Post by vegitto14 on Nov 17, 2005 19:37:50 GMT 1
[glow=red,2,300]Magic[/glow]
Definitions
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 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 2000 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 On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge
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
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 Used for Strike Attacks Lumbridge Castle
Nature Used for Conversion Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh)
Soul* Used for High Level Curse Attacks Wizard's Guild
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}
Mist Air and Water Water missile attacks
Dust Air and Earth Crumble Undead {Earth missile attacks}
Mud Earth and Water Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken, Curse}
Smoke Air and Fire Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes}
Steam Fire and Water None {use as one or the other}
Lava Earth and Fire None {use as one or the other}
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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 images 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
Spell Magic Level Required Runes Needed Effect
Wind Strike 1 1 Air, 1 Mind A basic Air missile
Confuse 3 3 Water, 2 Earth, 1 Body Reduces your opponent's attack by 5%
Water Strike 3 1 Water, 1 Air, 1 Mind A basic Water missile
Enchant Lvl-1 Jewelry 7 1 Water, 1 Cosmic For use on Sapphire Jewelry
Earth Strike 9 2 Earth, 1 Air, 1 Mind A basic Earth missile
Weaken 11 3 Water, 2 Earth, 1 Body Reduces your opponent's strength by 5%
Fire Strike 13 3 Fire, 2 Air, 1 Mind A basic Fire missile
Bones to Bananas 15 2 Earth, 2 Water, 1 Nature Changes all held bones into bananas
Wind Bolt 17 2 Air, 1 Chaos A low level Air missile
Curse 19 2 Water, 3 Earth, and 1 Body Reduces your opponent's defense by 5%
Bind 20 3 Earth, 3 Water, 2 Nature Holds your opponent for 5 seconds
Low Level Alchemy 21 3 Fire, 1 Nature What the General Store will pay
for an item when there are zero in stock
Water Bolt 23 2 Water, 2 Air, 1 Chaos A low level Water missile
Varrock Teleport 25 1 Fire, 3 Air, 1 Law Teleports you to Varrock
Enchant Lvl-2 Jewelry 27 3 Air, 1 Cosmic For use on emerald jewelry
Earth Bolt 29 3 Earth, 2 Water, 1 Chaos A low level Earth missile
Lumbridge Teleport 31 1 Earth, 3 Air, 1 Law Teleports you to Lumbridge
Telekinetic Grab 33 1 Air, 1 Law Take an item you can see but can't reach
Fire Bolt 35 4 Fire, 3 Air, 1 Chaos A low level Fire missile
Falador Teleport 37 1 Water, 3 Air, 1 Law Teleports you to Falador
Crumble Undead 39 2 Earth, 2 Air, 1 Chaos OR 2 Dust and 1 Chaos Hits skeletons, ghosts, and zombies hard
Wind Blast 41 3 Air, 1 Death A medium level Air missile
Superheat Item 43 4 Fire, 1 Nature Smelt ore without a furnace
Camelot Teleport* 45 5 Air, 1 Law Teleports you to Camelot
Water Blast 47 3 Water, 3 Air, 1 Death A medium level Water missile
Enchant Lvl-3 Jewelry 49 5 Fire, 1 Cosmic For use on ruby jewelry
Iban Blast* 50 5 Fire, 1 Death, Staff of Iban A strength 25 missile attack
Snare* 50 4 Earth, 4 Water, 3 Nature Holds your opponent for 10 seconds
Magic Darts* 50 1 Death, 4 Mind
Slayer's staff Use to slay Turoths and Kurasks
Ardougne Teleport* 51 2 Water, 2 Law Teleports you to Ardougne
(must have completed Plague City quest)
Earth Blast 53 4 Earth, 3 Air, 1 Death A medium level Earth missile
High Level Alchemy 55 5 Fire, 1 Nature What a specialty Store will normally pay
for an item (at their normal stock level).
