Home | Quests | Skill Guides | The Pub(Forums) | City Guides | Guild Guides | The Library
The Villager | Maps | What Is? | Inhabitants | Special Reports | Post Cards | RuneScape 2
RuneVillage Store Donor's Page Donate here




By Buc_33, Punkmonkey25

Members' and Non-members' Skill.

Magic can be used as an alternate to close quarter combat or as the opening blow to combat. Anyone can start doing magic- the only requirement is to have the proper runes or a magic staff in your personal inventory. Magic levels are gained by doing magic, so the more spells you cast, the more powerful your magic becomes.

Runes can be purchased from the Rune Shop in Varrock, and most characters drop runes of some sort. Some characters, such as dark wizards, are especially good for acquiring runes. Spells may be cast to begin combat as well as during combat, however, once the first spell is cast, your opponent will attack if possible- that is if not blocked by a fence, wall, etc. Spells are usually only cast on game characters, but in the Wilderness they may be used against other players.

There are also some useful magic spells not used in combat. Once you are powerful enough, you may use the "superheat" spell to turn ores into metal bars, especially useful when mining a great distance from a forge or a bank and you wish to reduce your ores to metal bars. You can also use the "alchemy" spell to convert an item into gold. It will convert the item into the same amount of gold as paid by the general stores for that item. Once you're even more powerful as a "mage" (magician), you can use the "high alchemy" spell to convert an item into the higher amount of gold paid by specialty stores. There is also a "telegrabbing" spell that allows you to grab objects that you cannot reach.

Magic is also used in crafting to enchant the various amulets and battlestaff orbs (a members' item).

However, one of the best uses of magic is that it gives you the ability to teleport to various places around the Runescape world. This is not only good for moving quickly about the countryside, but can be quite handy if you find yourself being defeated in combat- you can save your life by teleporting out of the fight.

To begin with magic spells simply roll your cursor over the Spell/Prayer Book on your menu bar. A window will drop down showing you the magic spells that are available to you (be sure you have "magic" selected, and not "prayer"). Spells written in yellow or white are available to your magic level. Yellow indicates that you have the required runes and/or staff in your possession. White indicates that you have sufficient magic level for that spell, but you are not carrying the runes and/or staff needed for that particular spell.

You can point at a particular spell with your mouse and it will give you a description of the spell and show you the runes required to cast it. There is a pair of numbers next to each rune which tell you how many runes you have in your inventory, as well as how many are required to cast that spell. The first number is the number you have, the second number is the number required. Note in this illustration that the number of air runes required is three, but it shows none in inventory, yet the spell is still available!

This is not an error. This demonstrates the main value of the magic staffs- they will substitute for any number of runes in magic spells. Each of the four "elemental" or base runes has a corresponding staff, but you may only use one staff at a time.

Spells that are shown in black on the list are beyond your magic level, and thus unavailable to you. However, you can still see the requirements for these spells by pointing to them with your mouse.

Casting spells is quite simple. Simply drop down the spell menu and select an available spell. Then select your target by clicking on it with your mouse, and the spell will be cast! If successful, you will see a blue "fireball" move toward the target, and it will display the hit damage you caused with your spell.

However, spells are not always successful. When you're at lower magic levels, or you've just acquired a new spell, the spell may fail when you cast it. You'll see a screen message that you were not successful in casting the spell and that you must wait 20 seconds before attempting to cast the spell again.

This is one reason to be careful when relying on teleporting to get you out of a sticky situation- if the spell fails, then you're stuck in combat for at least 20 more seconds- and sometimes a spell will fail a second time! But as your magic level increases, and you become more powerful in using magic, this will happen less and less.

Buc_33's tips

Buy mind runes- they may take a while to get and to use, but the give very fast levels for the least amount of money.

Using high level spells requires harder to get runes.

The lesser demon in the cage at the Wizard's Tower is a great place to train- just remember to bring law runes to telekinetic grab (for loot).

