Table of Contents:
- Definitions
- Runes
- Spells and Experience
- Enchanted Jewelry
- Enchanting Bolts
- Staves
- Wands
- Off-hand equipment
- What to Wear
- Quests
- Wizard's Mind Bomb
- Guild
- Temporary level boosts and Quest rewards
- Cape 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 is an amazingly powerful form of combat. Magic is like ranging, but instead of using arrows, mages use their magic spells. Your magic level tells you which spells you can cast, and how much and how often you will hit an enemy with your spell. As your magic level gets higher, more spells become available to you, and as your level rises, you can hit more often and for higher amounts with spells you already know.
Magic can also be used out of combat. With magic, you can change bones into food, turn anything into cash, teleport to the major cities, and much more! Your magical defense is balanced in a 70% magic skill and 30% defense split.
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 Magicks | 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 Magic Smoke attacks, Fire missile attacks |
| Steam | ![]() |
Fire and Water | Ape Atoll Teleport |
| Lava | ![]() |
Earth and Fire | Enchant lvl-6 jewelry |
The amount you hit with your spell affects the amount of experience you receive; a higher hit gives more experience. If you hit a 5, you will gain 4 experience for each point you hit for, so you gain 20 experience. Some pictures that may be of some help when using magic to fight are shown below, along with a table that shows the spells, the magic level needed to cast them, the runes needed to cast them, and the effect of the spell.
To auto-cast any of the spells, simply left click on the spell, provided you have all the runes required.
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.
* 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 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 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 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) |
| Trollheim Teleport* | 61 | 2 Fire, 2 Law | 68 | - | Teleports you to Trollheim (must have completed Eadgar's Ruse quest) |
| 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 |
| 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 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 Magic, you must have completed the Desert Treasure Quest. To switch between the Ancient Magic and the standard Magic spellbook, pray at the altar inside the pyramid where you finished the quest. Every time you pray at this altar, your prayer will be drained.
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.
- Gale (air) spells reduce your targets chance to hit by 5% for 10 seconds
- Rock spells (earth) reduce your target's damage by 5% for 10 seconds
- Bloodfire (fire) spells restore your lifepoints by 5% of the damage dealt to your target
- Ice spells (water) stop your target from moving for 10 seconds
- 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
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.
For attack spells, the base experience points (XP) are listed in the table. To calculate XP for these spells, follow this formula: Damage Inflicted x 2 + Base XP = Total XP
| Spell | Magic Level Required | Runes Needed | Base XP | Damage | Effect |
| Gale rush | 50 | 1 Death, 3 air | 30 | 480 | Reduces your target's chance to hit by 5% for 10 seconds |