Charge Water Orb* 56 30 Water, 3 Cosmic, Orb Needs to be cast on a water obelisk
Enchant Lvl-4 Jewelry 57 10 Earth, 1 Cosmic For use on diamond Jewelry
Watchtower Teleport* 58 2 Earth, 2 Law Teleports you to the Watchtower
(must have completed Watchtower quest)
Fire Blast 59 5 Fire, 4 Air, 1 Death A medium level Fire missile
Charge Earth Orb* 60 30 Earth, 3 Cosmic, Orb Needs to be cast on an earth obelisk
Saradomin Strike* 60 2 Fire, 2 Blood, 4 Air,
Staff of Saradomin Summons the power of Saradomin
Claws of Guthix* 60 1 Fire, 2 Blood, 4 Air,
Staff of Guthix Summons the power of Guthix
Flames of Zamorak* 60 4 Fire, 2 Blood, 1 Air,
Staff of Zamorak Summons the power of Zamorak
Trollheim Teleport* 61 2 Fire, 2 Law Teleports you to Trollheim
(must have completed Eadgar's Ruse quest)
Wind Wave* 62 5 Air, 1 Blood A high level Air missile
Charge Fire Orb* 63 30 Fire, 3 Cosmic, Orb Needs to be cast on a fire obelisk
Water Wave* 65 7 Water, 5 Air, 1 Blood A high level Water missile
Charge Air Orb* 66 30 Air, 3 Cosmic, Orb Needs to be cast on an air obelisk
Vulnerability* 66 5 Earth, 5 Water, 1 Soul Reduces your opponent's defense by 10%
Enchant Lvl-5 Jewelry* 68 15 Water, 15 Earth, 1 Cosmic For use on dragonstone jewelry
Earth Wave* 70 7 Earth, 5 Air, 1 Blood A high level Earth missile
Enfeeble* 73 8 Earth, 8 Water, 1 Soul Reduces your opponent's strength by 10%
Teleother Lumbridge * 74 1 Soul, 1 Law and 1 Earth Teleports Target to Lumbridge
Fire Wave* 75 7 Fire, 5 Air, 1 Blood A high level Fire missile
Entangle* 79 5 Earth, 5 Water, 4 Nature Holds your opponent for 15 seconds
Stun* 80 12 Earth, 12 Water, 1 Soul Reduces your opponent's attack by 10%
Charge* 80 3 Fire, 3 Blood, 3 Air Temporarily increases the power
of the three arena spells
Teleother Falador * 82 1 Soul, 1 Law and 1 Water Teleports Target to Falador
Tele Block* 85 1 Law, 1 Chaos, 1 Death Stops your target from Teleporting
Teleother Camelot* 90 2 Soul, 1 Law Teleports Target to Camelot
*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, 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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Ancient Magic
To do 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
Spell Magic Level Required Runes Needed Base XP Max Hit Effect
Smoke rush 50 2 Chaos, 2 Death,
1 Fire, 1 Air 30 15 Poisons target (2 damage poison)
Shadow rush 52 2 Chaos, 2 Death,
1 Air, 1 Soul 31 16 Reduces target's attack by 10%
Paddewwa teleport 54 2 Law, 1 Fire, 1 Air 64 - Teleport to Edgeville Dungeon
Blood rush 56 2 Chaos, 2 Death,
1 Blood 33 17 You heal 25% of the damage dealt to target
Ice rush 58 2 Chaos, 2 Death,
2 Water 34 18 Stops target from moving for 5 secs
Senntisten teleport 60 2 Law, 1 Soul 70 - Teleport to west of Digsite
Smoke burst 62 4 Chaos, 2 Death,
2 Fire, 2 Air 36 19 Multi-target spell,
poisons target(s) (2 damage poison)
Shadow burst 64 4 Chaos, 2 Death,
2 Air, 2 Soul 37 20 Multi-target spell,
reduces attack of target(s) by 10%
Kharyrll teleport 66 2 Law, 1 Blood 76 - Teleport to Canifis
Blood burst 68 4 Chaos, 2 Death,
2 Blood 39 21 Multi-target spell,
you heal 25% of the damage dealt to target
Ice burst 70 4 Chaos, 2 Death,
4 Water 40 22 Multi-target spell,
stops target(s) from moving for 10 secs
Lassar teleport 72 2 Law, 4 Water 82 - Teleport to Ice Mountain
Smoke blitz 74 2 Death, 2 Blood,
2 Fire, 2 Air 42 23 Poisons target (4 damage poison)
Shadow blitz 76 2 Death, 2 Blood,
2 Air, 2 Soul 43 24 Reduces target's attack by 10%
Dareeyak teleport 78 2 Law, 3 Fire, 2 Air 88 - Teleport to Wilderness (level 22) ruins
