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Magic Skill Guide

Contents:
Definitions
Runes
- - Combination Runes
Spells and Experience
- - Spells Table
- - Types of Spells
- - Slayer Staff
- - Ancient Magic
- - Lunar Magic
Enchanted Jewelry
Enchanting Bolts
Staffs
What to Wear
Quests
Wizard's Mind Bomb
Guild
Player Killing

Definitions

Lets begin with some basic definitions of magic-related items:

1. Rune - Runes are stones with magical qualities that allow you to cast spells.
2. 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).
3. 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.
4. 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 defence is
balanced in a 70% magic skill and 30% defence split.

To look at the spells you can cast, click the spell book on the right side of the screen. 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.

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Runes

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)


On Karamja Island - behind Luthas' house, near
Air Elemental
banana field, in the forest west of Lumbridge

Astral* Used for Lunar Magicks None

Blood* Used for Wave Attacks Wilderness

Body Used for Curse Attacks Al Kharid Scimitar Shop, Wilderness

Chaos Used for Bolt Attacks Dark Warriors Castle, Wilderness

Cosmic Used for Enchantment Deep Wilderness on the Ice Plateau


Death Used for Blast Attacks Southeast of Yanille surrounded by Grey Wolves

Earth Elemental North Varrock Forest, Varrock Sewers

Al Kharid Mine, Karamja Dungeon, Merlin's


Fire Elemental
Workshop in Camelot Castle
Used for Teleportation and
Law No spawn point, you need to kill monsters
Telekinesis

Mind Used for Strike Attacks Lumbridge Castle

Wilderness, Ardougne (chests), Rellekka north


Nature Used for Conversion
shore island (requires Telegrab, heh heh)
Used for High Level Curse
Soul* Wizard's Guild
Attacks

Water Elemental Al-Kharid Mine

*Members-Only Runes

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Combination Runes (Members-only)

The new combination runes act as one of each supporting rune. Thus, casting the Crumble
Undead spell (normally requiring 2 Earth, 2 Air and 1 Chaos) would require only 2 Dust and 1
Chaos. Refer to the Runecrafting Skill Guide for details on making these runes.

Rune Image Acts As Best Use {Other Uses}


Air and
Mist Water missile attacks
Water
Air and
Dust Crumble Undead {Earth missile attacks}
Earth
Bind, Snare, Vulnerability, Enfeeble,
Earth
Entangle, Stun, Bones to bananas,
Mud and
Enchant lvl-5 jewelry {Confuse, Weaken,
Water
Curse}
Air and Charge, Ancient Magic Smoke attacks
Smoke
Fire {Fire missile attacks, god strikes}
Fire and
Steam Ape Atoll Teleport
Water
Earth
Lava Enchant lvl-6 jewelry
and Fire

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Spells and Experience


Casting spells in the new Runescape is very different from the old version in RS Classic. The
amount of hits 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.

Note: Crumble Undead's Experience has been Halved. Both as Base exp, and its splash
damage bonus. Crumbles base (no damage) exp is now 24.5. Crumble Splash damage bonus
is now 2exp per dmg, instead of the usual 4 you get with other spells.

The image below shows the "auto-mage" screens, which allow you to click attack like you
normally would with melee combat, but you use magic to attack the monster instead.

The image below shows your list of spells. The ones 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.
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Magic Spells Table