There are also ways of enhancing your magic skills. If you note on your "stats" page, there is a number for "magic." This number is added to your magic strength to make you more powerful, just as a higher weapon power gives you a stronger weapon. Wearing magician's robes and hats and the use of amulets will greatly increase your magic abilities. These various items are listed on the chart below.

Also note that carrying a magic staff not only increases your magic abilities greatly, they also carry weapon aim and power points. This means that they can be used as your primary weapon, and in conjunction with the more powerful spells can make your character a very strong force to contend with!

The four basic magic staffs are available at the staff shop in Varrock for 1500 gps each or at the Magic Guild in Yanille Village. Enchanted battlestaffs are members' items that require some crafting to make the staff itself, plus magic to enchant the orbs. You must also have completed the Scorpian Catcher Quest and they must be energized by Thormac in the Sorcerer's Tower near the Seer's Village (he charges 40k for this).

Tip- Enchanting an Orb

Battlestaffs can be acquired from the staff shop in Varrock. Orbs, however, must be made by crafting, and making them is covered in the Crafting Guide. However, enchanting the orb for use on the battle staff requires casting a spell on the orb from it's corresponding obelisk. Here's where to go:

Earth Obelisk-In the Wilderness section of Edgeville Dungeon, go to the far northwest where the Black Demons (lvl 156) are. go north from there to where the demon Chronozon (lvl 121) guards the Earth Obelisk. Here's the map view. You may have to kill him, using all four blast spells to get to the obelisk.

Air Obelisk-Again, go to the demons' den in the Edgeville Dungeon (see above), but this time head south from the demons, climb the ladder to the surface, and there's the Air Obelisk.

Fire Obelisk-This one is found in the Taverley (Member's) Dungeon. Simply go into the room with the Black Dragons (lvl 200), march right past them and there's the Fire Obelisk.

Water Obelisk-This one is also in the Taverley Dungeon, and once again you have to confront the Black Dragons. But this time, take the ladder up to the Island across from Catherby. The Water Obelisk is right there on the island.

Once your magic is at least level 66, you may join the Magic Guild located in Yanille Village. There is special teleporting area here as well as a store which is the only source for the soul rune.


Runes

Member's Only Items Shown In Yellow
  Type Store Price
(selling)
Store Price
(buying)
Street Price Used in Magic
Levels
Use
Air 1 gp 3 gp 30 gp All One of the four base runes; at least one base rune is required with other runes for all spells.
Earth 1 gp 3 gp 30 gp All One of the four base runes; at least one base rune is required with other runes for all spells.
Fire 1 gp 3 gp 30 gp All One of the four base runes; at least one base rune is required with other runes for all spells.
Water 1 gp 3 gp 30 gp All One of the four base runes; at least one base rune is required with other runes for all spells.
Body 1 gp 3 gp 1000 gp (1k) 1-19 Required for curse spells.
Mind 1 gp Rarely found in store; must be bought in magic guild or from other players 30-40 gp 1-13 Required for strike spells.
Chaos 4 gp 12 gp 1000 gp (1k) 13-35 Required for bolt spells.
Nature 8 gp Rarely found in store; must be bought in magic guild or from other players 300-400 gp 15-55 Required for object conversion spells.
Cosmic 6 gp Rarely found in store; must be bought in magic guild or from other players 400-500 gp 7-68 Required for amulet enchant spells.
Law 4 gp Rarely found in store; must be bought in magic guild or from other players 500 gp 25-51 Required for teleport spells.
Death 8 gp Rarely found in store; must be bought in magic guild or from other players 1000 gp (1k) 41-59 Required for blast spells.
Blood 10 gp 31 gp 1000 gp (1k) 62-80 Required for missle attacks.
Soul 2500 gp (2.5k) Rarely found in store; must be bought in magic guild or from other players 3000 gp (3k) 66-80 Required for curse spells.