west of Bandit Camp
Blood blitz 80 2 Death, 4 Blood 45 25 You heal 25% of the damage dealt to target
Ice blitz 82 2 Death, 2 Blood,
3 Water 46 26 Stops target from moving for 15 secs
Carrallangar teleport 84 2 Law, 2 Soul 94 - Teleport to Wilderness graveyard
(northwest of Chaos Temple)
Smoke barrage 86 4 Death, 2 Blood,
4 Air, 4 Fire 48 27 Multi-target spell,
poisons your target(s) (4 damage poison)
Shadow barrage 88 4 Death, 2 Blood,
4 Air, 3 Soul 49 28 Multi-target spell,
reduces attack of target(s) by 10%
Annakarl teleport 90 2 Law, 1 Blood 100 - Teleport to Wilderness Demonic Ruins
(furthest northeast area of F2P Wilderness)
Blood barrage 92 4 Death, 4 Blood,
1 Soul 51 29 Multi-target spell,
you heal 25% of the damage dealt to target(s)
Ice barrage 94 4 Death, 2 Blood,
6 Water 52 30 Multi-target spell,
stops target(s) from moving for 20 secs
Ghorrock teleport 96 2 Law, 8 Water 106 - Teleport to Wilderness level 44 Ice Plateau
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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.
Item Image Gem Action Charges
Ring of
recoil * Sapphire Gives opponents a little damage when you take damage from them. Once 40 damage has been dealt this way.
Games necklace * Sapphire Take off and Rub to teleport to Burthorpe Games room. 8
Amulet of magic Sapphire +10 Magic Attack Unlimited
Ring of dueling * Emerald Teleports you to Duel Arena or Castle Wars area. 8
Necklace of binding * Emerald 100% success Runecrafting combination runes 15
Amulet of defence Emerald +7 Defence (all) Unlimited
Ring of forging * Ruby Gives you 100% return on smelting iron. 140
Amulet of strength Ruby +10 Strength Unlimited
Ring of life * Diamond Teleports you to Lumbridge (with all your stuff) if your health drops below 10%. (see Warning **) 1
Amulet of power Diamond +6 to all Attack and Def, +6 Strength, +1 Prayer Unlimited
Ring of wealth * Dragonstone Gives you a chance at better drops from kills. Unlimited
Amulet of glory * Dragonstone When worn, this amulet increases chance of finding gems while mining. When right clicked, this amulet allows teleporting to Al Kharid, Draynor Village, Edgeville, and Karamja.
Stats:
+10 to all attack bonuses
+3 to all defence bonuses
+3 prayer
+6 strenght Teleports:
4
Mining:
Unlimited
(Recharge at Hero's Guild Fountain)
* 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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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:
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 south of the Seer's Village in the Wizards Tower.
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
Staff Image Attack Lvl Req Magic Lvl Req Attack Stat Enhancements Defense Stat Enhancements Strength Bonus Prayer Bonus
Stab Slash Crush Magic Range Stab Slash Crush Magic Range
Staff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Magic staff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Staff of Air 1 ? 0 -1 +7 +10 0 2 3 1 +10 0 3 0
Staff of Fire 1 ? 0 -1 +7 +10 0 2 3 1 +10 0 3 0
Battlestaff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Fire Battlestaff 30 30 7 -1 +28 +10 0 2 3 1 +10 0 35 0
Air Battlestaff 30 30 7 -1 +28 +10 0 2 3 1 +10 0 35 0
Mystic Lava ? ? 10 -1 40 10 0 ? ? ? ? 0 ? 0
Mystic Water ? ? 10 -1 40 10 0 ? ? ? ? 0 ? 0
Dramen staff 1 1 -1 -1 +10 +10 0 2 3 1 +10 0 10 0
Iban ? ? 10 -1 40 10 0 ? ? ? ? ? ? 0
Slayer's ? 50 ? ? ? 12 ? ? ? ? ? ? ? ?
Zamorak ? 60 -1 -1 6 +6 0 2 3 1 +6 0 2 0
Ancient ? ? 10 -1 40 15 0 2 3 1 15 0 50 -1
Ahrim's 70 70 ? ? 65 15 0 ? ? ? ? 0 ? ?