Magic
Runes Max
Spell Level Base XP Effect
Needed Hit
Required
Teleports you to Lumbridge,
the teleport takes a while
and you will stop as soon as
you enter combat, so when
Lumbridge using this spell be sure to be
None None 0 -
Home Port standing on a safe spot. It
takes 30 minutes to
recharge it self, until it has
recharged, you cannot use
it.
Wind Strike 1 1 Air, 1 Mind 5.5 2 A basic Air missile
3 Water, 2
Reduces your opponent's
Confuse 3 Earth, 1 13 -
attack by 5%
Body
1 Water, 1
Water Strike 3 7.5 4 A basic Water missile
Air, 1 Mind
Depends Gives the certain Bolt a
Crossbow Bolt Depends
4 which - special effect (must be gem
Enchant which Bolt
Bolt tipped)
Enchant Lvl-1 1 Water, 1
7 17.5 - For use on Sapphire Jewelry
Jewelry Cosmic
2 Earth, 1
Earth Strike 9 9.5 6 A basic Earth missile
Air, 1 Mind
3 Water, 2
Reduces your opponent's
Weaken 11 Earth, 1 21 -
strength by 5%
Body
3 Fire, 2 Air,
Fire Strike 13 11.5 8 A basic Fire missile
1 Mind
2 Earth, 2
Bones to Changes all held bones into
15 Water, 1 25 -
Bananas bananas
Nature
2 Air, 1
Wind Bolt 17 13.5 9 A low level Air missile
Chaos
2 Water, 3
Reduces your opponent's
Curse 19 Earth, and 1 29 -
defense by 5%
Body
3 Earth, 3
Holds your opponent for 5
Bind 20 Water, 2 30 -
seconds
Nature
What the General Store will
Low Level 3 Fire, 1 pay
21 31 -
Alchemy Nature for an item when there are
zero in stock
2 Water, 2
Water Bolt 23 16.5 10 A low level Water missile
Air, 1 Chaos
Varrock 1 Fire, 3 Air,
25 35 - Teleports you to Varrock
Teleport 1 Law
Enchant Lvl-2 3 Air, 1
27 37 - For use on emerald jewelry
Jewelry Cosmic
3 Earth, 2
Earth Bolt 29 19.5 11 A low level Earth missile
Air, 1 Chaos
Lumbridge 1 Earth, 3
31 41 - Teleports you to Lumbridge
Teleport Air, 1 Law
Telekinetic Take an item you can see
33 1 Air, 1 Law 43 -
Grab but can't reach
4 Fire, 3 Air,
Fire Bolt 35 22.5 12 A low level Fire missile
1 Chaos
Falador 1 Water, 3
37 48 - Teleports you to Falador
Teleport Air, 1 Law
Crumble 2 Earth, 2 Hits skeletons, ghosts, and
39 24.5 15
Undead Air, 1 Chaos zombies hard
Teleport to 1 Air, 1
40 30 - Teleports you to your house
House Earth, 1 Law
3 Air, 1
Wind Blast 41 25.5 13 A medium level Air missile
Death
Superheat 4 Fire, 1
43 53 - Smelt ore without a furnace
Item Nature
Camelot 45 5 Air, 1 Law 55.5 - Teleports you to Camelot
Teleport*
3 Water, 3 A medium level Water
Water Blast 47 28.5 14
Air, 1 Death missile
Enchant Lvl-3 5 Fire, 1
49 59 - For use on ruby jewelry
Jewelry Cosmic
5 Fire, 1
Iban Blast* 50 Death, Staff 30 25 A strength 25 missile attack
of Iban
4 Earth, 4
Holds your opponent for 10
Snare* 50 Water, 3 60 2
seconds
Nature
1 Death, 4
Mind Use to slay Turoths and
Magic Dart* 50 30 16-18
Slayer's Kurasks
staff
Teleports you to Ardougne
Ardougne 2 Water, 2