Spells

Member's Only Items Shown In Yellow
Level
Required
Spell Exp
Gained
Description Required Runes
1 Wind Strike 22 Inflicts up to 1 hitpoint damage to an opponent. 1 Air
1 Mind
 
3 Confuse 26 Reduces your opponents attack by 5% 3 Water
2 Earth
1 Body
5 Water Strike 30 Inflicts up to 2 hitpoints damage to an opponent. 1 Water
1 Air
1 Mind
7 Enchant lvl-1 amulet 35 Enchants Sapphire Amulets to give +6 magic 1 Water
1 Cosmic
 
9 Earth Strike 38 Inflicts up to 3 hitpoints damage to an opponent. 2 Earth
1 Air
1 Mind
11 Weaken 42 Reduces your opponents strength by 5% 3 Water
2 Earth
1 Body
13 Fire Strike 46 Inflicts up to 4 hitpoints damage to an opponent. 2 Air
3 Fire
1 Mind
15 Bones to Bananas 50 Changes all bones in your personal inventory into bananas. 2 Earth
1 Water
Nature
17 Wind Bolt 54 Inflicts up to 5 hitpoints damage to an opponent. 2 Air
1 Chaos
 
19 Curse 58 Reduces your opponents defense by 5%. 3 Earth
2 Water
1 Body
21 Low Level Alchemy 62 Convert an item into the same gps as selling to general store. 3 Fire
1 Nature
 
23 Water Bolt 66 Inflicts up to 6 hitpoints damage to an opponent. 2 Air
2 Water
1 Chaos
25 Varrock Teleport 70 Teleport yourself to Varrock. 3 Air
1 Fire
1 Law
27 Enchant a lvl-2 amulet 74 Enchants an Emerald Amulet to give +7 armor. 3 Air
1 Cosmic
 
29 Earth Bolt 78 Inflicts up to 7 hitpoints damage to an opponent. 2 Air
3 Earth
1 Chaos
31 Lumbridge Teleport 82 Teleport yourself to Lumbridge. 3 Air
1 Earth
1 Law
33 Telekinetic grab 86 Grab an item that you can see but can't reach. 1 Air
1 Law
 
35 Fire Bolt 90 Inflicts up to 8 hitpoints damage to an opponent. 3 Air
4 Fire
1 Chaos
37 Falador Teleport 94 Teleport yourself to Falador. 3 Air
1 Water
1 Law
39 Crumble The Undead 98 Hits skeletons, ghosts & zombies hard. 2 Air
2 Earth
1 Chaos
41 Wind Blast 102 Inflicts up to 9 hitpoints damage to an opponent. 3 Air
1 Death
 
43 Superheat an item. 106 Smelt one ore into a metal bar. 4 Fire
1 Nature
 
45 Camelot Teleport 110 Teleport yourself to Camelot. 5 Air
1 Law
 
47 Water Blast 114 Inflicts up to 10 hitpoints damage to an opponent. 3 Air
3 Water
Death
49 Enchant lvl-3 Amulet 118 Enchants Ruby amulets to give +10 weapon power. 5 Fire
1 Cosmic
 
51 Ardougne Teleport 122 Teleport yourself to Ardougne. 3 Water
2 Law
 
53 Earth Blast 126 Inflicts up to 11 hitpoints damage to an opponent. 3 Air
4 Earth
1 Death
55 High Level Alchemy 126 Convert an item into gps, same as selling to specialty store. 5 Fire
1 Nature
 
56 Charge Water Orb 132 Must be cast on the Water Obelisk. 30 Water
3 Cosmic
1 Orb
57 Enchant lvl-4 Amulet 118 Enchants Diamond amulets to give +6 to magic, weapon aim & power. 10 Earth
1 Cosmic
 
59 Fire Blast 126 Inflicts up to 12 hitpoints damage to an opponent. 4 Air
5 Fire
1 Death
60 Charge Earth Orb 140 Must be cast on the Earth Obelisk. 30 Earth
3 Cosmic
1 Orb
62 Wind Wave 144 Inflicts up to 11 hitpoints damage to an opponent. 5 Air
1 Blood
 
