spellbook Swap (Ancient)* | 96 | 3 Astral 2 Cosmic 1 Law |
130 | Allows you to cast a single spell from the Ancient spellbook. | |
Trap Telekinesis | 97 | 5 Air 2 Astral 1 Law |
132 | Resets or checks a Hunter trap and sets it back up. Casting this spell yields the usual experience and items the trap normally would. However, it only works on Box traps, Electrified box traps, Tortle traps, and Marasamaw plants. | |
Borrowed power+ | 99 | 3 Astral | - | Allows you to use one of several spells from the standard spellbook while in the lunar spellbook. Can be subsequently reset within bank areas. See Disused arcane capacitor (c) for more information and spell list. Experience depends upon the spell cast. Purchased for 30,000 Livid points. |
While Dungeoneering, you have access to a wide variety of spells found in the standard spells table listed above and various Lunar spells. In addition, there are multiple teleportation spells that are unique to Dungeoneering; Note that none of these teleportation spells grant experience.
Spell | Magic Level Required | Casting Requirements | Destination |
Dungeon Home Teleport | N/A | N/A | Starting room |
Create Gatestone | N/A | 3 Cosmic | N/A |
Gatestone Teleport | 32 | N/A | Gatestone |
Group Gatestone Teleport | 64 | 3 Law | Group gatestone |
Jewelry containing gems (see Crafting Skill Guide can be enchanted using spells from the list above. Cosmic runes are always required to enchant jewelry. Different enchanted items have different uses, as shown in the table below. There are only a few non-member options in this particular field. To activate teleportation jewelry, you can either right-click the item in your inventory and select 'rub' or right-click the item while equipped and select 'operate'.
Item | Image | Gem | Effect | Charges |
Ring of recoil * | Sapphire | When equipped, deals opponents you fight 10% of the damage they deal to you. | Crumbles after 40 hp of damage is dealt. | |
Bracelet of clay * | Sapphire | When equipped, Player will mine Soft clay instead of Clay. | 28 | |
Games necklace * | Sapphire | Teleport to Burthorpe Games Room, Barbarian Outpost, Clan Wars, or Bounty Hunter. | 8 | |
Amulet of magic | Sapphire | When equipped, provides a 3.2% Magic critical damage bonus. | Unlimited. | |
Ring of metamorphosis * | Opal | Receive double experience when catching butterflies barehanded | 10 | |
Headhunter's sacrifice * | Opal | Provides a chance for your current slayer task kills to count as double. | 25 | |
Featherfingered necklace * | Opal | Provides a chance to not be stunned or damaged while pickpocketing. | 10 | |
Amulet of bountiful harvest * | Opal | Provides a chance to save seeds when planting them while Farming. | 10 | |
Ring of dueling * | Emerald | Teleports you to Duel Arena, Castle Wars, Fist of Guthix, or Mobilising Armies. | 8 | |
Ring of luck | Lapis lazuli | Provides Tier 1 luck enhancement | Unlimited | |
Castlewar brace * | Emerald | When equipped, will deal 20% more damage against a enemy bearing their team's flag and Castlewars bandages heal 50% more. | 3 (one charge used for each Castlewars game. Bonus is still in effect for the 3rd charge, even when bracelet has crumbled. | |
Binding necklace * | Emerald | When equipped while Runecrafting combination runes, will have 100% success. | 15 | |
Amulet of defence | Emerald | When equipped, provides a 2.6% critical damage bonus to Melee, Ranged and Magic. | Unlimited | |
Amulet of nature * | Emerald | Can be assigned to a Farming patch and player will be able to check on status of the patch. | Unlimited | |
Ring of respawn * | Jade | 5 | ||
Flamtaer bracelet * | Jade | Provides a chance to instantly build a wall while doing the Mort'ton Shade Burning minigame. | 2 | |
Traveller's necklace * | Jade | Teleports you to theWizards' Tower, North of West Ardougne, and west of the Ruins of Uzer | 5 | |
Botanist's amulet * | Jade | Provides a 5% chance to brew a 4 dose potion in place of a 3 dose potion. | 5 | |
Ring of forging * | Ruby | When equipped while smelting Iron bars, will have 100% success. | 140 | |
Inoculation brace * | Ruby | Protects the wearer from an amount of disease damage. | Crumbles after protecting the wearer from 500 poison damage. | |