51 61 - (must have completed
Teleport* Law
Plague City quest)
4 Earth, 3
Earth Blast 53 31.5 15 A medium level Earth missile
Air, 1 Death
What a specialty Store will
High Level 5 Fire, 1 normally pay
55 65 -
Alchemy Nature for an item (at their normal
stock level).
Charge Water 30 Water, 3 Needs to be cast on a water
56 66 -
Orb* Cosmic, Orb obelisk
Enchant Lvl-4 10 Earth, 1
57 67 - For use on diamond Jewelry
Jewelry Cosmic
Teleports you to the
Watchtower 2 Earth, 2 Watchtower
58 68 -
Teleport* Law (must have completed
Watchtower quest)
5 Fire, 4 Air,
Fire Blast 59 34.5 16 A medium level Fire missile
1 Death
Charge Earth 30 Earth, 3 Needs to be cast on an earth
60 70 -
Orb* Cosmic, Orb obelisk
Changes all held bones to
4 Water, 4
Bones to peaches
60 Earth, 2 35.5 -
Peaches* (must have bought at Mage
Nature
Training Arena)
2 Fire, 2
Blood, 4 Air,
Saradomin Summons the power of
60 35 20
Strike* Saradomin
Staff of
Saradomin
Claws of 60 1 Fire, 2 35 20 Summons the power of
Guthix* Blood, 4 Air, Guthix
Staff of
Guthix OR
Void Knight
Mace
4 Fire, 2
Blood, 1 Air,
Flames of Summons the power of
60 35 20
Zamorak* Zamorak
Staff of
Zamorak
Teleports you to Trollheim
Trollheim 2 Fire, 2
61 68 - (must have completed
Teleport* Law
Eadgar's Ruse quest)
5 Air, 1
Wind Wave* 62 36 17 A high level Air missile
Blood
Charge Fire 30 Fire, 3 Needs to be cast on a fire
63 73 -
Orb* Cosmic, Orb obelisk
2 Water, 2 Teleports you to Ape Atoll
Ape Atoll
64 Fire, 2 Law, 74 - (Learned in Recipe for
Teleport*
1 Banana Disaster quest)
7 Water, 5
Water Wave* 65 37.5 18 A high level Water missile
Air, 1 Blood
Charge Air 30 Air, 3 Needs to be cast on an air
66 76 -
Orb* Cosmic, Orb obelisk
5 Earth, 5
Reduces your opponent's
Vulnerability* 66 Water, 1 76 -
defense by 10%
Soul
15 Water,
Enchant Lvl-5 For use on dragonstone
68 15 Earth, 1 78 -
Jewelry* jewelry
Cosmic
7 Earth, 5
Earth Wave* 70 40 19 A high level Earth missile
Air, 1 Blood
8 Earth, 8
Reduces your opponent's
Enfeeble* 73 Water, 1 83 -
strength by 10%
Soul
1 Soul, 1
Teleother Teleports Target to
74 Law and 1 84 -
Lumbridge * Lumbridge
Earth
7 Fire, 5 Air,
Fire Wave* 75 42.5 20 A high level Fire missile
1 Blood
5 Earth, 5
Holds your opponent for 15
Entangle* 79 Water, 4 89 5
seconds
Nature
12 Earth, 12
Reduces your opponent's
Stun* 80 Water, 1 90 -
attack by 10%
Soul
Temporarily increases the
3 Fire, 3
Charge* 80 180 - power
Blood, 3 Air
of the three arena spells
Teleother 82 1 Soul, 1 92 - Teleports Target to Falador
Law and 1
Falador *
Water
1 Law, 1
Stops your target from
Tele Block* 85 Chaos, 1 95 -
Teleporting
Death
20 Earth, 20
Enchant Lvl-6
87 Fire, 1 97 - For use on Onyx jewelry
Jewelry*
Cosmic
Teleother 2 Soul, 1
90 100 - Teleports Target to Camelot
Camelot* Law