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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:
Wizards hat (blue) (plus 2 Magic Att and Def)
Wizards robe (blue not black) (plus 3 Magic Att and Def)
Monks Robe Bottom
Amulet of magic (sapphire) (plus 10 Magic Att)
Members:
If you don't have much money:
Hat (Canifis) (plus 3 Magic Att and Def)
Wizards robe (blue not black) (plus 3 Magic Att and Def)
Zamorak robe (bottom) (plus 2 Magic Att, plus 3 Magic Def)
Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def)
Amulet of magic (sapphire) (plus 10 Magic Att)
If money is no object, blue Mystic robes can be purchased at the Magic Guild for 235K for the entire outfit, or you can test your Slayer skills on monsters and try to get the red/black or white/gold pieces as drops. Farseer helm (78K) can only be worn after completing the Fremennik Trials Quest. Prayer book can only be obtained via Horror from the Deep Quest, and then 4 Torn pages (corresponding to the book god), obtained via Treasure Trails or bought from other players, must be added to get the attack/defense bonuses. Wizard boots are also a Treasure Trail item. A God cape is obtained by doing the Mage Arena mini-quest.
Best outfit (if money is no object):
Farseer helm (plus 6 Magic Att and Def)
Mystic robe top (plus 20 Magic Att and Def)
Mystic robe bottom (plus 15 Magic Att and Def)
Mystic gloves (plus 3 Magic Att and Def)
Wizard boots (plus 4 Magic Att and Def)
Ancient staff and Ahrims staff both have 15+ to magic attack and ancient requires desert treasure to be completed)
God cape (plus 10 Magic Att and Def)
Prayer book (wielded in place of shield) (Zamorak is plus 8 to all Attack, Saradomin is plus 8 to all Defense, Guthix is 4 each)
Amulet of glory (plus 10 Magic Att, plus 3 Magic Def, and other stat boosts)
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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.
Imp Catcher
Watchtower
Witch's Potion
Legends if you choose magic experience
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Wizard's Mind Bomb
The Wizard's Mind Bomb is a drink that temporarily raises your magic level by 3. 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.
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Magic Guild
The Magic Guild is in Yanille, and information about it can be found in the Magic Guild Guide. Every kind of rune 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!
Definitions
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 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 2000 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 On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge
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
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 Used for Strike Attacks Lumbridge Castle
Nature Used for Conversion Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh)
Soul* Used for High Level Curse Attacks Wizard's Guild
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}
Mist Air and Water Water missile attacks
Dust Air and Earth Crumble Undead {Earth missile attacks}
Mud Earth and Water Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken, Curse}
Smoke Air and Fire Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes}
Steam Fire and Water None {use as one or the other}
Lava Earth and Fire None {use as one or the other}
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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 images 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
Spell Magic Level Required Runes Needed Effect
Wind Strike 1 1 Air, 1 Mind A basic Air missile
Confuse 3 3 Water, 2 Earth, 1 Body Reduces your opponent's attack by 5%
Water Strike 3 1 Water, 1 Air, 1 Mind A basic Water missile
Enchant Lvl-1 Jewelry 7 1 Water, 1 Cosmic For use on Sapphire Jewelry
Earth Strike 9 2 Earth, 1 Air, 1 Mind A basic Earth missile
