Magic Guide
Guide Links
Introduction
The Runes
Combination Runes
The Spells
Experience Points
High Alchemy Spell
Bolt Enchantments
Spell Tablets
Staves
Special Spell Staves
Salamanders
Magical armour
Ancient Magicks
Lunar Magicks
Training
Player Killing
Request Assistance
Skill Boosts
Magic Cape
Credits
Introduction
Magic is a versatile skill and can be used to make money, kill other people or monsters and much more. The spells you can perform can be divided into two categories: harmful and non-harmful. The harmful spells are used to kill monsters or other players, and the non-harmful ones to make your RuneScape life easier. The harmful spells can be divided into strikes, bolts, blasts and waves, but there are also other harmful spells with their own effects. The non-harmful spells include teleportation spells, alchemy spells and enchanting spells, but also include several spells with their own unique effects.
Magic Spells can be accessed through your spell book tab. The spell book tab allows you to change the display order of spells (such as by level (default), teleport spells first, or combat spells first), hide certain categories of spells, set a spell to autocast, and toggle the option of receiving defensive experience.
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If you are just starting out in Magic you may want to pay a visit to Roddeck the Advisor located in the building just east of the Lumbridge General Store to learn about the different kinds of runes and magical spells as well as various other tips. You can train your Magic level safely by casting spells on the dummies in the nearby building. You are unable to cast spells on the dummies after you reach the Magic level of 10. To begin your Magic training, you can receive 30 free mind runes and 30 free air runes from Aubury’s Rune Shop in Varrock. |
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The runes
In order to cast a spell, you need runes in your inventory which will be used to cast the spell. Below is a list of all the runes, what they look like and where they spawn:
| The Runes | |||
| Pic | Name | Description | Respawn location |
| Fire Rune | This is one of the elemental runes. | The cave on Karamja and Scorpion pit. | |
| Air rune | This is one of the elemental runes. | Lumbridge swamps and Banana field on Karamja. | |
| Earth rune | This is one of the elemental runes. | Varrock sewers and forest north of Varrock castle. | |
| Water rune | This is one of the elemental runes. | Scorpion pit. | |
| Body rune | Required for curse spells. | Upstairs in the Al Kharid scimitar shop, Varrock sewers and west of Varrock castle. | |
| Mind rune | Required for strike spells. | Inside Lumbridge castle and Varrock sewers. | |
| Cosmic rune | Required for enchanting spells. | Top left corner of the wilderness (level 48), guarded by Ice giants and Ice warriors. | |
| Chaos rune | Required for bolt spells. | Level 37 wilderness, guarded by Moss giants; level 15 wilderness at the dark warriors' castle. | |
| Astral rune | Required for most Lunar spells. | - | |
| Nature rune | Required for alchemy spells. | Rellekka beach and Level 45 wilderness; you need to use telekinetic grab to get them. | |
| Death rune | Required for blast spells. | South of Yanille, in the Feldip Hills. | |
| Law rune | Required for teleportation spells. | - | |
| Blood rune | Required for wave spells. | Wilderness at the poison spiders south of Greaters. | |
| Soul rune | Required for high level curse spells. | Can only be bought from the magic guild, Ali's stall in Al Kharid, Baba Yaga on Lunar Isle, or from fellow players. Also dropped by some high level monsters. | |
There are several ways to obtain runes in RuneScape. You can make them yourself using the runecrafting skill, or buy them from fellow players, or get them from killing certain monsters. (If you want fire runes, for example, search that phrase in the Tip.It bestiary to see the monsters that drop them.)
Also, several shops throughout RuneScape sell runes, although they may be at a higher price than those bought from players. Check out the Shop DB entries below to view the stock of each store.
Note: Be aware that not all shops sell every type of rune. The rarer ones (cosmic and above) may not be sold in some shops. There are only two stores in the Free-to-Play (F2P) world: Aubury's in Varrock, south of the east bank and the second is Betty's in Port Sarim.
| Rune Shops | |
| Shop | Requirements to use store |
| Aubury's Rune Shop | None |
| Betty's Magic Emporium | None |
| Lundail's Arena-side Rune Shop | Bring a weapon with slash attack to cut through spider webs, and be aware that you will have to travel through the Wilderness to use this store. |
| Magic Guild Store | Level 66 magic is required to enter the guild. You can enter with 63 if you use a magic potion or a wizard's mind bomb. |
| Ali's Discount Wares Runes -Small- -Large- | Requires completion of the Rune Mysteries quest and to have completed the rune section of the Rogue Trader Activity. |
| Battle Runes | You must have completed the Abyss miniquest to use this store |
| Baba Yaga’s Magic Shop | You must have at least started the Lunar Diplomacy quest and you must be wearing the seal of passage to access this shop. |
| Void Knight Magic Store | None |
| TzHaar-Mej-Roh's Rune Store | This shop does not use Gold Pieces (gp) as currency, you must use Tokkul as currency |
| Magic Training Arena Rewards Shop | This shop does not use Gold Pieces (gp) as currency, you must use Pizazz Points instead. |
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Combination runes
Combination runes are runes that have the abilities of 2 elemental runes put together. The only place to buy these runes is from the Mage Training Arena rewards shop in exchange for Pizazz Points. The only other ways to get them are to buy from other players, or craft them yourself with the Runecrafting skill. They can also be dropped by some monsters. The runes are hard to make and often expensive, therefore they aren't very good to train with. An elemental staff or battlestaff is better. But for PK'ing, or during quests, or any time pack space is at a premium, they are very useful since they take only one space instead of two.
| Combination Runes | ||
| Pic | Name | Elements |
| Mist rune | Air and Water | |
| Dust rune | Air and Earth | |
| Mud rune | Water and Earth | |
| Smoke rune | Air and Fire | |
| Steam rune | Water and Fire | |
| Lava rune | Earth and Fire | |
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The spells
Now we know where to get the runes, we need to know what we can do with them. Here's a list of all the basic spells of RuneScape, with their effects and the amount of runes needed. Member spells are shown on grey rows. As mentioned before, in your spell book tab, you can change the spell display to order by levels (default), teleport spells first, or combat spells first.
Damage inducing spells are shown in bold to locate them easily. The table also includes the base amount of experience you will receive for casting a spell. Experience based on damage inflicted is explained in more detail in the Experience points section.
The table also shows ordinary maximum hit for each offensive spell. Max hit can be boosted several ways, see Increasing max hit. In this table, only the non-increased versions of the maximum hits are shown.
