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
Cape of Accomplishment
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 defense is balanced in a 70% magic skill and 30% defense 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)
Air Elemental On Karamja Island - behind Luthas' house, near 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, Northwest Varrock, 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, Varrock sewers
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, House teleport}
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 Ape Atoll Teleport
Lava Earth and Fire Enchant lvl-6 jewelry
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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
* Members-only spells
Spell Magic Level Required Runes Needed Base XP Max Hit Effect
Home Teleport None None 0 - Teleports you to your respawn location (Lumbridge, Edgeville, Lunar Isle, Falador or Camelot). This spell takes a while and you will stop as soon as you enter combat. 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
Confuse 3 3 Water, 2 Earth, 1 Body 13 - Reduces your opponent's attack by 5%
Crossbow Bolt Enchant 4 Depends which Bolt Depends which Bolt - Gives the certain Bolt a special effect (must be gem tipped)
Water Strike 5 1 Water, 1 Air, 1 Mind 7.5 4 A basic Water missile
Enchant Lvl-1 Jewelry 7 1 Water, 1 Cosmic 17.5 - For use on Sapphire Jewelry
Earth Strike 9 2 Earth, 1 Air, 1 Mind 9.5 6 A basic Earth missile
Weaken 11 3 Water, 2 Earth, 1 Body 21 - Reduces your opponent's strength by 5%
Fire Strike 13 3 Fire, 2 Air, 1 Mind 11.5 8 A basic Fire missile
Bones to Bananas 15 2 Earth, 2 Water, 1 Nature 25 - Changes all held bones into bananas
Wind Bolt 17 2 Air, 1 Chaos 13.5 9 A low level Air missile
Curse 19 2 Water, 3 Earth, and 1 Body 29 - Reduces your opponent's defense by 5%
Bind 20 3 Earth, 3 Water, 2 Nature 30 - Holds your opponent for 5 seconds
Low Level Alchemy 21 3 Fire, 1 Nature 31 - What the General Store will pay
for an item when there are zero in stock
Water Bolt 23 2 Water, 2 Air, 1 Chaos 16.5 10 A low level Water missile
Varrock Teleport 25 1 Fire, 3 Air, 1 Law 35 - Teleports you to Varrock
Enchant Lvl-2 Jewelry 27 3 Air, 1 Cosmic 37 - For use on emerald jewelry
Earth Bolt 29 3 Earth, 2 Air, 1 Chaos 19.5 11 A low level Earth missile
Lumbridge Teleport 31 1 Earth, 3 Air, 1 Law 41 - Teleports you to Lumbridge
Bounty Locate* 32 1 Law, 1 Air, 1 Fire 45 - Teleports you to your target in Bounty Hunter
Telekinetic Grab 33 1 Air, 1 Law 43 - Take an item you can see but can't reach
Fire Bolt 35 4 Fire, 3 Air, 1 Chaos 22.5 12 A low level Fire missile
Falador Teleport 37 1 Water, 3 Air, 1 Law 48 - Teleports you to Falador
Crumble Undead 39 2 Earth, 2 Air, 1 Chaos 24.5 15 Hits skeletons, ghosts, and zombies hard
Teleport to House 40 1 Air, 1 Earth, 1 Law 30 - Teleports you to your house
Wind Blast 41 3 Air, 1 Death 25.5 13 A medium level Air missile
Superheat Item 43 4 Fire, 1 Nature 53 - Smelt ore without a furnace
Camelot Teleport* 45 5 Air, 1 Law 55.5 - Teleports you to Camelot
Water Blast 47 3 Water, 3 Air, 1 Death 28.5 14 A medium level Water missile
Enchant Lvl-3 Jewelry 49 5 Fire, 1 Cosmic 59 - For use on ruby jewelry
Iban Blast* 50 5 Fire, 1 Death, Staff of Iban 30 25 A strength 25 missile attack
Snare* 50 4 Earth, 4 Water, 3 Nature 60 2 Holds your opponent for 10 seconds
Magic Dart* 50 1 Death, 4 Mind, Slayer's staff 30 19 Use to slay Turoths and Kurasks
Ardougne Teleport* 51 2 Water, 2 Law 61 - Teleports you to Ardougne (must have completed Plague City quest)
Earth Blast 53 4 Earth, 3 Air, 1 Death 31.5 15 A medium level Earth missile
High Level Alchemy 55 5 Fire, 1 Nature 65 - What a specialty Store will normally pay for an item (at their normal stock level).