| Rock rush | 52 | 1 Death, 3 Earth | 31 | 499 | Reduces your target's damage by 5% for 10 seconds |
| Paddewwa teleport | 54 | 2 Law, 1 Fire, 1 Air | 64 | - | Teleport to Edgeville Dungeon |
| Bloodfire rush | 56 | 1 Death, 3 Fire | 33 | 353 | Restores your lifepoints by 5% of the damage dealt to your target |
| Ice rush | 58 | 1 Death, 3 Water | 34 | 556 | Freezes your target in place for 5 seconds |
| Senntisten teleport | 60 | 2 Law, 1 Soul | 70 | - | Teleport to west of Digsite |
| Gale burst | 62 | 2 Death, 4 Air | 36 | 595 | Multi-target spell, reduces your target(s) chance to hit by 5% for 10 seconds |
| Rock burst | 64 | 2 Death, 4 Earth | 37 | 614 | Multi-target spell, reduces your target(s) damage by 5% for 10 seconds |
| Kharyrll teleport | 66 | 2 Law, 1 Blood | 76 | - | Teleport to Canifis |
| Bloodfire burst | 68 | 2 Death, 4 Fire | 39 | 652 | Multi-target spell, restores your lifepoints by 5% of the damage dealt to your target(s) |
| Ice burst | 70 | 2 Death, 4 Water | 40 | 672 | Multi-target spell, freezes target(s) in place for 5 seconds |
| Lassar teleport | 72 | 2 Law, 4 Water | 82 | - | Teleport to Ice Mountain |
| Gale blitz | 74 | 1 Blood, 5 Air | 42 | 710 | Reduces your target's chance to hit by 5% for 10 seconds |
| Rock blitz | 76 | 1 Blood, 5 Earth | 43 | 729 | Reduces your target's damage by 5% for 10 seconds |
| Dareeyak teleport | 78 | 2 Law, 3 Fire, 2 Air | 88 | - | Teleport to Wilderness (level 22), ruins west of Bandit Camp |
| Bloodfire blitz | 80 | 1 Blood, 5 Fire | 45 | 768 | Restores your lifepoints by 5% of the damage dealt to your target |
| Ice blitz | 82 | 1 Blood, 5 Water | 46 | 786 | Freezes your target in place for 5 seconds |
| Carrallangar teleport | 84 | 2 Law, 2 Soul | 94 | - | Teleport to Wilderness graveyard (northwest of Chaos Temple) |
| Gale barrage | 86 | 2 Blood, 5 Air | 48 | 786 | Multi-target spell, reduces your target(s) chance to hit by 5% for 10 seconds |
| Rock barrage | 88 | 2 Blood, 5 Earth | 49 | 786 | Multi-target spell, reduces target(s) damage by 5% for 10 seconds |
| Annakarl teleport | 90 | 2 Law, 2 Blood | 100 | - | Teleport to Wilderness Demonic Ruins (furthest northeast area of F2P Wilderness) |
| Bloodfire barrage | 92 | 2 Blood, 5 Fire | 51 | 786 | Multi-target spell, restores your lifepoints by 5% of the damage dealt to your target(s) |
| Ice barrage | 94 | 2 Blood, 5 Water | 52 | 786 | Multi-target spell, freezes your target(s) in place for 5 seconds |
| Ghorrock teleport | 96 | 2 Law, 8 Water | 106 | - | Teleport to Wilderness level 44 Ice Plateau |
To get started with Lunar Magic, a character must have completed the Lunar Diplomacy quest. Additional spells are unlocked through completion of the Dream mentor quest and the Livid farm minigame. Those who have completed the Lunar Diplomacy quest may access the Lunar spellbook by praying at the Astral Altar on Lunar Isle; this action does not drain prayer like the altar for Ancient Magicks.
All Lunar Magic requires Astral Runes, and there are no battle spells in Lunar Magic; there is therefore no autocast option for these spells. 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.
| Spell | Magic Level Required | Runes Required | Experience Gained | Effect |
| Lunar Home Teleport | N/A | N/A | N/A | Teleports you to Lunar Isle, the teleport takes a while and you will stop as soon as you enter combat, so when using this spell be sure to be standing on a safe spot. |