*Members-only spells

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Types of Spells

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. The
only jewelry that can be enchanted right now are amulets and rings (edit: recent modification
by Jagex now allows members to enchant Sapphire necklace for Burthorpe Games Room
teleport). Enchanting rings is members-only, but f2p can enchant amulets. F2p can enchant
Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire,
Emerald, Ruby, Diamond, Dragon, and Onyx amulets and rings.

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. It is very useful for situations like if you ever kill
the caged demon in the Wizards tower south of Draynor Village and he drops a Rune med
helm or something else of value.

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Slayer Staff

The Slayer Staff (55 Slayer and 50 Magic Required) has 6 Spells which it can autocast,
through a modified autocast interface. These are Crumble undead, Magic Dart, Wind Wave,
Water Wave, Fire Wave and Earth Wave.

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Ancient Magic

To use Ancient Magic, you must have completed the Desert Treasure Quest. To switch between
the new Ancient Magic and the old Magic spells, 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 with any staff, but can only be auto-cast with the Ancient staff.

• Smoke spells poison your enemy (2 or 4 damage)


• Shadow spells reduce your target's attack (10%)
• Blood spells raise your hp (25% of damage)
• Ice spells stop your target from moving (5 to 20 secs)

• 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 unlimited amount of targets 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

Magic
B
Level Runes Max
Spell ase Effect
Require Needed Hit
XP
d
2 Chaos, 2
Smoke rush 50 Death, 30 15 Poisons target (2 damage poison)
1 Fire, 1 Air
2 Chaos, 2
Shadow rush 52 Death, 31 16 Reduces target's attack by 10%
1 Air, 1 Soul
Paddewwa 2 Law, 1 Fire,
54 64 - Teleport to Edgeville Dungeon
teleport 1 Air
2 Chaos, 2
You heal 25% of the damage dealt
Blood rush 56 Death, 33 17
to target
1 Blood
2 Chaos, 2
Stops target from moving for 5
Ice rush 58 Death, 34 18
secs
2 Water
Senntisten
60 2 Law, 1 Soul 70 - Teleport to west of Digsite
teleport
4 Chaos, 2 Multi-target spell,
Smoke burst 62 Death, 36 19 poisons target(s) (2 damage
2 Fire, 2 Air poison)
Shadow burst 64 4 Chaos, 2 37 20 Multi-target spell,
Death, reduces attack of target(s) by 10%
2 Air, 2 Soul
Kharyrll 2 Law, 1
66 76 - Teleport to Canifis
teleport Blood
4 Chaos, 2 Multi-target spell,
Blood burst 68 Death, 39 21 you heal 25% of the damage dealt
2 Blood to target
4 Chaos, 2 Multi-target spell,
Ice burst 70 Death, 40 22 stops target(s) from moving for 10
4 Water secs
2 Law, 4
Lassar teleport 72 82 - Teleport to Ice Mountain
Water
2 Death, 2
Smoke blitz 74 Blood, 42 23 Poisons target (4 damage poison)
2 Fire, 2 Air
2 Death, 2
Shadow blitz 76 Blood, 43 24 Reduces target's attack by 10%
2 Air, 2 Soul
Teleport to Wilderness (level 22)
Dareeyak 2 Law, 3 Fire,
78 88 - ruins
teleport 2 Air
west of Bandit Camp
2 Death, 4 You heal 25% of the damage dealt
Blood blitz 80 45 25
Blood to target
2 Death, 2
Stops target from moving for 15
Ice blitz 82 Blood, 46 26
secs
3 Water
Carrallangar Teleport to Wilderness graveyard
84 2 Law, 2 Soul 94 -
teleport (northwest of Chaos Temple)
4 Death, 2 Multi-target spell,
Smoke barrage 86 Blood, 48 27 poisons your target(s) (4 damage
4 Air, 4 Fire poison)
4 Death, 2
Shadow Multi-target spell,
88 Blood, 49 28
barrage reduces attack of target(s) by 10%
4 Air, 3 Soul
Teleport to Wilderness Demonic
Annakarl 2 Law, 1 Ruins
90 100 -
teleport Blood (furthest northeast area of F2P
Wilderness)
4 Death, 4 Multi-target spell,
Blood barrage 92 Blood, 51 29 you heal 25% of the damage dealt
1 Soul to target(s)
4 Death, 2 Multi-target spell,
Ice barrage 94 Blood, 52 30 stops target(s) from moving for 20
6 Water secs
Ghorrock 2 Law, 8 Teleport to Wilderness level 44 Ice
96 106 -
teleport Water Plateau

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Lunar Magic

To use Lunar Magic, a character must have completed the Lunar Diplomacy quest. Characters
that have completed the Lunar Diplomacy quest may access the Lunar spell list by praying at
the Astral Altar; 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 all
of the teleport spells have a group-based variant. Other Lunar Magic spells involve object
manipulation and aiding other players in the area.