Weaken 11 3 Water, 2 Earth, 1 Body Reduces your opponent's strength by 5%
Fire Strike 13 3 Fire, 2 Air, 1 Mind A basic Fire missile
Bones to Bananas 15 2 Earth, 2 Water, 1 Nature Changes all held bones into bananas
Wind Bolt 17 2 Air, 1 Chaos A low level Air missile
Curse 19 2 Water, 3 Earth, and 1 Body Reduces your opponent's defense by 5%
Bind 20 3 Earth, 3 Water, 2 Nature Holds your opponent for 5 seconds
Low Level Alchemy 21 3 Fire, 1 Nature What the General Store will pay
for an item when there are zero in stock
Water Bolt 23 2 Water, 2 Air, 1 Chaos A low level Water missile
Varrock Teleport 25 1 Fire, 3 Air, 1 Law Teleports you to Varrock
Enchant Lvl-2 Jewelry 27 3 Air, 1 Cosmic For use on emerald jewelry
Earth Bolt 29 3 Earth, 2 Water, 1 Chaos A low level Earth missile
Lumbridge Teleport 31 1 Earth, 3 Air, 1 Law Teleports you to Lumbridge
Telekinetic Grab 33 1 Air, 1 Law Take an item you can see but can't reach
Fire Bolt 35 4 Fire, 3 Air, 1 Chaos A low level Fire missile
Falador Teleport 37 1 Water, 3 Air, 1 Law Teleports you to Falador
Crumble Undead 39 2 Earth, 2 Air, 1 Chaos OR 2 Dust and 1 Chaos Hits skeletons, ghosts, and zombies hard
Wind Blast 41 3 Air, 1 Death A medium level Air missile
Superheat Item 43 4 Fire, 1 Nature Smelt ore without a furnace
Camelot Teleport* 45 5 Air, 1 Law Teleports you to Camelot
Water Blast 47 3 Water, 3 Air, 1 Death A medium level Water missile
Enchant Lvl-3 Jewelry 49 5 Fire, 1 Cosmic For use on ruby jewelry
Iban Blast* 50 5 Fire, 1 Death, Staff of Iban A strength 25 missile attack
Snare* 50 4 Earth, 4 Water, 3 Nature Holds your opponent for 10 seconds
Magic Darts* 50 1 Death, 4 Mind
Slayer's staff Use to slay Turoths and Kurasks
Ardougne Teleport* 51 2 Water, 2 Law Teleports you to Ardougne
(must have completed Plague City quest)
Earth Blast 53 4 Earth, 3 Air, 1 Death A medium level Earth missile
High Level Alchemy 55 5 Fire, 1 Nature What a specialty Store will normally pay
for an item (at their normal stock level).
Charge Water Orb* 56 30 Water, 3 Cosmic, Orb Needs to be cast on a water obelisk
Enchant Lvl-4 Jewelry 57 10 Earth, 1 Cosmic For use on diamond Jewelry
Watchtower Teleport* 58 2 Earth, 2 Law Teleports you to the Watchtower
(must have completed Watchtower quest)
Fire Blast 59 5 Fire, 4 Air, 1 Death A medium level Fire missile
Charge Earth Orb* 60 30 Earth, 3 Cosmic, Orb Needs to be cast on an earth obelisk
Saradomin Strike* 60 2 Fire, 2 Blood, 4 Air,
Staff of Saradomin Summons the power of Saradomin
Claws of Guthix* 60 1 Fire, 2 Blood, 4 Air,
Staff of Guthix Summons the power of Guthix
Flames of Zamorak* 60 4 Fire, 2 Blood, 1 Air,
Staff of Zamorak Summons the power of Zamorak
Trollheim Teleport* 61 2 Fire, 2 Law Teleports you to Trollheim
(must have completed Eadgar's Ruse quest)
Wind Wave* 62 5 Air, 1 Blood A high level Air missile
Charge Fire Orb* 63 30 Fire, 3 Cosmic, Orb Needs to be cast on a fire obelisk
Water Wave* 65 7 Water, 5 Air, 1 Blood A high level Water missile
Charge Air Orb* 66 30 Air, 3 Cosmic, Orb Needs to be cast on an air obelisk
Vulnerability* 66 5 Earth, 5 Water, 1 Soul Reduces your opponent's defense by 10%
Enchant Lvl-5 Jewelry* 68 15 Water, 15 Earth, 1 Cosmic For use on dragonstone jewelry
Earth Wave* 70 7 Earth, 5 Air, 1 Blood A high level Earth missile
Enfeeble* 73 8 Earth, 8 Water, 1 Soul Reduces your opponent's strength by 10%
Teleother Lumbridge * 74 1 Soul, 1 Law and 1 Earth Teleports Target to Lumbridge
Fire Wave* 75 7 Fire, 5 Air, 1 Blood A high level Fire missile
Entangle* 79 5 Earth, 5 Water, 4 Nature Holds your opponent for 15 seconds
Stun* 80 12 Earth, 12 Water, 1 Soul Reduces your opponent's attack by 10%
Charge* 80 3 Fire, 3 Blood, 3 Air Temporarily increases the power
of the three arena spells
Teleother Falador * 82 1 Soul, 1 Law and 1 Water Teleports Target to Falador