| Bake Pie | 65 | 1 Astral, 4 Water, 5 Fire | 60 | Bake pies without a stove (Still yields cooking XP) |
| Cure Plant | 66 | 1 Astral, 8 Earth | 60 | Cures disease on farming patch |
| Monster Examine | 66 | 1 Astral, 1 Cosmic, 1 Mind | 61 | Tells you the monsters Hitpoints, maximum hit, if poison effects them, and if they are a slayer monster. *Requires the completion of Dream Mentor* |
| NPC Contact | 67 | 1 Astral, 2 Air, 1 Cosmic | 63 | Speak with varied NPCs (Bert, Honest Jimmy, Advisor Ghrim, Murphy, Lanthus, and all 5 Slayer Masters) |
| Cure Other | 68 | 1 Astral, 10 Earth, 1 Law | 65 | Cure poisoned players |
| Humidify | 68 | 1 Astral, 3 Water, 1 Fire | 65 | Fills all vessels in your inventory with water. Does not work on certain quest vessels. *Requires the completion of Dream Mentor* |
| Moonclan Teleport | 69 | 2 Astral, 2 Earth, 1 Law | 66 | Teleports you to Moonclan Island |
| Tele Group Moonclan | 70 | 2 Astral, 4 Earth, 1 Law | 67 | Teleports players to Moonclan Island |
| Cure Me | 71 | 2 Astral, 2 Cosmic, 1 Law | 9 | Cure poison |
| Ourania teleport | 71 | 2 Astral, 6 Earth, 1 Law | 69 | Teleports players near the entrance to the ZMI Altar. |
| Hunter Kit | 71 | 2 Astral, 3 Earth | 70 | Creates a Hunter kit that gives you the basic Hunter equipment: noose, butterfly net, bird snare, noose wand, rabbit snare, teasing stick, and an unlit torch. *Requires the completion of Dream Mentor* |
| Waterbirth Teleport | 72 | 2 Astral, 1 Law, 2 Air | 70 | Teleports you to Waterbirth Island |
| South Falador Teleport* | 72 | 2 Astral, 5 Water, 1 Law | 72 | Teleports you to the south entrance of Falador |
| Tele Group Waterbirth | 73 | 2 Astral, 5 Water, 1 Law | 72 | Teleports players to Waterbirth Island |
| Cure Group | 74 | 2 Astral, 2 Cosmic, 2 Law | 74 | Cure poison on players |
| Repair Rune Pouch* | 75 | 2 Astral, 1 Cosmic, 1 Law | 75 | Repairs and increases the amount of uses before a Runecrafting pouch degrades |
| Stat Spy | 75 | 2 Astral, 2 Cosmic, 5 Body | 76 | Cast on another player to view all of their stat levels. *Requires the completion of Dream Mentor* |
| Barbarian Teleport | 75 | 2 Astral, 3 Fire, 2 Law | 76 | Teleports you to the Barbarian Outpost |
| Tele Group Barbarian | 76 | 2 Astral, 6 Fire, 2 Law | 77 | Teleports Players to the Barbarian Outpost |
| North Ardougne Teleport* | 76 | 2 Astral, 5 Water, 1 Law | 76 | Teleports you Ardougne's north entrance |
| Superglass Make | 77 | 2 Astral, 10 Air, 6 Fire | 78 | Make glass without a furnace (Full inventory at once; yields up to 50% extra glass to the total and destroys buckets; yields 10 crafting XP per glass) |
| Remote Farm* | 78 | 2 Astral, 2 Earth, 3 Nature | 76 | Allows you to check on, and if necessary, cure, your farming patches from anywhere |
| Khazard Teleport | 78 | 2 Astral, 4 Water, 2 Law | 80 | Teleports you to Port Khazard |
| Tele Group Khazard | 79 | 2 Astral, 8 Water, 2 Law | 81 | Teleports players to Port Khazard |
| Dream | 79 | 2 Astral, 1 Cosmic, 5 Body | 82 | Restores your hitpoints x3 while sleeping. Clicking, doing anything else, or auto-retaliation will wake you. *Requires the completion of Dream Mentor* |
| String Jewellery | 80 | 2 Astral, 5 Water, 10 Earth | 83 | String amulets without wool (Yields 4 crafting XP) |