Digsite pendant * | Ruby | Teleports you to the North side of the Digsite Area. | 5 | |
Amulet of strength | Ruby | When equipped, provides a 3.2% Melee critical damage bonus. | Unlimited. | |
Columbarium ring * | Red topaz | When equipped, has a increased chance to receive cremation rewards when killing Vyrewatch. | 50 | |
Headhunter's thrill * | Red topaz | Provides a chance to not decrease your kill count of your slayer task, while still awarding Slayer experience. | 25 | |
Necklace of gluttony * | Red topaz | Food that is consumed will heal for an additional 100 health. | 20 | |
Enlightened amulet | Red topaz | Can be used to teleport to the Nexus, south of the Graveyard of Shadows, and the Bandit Camp (Desert). | 5 | |
Ring of life * | Diamond | When equipped and your hitpoints drops below 10% of your total hitpoints, you will be teleported (with all your items) to your respawn location. (SEE WARNING **) | 1 | |
Forinthry brace * | Diamond | When equipped, prevents Revenants from damaging the player for one minute. | 5 | |
Phoenix necklace * | Diamond | When equipped and your lifepoints drops below 20%, auto restores 30% of the total hitpoints. This will take effect over a Ring of life. | 1 | |
Amulet of power | Diamond | When equipped, provides a 3% critical damage bonus to Melee, Ranged and Magic and +1 Prayer. | Unlimited. | |
Ring of wealth * | Dragonstone | When equipped, gives higher rate of success for rare drops from monsters. When charged, it can be used to teleport to the Grand Exchange or Miscellania. | 4 for teleports | |
Combat bracelet * | Dragonstone | Teleports to Warriors' Guild, Champions' Guild, Ranging Guild, or the Monastary (Prayer Guild). When equipped and you are completing a Slayer task, will update you at every tenth target. | 4 for teleports, unlimited for slayer total effect, rechargable at the totem in the Legends' Guild. | |
Skills necklace * | Dragonstone | Teleport you to the Fishing Guild, Mining Guild, Crafting Guild, or Cooks' Guild. It also increases the chance of getting caskets while big net fishing when worn. | 4 for teleports, unlimited for the fishing effect, rechargeable at the totem in the Legends' Guild. | |
Amulet of glory * | Dragonstone | When equipped, provides a 3.9% critical damage bonus to Melee, Ranged and Magic and +3 Prayer, and higher rate of success for getting gems while mining. Teleports to Edgeville, Karamja, Draynor Village, or Al Kharid. | 4 for teleports, unlimited for stat effects, rechargable at the fountain in the Heroes' Guild. | |
Ring of fortune * | Onyx | Provdies Tier 3 luck enchanement. | Unlimited. | |
Regen bracelet * | Onyx | When equipped, doubles the rate of lifepoint recovery. | Unlimited. | |
Berserker necklace * | Onyx | When equipped, provides a 3.9% Melee critical damage bonus. When also equipping an obsidian melee weapon with the necklace, increases damage by 20%. | Unlimited. | |
Amulet of fury * | Onyx | When equipped, provides a 4.2% critical damage bonus to Melee, Ranged and Magic and +5 Prayer. | Unlimited. | |
Ring of death * | Hydrix | When equipped, gives a chance of healing 2.5% of a target's health when that target dies. | Disintegrates after 10 hours of combat. | |
Deathtouch Bracelet * | Hydrix | When equipped, gives a chance of reflecting 25-50% of damage taken back onto opponents. | Disintegrates after 10 hours of combat. | |
Reaper necklace * | Hydrix | When equipped, causes all critical hits to give a 1% attack bonus buff in all styles, capping at three stacked buffs for 10 seconds. | Disintegrates after 10 hours of combat. | |
Amulet of souls * | Hydrix | When equipped, causes soul split to sometimes heal 25-50% more. | Disintegrates after 10 hours of combat. | |
Luck of the dwarves * | Alchemical onyx | Provides Tier 4 luck enhancement. | Unlimited. |
* Members-only
** WARNING: If your opponent can hit more than 10% of your health, be careful! If you fall to 0 before you fall under 10% e.g. If you have a maximum of 500 lifepoints and are down to 50 lifepoints and are then hit for 50+ life points, you will NOT be saved!