Charge Water Orb* 56 30 Water, 3 Cosmic, Orb 66 - Needs to be cast on a water obelisk
Enchant Lvl-4 Jewelry 57 10 Earth, 1 Cosmic 67 - For use on diamond Jewelry
Watchtower Teleport* 58 2 Earth, 2 Law 68 - Teleports you to the Watchtower (must have completed Watchtower quest)
Fire Blast 59 5 Fire, 4 Air, 1 Death 34.5 16 A medium level Fire missile
Charge Earth Orb* 60 30 Earth, 3 Cosmic, Orb 70 - Needs to be cast on an earth obelisk
Bones to Peaches* 60 4 Water, 4 Earth, 2 Nature 35.5 - Changes all held bones to peaches (must have bought at Mage Training Arena)
Saradomin Strike* 60 2 Fire, 2 Blood, 4 Air, Staff of Saradomin 35 20 Summons the power of Saradomin
Claws of Guthix* 60 1 Fire, 2 Blood, 4 Air, Staff of Guthix or Void Knight Mace 35 20 Summons the power of Guthix
Flames of Zamorak* 60 4 Fire, 2 Blood, 1 Air, Staff of Zamorak 35 20 Summons the power of Zamorak
Trollheim Teleport* 61 2 Fire, 2 Law 68 - Teleports you to Trollheim (must have completed Eadgar's Ruse quest)
Wind Wave* 62 5 Air, 1 Blood 36 17 A high level Air missile
Charge Fire Orb* 63 30 Fire, 3 Cosmic, Orb 73 - Needs to be cast on a fire obelisk
Ape Atoll Teleport* 64 2 Water, 2 Fire, 2 Law, 1 Banana 74 - Teleports you to Ape Atoll (Learned in Recipe for Disaster quest)
Water Wave* 65 7 Water, 5 Air, 1 Blood 37.5 18 A high level Water missile
Charge Air Orb* 66 30 Air, 3 Cosmic, Orb 76 - Needs to be cast on an air obelisk
Vulnerability* 66 5 Earth, 5 Water, 1 Soul 76 - Reduces your opponent's defense by 10%
Enchant Lvl-5 Jewelry* 68 15 Water, 15 Earth, 1 Cosmic 78 - For use on dragonstone jewelry
Earth Wave* 70 7 Earth, 5 Air, 1 Blood 40 19 A high level Earth missile
Enfeeble* 73 8 Earth, 8 Water, 1 Soul 83 - Reduces your opponent's strength by 10%
Teleother Lumbridge* 74 1 Soul, 1 Law and 1 Earth 84 - Teleports Target to Lumbridge
Fire Wave* 75 7 Fire, 5 Air, 1 Blood 42.5 20 A high level Fire missile
Entangle* 79 5 Earth, 5 Water, 4 Nature 89 - Holds your opponent for 15 seconds
Stun* 80 12 Earth, 12 Water, 1 Soul 90 - Reduces your opponent's attack by 10%
Charge* 80 3 Fire, 3 Blood, 3 Air 180 - Temporarily increases the power of the three arena spells
Teleother Falador* 82 1 Soul, 1 Law and 1 Water 92 - Teleports Target to Falador
Enchant Lvl-6 Jewelry* 87 20 Earth, 20 Fire, 1 Cosmic 97 - For use on Onyx jewelry
Teleother Camelot* 90 2 Soul, 1 Law 100 - Teleports Target to Camelot
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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 up to 9 targets at a maximum as long as they are standing in the 3x3 grid where the spell is cast.
For attack spells, the base experience points (XP) are listed in the table. To calculate XP for these spells, follow this formula: Damage Inflicted x 2 + Base XP = Total XP
Spell Magic Level Required Runes Needed Base XP 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, 2 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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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
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