| The spells | ||||||
| Pic | Level | Name | Description | Runes required | Exp | Max Hit |
| 0 | Home Teleport | Teleports you back to Lumbridge | None (see notes*) | 0 | - | |
| 1 | Wind Strike | A basic Air missile | 1 Air, 1 Mind | 5.5+ | 20 | |
| 3 | Confuse | Reduces your opponents attack by 5% | 3 Water, 2 Earth, 1 Body | 13 | - | |
| 4 | Bolt Enchantment | See bolts section below | (see below) | See below | - | |
| 5 | Water Strike | A basic Water missile | 1 Water, 1 Air, 1 Mind | 7.5+ | 40 | |
| 7 | Enchant Level 1 Jewellery | Enchants a sapphire amulet, bracelet, necklace, or ring | 1 Water, 1 Cosmic | 17.5 | - | |
| 9 | Earth Strike | A basic Earth missile | 2 Earth, 1 Air, 1 Mind | 9.5+ | 60 | |
| 10 | Mobilising Armies Teleport | Teleports you to Mobilising Armies | 1 Law, 1 Water, 1 Air | 19 | - | |
| 11 | Weaken | Reduces your opponents strength by 5% | 3 Water, 2 Earth, 1 Body | 20.5 | - | |
| 13 | Fire Strike | A basic Fire missile | 2 Air, 3 Fire, 1 Mind | 11.5+ | 80 | |
| 15 | Bones to Bananas | Changes all held bones up to and including big bones into bananas | 2 Earth, 2 Water, 1 Nature | 25 | - | |
| 17 | Wind Bolt | A low level Air missile | 2 Air, 1 Chaos | 13.5+ | 90 | |
| 19 | Curse | Reduces your opponents defence by 5% | 2 Water, 3 Earth, 1 Body | 29 | - | |
| 20 | Bind | Makes your opponent unable to move for 5 seconds | 3 Earth, 3 Water, 2 Nature | 30 | - | |
| 21 | Low Level Alchemy | Converts an item into gold | 3 Fire, 1 Nature | 31 | - | |
| 23 | Water Bolt | A low level Water missile | 2 Air, 2 Water, 1 Chaos | 16.5+ | 100 | |
| 25 | Varrock Teleport | Teleports you to Varrock Center (or the Grand Exchange if switched after the Varrock Achievement Diary Easy Tasks) | 3 Air, 1 Fire, 1 Law | 35 | - | |
| 27 | Enchant Level 2 Jewellery | Enchants an emerald amulet, bracelet, necklace, or ring | 3 Air, 1 Cosmic | 37 | - | |
| 29 | Earth Bolt | A low level Earth missile | 2 Air, 3 Earth, 1 Chaos | 19.5+ | 110 | |
| 31 | Lumbridge Teleport | Teleports you to Lumbridge | 3 Air, 1 Earth, 1 Law | 41 | - | |
| 33 | Telekinetic grab | Take an item you can see but can't reach | 1 Air, 1 Law | 43 | - | |
| 35 | Fire Bolt | A low level Fire missile | 3 Air, 4 Fire, 1 Chaos | 22.5+ | 120 | |
| 37 | Falador Teleport | Teleports you to Falador | 3 Air, 1 Water, 1 Law | 48 | - | |
| 39 | Crumble Undead | Hits Skeletons, Ghosts and Zombies hard | 2 Air, 2 Earth, 1 Chaos | 24.5+ | 150 | |
| 40 | House teleport | Teleports you to your house portal | 1 Air, 1 Earth, 1 Law | 30 | - | |
| 41 | Wind Blast | A medium level Air missile | 3 Air, 1 Death | 25.5+ | 130 | |
| 43 | Superheat Item | Smelt 1 ore without furnace | 4 Fire, 1 Nature | 53 | - | |
| 45 | Camelot Teleport | Teleports you to Camelot. Wearing Seers' headband 3 will deposit you directly south of the pub in Seers' Village. | 5 Air, 1 Law | 55.5 | - | |
| 47 | Water Blast | A medium level Water missile | 3 Air, 3 Water, 1 Death | 28.5+ | 140 | |
| 49 | Enchant Level 3 Jewellery | Enchants a ruby amulet, bracelet, necklace, or ring | 5 Fire, 1 Cosmic | 59 | - | |
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50 | Iban Blast | Missile attack that can do up to 250 damage. Can only be cast when wielding Iban's Staff, obtained from the Underground Pass Quest. | 5 fire, 1 Death, Iban staff | 42.5+ | 250 |
| 50 | Snare | Makes your opponent unable to move for 10 seconds | 4 Earth, 4 Water, 3 Nature | 60.5+ | 20 | |
| 50 | Magic Dart | A magic dart of slaying | Slayer Staff or Staff of Light, 1 Death, 4 Mind | 30+ | 190** | |
| 51 | Ardougne teleport | Teleports you to Ardougne (must do the Plague City quest first) | 2 Water, 2 Law | 61 | - | |
| 53 | Earth Blast | A medium level Earth missile | 3 Air, 4 Earth, 1 Death | 31.5+ | 150 | |
| 55 | High Level Alchemy | Convert an item into more gold | 5 Fire, 1 Nature | 65 | - | |
| 56 | Charge Water Orb | Needs to be cast on the water Obelisk | 30 water, 3 cosmic, 1 Glass Orb | 66 | - | |
| 57 | Enchant Level 4 Jewellery | Enchants a diamond amulet, bracelet, necklace, or ring | 10 Earth, 1 Cosmic | 67 | - | |
| 58 | Watchtower Teleport | Teleports you to the watchtower (must do the Watch Tower quest first) or to Yanille (if switched after the Ardougne Achievement Diary Hard Tasks) | 2 earth, 2 law | 68 | - | |
| 59 | Fire Blast | A medium level Fire missile | 4 Air, 5 Fire, 1 Death | 34.5+ | 160 | |
| 60 | Bones to Peaches | Changes all held bones up to and including big bones into peaches (must buy it from the Mage Training Arena first). | 4 Earth, 4 Water, 2 Nature | 35.5 | - | |
| 60 | Charge Earth Orb | Needs to be cast on the Earth Obelisk | 30 Earth, 3 Cosmic, 1 Glass Orb | 70 | - | |
| 60 | Claws of Guthix | Summons the power of Guthix (must learn in Mage Arena) | 4 Air, 1 Fire, 2 Blood, staff of Guthix | 61+ | 300 | |
| 60 | Saradomin Strike | Summons the power of Saradomin (must learn in Mage Arena) | 4 Air, 2 Fire, 2 Blood, staff of Saradomin | 61+ | 300 | |
| 60 | Flames of Zamorak | Summons the power of Zamorak (must learn in Mage Arena) | 1 Air, 4 Fire, 2 Blood, staff of Zamorak | 61+ | 300 | |
| 61 | Trollheim Teleport | Teleports you to Trollheim (must do Eadgar's Ruse quest first) | 2 Fire, 2 Law | 68 | - | |
| 62 | Wind Wave | A high level Air missile | 5 Air, 1 Blood | 36+ | 170 | |
| 63 | Charge Fire Orb | Needs to be cast on the Fire Obelisk | 30 Fire, 3 Cosmic, 1 Glass Orb | 73 | - | |
| 64 | Ape Atoll teleport | Teleports you to the Ape Atoll (requires Awowogei portion of Recipe for Disaster quest) | 1 Banana, 2 Fires, 2 Waters, 2 Laws | 74 | - | |
| 65 | Water Wave | A high level Water missile | 7 Water, 5 Air, 1 Blood | 37.5+ | 180 | |
| 66 | Charge Air Orb | Needs to be cast on the Air Obelisk | 30 Air, 3 Cosmic, 1 Glass Orb | 76 | - | |
| 66 | Vulnerability | Reduces your opponent's defence by 10% | 5 Earth, 5 Water, 1 Soul | 76 | - | |
| 68 | Enchant Level 5 Jewellery | Enchants a dragonstone amulet, bracelet, necklace, or ring | 15 Earth, 15 Water, 1 Cosmic | 78 | - | |
| 70 | Earth Wave | A high level Earth missile | 7 Earth, 5 Air, 1 Blood | 40+ | 190 | |
| 73 | Enfeeble | Reduces your opponent's strength by 10% | 8 Earth, 8 Water, 1 Soul | 83 | - | |
| 74 | Teleother Lumbridge | Teleports target player to Lumbridge | 1 Soul, 1 Law, 1 Earth | 84 | - | |
| 75 | Fire Wave | A high level Fire missile | 7 Fire, 5 Air, 1 Blood | 42.5+ | 200 | |
| 79 | Entangle | Makes your opponent be unable to move for 15 seconds | 5 Earth, 5 Water, 4 Nature | 91+ | 40 | |
| 80 | Stun | Reduces your opponent's attack by 10% | 12 Earth, 12 Water, 1 Soul | 90 | - | |
| 80 | Charge | Temporarily increases the power of the three Mage Arena spells | 3 Air, 3 Fire, 3 Blood | 180 | - | |
| 81 | Air surge | A very high level Air missile | 7 Air, 1 Death, 1 Blood | 75+ | 220 | |
| 82 | Teleother Falador | Teleports target player to Falador | 1 Soul, 1 Law, 1 Water | 92 | - | |
| 85 | Teleblock | Stops enemy from teleporting for 5 minutes | 1 Chaos, 1 Law, 1 Death | 80 | - | |
| 85 | Water surge | A very high level Water missile | 10 Water, 7 Air, 1 Death, 1 Blood | 80+ | 240 | |
| 87 | Enchant Level 6 Jewellery | Enchants an onyx amulet, bracelet, necklace, or ring | 1 Cosmic, 20 Earth, 20 Fire | 97 | - | |
| 90 | Teleother Camelot | Teleports target player to Camelot | 2 Soul, 1 Law, | 100 | - | |
| 90 | Earth surge | A very high level Earth missile | 10 Earth, 7 Air, 1 Death, 1 Blood | 85+ | 260 | |
| 95 | Fire surge | A very high level Fire missile | 10 Fire, 7 Air, 1 Death, 1 Blood | 90+ | 280 | |
* No runes are required for the Home Teleport spell, but you have to wait 30 minutes before casting it again. The 30 minute limit counts if you have used the home teleport while on Ancient or Lunar spellbook recently as well. The spell animation takes some time so it cannot be used to leave combat. However, it is very useful for players who are lost and need to get back to familiar ground.