| Spritualise food* | 80 | 2 Astral, 3 Cosmic, 5 Body | 81 | Heals your familiar, increases the amount of time on the timer, and boots its combat stats |
| Stat Restore Pot Share | 81 | 2 Astral, 10 Water, 10 Earth | 84 | Shares a potion with up to 4 nearby players |
| Magic Imbue | 82 | 2 Astral, 7 Water, 7 Fire | 86 | Combine runes without a talisman |
| Make Leather* | 83 | 2 Astral, 2 Body, 2 Fire | 87 | Tans up to 5 hides per cast |
| Fertile Soil | 83 | 3 Astral, 15 Earth, 2 Nature | 87 | Fertilise a farming patch with super compost (Yields 18 Farming experience per patch) |
| Boost Potion Share | 84 | 3 Astral, 10 Water, 12 Earth | 88 | Shares a potion with up to 4 nearby players |
| Fishing Guild Teleport | 85 | 3 Astral, 10 Water, 3 Law | 89 | Teleports you to the Fishing Guild |
| Tele Group Fishing Guild | 86 | 3 Astral, 14 Water, 3 Law | 90 | Teleports players to the Fishing Guild |
| Plank Make | 86 | 2 Astral, 15 Earth, 1 Nature | 90 | Makes planks out of one log. You still must pay the for changing them into planks (wood - 70, oak - 175, teak - 350, mahogany - 1050). *Requires the completion of Dream Mentor* |
| Catherby Teleport | 87 | 3 Astral, 10 Water, 3 Law | 92 | Teleports you to Catherby |
| Tune Bane Ore | 87 | 2 Astral, 4 Earth, 1 Bane ore | 87 | 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 |
| Tele Group Catherby | 88 | 3 Astral, 15 Water, 3 Law | 88 | Teleports players to Catherby |
| Ice Plateau Teleport | 89 | 3 Astral, 8 Water, 3 Law | 96 | Teleports you to Ice Plateau |
| Disruption sheild* | 90 | 3 Astral, 3 Blood, 10 Body | 97 | Negates the damage of the next attack dealt against you in a PvP situation (this spell has a 30 second cooldown) |
| Tele Group Ice Plateau | 90 | 3 Astral, 16 Water, 3 Law | 99 | Teleports players to Ice Plateau |
| Energy Transfer | 91 | 3 Astral, 1 Nature, 2 Law | 100 | Spend hitpoints and SA energy to give another SA and run energy |
| Heal Other | 92 | 3 Astral, 3 Law, 1 Blood | 101 | Transfers up to 75% of hitpoints to another player |
| Teleport to Trollheim* | 92 | 3 Astral, 10 Water, 3 Law | 101 | Teleports you to the Trollheim farming patch (requires completion of My Arm's Big Adventure) |
| Heal Other | 92 | 3 Astral, 3 Law, 1 Blood | 101 | Transfers up to 75% of hitpoints to another player |
| Group Teleport to Trollheim* | 93 | 3 Astral, 20 Water, 3 Law | 101 | Teleports players to the Trollheim farming patch (requires completion of My Arm's Big Adventure) |
| Vengeance Other | 93 | 3 Astral, 10 Earth, 2 Death | 108 | Allows another player to rebound damage to an opponent |
| Vengeance | 94 | 4 Astral, 10 Earth, 2 Death | 112 | Rebound damage to an opponent |
| Vengeance Group* | 95 | 4 Astral, 11 Earth, 3 Death | 120 | Casts Vengeance on up to 50 players in a 9x9 area |
| Heal Group | 95 | 4 Astral, 6 Law, 3 Blood | 124 | Transfers up to 75% of hitpoints to a group |
| Spellbook Swap | 96 | 3 Astral, 2 Cosmic, 1 Law | 130 | Allows you to change spellbooks long enough to cast one spell for the swapped book. *Requires the completion of Dream Mentor* |
| Borrowed power* | 99 | 3 Astral | Same as the spell used | Allows you to use one of 7 spells in the standard spellbook (Wind wave, Water wave, Earth wave, Fire wave, Entangle, Enfeeble and Telekinetic grab) when used with an Arcane capacitor necklace |
*Must be unlocked through the Livid Farm mini-game.
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.