Tele Block* 85 1 Law, 1 Chaos, 1 Death Stops your target from Teleporting
Teleother Camelot* 90 2 Soul, 1 Law Teleports Target to Camelot
*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, 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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Ancient Magic
To do 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
Spell Magic Level Required Runes Needed Base XP Max Hit Effect
Smoke rush 50 2 Chaos, 2 Death,
1 Fire, 1 Air 30 15 Poisons target (2 damage poison)
Shadow rush 52 2 Chaos, 2 Death,
1 Air, 1 Soul 31 16 Reduces target's attack by 10%
Paddewwa teleport 54 2 Law, 1 Fire, 1 Air 64 - Teleport to Edgeville Dungeon
Blood rush 56 2 Chaos, 2 Death,
1 Blood 33 17 You heal 25% of the damage dealt to target
Ice rush 58 2 Chaos, 2 Death,
2 Water 34 18 Stops target from moving for 5 secs
Senntisten teleport 60 2 Law, 1 Soul 70 - Teleport to west of Digsite
Smoke burst 62 4 Chaos, 2 Death,
2 Fire, 2 Air 36 19 Multi-target spell,
poisons target(s) (2 damage poison)
Shadow burst 64 4 Chaos, 2 Death,
2 Air, 2 Soul 37 20 Multi-target spell,
reduces attack of target(s) by 10%
Kharyrll teleport 66 2 Law, 1 Blood 76 - Teleport to Canifis
Blood burst 68 4 Chaos, 2 Death,
2 Blood 39 21 Multi-target spell,
you heal 25% of the damage dealt to target
Ice burst 70 4 Chaos, 2 Death,
4 Water 40 22 Multi-target spell,
stops target(s) from moving for 10 secs
Lassar teleport 72 2 Law, 4 Water 82 - Teleport to Ice Mountain
Smoke blitz 74 2 Death, 2 Blood,
2 Fire, 2 Air 42 23 Poisons target (4 damage poison)
Shadow blitz 76 2 Death, 2 Blood,
2 Air, 2 Soul 43 24 Reduces target's attack by 10%
Dareeyak teleport 78 2 Law, 3 Fire, 2 Air 88 - Teleport to Wilderness (level 22) ruins
west of Bandit Camp
Blood blitz 80 2 Death, 4 Blood 45 25 You heal 25% of the damage dealt to target
Ice blitz 82 2 Death, 2 Blood,
3 Water 46 26 Stops target from moving for 15 secs
Carrallangar teleport 84 2 Law, 2 Soul 94 - Teleport to Wilderness graveyard
(northwest of Chaos Temple)
Smoke barrage 86 4 Death, 2 Blood,
4 Air, 4 Fire 48 27 Multi-target spell,
poisons your target(s) (4 damage poison)
Shadow barrage 88 4 Death, 2 Blood,
4 Air, 3 Soul 49 28 Multi-target spell,
reduces attack of target(s) by 10%
Annakarl teleport 90 2 Law, 1 Blood 100 - Teleport to Wilderness Demonic Ruins
(furthest northeast area of F2P Wilderness)
Blood barrage 92 4 Death, 4 Blood,
1 Soul 51 29 Multi-target spell,
you heal 25% of the damage dealt to target(s)
Ice barrage 94 4 Death, 2 Blood,
6 Water 52 30 Multi-target spell,
stops target(s) from moving for 20 secs
Ghorrock teleport 96 2 Law, 8 Water 106 - Teleport to Wilderness level 44 Ice Plateau
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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.
Item Image Gem Action Charges
Ring of
recoil * Sapphire Gives opponents a little damage when you take damage from them. Once 40 damage has been dealt this way.
Games necklace * Sapphire Take off and Rub to teleport to Burthorpe Games room. 8
Amulet of magic Sapphire +10 Magic Attack Unlimited
Ring of dueling * Emerald Teleports you to Duel Arena or Castle Wars area. 8
Necklace of binding * Emerald 100% success Runecrafting combination runes 15
Amulet of defence Emerald +7 Defence (all) Unlimited
Ring of forging * Ruby Gives you 100% return on smelting iron. 140
Amulet of strength Ruby +10 Strength Unlimited
Ring of life * Diamond Teleports you to Lumbridge (with all your stuff) if your health drops below 10%. (see Warning **) 1
Amulet of power Diamond +6 to all Attack and Def, +6 Strength, +1 Prayer Unlimited
Ring of wealth * Dragonstone Gives you a chance at better drops from kills. Unlimited
Amulet of glory * Dragonstone When worn, this amulet increases chance of finding gems while mining. When right clicked, this amulet allows teleporting to Al Kharid, Draynor Village, Edgeville, and Karamja.