** With 99 Magic, the Magic Dart Spell can increase to a maximum of 200 damage.
Increasing max hitCertain staves increase the maximum hit of all combat spells by 10%. These staves include: Ahrim's Staff, Ancient Staff, Master wand, Corrupt Zuriel's staff, Zuriel's staff and Void Knight Mace. You can read more about these staves in the Staves and the Special Spell Staves sections of this guide.
Certain rewards from the Dungeoneering Skill also increase your maximum hit with combat spells. The Gravite staff increases your Magic damage by 5% and the Chaotic staff increases your Magic damage by 15%. The Arcane Necklaces, when worn in the amulet slot, boost your Magic damage as follows:
- Arcane pulse necklace: +5% Magic damage
- Arcane blast necklace: +10% Magic damage
- Arcane stream necklace: +15% Magic damage
If your magic level is increased by any means your max hit will increase by 3% per boosted level. See the Skill Boosts section for details on how to boost your magic level.
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Experience points
Each spell will earn you a certain number of experience points towards your magic skill when cast. These are in the table above. However, with damaging spells, there are two contributors to experience. There is a base amount of experience you will always receive when you cast the spell, even if you fail it and see a splash, and this is the value in the table above. But you also receive extra magic experience and Constitution experience depending on how much damage you inflict. For those spells that give experience over the base you will see a "+" beside the experience value.
For these spells, there is also a maximum on how much damage you can inflict - and this number is on the last column of the above table. However, please note that after the completion of Family Crest quest, members can wear chaos gauntlets that increase the damage of bolt spells (those using chaos runes).
- For every damage point you hit your opponent, you receive .2 magic experience.
- You also receive .133 life points experience for every damage point you inflict.
If you put your attack style to defensive, you get .1 point experience in magic and .1 point experience in defence for every damage point you inflict.
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High Alchemy Spell
This spell can be cast once you have achieved level 55 magic and plays an important role in the RuneScape economy. Players often use this spell with valuable objects to convert them to gold (aka gp). Common examples would be smithers high alching steel platebodies and fletchers high alching yew or magic longbows. The strategy to use with this idea is if you can make or purchase an item cheaper than its' High Alch value and the cost of a nature rune, then you will make a profit.
The most efficient system would be to buy items you wish to alchemy from the Grand Exchange. However, most items run a loss this way, and the few items that may profit are either short-lived or difficult to buy. Thus, you may opt to make items from scratch yourself. Taking the example of Yew Long Bows - you would pick and spin the flax yourself, then chop a tree and fletch the log yourself, and finally runecraft the nature runes to use to High Alch the bow. Of course this analogy can be used for other items which you can smith, craft and so on. Some players will buy some of the resources in order to save time and yet still make a profit. In our example, the player might buy the nature runes instead of crafting them himself. Our High Alchemy Calculator lists High Alch values to help you out.
Top Tip: You can withdraw large amounts of an item as notes and alch them one by one, so you don't have to be in a bank all the time.
Below are some ideas for activities with built-in "break" times that you can fill by high alching:
- Mine ores from slow spawning ores, such as Runite in the Heroes' guild.
- Watch duels in the duelling Arena and throw the occasional tomato.
- Thieve from slow spawning stalls and chests. It's especially useful to steal from a nature chest.
- Buy stock that slowly spawns in certain shops such as the Culinaromancer's chest in the basement of Lumbridge Castle.
- Hang around in crowded merchanting hot spots and look out for good deals.
- Farm an important crop like Ranarr or other high level herbs that you want to watch carefully.
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Bolt Enchantments (members only)
Using a crossbow you can shoot enchanted crossbow bolts (see the Fletching guide for making them and the Ranging guide for using them.) Firing an enchanted bolt has a chance of having a particular effect on the enemy, listed in the table below.
Each different type of crossbow bolt uses a different enchantment. In order to enchant crossbow bolts, have the bolts in your pack and click on the crossbow icon (it is on the magic book page as a level 4 spell) to access the crossbow bolt enchantment page.

| The spells | |||||
| Bolt | Level | Name | Description | Runes required | XP gained |
| Bronze with Opal tips | 4 | Lucky Lightning | Can cause a lightning bolt to hit your opponent inflicting damage. | 1 Cosmic, 2 Air | 9 |
| Mithril with Sapphire tips | 7 | Clear Mind | Can lower your opponents Prayer points and give them to you. Only works on human controlled players. | 1 Cosmic, 1 Water, 1 Mind | 17.5 |
| Blurite with Jade tips | 14 | Earth's Fury | Can cause your opponent to be knocked down, stunning them. | 1 Cosmic, 2 Earth | 19 |
| Iron with Pearl tips | 24 | Sea Curse | Causes water to fall on your opponent, inflicting damage. Water staves prevent this, fire opponents are vulnerable to it. | 1 Cosmic, 2 Water | 29.5 |
| Mithril with Emerald tips | 27 | Magical Poison | Makes bolts super poisoned, with greater chance of poisoning than using a potion. | 1 Cosmic, 3 Air, 1 Nature | 33.5 |
| Steel with Red Topaz tips | 29 | Down to Earth | Can lower your opponents magic level. Only works on human controlled players. | 1 Cosmic, 2 Fire | 37 |
| Adamantite with Ruby tips | 49 | Blood Forfeit | Can cause opponent to lose 20% of their life points. In return, you lose 10% of yours. | 1 Cosmic, 5 Fire, 1 Blood | 59 |
| Adamantite with Diamond tips | 57 | Armour Piercing | Can ignore a part of your opponent's Ranged Defence. | 1 Cosmic, 10 Earth, 2 Law | 67 |
| Runite with Dragonstone tips | 68 | Dragon's Breath | Can hit with the power of dragon breath. Power is lost when fighting someone with a anti-dragonbreath shield or a monster that can use fire breath. | 1 Cosmic, 15 Earth, 1 Soul | 78 |
| Runite with Onyx tips | 87 | Life Leech | Can inflict extra damage to the opponent. A portion of this extra damage heals the shooter of the bolt. | 1 Cosmic, 20 Fire, 1 Death | 97 |
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Spell Tablets
By making use of Lecterns in the Study of your player-owned house, players can craft special spell tablets. These are identical to the spells they represent, however you do not need to have the required level to cast the spell, be on the regular magics spellbook, or even have unlocked the requirements. In addition, they take only one space in your inventory and are stackable. The player who uses the tablet does not receive any experience; the maker receives all of the experience. To make a tablet, you must have the requirements to cast the spell normally, the runes for the spell, and a piece of soft clay, as well as the required lectern type
| Teleport Tablets | |
| Lectern Type | Can Craft |
| Oak | Enchant Sapphire, Varrock Teleport |
| Oak Demon | Enchant Sapphire, Enchant Emerald, Varrock teleport, Bones to Bananas |
| Oak Eagle | Enchant Sapphire, Varrock teleport, Falador Teleport, Lumbridge Teleport |
| Teak Demon | Enchant Sapphire, Enchant Emerald, Enchant Ruby, Varrock teleport, Bones to Bananas |
| Teak Eagle | Enchant Sapphire, Varrock Teleport, Falador Teleport, Lumbridge Teleport, Camelot Teleport, Ardougne Teleport |
| Mahogany Demon | Enchant Sapphire, Enchant Emerald, Enchant Ruby, Enchant Diamond, Enchant Dragonstone, Enchant Onyx, Varrock teleport, Bones to Bananas, Bones to Peaches |
| Mahogany Eagle | Enchant Sapphire, Varrock Teleport, Falador Teleport, Lumbridge Teleport, Camelot Teleport, Ardougne Teleport, Watchtower Teleport, House Teleport |
After Love Story, players can use a chisel on Teleport to House tablets and redirect the tablet to either Rimmington, Taverly, Relleka, Brimhaven, or Yanille. This is an irreversible process. When the tablet is broken, it will teleport you in front of the house portal at the chosen destination.