Any gem tipped bolt can be enchanted using your Magic skill. Enchanting your gem tipped bolts will result in it having a special effect. These special effects are different for each enchanted gem tipped bolt. To enchant a gem tipped bolt you must be wielding or carrying it, click on the level 4 spell and an interface will pop up, click on the bolt you wish to enchant (you must be carrying or wielding it).
In the following table you will find more info about what effect the enchanting has on the certain gem tipped bolts (this table is sorted from the magic level needed, from low to high).
Bolt type | Magic level required | Runes needed | Effect | Magic exp gained |
Opal | 4 | 1 Cosmic rune, 2 Air runes | A chance of a lightning bolt striking your opponent (this will result in extra damage). | 9 |
Sapphire | 7 | 1 Cosmic rune, 1 Mind rune, 1 Water rune | Chance of lowering your opponent's Prayer level (a part of that is given to you). | 17 |
Jade | 14 | 1 Cosmic rune, 2 Earth runes | Chance of knocking your opponent to the ground (some players might ignore it). | 19 |
Pearl | 24 | 1 Cosmic rune, 2 Water runes | A chance of a bolt of water coming down on your opponent (the opponent will ignore it if its wearing a water staff, but will get hit harder when wearing a fire staff). | 29 |
Emerald | 27 | 1 Cosmic rune, 1 Nature rune, 3 Air runes | Bolts being poisoned, with an increased chance of poisoning your opponent. | 37 |
Red Topaz | 29 | 1 Cosmic rune, 2 Fire runes | A chance of lowering your opponent's Magic level. | 33 |
Ruby | 49 | 1 Cosmic rune, 5 Fire runes, 1 Blood rune | A chance of losing 10% of your Hitpoints to do 20% damage to your opponent (does not work if you have 10% or less of your Hitpoints left). | 59 |
Diamond | 57 | 1 Cosmic, 10 Earths, 2 Law | A chance of ignoring a bit of your opponent's defence against Ranged attacks. | 67 |
Dragonstone | 68 | 1 Cosmic rune, 1 Soul rune, 15 Earth runes | A chance of inflicting a dragon's breath hit against your opponent (doesn't work if they have an Anti-dragonbreath shield, or against fire monsters like dragons). | 78 |
Onyx | 87 | 1 Cosmic rune, 1 Death rune, 20 Fire runes | A chance of doing extra damage and healing a small amount (does not work on undead creatures). | 97 |
Ascendri | 90 | 1 Cosmic rune, 1 Death rune, 20 Fire runes | Chance to gain deathmark when hitting target, which gains 1% extra adrenaline per hit. | 120 |
Basic Staffs
There are many different kinds of staves available to use, including some that are members-only. The basic elemental staves can be bought at Zaff's Staff shop in Varrock, on the northwest side of the town square. While wielding the elemental staves, you will not have to use the elemental rune that pertains to your staff. For example, if you wield an Staff of Air, you can cast air strike with no air runes.
