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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.
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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.
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. |
Member's Only Items Shown In Yellow
|
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|
|
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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
 |
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 |
|
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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 |
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Magic Staff of Water |
20 |
7 |
3 |
purchase in staff shop Varrock or Magic Guild. |
1500 gp at staff shop |
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Dramen Staff |
10 |
10 |
10 |
acquired in Tree Spirit Quest |
|
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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 |
|
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Gnome Wizard Hat |
3 |
- |
- |
Store At Tree Gnome Stronghold |
all colors give the same points |
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Gnome Wizard Robe |
3 |
- |
- |
Store At Tree Gnome Stronghold |
all colors give the same points |
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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. |
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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. |
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Wizard Hat |
4 |
- |
- |
Port Sarim Magic Store, Wizards drop |
Dropped by wizards south of Falador, Wizards' Tower south of Draymore. 2 gp in store. |
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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. |
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Sapphire Amulet |
7 |
- |
- |
Player craftsmen, crafting item |
|
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Diamond Amulet |
6 |
6 |
6 |
Player craftsmen, crafting item |
|
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Dragonstone Amulet |
3 |
7 |
4 |
Player craftsmen, crafting item |
Dragonstones are acquired from chest in Taverley with crystal key. |
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