Staves
There are actually two kinds of staves, the staves that everyone can use and the staves that are members only. The staves that everyone can use can be bought in Varrock square from Zaff's staff shop, and are also sometimes obtained as monster drops. Typically, the magic offence and defence stat bonus is the same.
For free to play, first there's the ordinary staff. For only 15gp, it doesn't add much to your magic skill, pretty useless. Then there's the magical staff, which boosts your magic a bit and that's it. So it's not really of any interest. Then, the staves of air, water, earth and fire. That's what we need! Each of these staves boosts your magic and when you wield one, it'll serve as an unlimited supply of that certain rune. So a fire staff will let you use spells where you need fire runes, without having the fire runes! And the same goes for the other elemental staves.
| Staves | |||
| Picture | Name | Price | Magic Stat Bonus |
| Staff | 15gp | +4 | |
| Magic Staff | 200gp | +10 | |
| Staff of Air | 1500gp | +10 | |
| Staff of Water | 1500gp | +10 | |
| Staff of Earth | 1500gp | +10 | |
| Staff of Fire | 1500gp | +10 | |
Moving on to member items, first there's the Battlestaff. Plain battlestaves can be purchased in Varrock, or at the Magic Guild, or on Lunar Island. They are also dropped by monsters sometimes. However, they aren't so great at this stage, although they have improved attack combat stats and a +32 strength bonus. You must have 20 Magic and 20 Attack to wield all battlestaves.
Then there are elemental battlestaves, which cannot be bought in their full glory in shops (though they are sometimes dropped by monsters). Elemental battlestaves are made from battlestaves with a certain crafting skill; read more about that in the Crafting guide. As with the ordinary elemental staves, they give an infinite supply of the matching elemental rune.
| Member Staves | |||
| Picture | Name | Price | Magic Stat Bonus |
| Battlestaff | 7140gp | +10 | |
| Air Battlestaff | Player made or monster drops | +10 | |
| Water Battlestaff | Player made or monster drops | +10 | |
| Earth Battlestaff | Player made or monster drops | +10 | |
| Fire battlestaff | Player made or monster drop | +10 | |
| Lava Battlestaff | Dropped by the Kalphite Queen, Aberrant Specters and Infernal Mages | +10 | |
| Mud Battlestaff | Dropped by Dagannoth Prime | +10 | |
| Steam Battlestaff | Dropped by K'ril Tsutsaroth | +10 | |
| Mystic Air Staff | Air battlestaff and 40,000 gp (see notes below) | +10 | |
| Mystic Water Staff | Water battlestaff and 40,000 gp(see notes below) | +10 | |
| Mystic Earth Staff | Earth Battlestaff and 40,000 gp(see notes below) | +10 | |
| Mystic Fire Staff | Fire battlestaff and 40,000 gp (see notes below) | +10 | |
| Mystic Lava Staff | Lava Staff and 40,000 gp(see notes below) | +10 | |
| Mystic Mud Staff | Mud Staff and 40,000 gp(see notes below) | +10 | |
| Mystic Steam Staff | Steam battlestaff and 40,000 gp (see notes below) | +10 | |
The lava battlestaff gives you unlimited earth and fire runes. The mud battlestaff gives unlimited earth and water runes, which makes it extremely useful for spells like bind, curse, weaken and confuse. The steam battlestaff supplies unlimited water and fire runes.
Members who have completed the Scorpion Catcher quest can take an a elemental battlestaff to Thormac the Sorceror in his tower southeast of the Ranged Guild. For a 40,000 gp fee, he will enchant it into a Mystic fire/earth/water/air/lava/mud/steam staff. Level 40 Magic and 40 Attack are required to wield a mystic staff, which has better attack combat stats and a +50 strength bonus. A mystic staff still serves the same purpose as the other staves: an unlimited source of fire/earth/water/air (or combination) runes, depending on which staff you have.
Additional unique staffs are available to members as their quest experience and skills increase.
| Unique Staves | ||||
| Pic | Name | Level Required | Price / Origin | Magic Stat Bonus |
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Dramen Staff | - | Player made, Lost City quest | +10 |
| White Magic Staff | - | White Knight Rank not required to wield. "Noble" ranks can buy for 200 gp from armoury unlocked after the Wanted! quest. | +10 | |
| Penance Trident | - | Barbarian Assault Activity, bought for 390 points in each rank | +17 | |
| * Ancient Staff | 50 | Desert Treasure quest, also requires 50 attack | +15 | |
| Toktz-mej-tal | 60 | Buy for Tok'kul from weapons shop in TzHaar, also requires 60 attack | +15 | |
| Lunar Staff | 65 | Lunar Diplomacy quest, also requires 40 defence | +13 | |
| * Ahrim's Staff | 70 | Barrows, also requires 70 attack | +15 | |
| Penance Master Trident | 70 | Barbarian Assault Activity, also requires 70 attack. An upgrade of the Penance Trident | +17 | |
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by 10% when wielded.
Some special staves that are required in order to cast certain spells are listed in the Special Spell Staves section of this guide.
Magic wands and a mages book, shown in the Magical Armour section of this guide, can be obtained from the Mage Training Arena Activity. Their magic attack and defence stat bonuses range from +5 to +20.
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Special Spell Staves (members only)
There are a few special spells that you need certain staves for; you might have seen them already in the spell list. They are the Iban Blast, Magic Dart, Claws of Guthix, Saradomin Strike, Flames of Zamorak, and the Miasmic spells (from Ancient Magicks).
Let's start with the spell called Iban Blast. You need to complete the Underground Pass quest to get the special Iban staff required for this spell. This staff has 120 charges and then can be recharged in the Underground Pass. Information on recharging it and or replacing it is available in the Iban's Staff items database record. The Iban staff has melee stats similar to mystic battlestaves (discussed under Staves in this guide). The Iban blast is obviously not a very effective spell to train your magic, but you could use it to duel other players.
| Special Spell Staves | ||||||
| Pic | Name | Level Required | Price / Origin | Magic Attack Stat Bonus | Magic Defence Stat Bonus | Specialty Spell Involved |
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Iban's Staff | 50 | Underground Pass quest | +10 | +10 | Iban Blast |
| Slayer's staff | 50 | 21,000 gp from any Slayer master, also requires 55 slayer | +12 | +10 | Magic Dart (also Crumble Undead) | |
| Staff of Guthix | 60 | Mage Arena Activity | +6 | +6 | Claws Of Guthix | |
| Staff of Saradomin | 60 | Mage Arena Activity | +6 | +6 | Saradomin Strike | |
| Staff of Zamorak | 60 | Mage Arena Activity | +6 | +6 | Flames Of Zamorak | |
| * Void Knight Mace | 42 | Buy with Pest Control Activity points; also requires 42 Attack, Defence, Strength, Constitution, and Range, and 22 Prayer | +8 | +2 | Claws of Guthix (also Crumble Undead) | |
| + Staff of light | 75 | Obtain as a random drop from an Ice strykewyrm or buy it from other players; also requires 75 attack. | +17 | +17 | Magic Dart, Power of Light | |
| * Zuriel's staff | 78 (or 20 for corrupt) | Obtain as a random drop from player killing on PvP or Bounty Worlds, or buy it from other players. See Zuriel's section for information. | +18 | +18 | 4 Miasmic spells, other Ancient Magicks | |
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by 10% when wielded.