Magic Level Runes Experience


Spell Effect
Required Required Gained
1 Astral, 4 Bake pies without a stove
Bake Pie 65 26
Water, 5 Fire (Still yields cooking XP)
1 Astral, 8 Cures disease on farming
Cure Plant 66 26
Earth patch
Speak with varied NPCs (Bert,
1 Astral, 2 Honest Jimmy, Advisor Ghrim,
NPC Contact 67 30
Air, 1 Cosmic Murphy, Lanthus, and all 5
Slayer Masters)
1 Astral, 10
Cure Other 68 48 Cure poisoned players
Earth, 1 Law
Moonclan 2 Astral, 2 Teleports you to Moonclan
69 50
Teleport Earth, 1 Law Island
Tele Group 2 Astral, 4 Teleports players to Moonclan
70 51
Moonclan Earth, 1 Law Island
2 Astral, 2
Cure Me 71 Cosmic, 1 46 Cure poison
Law
Waterbirth 2 Astral, 1 Teleports you to Waterbirth
72 51
Teleport Water, 1 Law Island
Tele Group 2 Astral, 5 Teleports players to
73 53
Waterbirth Water, 1 Law Waterbirth Island
2 Astral, 2
Cure Group 74 Cosmic, 2 59 Cure poison on players
Law
Barbarian 2 Astral, 3 Teleports you to the Barbarian
75 53
Teleport Fire, 2 Law Outpost
Tele Group 2 Astral, 6 Teleports Players to the
76 55
Barbarian Fire, 2 Law Barbarian Outpost
Make glass without a furnace
(Full inventory at once; yields
Superglass 2 Astral, 10 up to 50% extra glass to the
77 41
Make Air, 6 Fire total and destroys buckets;
yields 10 crafting XP per
glass)
Khazard 78 2 Astral, 4 54 Teleports you to Port Khazard
Teleport Water, 2 Law
Tele Group 2 Astral, 8 Teleports players to Port
79 56
Khazard Water, 2 Law Khazard
2 Astral, 5
String String amulets without wool
80 Water, 10 44
Jewellery (Yields 4 crafting XP)
Earth
2 Astral, 10
Stat Restore Shares a potion with up to 4
81 Water, 10 49
Pot Share nearby players
Earth
2 Astral, 7 Combine runes without a
Magic Imbue 82 51
Water, 7 Fire talisman
3 Astral, 15
Fertilise a farming patch with
Fertile Soil 83 Earth, 2 61
super compost
Nature
3 Astral, 10
Boost Potion Shares a potion with up to 4
84 Water, 12 62
Share nearby players
Earth
Fishing Guild 3 Astral, 10 Teleports you to the Fishing
85 65
Teleport Water, 3 Law Guild
Tele Group 3 Astral, 14 Teleports players to the
86 70
Fishing Guild Water, 3 Law Fishing Guild
Catherby 3 Astral, 10
87 78 Teleports you to Catherby
Teleport Water, 3 Law
Tele Group 3 Astral, 15
88 80 Teleports players to Catherby
Catherby Water, 3 Law
Ice Plateau 3 Astral, 8
89 96 Teleports you to Ice Plateau
Teleport Water, 3 Law
Tele Group 3 Astral, 16 Teleports players to Ice
90 99
Ice Plateau Water, 3 Law Plateau
3 Astral, 1 Spend hitpoints and SA
Energy
91 Nature, 2 68 energy to give another SA
Transfer
Law and run energy
3 Astral, 3 Transfers up to 75% of
Heal Other 92 86
Law, 1 Blood hitpoints to another player
3 Astral, 10 Allows another player to
Vengeance
93 Earth, 2 73 rebound damage to an
Other
Death opponent
4 Astral, 10
Rebound damage to an
Vengeance 94 Earth, 2 75
opponent
Death
4 Astral, 6 Transfers up to 75% of
Heal Group 95 124
Law, 3 Blood hitpoints to a group

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Enchanted Jewelry
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. Note that Teleport items must be taken off in
order to be used (right-click and select "Rub" option). Other items must be worn in order to
enjoy their benefits. There are only a few non-member options in this particular field.

Item Image Gem Action Charges


Once 40 damage
Ring of Gives opponents a little damage when you
Sapphire has been dealt
recoil * take damage from them.
this way.
Games Take off and Rub to teleport to Burthorpe
Sapphire 8
necklace * Games room.
Amulet of
Sapphire +10 Magic Attack Unlimited
magic
Ring of Teleports you to Duel Arena or Castle Wars
Emerald 8
dueling * area.
Necklace of 100% success Runecrafting combination
Emerald 15
binding * runes
Amulet of
Emerald +7 Defence (all) Unlimited
defence
Ring of
Ruby Gives you 100% return on smelting iron. 140
forging *
Amulet of
Ruby +10 Strength Unlimited
strength
Teleports you to Lumbridge (with all your
Ring of life
Diamond stuff) if your health drops below 10%. (see 1
*
Warning **)
Amulet of +6 to all Attack and Def, +6 Strength, +1
Diamond Unlimited
power Prayer
Ring of Gives you a chance at better drops from
Dragonstone Unlimited
wealth * kills.
When worn, this amulet increases chance
of finding gems while mining. When right
Teleports:
clicked, this amulet allows teleporting to Al
4
Kharid, Draynor Village, Edgeville, and
Karamja.
Amulet of Mining:
Dragonstone
glory * Unlimited
Stats:
(Recharge at
+10 to all attack bonuses
Hero's Guild
+3 to all defence bonuses
Fountain)
+3 prayer
+6 strength
Ring of
Onyx Turns you into a rock. Unlimited
stone *
Amulet of +10 to all Attack, +15 to all Defense, +8
Onyx Unlimited
fury * Strength, and +5 Prayer.
* Members-only
** WARNING: if the creature you face can hit more than 10% of your health, the Ring of life
has no use!