Stats:
+10 to all attack bonuses
+3 to all defence bonuses
+3 prayer
+6 strenght Teleports:
4
Mining:
Unlimited
(Recharge at Hero's Guild Fountain)
* 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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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:
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 south of the Seer's Village in the Wizards Tower.
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
Staff Image Attack Lvl Req Magic Lvl Req Attack Stat Enhancements Defense Stat Enhancements Strength Bonus Prayer Bonus
Stab Slash Crush Magic Range Stab Slash Crush Magic Range
Staff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Magic staff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Staff of Air 1 ? 0 -1 +7 +10 0 2 3 1 +10 0 3 0
Staff of Fire 1 ? 0 -1 +7 +10 0 2 3 1 +10 0 3 0
Battlestaff ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Fire Battlestaff 30 30 7 -1 +28 +10 0 2 3 1 +10 0 35 0
Air Battlestaff 30 30 7 -1 +28 +10 0 2 3 1 +10 0 35 0
Mystic Lava ? ? 10 -1 40 10 0 ? ? ? ? 0 ? 0
Mystic Water ? ? 10 -1 40 10 0 ? ? ? ? 0 ? 0
Dramen staff 1 1 -1 -1 +10 +10 0 2 3 1 +10 0 10 0
Iban ? ? 10 -1 40 10 0 ? ? ? ? ? ? 0
Slayer's ? 50 ? ? ? 12 ? ? ? ? ? ? ? ?
Zamorak ? 60 -1 -1 6 +6 0 2 3 1 +6 0 2 0
Ancient ? ? 10 -1 40 15 0 2 3 1 15 0 50 -1
Ahrim's 70 70 ? ? 65 15 0 ? ? ? ? 0 ? ?
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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:
Wizards hat (blue) (plus 2 Magic Att and Def)
Wizards robe (blue not black) (plus 3 Magic Att and Def)
Monks Robe Bottom
Amulet of magic (sapphire) (plus 10 Magic Att)
Members:
If you don't have much money:
Hat (Canifis) (plus 3 Magic Att and Def)
Wizards robe (blue not black) (plus 3 Magic Att and Def)
Zamorak robe (bottom) (plus 2 Magic Att, plus 3 Magic Def)
Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def)
Amulet of magic (sapphire) (plus 10 Magic Att)
If money is no object, blue Mystic robes can be purchased at the Magic Guild for 235K for the entire outfit, or you can test your Slayer skills on monsters and try to get the red/black or white/gold pieces as drops. Farseer helm (78K) can only be worn after completing the Fremennik Trials Quest. Prayer book can only be obtained via Horror from the Deep Quest, and then 4 Torn pages (corresponding to the book god), obtained via Treasure Trails or bought from other players, must be added to get the attack/defense bonuses. Wizard boots are also a Treasure Trail item. A God cape is obtained by doing the Mage Arena mini-quest.
Best outfit (if money is no object):
Farseer helm (plus 6 Magic Att and Def)
Mystic robe top (plus 20 Magic Att and Def)
Mystic robe bottom (plus 15 Magic Att and Def)
Mystic gloves (plus 3 Magic Att and Def)
Wizard boots (plus 4 Magic Att and Def)
Ancient staff and Ahrims staff both have 15+ to magic attack and ancient requires desert treasure to be completed)
God cape (plus 10 Magic Att and Def)
Prayer book (wielded in place of shield) (Zamorak is plus 8 to all Attack, Saradomin is plus 8 to all Defense, Guthix is 4 each)
Amulet of glory (plus 10 Magic Att, plus 3 Magic Def, and other stat boosts)
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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.
Imp Catcher
Watchtower
Witch's Potion
Legends if you choose magic experience
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Wizard's Mind Bomb
The Wizard's Mind Bomb is a drink that temporarily raises your magic level by 3. 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.
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Magic Guild
The Magic Guild is in Yanille, and information about it can be found in the Magic Guild Guide. Every kind of rune 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!