Staves with an addition symbol (+) in front of their name increase the maximum hit of all combat spells by 15% when wielded.
The Slayer staff is required to cast the Magic Dart spell, designed for killing Turoth and Kurask slayer monsters.
The 3 god staves are all from the same Activity in the members wilderness, called the Mage Arena. You have to finish this game before you can choose one of these staves: either the staff of Guthix, Saradomin or Zamorak. Each spell costs different types of runes and each has the potential to cause a certain effect on other players. Before you can use these staves and the spells outside the Mage Arena, you need to cast the spell that belongs with your staff 100 times in the Arena. This will cost you 200 blood runes + the other runes involved; if you don't have the money, don't bother.
The Void Knight Mace has the special ability to cast Claws of Guthix.
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Salamanders
Salamanders captured using net traps are currently the most versatile weapon in the game. They can be used for melee, range or magic. This small creature requires two hands as it packs quite a punch - feed it and it becomes a portable flamethrower. Each different kind of salamander will eat only a certain type of food, which must be equipped in your arrow slot for use. This food - herb tar - is produced through Herblore. Be warned that you must be standing next to something to attack it - you cannot attack from a long distance. However, low fences can still block opponents from meleeing you while you blast them with fire.
| Salamanders | ||||||||||||||||
| Pic | Food | Levels Required | Attack Bonuses | Defence Bonuses | Other Bonuses | |||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||||
Swamp Lizard |
Guam Tar |
30 Magic, Ranged, Attack | 0 | +10 | 0 | 0 | +20 | 0 | 0 | 0 | 0 | 0 | +22 | 0 | ||
Orange Salamander |
Marrentill Tar |
50 Magic, Ranged, Attack | 0 | +19 | 0 | 0 | +29 | 0 | 0 | 0 | 0 | 0 | +31 | 0 | ||
Red Salamander |
Tarromin Tar |
60 Magic, Ranged, Attack | 0 | +37 | 0 | 0 | +47 | 0 | 0 | 0 | 0 | 0 | +49 | 0 | ||
Black Salamander |
Harralander Tar |
70 Magic, Ranged, Attack | 0 | +59 | 0 | 0 | +69 | 0 | 0 | 0 | 0 | 0 | +71 | 0 | ||
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Magical armour
Magical armour/robes and jewellery can further increase your magic bonus. Non-members can choose from blue wizard robes, dark wizard robes, and robes from Activities such as Fist of Guthix and Great Orb Project. There is a much wider variety of choice for members. The following table shows mage stat bonuses.
| Magical armour, robes, jewellery, and accessories | ||||||||||||
| Pic | Name | Magic attack bonus | Magic defence bonus | |||||||||
| Blue Wizard Robe | +3 | +3 | ||||||||||
| Blue Wizard Hat | +2 | +2 | ||||||||||
| Dark Wizard Robe | +3 | +3 | ||||||||||
| Dark Wizard Hat | +2 | +2 | ||||||||||
| Robe of Zamorak (top) | +2 | +3 | ||||||||||
| Robe of Zamorak (bottom) | +2 | +3 | ||||||||||
| Wizard's Boots | +4 | +4 | ||||||||||
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Gnomes' Hat | +3 | +3 | |||||||||
| God Capes | +10 | +10 | ||||||||||
| Amulet of Power | +6 | +6 | ||||||||||
| Amulet of Magic | +10 | 0 | ||||||||||
| Amulet of Glory | +10 | +3 | ||||||||||
| Amulet of Fury | +10 | +15 | ||||||||||
| Seer's Ring | +4 | +4 | ||||||||||
| Beacon Ring | +2 | +1 | ||||||||||
| Elemental Helm | 0 | +4 | ||||||||||
| Elemental Shield | 0 | +6 | ||||||||||
| Mind Helm | 0 | +6 | ||||||||||
| Mind Shield | 0 | +9 | ||||||||||
| Anti-Dragonbreath Shield | 0 | +2 | ||||||||||
| Farseer Helm | +6 | +6 | ||||||||||
| Hexcrest | +3 | +5 | ||||||||||
| Holy Book | 0 | +8 | ||||||||||
| Book of Balance | +4 | +4 | ||||||||||
| Unholy Book | +8 | 0 | ||||||||||
| Chaos Gauntlets | 0 | 0 | ||||||||||
| The gauntlets from the Family Crest quest enchanted by Jonathan, the brother in the Jolly Boar Inn. When worn, bolt spells will hit harder. This is helpful to make better use of your chaos runes and deal more damage faster to your enemies. | ||||||||||||
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Broodoo Shield | +3 | +5 | |||||||||
There are also many more robe and equipment choices. Some may be part of sets, and some may provide an extra bonus when worn as a set. However that is not to say you can not mix and match. Feel free to try combinations to see which one suits you better.
Mystic Robes (members only)
Special mage robes can be bought in the Magic guild from the Robe Salesman on the first floor. They're quite expensive, though. It will cost you a total of 235.000 gp, but it will give you +45 magic defence and attack. Level 40 Magic and 20 Defence are required to wear Mystic Robes. The mystic robes are also available in other colours (black/red and white/gold); these can only be obtained by killing slayer monsters. Check our bestiary for more information on the drops.
| Mystic Robes | ||||
| Pic | Name | Magic attack bonus | Magic defence bonus | Price |
| Mystic Hat | +4 | +4 | 15,000 gp | |
| Mystic Robe Top | +20 | +20 | 120,000 gp | |
| Mystic Robe Bottom | +15 | +15 | 80,000 gp | |
| Mystic Gloves | +3 | +3 | 10,000 gp | |
| Mystic Boots | +3 | +3 | 10,000 gp | |
Ghostly Robes (members only)
Ghostly robes are obtained after doing a related mini quest. They have no defence or magic requirements to wear.
| Ghostly Robes | ||||
| Pic | Name | Magic Attack | Magic Defence | |
| Ghostly Hood | +3 | +3 | ||
| Ghostly Robe Top | +5 | +5 | ||
| Ghostly Robe Bottom | +4 | +4 | ||
| Ghostly Gloves | +2 | +2 | ||
| Ghostly Boots | +2 | +2 | ||
| Ghostly Cloak | +5 | +5 | ||
Infinity Robes/Wands (members only)
During the Mage Training Arena Activity you can collect pizazz points and then trade them in for Infinity robes. They require 50 magic and 25 defence to wear. Note: The costs are listed as Telekinetic (Tel) pizazz, Alchemist (Alch) pizazz, Enchantment (Ench) pizazz, and Graveyard (GY) pizazz points. For example, the beginner wand costs 30,30,300,30, so it would cost 30 Telekinetic pizazz, 30 Alchemist pizazz, 300 Enchantment pizazz, and 30 Graveyard pizazz points.
| Infinity Armour/Wands | ||||
| Pic | Name | Cost (Tel, Alch, Ench, GY) | Magic Attack | Magic Defence |
| Beginner Wand | 30,30,300,30 | +5 | +5 | |
| Apprentice Wand | 60,60,600,60 | +10 | +10 | |
| Teacher Wand | 150,200,1500,150 | +15 | +15 | |
| * Master Wand | 240,240,2400,240 | +20 | +20 | |
| Infinity Hat | 350,400,3000,350 | +6 | +6 | |
| Infinity Top | 400,450,4000,400 | +22 | +22 | |
| Infinity Bottom | 450,500,5000,450 | +17 | +17 | |
| Infinity Boots | 120,120,1200,120 | +5 | +5 | |
| Infinity Gloves | 175,225,1500,175 | +5 | +5 | |
| Mage's Book | 500,550,6000,500 | +15 | +15 | |
Staves with an asterisk (*) in front of their name increase the maximum hit of all combat spells by 10% when wielded.