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Enchanting Bolts

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 a interface will pop up, click on the bolt you wish to enchant (you
must be carrying or wielding it).

The following image shows the requirements (level and runes) you will need to enchant a gem
tipped bolt.

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).

Magic Magic
Runes
Bolt type level Effect exp
needed
required gained

1 Cosmic A chance of a lightning bolt


Opal 4 rune, 2 Air striking your opponent (this will 9
runes result in extra damage).

1 Cosmic
Chance of lowering your
rune, 1 Mind
Sapphire 7 opponent's Prayer level (a part 17
rune, 1
of that is given to you).
Water rune
1 Cosmic Chance of knocking your
Jade 14 rune, 2 Earth opponent to the ground (some 19
runes players might ignore it).

A chance of a bolt of water


coming down on your opponent
1 Cosmic
(the opponent will ignore it if
Pearl 24 rune, 2 29
its wearing a water staff, but
Water runes
will get hit harder when
wearing a fire staff).

1 Cosmic Bolts being poisoned (starting


rune, 1 at 3 damage), with an
Emerald 27 37
Nature rune, increased chance of poisoning
3 Air runes your opponent.

1 Cosmic
A chance of lowering your
Red Topaz 29 rune, 2 Fire 33
opponent's Magic level.
runes

A chance of losing 10% of your


1 Cosmic
Hitpoints to do 20% damage to
rune, 5 Fire
Ruby 49 your opponent (does not work 59
runes, 1
if you have 10% or less of your
Blood rune
Hitpoints left).

1 Cosmic
A chance of ignoring a bit of
rune, 1 Law
Diamond 57 your opponent's defence 67
rune, 3 Air
against Ranged attacks.
runes

A chance of inflicting a
1 Cosmic dragon's breath hit against
rune, 1 Soul your opponent (doesn't work if
Dragonstone 68 78
rune, 15 they have an Anti-
Earth runes dragonbreath shield, or against
fire monsters like dragons).

1 Cosmic A chance of doing extra


rune, 1 damage and healing a small
Onyx 87 97
Death rune, amount (does not work on
20 Fire runes undead creatures).

Staffs

Basic Staffs

There are many different kinds of staffs available to use, including some that are members-
only. The basic elemental staffs can be bought at Zaff's Staff shop in Varrock, on the
northwest side of the town square. While wielding the elemental staffs, 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 just 1 mind rune and no air runes.

Battle Staffs
Now for Battle Staffs. Battle Staffs are stronger than normal staffs, but with a Powered Orb
attached, they still take the place of certain runes. For example, if you have an enchanted
battle staff of fire, you wont need any fire runes, and your magic will hit harder than if you
had a non-enchanted staff. To get a Battle Staff, you must use a Powered Orb (either Air,
Water, Earth, or Fire orb) on a Battle Staff (this requires Crafting skill).