Battle Staffs
Battlestaffs are stronger than normal staffs, but with a Powered Orb attached, they still take the place of certain runes. For example, if you have a Fire battlestaff, you wont need any fire runes, and your magic will hit harder than if you had a non-enchanted staff. To get a Battlestaff, you must use a Powered Orb (either Air, Water, Earth, or Fire orb) on a Battletaff (this requires various Crafting levels).
Powering Orbs
To enchant an orb you will need the following items:
- A glass orb
- 3 cosmic runes
- 30 basic runes of the type of orb you want to make (ex. 30 Fire runes if you want a Battlestaff of Fire)
Take the above items to the Obelisk location indicated below. Cast the appropriate spell to Enchant the orb. Then you may use the Crafting skill to attach the powered orb to a Battlestaff.
Picture | Orb Type | Magic Lvl Needed | Runes Needed | Obelisk Location |
Water | 56 | 3 Cosmic 30 Water |
Taverley Members-only dungeon. In the Black Dragon room go up the ladder and it will be next to you. | |
Earth | 60 | 3 Cosmic 30 Earth |
Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon. | |
Fire | 63 | 3 Cosmic 30 Fire |
Taverley Members-only dungeon. Past the Black Dragons to the west of the Black Dragons in a little room with lava. | |
Air | 66 | 3 Cosmic 30 Air |
Edgeville dungeon, low-level wilderness area. At the Black Demons (level 156) there is a little room with a ladder to the North, go up the ladder and you will be standing next to it. |
Mystic Staffs (Enchanted Battlestaffs)
The next best staffs are the Mystic Staffs (Enchanted Battlestaffs). These are pretty much the same as the Non-Enchanted Staffs, but they are even stronger. To enchant a battle staff, you must have completed the Scorpion's Catcher quest, which means Mystic Staffs are members only. Then you can get Thormac the wizard to enchant your battlestaffs for 40k. Thormac can be found in the Sorcerers' Tower just north west of the Legends Guild, by the Temple of Ikov.
Special Staffs
The remaining staffs are obtained from quests, minigames and monster drops. For example, the Iban Staff is received after you beat the Underground Pass Quest and the Staff of Light is obtained as a drop from Ice strykewyrms.
Damage Bonus
Since magic spells don't require staffs to auto-cast, some of the more advanced staffs give an additional damage bonus when used. The damage bonus is limited to the following staffs.
- Ahrim's staff
- Master wand
- Void Knight mace
- Zuriel's staff
- Corrupt Zuriel's staff
- Ancient staff
- Polypore staff
- Armadyl battlestaff
Staves | ||||
Staff | Image | Attack Lvl Req | Magic Lvl Req | Accuracy |
Staff | 1 | 1 | 150 | |
Skull sceptre | 1 | 1 | 150 | |
Magic staff | 1 | 1 | 150 | |
Staff of air | 1 | 1 | 150 | |
Staff of water | 1 | 1 | 150 | |
Staff of earth | 1 | 1 | 150 | |
Staff of fire | 1 | 1 | 150 | |
Battlestaff | 30 | 30 | 381 | |
Air battlestaff | 30 | 30 | 454 | |
Water battlestaff | 30 | 30 | 454 | |
Earth battlestaff | 30 | 30 | 454 | |
Fire battlestaff | 30 | 30 | 454 | |
Lava battlestaff | 30 | 30 | 454 | |
Mud battlestaff | 30 | 30 | 454 | |
Mystic air staff | 40 | 40 | 400 | |
Mystic water staff | 40 | 40 | 628 | |
Mystic earth staff | 40 | 40 | 628 | |
Mystic fire staff | 40 | 40 | 628 | |
Mystic lava staff | 40 | 40 | 628 | |
Mystic mud staff | 40 | 40 | 628 | |
Mystic steam staff | 40 | 40 | 628 | |
Iban's staff | 1 | 50 | 850 | |
Slayer's staff | 1 | 50 | 850 | |
Ancient staff | 1 | 50 | 850 | |
TokTz-Mej-Tal (Obsidian staff) | 60 | 60 | 1132 | |
Lunar staff | 1 | 65 | 850 | |
Guthix staff | 1 | 60 | 1132 | |
Saradomin staff | 1 | 60 | 1132 | |
Zamorak staff | 1 | 60 | 1132 | |
Blisterwood staff | 1 | 70 | 1486 | |
Ahrim's staff | 1 | 70 | 1486 | |
Staff of light | 1 | 75 | 1694 | |
Polypore staff | 1 | 75 | 1694 | |
Armadyl battlestaff | 1 | 77 | 1783 | |
Zuriel's staff | 78 | 78 | 1829 | |
Chaotic staff | 1 | 80 | 1924 | |
Noxious staff | 1 | 90 | 2458 |
Note: Polypore staff only requires 75 magic to wield, but the Polypore Strike requires level 80 magic!