God Vestments (members only)
God vestments are obtained from level 1 clue scrolls. You must have level 20 prayer to wear them.
| Vestments | |||
| Pic | Name | Magic Attack Bonus | Magic Defence Bonus |
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Saradomin Robe Top | +4 | +4 |
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Guthix Robe Top | +4 | +4 |
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Zamorak Robe Top | +4 | +4 |
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Saradomin Robe Leg | +4 | +4 |
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Guthix Robe Leg | +4 | +4 |
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Zamorak Robe Leg | +4 | +4 |
Enchanted Robes (members only)
Enchanted robes are obtained from level 3 clue scrolls. You must have 40 magic and 20 defence to wear them.
| Enchanted Robes | |||
| Pic | Name | Magic attack bonus | Magic defence bonus |
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Enchanted Hat | +4 | +4 |
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Enchanted Top | +20 | +20 |
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Enchanted Robe | +15 | +15 |
Lunar Robes/Items (members only)
Lunar robes are obtained from the Lunar Diplomacy quest. You are required to make them to complete this quest. After you have made them you can buy extra sets from Oneiromancer. They require 65 magic and 40 defence to wear.
| Lunar Robes/Items | ||||||||||||||
| Pic | Name | Attack Values | Defence Values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Lunar Helm | 0 | 0 | 0 | +3 | -2 | +8 | +7 | +10 | +2 | 0 | 0 | 0 | ||
| Lunar Torso | 0 | 0 | 0 | +10 | -10 | +34 | +22 | +40 | +12 | 0 | 0 | 0 | ||
| Lunar Legs | 0 | 0 | 0 | +7 | -7 | +20 | +19 | +23 | +9 | 0 | 0 | 0 | ||
| Lunar Gloves | 0 | 0 | 0 | +4 | -1 | +2 | +1 | +1 | +2 | 0 | 0 | 0 | ||
| Lunar Boots | 0 | 0 | 0 | +2 | -1 | +1 | +2 | +2 | +2 | 0 | 0 | 0 | ||
| Lunar Cape | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +2 | 0 | 0 | 0 | ||
| Lunar Staff | +3 | +2 | +16 | +13 | 0 | +2 | +3 | +2 | +13 | +1 | +15 | +3 | ||
| Lunar Amulet | 0 | 0 | 0 | +1 | 0 | 0 | 0 | 0 | +1 | 0 | 0 | 0 | ||
| Lunar Ring | 0 | 0 | 0 | +2 | 0 | 0 | 0 | 0 | +2 | 0 | 0 | 0 | ||
Splitbark Armour (members only)
Some more effective mage armour, which has bonuses other than magic, is splitbark armour. This is a bit hard to make, so if you want more information about this, please visit our Splitbark Armour guide. You need to have level 40 magic and level 40 defence to wear Splitbark Armour
| Splitbark Armour | |||||||
| Picture | Name | Attack Bonus | Defence Bonus | ||||
| Magic | Range | Stab | Slash | Crush | Magic | ||
| Splitbark Helm | +3 | -2 | +10 | +9 | +11 | +3 | |
| Splitbark Body | +10 | -10 | +36 | +26 | +42 | +15 | |
| Splitbark Legs | +7 | -7 | +22 | +20 | +25 | +10 | |
| Splitbark Gauntlets | +2 | -1 | +3 | +2 | +4 | +2 | |
| Splitbark Boots | +2 | -1 | +3 | +2 | +4 | +2 | |
Skeletal Armour (members only)
Another form of armour with defence bonuses beyond magic is Skeletal Armour. Made from the bones of Wallasalkis, this armour is designed and produced by Peer the Seer in his home in Fremennik Village. You need to have level 40 magic and level 40 defence to wear Skeletal Armour
| Skeletal Armour | |||||||
| Picture | Name | Attack Bonus | Defence Bonus | ||||
| Magic | Range | Stab | Slash | Crush | Magic | ||
| Skeletal Helmet | +2 | -2 | +10 | +9 | +11 | +3 | |
| Skeletal Top | +8 | -10 | +35 | +25 | +42 | +15 | |
| Skeletal Bottoms | +6 | -7 | +22 | +20 | +24 | +10 | |
| Skeletal Gloves | 0 | 0 | 0 | +1 | +2 | 0 | |
| Skeletal Boots | 0 | 0 | 0 | +1 | +1 | 0 | |
Third Age Robes (members only)
Those who are lucky with Treasure Trails may come upon a piece of this rare armour. Wearing these robes requires a magic level of 65 and a defence level of 30.
| Third Age Robes | |||
| Pic | Name | Magic attack bonus | Magic defence bonus |
| Third Age Mage Hat | +8 | +8 | |
| Third Age Robe Top | +24 | +24 | |
| Third Age Robe | +19 | +19 | |
| Third Age Amulet | +15 | +10 | |
Druidic Mage Robes
Druidic robes are one of several possible rewards from the Activity Fist Of Guthix. Jagex states that while wearing Druidic Mage Robes, your bind, snare, and entangle spells will be more effective. They will degrade over time, but can be recharged by paying Fist Of Guthix tokens. You need to have level 20 magic and level 10 defence to wear Druidic Mage Robes.
| Druidic Mage Robes | ||||||||||||||
| Pic | Name | Attack Values | Defence Values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Druidic Mage Hood | 0 | 0 | 0 | +3 | 0 | 0 | 0 | 0 | +3 | 0 | 0 | 0 | ||
| Druidic Mage Top | 0 | 0 | 0 | +7 | 0 | 0 | 0 | 0 | +7 | 0 | 0 | 0 | ||
| Druidic Mage Bottom | 0 | 0 | 0 | +6 | 0 | 0 | 0 | 0 | +6 | 0 | 0 | 0 | ||
Combat Robes
Combat robes are another of the possible rewards from the Activity Fist Of Guthix. While wearing Combat robes, there is a chance of the robes supplying mind, chaos, death or blood runes when casting battle spells. This effect can be increased to a 1/5 chance of retaining runes when wielding the Staff of light. They will degrade over time, but can be recharged by paying Fist Of Guthix tokens. You need to have level 20 magic and level 10 defence to wear Combat Robes.
| Combat Robes | ||||||||||||||
| Pic | Name | Attack Values | Defence Values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Combat Hood | 0 | 0 | 0 | +3 | 0 | +1 | +1 | +1 | +3 | 0 | 0 | 0 | ||
| Combat Robe Top | 0 | 0 | 0 | +7 | 0 | +1 | +1 | +1 | +7 | 0 | 0 | 0 | ||
| Combat Robe Bottom | 0 | 0 | 0 | +6 | 0 | +1 | +1 | +1 | +6 | 0 | 0 | 0 | ||
Battle Robes (members only)
Battle Robes are yet another reward that you can obtain from playing Fist Of Guthix. When wearing battle robes, there is an improved chance of the robes paying for any mind, chaos, death, and blood runes used. This effect can be increased to a 1/2 chance of retaining runes when when wielding the Staff of light. These will degrade over use; exchange Fist of Guthix tokens to restore them. You need level 60 magic and level 50 defence to wear battle robes.
| Battle Robes | ||||||||||||||
| Pic | Name | Attack Values | Defence Values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Battle Hood | 0 | 0 | 0 | 5 | 0 | +7 | +6 | +8 | +5 | 0 | 0 | 0 | ||
| Battle Robe Top | 0 | 0 | 0 | +26 | 0 | +17 | +15 | +20 | +26 | 0 | 0 | 0 | ||
| Battle Robe Bottom | 0 | 0 | 0 | +20 | 0 | +14 | +11 | +16 | +20 | 0 | 0 | 0 | ||
Runecrafter Robes
Runecrafter Robes are a reward from The Great Orb Project. The robes have no requirement to actually wear them, but you must have at least level 50 runecrafting in order to obtain the robes.
| Runecrafter Robes | ||||||||||||||
| Pic | Name | Attack Values | Defence Values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Runecrafter Gloves | 0 | 0 | 0 | +2 | 0 | +2 | +2 | +2 | +2 | +2 | 0 | 0 | ||
| Runecrafter Hat | 0 | 0 | 0 | +3 | 0 | +3 | +3 | +3 | +3 | +3 | 0 | 0 | ||
| Runecrafter Robe | 0 | 0 | 0 | +5 | 0 | +5 | +5 | +5 | +5 | +5 | 0 | 0 | ||
| Runecrafter Skirt | 0 | 0 | 0 | +4 | 0 | +4 | +4 | +4 | +4 | +4 | 0 | 0 | ||
Sacred Clay Mage Robes (members only)
The Stealing Creation Activity has some special Mage equipment available as a reward. For a while, you will receive double the normal combat experience while wearing this armour. This armour will degrade based on the amount of extra experience you gain by using it. Once it has run out of extra experience, it will continue to function, but cannot transform or give you extra experience. A set is the sum of its' parts, so each item has a set amount of possible experience gained by use, rather than the set as a whole.