Powering Orbs

To enchant an orb you will need the following items:

1. A glass orb
2. 3 cosmic runes
3. 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.

Magic
Orb Runes
Picture Lvl Obelisk Location
Type Needed
Needed
3 Cosmic Taverley Members-only dungeon. In the Black Dragon
Water 56
30 Water room go up the ladder and it will be next to you.
3 Cosmic Edgeville dungeon, low-level wilderness area. Past the
Earth 60
30 Earth Black Demons, near Chronozon.
Taverley Members-only dungeon. Past the Black Dragons
3 Cosmic
Fire 63 to the west of the Black Dragons in a little room with
30 Fire
lava.
Edgeville dungeon, low-level wilderness area. At the
3 Cosmic Black Demons (level 156) there is a little room with a
Air 66
30 Air 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 you must get from completing a quest. The Iban Staff is received after
you beat the Underground Pass Quest. After you beat the Mage Arena mini-quest you can
choose between the Staff of Zamorak, Staff of Guthix, or Staff of Saradomin. All 4 of these
staffs have a certain spell that can only be used if you have that staff. Example: for the Claws
of Guthix spell, you have to have the Staff of Guthix. The same applies with Iban Blast,
Saradomin Strike, and Flames of Zamorak. The Ancient staff is obtained via the Desert
Treasure Quest and is the only staff able to auto-cast Ancient Magic spells.
Staffs Stat Effects Table
Attack Stat Defense Stat
Atta M Enhancements Enhancements Stren Pray
I
ck agic gth er
Staff mag S C R S C R Bonu Bonu
Lvl Lvl S M S M
e
Req Req tab las rus agic ang tab las rus agic ang s s
h h e h h e

Staff 1 1 0 -1 +7 +4 0 +2 +3 +1 +4 0 3 0
Magic
1 1 +2 -1 +10 +10 +0 +2 +3 +1 +10 0 +7 0
staff
Staff
1 1 0 -1 +7 +10 0 +2 +3 +1 +10 0 +3 0
of Air
Staff
of 1 1 0 -1 +7 +10 0 +2 +3 +1 +10 0 +3 0
Water
Staff
of 1 1 0 -1 +7 +10 0 +2 +3 +1 +10 0 +3 0
Earth
Staff
1 1 0 -1 +7 +10 0 +2 +3 +1 +10 0 +3 0
of Fire
Battle
20 20 +7 -1 +25 +10 0 +2 +3 +1 +10 0 +32 0
staff
Air
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Water
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Earth
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Fire
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Mud
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Lava
Battle 20 20 +7 -1 +28 +10 0 +2 +3 +1 +10 0 +35 0
staff
Mystic
+1
Air 40 40 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Staff
Mystic
+1
Water 40 40 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Staff
Mystic 40 40 +1 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
Earth 0
Staff
Mystic
+1
Fire 40 40 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Staff
Mystic
+1
Mud 40 40 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Staff
Mystic
+1
Lava 40 40 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Staff
Begin
ner 1 45 0 0 0 +5 0 0 0 0 +5 0 0 0
Wand
Appre
ntice 1 50 0 0 0 +10 0 0 0 0 +10 0 0 0
Wand
Teach
er 1 55 0 0 0 +15 0 0 0 0 +15 0 0 0
Wand
Maste
r 1 60 0 0 0 +20 0 0 0 0 +20 0 0 0
Wand
Dram
en 1 1 -1 -1 +10 +10 0 +2 +3 +1 +10 0 +10 0
staff
Staff
+1
of 1 50 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
0
Iban
Slayer
's 1 50 +7 -1 +25 +12 0 +2 +3 +1 +10 0 +35 0
Staff
Guthi
x 1 60 -1 -1 +6 +6 0 +2 +3 +1 +6 0 +2 0
Staff
Sarad
omin 1 60 -1 -1 +6 +6 0 +2 +3 +1 +6 0 +2 0
Staff
Zamor
ak 1 60 -1 -1 +6 +6 0 +2 +3 +1 +6 0 +2 0
Staff
Ancie +1
50 50 -1 +40 +15 0 +2 +3 +1 +15 0 +50 -1
nt 0
Ahrim' +1
70 70 -1 +65 +15 +0 +3 +5 +2 +15 +0 +68 +0
s Staff 2

Lunar 1 65 +3 +2 +16 +13 0 +2 +3 +2 +13 +1 +15 +3

TokTz- 60 60 +1 -1 +55 +15 +0 +1 +15 +5 +15 +5 +55 +5


Mej-
Tal
(Obsi 5 0
dian
Staff)

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What to Wear

As for what to wear while maging, some people just like to look good while they mage, but for
the best magic bonus here is what is suggested:

F2P:

1. Wizards hat (blue) (plus 2 Magic Att and Def)


2. Wizards robe (blue not black) (plus 3 Magic Att and Def)
3. Monks Robe Bottom
4. Amulet of magic (sapphire) (plus 10 Magic Att)