63 Charge Fire Orb 140 Must be cast on the Fire Obelisk. 30 Fire
3 Cosmic
1 Orb
65 Water Wave 150 Inflicts up to 14 hitpoints damage to an opponent. 7 Water
5 Air
1 Blood
66 Charge Air Orb 152 Must be cast on the Air Obelisk. 30 Air
3 Cosmic
1 Orb
66 Vulnerability 152 Reduces your opponent's defense by 10%. 5 Earth
5 Water
1 Soul
68 Enchant lvl-5 Amulet 156 Enchants a Dragonstone Amulet to give +10 aim, +7 power, +4 magic, prayer, armor. 5 Earth
5 Water
1 Cosmic
70 Earth Wave 160 Inflicts up to 15 hitpoints damage to an opponent. 7 Earth
5 Air
1 Blood
73 Enfeeble 166 Reduces your opponent's strength by 10% 8 Earth
8 Water
1 Soul
70 Fire Wave 170 Inflicts up to 16 hitpoints damage to an opponent. 7 Fire
5 Air
1 Blood
80 Stun 180 Reduces your opponent's attack by 10% 12 Earth
12 Water
1 Soul

Enhancing Your Magic

Member's Only Items Shown In Yellow
  Item Increases
Magic
Weapon
Power
Weapon
Aim
Where To Get Notes
Plain Magic Staff 7 6 2 Dropped by dark wizards  
Magic Staff 15 - - Dropped by moss giants  
Magic Staff of Earth 20 7 3 Dropped by earth warriors, purchase in staff shop Varrock or Magic Guild. 1500 gp at staff shop
Magic Staff of Air 20 7 3 purchase in staff shop Varrock or Magic Guild. 1500 gp at staff shop
Magic Staff of Fire 20 7 3 purchase in staff shop Varrock or Magic Guild. 1500 gp at staff shop
Magic Staff of Water 20 7 3 purchase in staff shop Varrock or Magic Guild. 1500 gp at staff shop
Dramen Staff 10 10 10 acquired in Tree Spirit Quest  
Battlestaff 15 - - player mages  
Battlestaff of Earth 21 51 51 player mages  
Battlestaff of Air 21 51 51 player mages  
Battlestaff of Fire 21 51 51 player mages  
Battlestaff of Water 21 51 51 player mages  
Gnome Wizard Hat 3 - - Store At Tree Gnome Stronghold all colors give the same points
Gnome Wizard Robe 3 - - Store At Tree Gnome Stronghold all colors give the same points
Dark Wizard Hat 3 - - Port Sarim Magic Store, Dark Wizards drop Dropped by wizards at Varrock Henge, Draymore, Dark Wizards' Tower. 2 gp in store.
Dark Wizard Robe 5 - - Port Sarim Magic Store, Dark Wizards drop Dropped by wizards at Varrock Henge, Draymore, Dark Wizards' Tower. 2 gp in store.
Wizard Hat 4 - - Port Sarim Magic Store, Wizards drop Dropped by wizards south of Falador, Wizards' Tower south of Draymore. 2 gp in store.
Wizard Robe 6 - - Port Sarim Magic Store, Wizards drop Dropped by wizards at south of Falador, Wizards' Tower south of Draymore. 2 gp in store.
Sapphire Amulet 7 - - Player craftsmen, crafting item  
Diamond Amulet 6 6 6 Player craftsmen, crafting item  
Dragonstone Amulet 3 7 4 Player craftsmen, crafting item Dragonstones are acquired from chest in Taverley with crystal key.
Home | Quests | Skill Guides | The Pub(Forums) | City Guides | Guild Guides | The Library | The Villager
World Maps | Other Maps | What Is? | Inhabitants | Special Reports | Special Features | RuneScape Classic

Want to help us grow faster- provide more services to you?

Donations allow us to off-set the expenses of running this site and help us provide more service to you. It's not required, just a nice way to say "thanks." And thank you for thinking of us!

Click here to make a donation.

Want to submit information?

Any submissions or corrections can be posted in the Website Submission & Corrections Forum.
You don't have to register to do so.


RuneVillage and this web site are © 2002-2004 by HikerCentral.net
All Rights Reserved
Contact Us!
Read our Privacy Policy.

RunescapeTM is a trademark of Jagex Software © 2000-2004 Andrew Gower and Jagex, Ltd.