| Sacred Clay Maging Armour | ||||||||||||||
| Pic | Name | Attack Bonuses | Defence Bonuses | Other Bonuses | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Summon | Strength | Prayer | ||
| Sacred Clay Robe Top | 0 | 0 | 0 | +20 | 0 | 0 | 0 | 0 | +20 | 0 | +20 | 0 | 0 | |
| Sacred Clay Robe Bottom | 0 | 0 | 0 | +15 | 0 | 0 | 0 | 0 | +15 | 0 | +15 | 0 | 0 | |
| |
Sacred Clay Hat | 0 | 0 | 0 | +4 | 0 | 0 | 0 | 0 | +4 | 0 | +4 | 0 | 0 |
| |
Sacred Clay Staff | +10 | -1 | +40 | +10 | 0 | +2 | +3 | +1 | +10 | 0 | 0 | +50 | 0 |
Dagon'Hai Robes (members only)
Dagon'Hai armour, gained during the Grandmaster Quest While Guthix Sleeps, is fairly competant magical armour with a small prayer bonus.
| Dagon'Hai Robes | ||||
| Pic | Name | Magic attack bonus | Magic defence bonus | Prayer bonus |
| Dagon'Hai Hat | +4 | +4 | 0 | |
| Dagon'Hai Robe Top | +20 | +20 | +2 | |
| Dagon'Hai Robe Bottom | +15 | +15 | +2 | |
Ahrim's armour (members only)
Ahrim's armour is by far the most powerful magical armour in the game. Ahrim is 1 of the 6 brothers you kill during the Barrows Activity. Like every other barrows set, Ahrim's armour has a special effect. The blighted Aura special effect reduces the strength of your opponent! This special effect is not a special attack, it just takes place sometimes. You need to have level 70 magic and level 70 defence to wear Ahrim's armour
| Ahrim the Blighted's set | ||||||||||||||
| Pic | Name | Attack Values | Defence values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Strength | Prayer | |||
| Ahrim's Hood | 0 | 0 | 0 | +6 | -2 | +15 | +13 | +16 | +6 | 0 | 0 | 0 | ||
| Ahrim's Robe Top | 0 | 0 | 0 | +30 | -10 | +52 | +37 | +63 | +30 | 0 | 0 | 0 | ||
| Ahrim's Robe Skirt | 0 | 0 | 0 | +22 | -7 | +33 | +30 | +36 | +22 | 0 | 0 | 0 | ||
| Ahrim's Staff | +12 | -1 | +65 | +15 | 0 | +3 | +5 | +5 | +15 | 0 | +68 | 0 | ||
| Total: | +12 | -1 | +65 | +73 | -19 | +103 | +85 | +117 | +73 | 0 | +68 | 0 | ||
Zuriel's Ancient Equipment Set (members only)
If you are lucky enough on PvP or Bounty Worlds, you may receive a piece of Zuriel's ancient equipment as a drop. These items come in two types; one with level 78 requirements in relevant skills, and one with level 20 requirements. The regular set will last an hour before degrading, while the corrupt type with lower requirements will last only 15 minutes of use. Zuriel's staff gives access to Ancient Magicks, as well as elemental regular magic attack spells. It also is used for a new type of Ancient Spell, Miasmic spells.
| Zuriel's Set | ||||||||||||||
| Pic | Name | Attack Values | Defence values | Other | ||||||||||
| Stab | Slash | Crush | Magic | Range | Stab | Slash | Crush | Magic | Range | Summoning | Strength | Prayer | ||
| Zuriel's Hood | 0 | 0 | 0 | +8 | -2 | +20 | +16 | +22 | +8 | 0 | +15 | 0 | 0 | |
| Zuriel's Robe Top | 0 | 0 | 0 | +35 | -10 | +63 | +45 | +74 | +35 | 0 | +60 | 0 | 0 | |
| Zuriel's Robe Bottom | 0 | 0 | 0 | +25 | -7 | +38 | +35 | +44 | +24 | 0 | +30 | 0 | 0 | |
| Zuriel's Staff | +13 | -1 | +65 | +18 | 0 | +5 | +7 | +4 | +18 | 0 | 0 | +72 | 0 | |
When using Miasmic Spells from the Ancient Magicks book that are only available with Zuriel's Staff, you will deal damage, as well as slowing your opponent's melee or ranged attacks by 50% for:
- Miasmic Rush (62 Magic): 12 seconds (up to 180 damage)
- Miasmic Burst (73 Magic): 24 seconds (up to 240 damage)
- Miasmic Blitz (85 Magic): 36 seconds (up to 280 damage)
- Miasmic Barrage (97 Magic): 48 seconds (up to 320 damage)
Recipe For Disaster Gloves (members only)
Depending on your progress in the Recipe For Disaster Quest, you will be able to purchase increasingly advanced gloves. These offer some of the most versatile bonuses, with no negative stats, so are excellent for all forms of combat, including magic. You can buy them from the Culinaromancer's Chest in Lumbridge Basement.
| Recipe For Disaster Gloves | ||||||||||||||
| Pic | Name | Magic Specific Bonuses | Attack Bonuses | Defence Bonuses | Other Bonuses | |||||||||
| Magic Attack | Magic Defence | Stab | Slash | Crush | Range | Stab | Slash | Crush | Range | Strength | Prayer | |||
| Normal Gloves | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +1 | +0 | ||
| Bronze Gloves | +1 | +1 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +2 | +0 | ||
| Iron Gloves | +2 | +2 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +3 | +0 | ||
| Steel Gloves | +2 | +2 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +0 | ||
| Black Gloves | +3 | +3 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +5 | +0 | ||
| Mithril Gloves | +3 | +3 | +6 | +6 | +6 | +6 | +6 | +6 | +6 | +6 | +6 | +0 | ||
| Adamant Gloves | +4 | +4 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +7 | +0 | ||
| Rune Gloves | +4 | +4 | +8 | +8 | +8 | +8 | +8 | +8 | +8 | +8 | +8 | +0 | ||
| Dragon Gloves | +5 | +5 | +9 | +9 | +9 | +9 | +9 | +9 | +9 | +9 | +9 | +0 | ||
| Barrow Gloves | +6 | +6 | +12 | +12 | +12 | +12 | +12 | +12 | +12 | +12 | +12 | +0 | ||
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Ancient magicks (members only)
After completing the Desert Treasure Quest, players can do ancient magicks. This is a very powerful form of magic. For ancient magicks you will need just runes. The special ancient staff (+15 magic bonus) costs 80k and can only be wielded after completing the quest! Ancient Magick is very powerful and very useful for PK'ing and duelling. It also has a few teleports. But the only way you can use ancient magicks is by giving up normal magicks. To get normal magic back, you will need to pray at the pyramid. Which, until the camulet and pharaoh's sceptre were released, was quite a journey (carpet rides are an alternative). So choose wisely!
All information on spells and levels can be found in our Ancient Magicks guide.
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Lunar Magicks (members only)
Lunar Magicks become available after completion of the Lunar Diplomacy Quest. This spell book contains numerous healing and curing spells which promise to make a Lunar Mage an indispensable addition to a PKing team in spite of the complete lack of aggressive spells in the spell book. In addition to healing spells the book also contains a number of useful skill-related spells allowing the user to perform day-to-day tasks with a little bit of magical assistance. Finally, as with all spell books, Lunar Magicks also contains a number of unique teleport spells, including the option to teleport groups of people with you. As with Ancient Magicks you cannot use Lunar Magicks at the same time as other spell books, instead you need to switch to the Lunar spell book by praying at the Astral altar on Moonclan Island.