Members:

If you don't have much money:

1. Hat (Canifis) (plus 3 Magic Att and Def)


2. Wizards robe (blue not black) (plus 3 Magic Att and Def)
3. Zamorak robe (bottom) (plus 2 Magic Att, plus 3 Magic Def)
4. Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def)
5. Amulet of magic (sapphire) (plus 10 Magic Att)

If money is no object, Ahrims robes can be obtained by completing the Barrows Mini-Game or
purchased from other players for around 2m for a full set. The Master Wand and Mages Book
are both acquired from the Mage Training Arena for a certain number of Pizazz Points, or you
can buy them from another player. Infinity Boots and Infinity gloves are also obtained from the
Mage Training arena, or purchased from another player. Barrows Gloves can be purchased
after finishing Recipe For Disaster Quest with 175 Quest Points, they cost 130k. A God cape is
obtained by doing the Mage Arena mini-quest. Seers Ring is obtained by killing the Daggonath
Kings, or bought from other players. An Amulet of Fury can be obtained by buying Onyx from
the Gem Shop in the TzHaar Caves (300k TokKul), and then crafting it into an amulet (level 90
crafting), which you then enchant with lvl-6 enchant (level 87 magic). Amulets of Fury can
also be purchased from other players for around 5M.

Best outfit (if money is no object):

1. Ahrims Hood or Farseer Helm ( both have plus 6 magic att and def).
2. Ahrims Robe Top (plus 30 magic att and def, also has good melee def).
3. Ahrims Robe Bottom (plus 22 magic att and def, also has good melee def).
4. Barrows Gloves (+6 magic att and def) or Infinity Gloves (+5 magic att and def).
5. Infinity Boots (+5 magic att and def).
6. Master Wand (+20 magic att and def).
7. God Cape (plus 10 magic att and def).
8. Mages Book (plus 15 magic att and def).
9. Amulet of fury (plus 10 Magic Att, plus 15 Magic Def, and other stat boosts).
10. Seer Ring(plus 4 magic att and def).
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Quests

There are a few quests that give magic experience, but not very much. It is advisable to do
these quests before you actually start training, because you don't want to have to start out
with Air strike.

1. Imp Catcher
2. Watchtower
3. Witch's Potion
4. Legends if you choose magic experience
5. Desert Treasure
6. Lunar Diplomacy

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Wizard's Mind Bomb

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.

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Magic Guild

The Magic Guild is in Yanille, and information about it can be found in the Magic Guild Guide.
Different kinds of runes and all elemental staffs can be bought at the Magic Guild, as well as
Mystic robes.

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Player Killing

AH! Player Killing, a great way to make money, train magic or just plainly have fun.

What to wear?
Now, when maging you always must wear robes, right? Yes. But in this case you must bring
some ranged armour (dragon hide is the best!), robes AND normal armour. You may be
thinking "why?" Well, you see, in the wilderness there is a triangle known as the PKing
Triangle.

Remember that in the wild:

Mages own Warriors -> Warriors own Rangers -> Rangers own Mages

Now, to help us protect from warriors we need one of these 3 spells


• Bind
• Snare
• Entangle

NOTE: Only members can use all three spells. Non-members can only use Bind.

Now, these 3 spells hold your opponent for 5, 10, or 15 seconds, respectively.

Helpful stuff:

• Runes to teleport out of the wild. (Won't work if you go deep into Wildy.)
• Food, Lots of it!
• Runes (No duh)
• Potions - Members

When a warrior attacks?


When a warrior attacks you, use one of these spells on him. Then RUN! When you get a good
distance away, cast spells like crazy! Make sure you have robes on! When the warrior comes
back for revenge put on your armour. Then cast one of those 3 spells again. Keep doing this!

When a ranger attacks?


When a ranger attacks, your options are simple. Run away. Or put on your armour and go kill
the pest. They can't bind you unless they have mage stuff too, but don't worry about that.

When a mage attacks?


When a mage attacks you, put on your range armour (dragon hide is best because it has great
protect from magic abilities) and start ranging the mage. Even if they use one of those spells
on you it doesn't matter! You can continue to attack!

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