Wands are one handed, accurate and fast magic weapons. They allow you to use an offhand item while casting spells and still have an accuracy bonus in combat as opposed to just using an offhand item and runes.
Wands | |||
Wand | Image | Magic Level | Accuracy |
Wizard wand | 1 | 150 | |
Imp horn wand | 10 | 202 | |
Spider wand | 20 | 316 | |
Batwing wand | 30 | 454 | |
Splitbark wand | 40 | 628 | |
Void knight mace | 42 | 668 | |
Beginner wand | 45 | 732 | |
Apprentice wand | 50 | 850 | |
Mystic wand | 50 | 454 | |
Teacher wand | 55 | 983 | |
Grifolic wand | 60 | 1132 | |
Master wand | 60 | 1132 | |
Ahrim's wand | 70 | 1486 | |
Wand of treachery | 70 | 1486 | |
Abyssal wand | 75 | 1694 | |
Virtus wand | 80 | 1924 | |
Seismic wand | 90 | 2485 |
Books and orbs are off-hand items that enhance your spell casting abilities. When wielded with a wand, books will double the casting speed of combat spells. Orbs act as off-hand wands and allow the player to cast spells while wielding a main-hand melee or ranged weapon, but still have a magic accuracy bonus.
Off-hand equipment | |||
Book/Orb | Image | Magic Level | Accuracy |
Wizard's book | 1 | 110 | |
Imphide book | 10 | 202 | |
Spider orb | 20 | 316 | |
Splitbark orb | 40 | 628 | |
Tome of frost | 48 | 801 | |
Bat book | 50 | 850 | |
Mystic orb | 50 | 454 | |
Grifolic orb | 60 | 1132 | |
Mages' book | 60 | 1132 | |
Ahrim's book of magic | 70 | 1486 | |
Abyssal orb | 75 | 1694 | |
Virtus book | 80 | 1924 | |
Seismic singularity | 90 | 2485 |
You can vary what you wear when training magic. In some cases you don't have much money and in others you have all the money you can spend! The following is divided into Free play and Members and displays the best equipment you should wear for the best magic bonus (this is only our suggestion):
Free players and Members with a low budget: (Click links to find how to obtain and other info)
- Batwing hood
- Any Team cape
- Amulet of magic
- Bat wand or an elemental stave
- Batwing torso
- Batwing shield or Bat book
- Batwing legs
- Batwing gloves
- Batwing boots
Members with a high budget: (Click links to find how to obtain and other info)
- Ganodermic visor
- Ganodermic poncho
- Ganodermic leggings
- Ganodermic gloves
- Ganodermic boots
- Master wand/Ahrim's wand or a Chaotic staff/Staff of light
- Any God cape/Skillcape
- Mages' book or a Farseer kiteshield
- Arcane stream necklace
- Seer's ring
Members with a very high budget: (Click links to find how to obtain and other info)
- Virtus mask
- Virtus robe top
- Virtus robe legs
- Virtus gloves
- Virtus boots
- Virtus wand or a Chaotic staff/Staff of light
- Any God cape/Skillcape
- Virtus book or an Arcane spirit shield
- Arcane stream necklace
- Seer's ring
There are a few quests that give magic experience. It is advisable to do these quests before you actually start training, because you do not want to have to start out with Air strike. For more information, please refer to the Quest Experience Guide.