Completing the Dream Mentor quest adds more options to the lunar spellbook, including the ability for a 96 mage to switch briefly to another spellbook! For more information on Lunar spells and the range of Lunar clothing take a look at our Lunar Magicks guide.
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Magic Training
When Jagex created the new Runescape they wanted magic to be a more independent skill, much more like ranging is and has been, and not something that just was used as an extra in melee combat. This change is reflected in the combat level change and, like ranging, you can no-longer cast magic and fight at the same time. Magic also has been changed so that it no-longer "fails", it now only misses like ranged attacks. When you miss with a spell it will be shown as a "splash" animation. Magic attacks will normally only give you magic and life point experience, however if you use a staff defensively you will also get a small amount of defence experience. So all of you who only wanted to play as a pure-mage, your wish has been granted and you will be just as effective as any other combat-type.
If you play it smart, you can train magic without levelling your combat, so you're the ideal player killer (pk-er):
- If strength, attack or defence is your strongest combat ability, then your combat level is based on your strength + attack + defence + prayer + life points.
- If your ranged level is your strongest combat ability, then your combat level is instead based on your ranged + defence + prayer + life points.
- If your magic level is your strongest combat ability, then your combat level is based on your magic + defence + prayer + life points.
So that means if you keep your magic level below either your strength, attack, defence or ranged level you can train magic without levelling in combat. Of course if you want to be the highest combat level as possible, this doesn't really matter.
Jagex also created a "combat triangle", wherein every class has a advantage over another, whilst having a disadvantage against the third. You can read more about it in our Combat Triangle guide.
You get magic experience points for what you hit, so it doesn't matter if you kill a monster or not. But of course if you pick a monster that's too strong, you will hit very low. The higher you hit, the more experience points you get. Try attacking a monster that has a combat level about equal to your magic level and is in a place where it can't attack you (behind a fence, gate or table). You could start off with killing chickens, then when you think you're ready you could move on to men or giant rats. Then, try monks, barbarians or guards. When you've reached around level 45 you could start on hobgoblins and black knights; when you've reached about level 60 you could start with the lesser demon in the Wizard tower (near Draynor village).
Note: The wizard mind bomb from the Falador bar will temporarily raise your magic 2 or 3 levels so you can practise with higher level spells and get faster experience points.
The Mage Training Arena Activity is a good way to train magic without risk. Although the experience accrued is lower in one of the games, if you die you will not lose any of your items.
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Player Killing
Now that you've trained your magic to your desired level, it's time to try it out on your fellow players in combat. Basically you have two choices, using a combination of melee and magic or using a staff and runes to attack solely with magic.
Using the first option, you can attack a player using melee and if your opponent runs, you can use spells like bind, snare and entangle to prevent them from fleeing and carry on attacking them. However using this first option is ineffective if you are wearing melee armour. The armour will deplete your magic attack bonus, so any spells you cast are unlikely to be successful.
If you wish to use the second option, attacking a player only with magic spells, you can wield a staff and choose a spell from your spell book to autocast. Auto casting is an option that allows you to repeatedly cast a spell in combat (provided you have sufficient runes) without having to click the spell over and over. To autocast a combat spell, simply left click on the spell in your spell book. This will highlight the spell and will automatically set it to autocast. If you wish to simply cast a spell once, you need to right click on the spell and choose cast.
Note: Snare and entangle are members-only spells. Bind, on the other hand, can be used by all players.
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Request Assistance
If you find yourself a few levels short of making an item, or want to safely offer your skills to another player, the request assistance option will allow you to do so. Simply right click the player who has the skills that you need and request their assistance. If they accept, a pair of hands will appear in your bottom right corner, and you can use the same spells they can. You keep the items, but they get the experience.
Note that from the normal spellbook, you can only cast the following spells using the Assist System:
- Enchant bolt spells (all)
- Enchant jewellery spells (sapphire, emerald, ruby, diamond, dragonstone, onyx)
- Charge orbs (water, earth, fire, air)
- Alchemy (low and high level)
- Bones to Bananas
- Bones to Peaches
- Superheat item
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Skill Boosts
Potions and beers can help raise your magic level to cast higher level spells. Boosting your magic level will also increase the max hit of all spells by 3% per boosted level. Be warned though, beers come with a few consequences, just like all the alcoholic drinks do.
| Magic Level Boosters | |||
| Pic | Name of item | Level Increase | Information |
| Magic Essence | +3 | Made with the herblore skill by mixing a starflower and gorak claw powder. This potion is untradable and to make it you must have started Fairy Tale part 2 and have 57 herblore. | |
| Wizard Mind Bomb | +2 or +3 | Can be purchased in various shops and pubs around Runescape. Can also be brewed by the player, using the Cooking Skill. | |
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Wizard Mind Bomb(m) | +3 or +4 | Can be brewed by the player, using the Cooking Skill. |
| Magic Potion | +5 | Made with the herblore skill by mixing a lantadyme herb and potato cactus. | |
| Extreme Magic | +7 | Made with the herblore skill by mixing ground mud runes with a 3-dose magic potion. This potion is untradeable and cannot be made using the assist system. | |
| Overload | +7 | Made with the herblore skill by mixing an extreme attack, extreme strength, extreme defence, extreme magic, and extreme ranging with a torstol herb. The boost from this potion does not slowly "wear off"; instead, it lasts for a full five minutes before your stats are reset to normal. When this potion is drunk, you will lose 500 life points in sets of 100. These life points are restored when the potion wears off. It is untradeable and cannot be made using the assist system. | |
| Spicy stew | -6 to +6 (random) | Can be made by the player using Red spice while making a Spicy stew. | |
| Hexcrest | Slayer task only | This drop from a Jungle strykewyrm gives a continuing boost to magic when worn as a helm during a slayer task. The effect is similar to a Black mask. | |
There is one Summoning familiar to aid you in your magic.
| Magic Familiars | |||||
| Summon Level | Pic | Familiar | Abilities | Scroll | |
| 92 | Wolpertinger | Fights (level 210) Magic
+5% Defence against magic Boosts Hunter +5 x2 XP and yield when harvesting berries | Magic Focus: Temporary Magic boost +7 |
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Cape of Achievement
Once you have mastered the skill and reached level 99 you may want to buy yourself a Magic Cape from the man who sells magic robes in the Magic Guild. Refer to the Achievement Capes guide for more details.
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Credits
Original Guide By: Miss Runite and Ks Jeppe
Thanks to: abomb67, Alexborr, Ancientzoid, Arcticrunite, Arumunus, Aukusti, Bambino, Basmans, Beethovens29, bluehooloovo, boy1311, Brainymidget, Chaosbringer, Chenw, Codguy, cryptic4mage, DevLok, Dogfever, Dragontotem, Eeeeediot, ejp2005, Emofreak123, Empror1, eyehawk78, Frogmite, Furious F, fuzzywuzz, Goobore, Headnazgul, Howlin1, iceheart1440, idunedain, iluvata, Inferno_Char, IzzetGuildmage, Jamesbob64, Jeohri, Jimmyw3000, jlong, Juhniz, Kickbuta, knittinqueen, Lady_elenasg, Lady_Shahdie, Leon Drake2, Ljer888, Lood333, LordCrypto, manufan28, Mc90123, mchainmail, mik0082, mister_moocky, n4h, nicdevils, noobxpoons, Nyosuht, oddfaery2, o13wen, Paw_Claw, PereGrin, pikachu54673, Pker Dude Jr, pokemama, Rcty, Rien_Adelric, rm 157, rockfreack, Runekitty, Ryl, Santor, Saraownsj00, Scoothsayer, SerpentEye, smokeDAS, snake6man, Speedyshel, SportsGuy, Thammaron, The_Unknown, TheBlazikenMaster, TheLeonardo, tryto, Vap137, Wachtwoord, Warriormonkx, waterfish333, wyvren2000, Zaaps1, Ziskin, 1800151100
Last updated by: Zaaps1
Last updated on: 14-Aug-2010
















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