| Spell | Magic Level Required | Casting Requirements | Destination | Magic Experience Gained |
| Dungeon Home Teleport | N/A | N/A | Starting room | N/A |
| Create Gatestone | N/A | 3 Cosmic | Starting room | N/A |
| Gatestone Teleport | 32 | N/A | Gatestone | N/A |
| Group Gatestone Teleport | 64 | 3 Law | Group gatestone | N/A |
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 hard clay. | 28 |
| Games necklace * | ![]() |
Sapphire | Teleport to Burthorpe Games Rooms, 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 dueling * | ![]() |
Emerald | Teleports you to Duel Arena, Castle Wars, Fist of Guthix, or Mobilising Armies. | 8 |
| 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. |
| Necklace of binding * | ![]() |
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 forging * | ![]() |
Ruby | When equipped while smelting iron bars, will have 100% success. | 140 |
| Inoculation brace * | ![]() |
Ruby | None. | N/A |
| 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. |
| 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, Mining, Crafting, or Cooking 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 stone * | ![]() |
Onyx | When equipped, you are turned into stone. | Unlimited. |
| Bracelet of regeneration * | ![]() |
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. |
* 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 |
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 | 10 |
| Skull sceptre | ![]() |
1 | 1 | 10 |
| Magic staff | ![]() |
1 | 1 | 10 |
| White magic staff | ![]() |
1 | 1 | 10 |
| Staff of air | ![]() |
1 | 1 | 10 |
| Staff of water | ![]() |
1 | 1 | 10 |
| Staff of earth | ![]() |
1 | 1 | 10 |
| Staff of fire | ![]() |
1 | 1 | 10 |
| Guthix staff | ![]() |
1 | 1 | 10 |
| Saradomin staff | ![]() |
1 | 1 | 10 |
| Zamorak staff | ![]() |
1 | 1 | 10 |
| Battlestaff | ![]() |
30 | 30 | 300 |
| Air battlestaff | ![]() |
30 | 30 | 300 |
| Water battlestaff | ![]() |
30 | 30 | 300 |
| Earth battlestaff | ![]() |
30 | 30 | 300 |
| Fire battlestaff | ![]() |
30 | 30 | 300 |
| Lava battlestaff | ![]() |
30 | 30 | 300 |
| Mud battlestaff | ![]() |
30 | 30 | 300 |
| Mystic air staff | ![]() |
40 | 40 | 400 |
| Mystic water staff | ![]() |
40 | 40 | 400 |
| Mystic earth staff | ![]() |
40 | 40 | 400 |
| Mystic fire staff | ![]() |
40 | 40 | 400 |
| Mystic lava staff | ![]() |
40 | 40 | 400 |
| Mystic mud staff | ![]() |
40 | 40 | 400 |
| Iban's staff | ![]() |
50 | 50 | 500 |
| Slayer's staff | ![]() |
1 | 50 | 500 |
| Ancient staff | ![]() |
50 | 50 | 500 |
| TokTz-Mej-Tal (Obsidian staff) | ![]() |
60 | 60 | 600 |
| Lunar staff | ![]() |
1 | 65 | 10 |
| Ahrim's staff | ![]() |
70 | 70 | 700 |
| Staff of light | ![]() |
75 | 75 | 750 |
| Polypore staff | ![]() |
1 | 75 | 750 |
| Armadyl battlestaff | ![]() |
40 | 77 | 770 |
| Zuriel's staff | ![]() |
78 | 78 | 780 |
| Chaotic staff | ![]() |
1 | 80 | 800 |
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 | 50 | |
| Imp horn wand | ![]() |
10 | 100 | |
| Spider wand | ![]() |
20 | 163 | |
| Mystic wand | ![]() |
30 | 266 | |
| Splitbark wand | ![]() |
40 | 433 | |
| Void knight mace | ![]() |
42 | 477 | |
| Beginner wand | ![]() |
45 | 552 | |
| Bat wand | ![]() |
50 | 704 | |
| Apprentice wand | ![]() |
50 | 704 | |
| Teacher wand | ![]() |
55 | 899 | |
| Grifolic wand | ![]() |
60 | 1147 | |
| Master wand | ![]() |
60 | 1147 | |
| Ahrim's wand | ![]() |
70 | 1868 | |
| Wand of treachery | ![]() |
70 | 1868 | |
| Virtus wand | ![]() |
80 | 3043 | |
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 | 0 | |
| Imphide book | ![]() |
10 | 10 | |
| Spider orb | ![]() |
20 | 20 | |
| Mystic orb | ![]() |
30 | 30 | |
| Splitbark orb | ![]() |
40 | 40 | |
| Tome of frost | ![]() |
48 | 48 | |
| Bat book | ![]() |
50 | 50 | |
| Grifolic orb | ![]() |
60 | 60 | |
| Mages' book | ![]() |
60 | 60 | |
| Ahrim's book of magic | ![]() |
70 | 70 | |
| Virtus book | ![]() |
80 | 80 | |
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 reached Magic level 99 you may want to buy yourself a Magic cape from Robe Store owner, in Wizards' Guild for 99k.
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, and Merlin1188 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 Wed, May 08, 2013, at 09:50:07 PM by Javezz.
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