The Wizard's Mind Bomb is a drink that temporarily raises your magic level by 2 or 3; it raises by 2 under level 50 magic, and 3 above. It is useful at times when quests or other things require a certain level and you are very close, but not quite there. For members, If you have 63-65 magic, you can use it to gain entrance into the Wizard's Guild. This drink can be purchased in Falador and Burthorpe Inns. It can also be brewed; mature Wizard's Mind Bombs increase your magic by 4, the same amount as a magic potion.
The Wizards' Guild is in Yanille, and information about it can be found in the Wizards' Guild Guide. You will need 66 Magic in order to enter the guild. (This can be achieved through the use of potions.) Different kinds of runes and all elemental staffs can be bought at the Magic Guild, as well as Mystic robes. The Robe Store Owner, the Magic skill master, is also located here. Speak with him to purchase the Cape of Achievement in Magic.
Temporary level boosts and Quest rewards
For more information on how to boost your level, see the Temporary Stat Leveling Techniques special report.
For XP rewards from quests, see the Quest Experience Guide special report.
Once you have achieved level 99, you may visit the Robe Store owner to purchase a Magic cape for 99,000 Coins.
Once you have achieved level 120, the Robe Store owner will sell you the Magic master cape for 120,000 Coins.
Discount
Note that as of December 2018, another one of Mod Daze's Easter Eggs have been found. This enables you to purchase a Skillcape for half price (only from the Robe Store owner, not Elen) if you are wearing a Ring of Charos (a). Be aware that "Half price" is 92,000 Coins as the experience at level 92 is approximately half way to level 99.
This Skill Guide was written by mini dragon123 and Pirate Bob49. Thanks to Fireball0236, Alk12, laurencio2, Im4eversmart, Stormer, DRAVAN, deathtoyouall, mswarrior, DarkShadow, zrules, Nuke-Marine, Demonichell, bilbo_matic2, Laffy372, avatar_glenn, I_Am_Fire200, Fuller 871, undying lov , BillyBagz, pokemama, Bartboy1800, punkz3 stud, kbs13, warjaek, the_man3001, Hampster_Hat, darren 1994, TheRulnig, the_man3001, InuYasha3336, Pingu Head, trekkie, choramizzu, demonicspear, Finlandguy , Aakanaar, havoc_cat, pitchblac222, sir karamu, Rohan, Oblivion590, flatlander20, poj7326, halk 5, kko138, Dea-Proximo, watsermetjou, the_man3001, Georgn, shaun capner, theamazingbender, icearcher92, I_Play_RS, livinlawless, gondomwing, Billy, noobkiller, Traz, vortex479, Muffinator, Jakesterwars, Scorchy Devil, shockwave91, Mythiquedame, Sccrluk9, Gregmasta, Clawsork_31, Maonzhi, ianblade45, Lilroo503, Crypto416, helwz2ful4me, makuman, Godson 69, sixteen16z, saunders, Bigfoot_U, Alfawarlord, helpmeplz808, Cna070621, thehi, Skeletonmat, Jesant13, diamondi3ack, aysandie, Omega, Sandman366, Hilwin1, dancedude8, DarkBlitz, St0rm, Dragarr, Ludo, daddyattitude, Javezz, Merlin1188, The Cardinal, Bob, Ilyjackie1, Jarkur, RdRanger2020, satydamage, Jrai, Ksb Single, DarkPyroNinja, 3ter 1, and Zandahar. for corrections.
This Skill Guide was entered into the database on Wed, Jul 07, 2004, at 09:54:41 AM by Pirate Bob49 and Monkeymatt, and it was last updated on Tue, Oct 13, 2020, at 09:42:24 PM by 3ter1.
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