Magic

Introduction

The Magic skill is an incredibly useful skill as it has a large number of uses. Ranging from combat all the way to making pies. As your Magic level increases you can use more, higher level, spells. This further increases your power in combat and also unlocks more useful spells, such as teleports. Magic is also one of the parts of the combat triangle with its weakness against Ranged and strength against Melee.

The skill has three different spellbooks; Standard, Ancient Magicks and Lunars. The Standard spellbook contains a mix of combat and non-combat spells. The Ancient Magicks focuses on combat skills and the Lunar spellbook focuses mostly on non-combat spells. The Ancient Magicks, Lunars and some higher level spells in the Standard spellbook are members only.

Runes

Regular runes

Runes are key to the Magic skill. They are used to cast nearly all spells in all three spellbooks. To get runes you can either craft them, using the Runecrafting skill, buy them from other players or buy them from rune stores (found by a on the map).

RuneUseF2P/P2P

Air rune
An elemental rune. Used in all elemental spells on the Standard spellbook and Ancient Magicks.

Water rune
An elemental rune. Used in all water spells on the Standard spellbook and Ancient Magicks.

Fire rune
An elemental rune. Used in all fire spells on the Standard spellbook and Ancient Magicks.

Earth rune
An elemental rune. Used in all earth spells on the Standard spellbook and Ancient Magiks.

Body rune
Used in curse spells.

Mind rune
Used in strike spells.

Cosmic rune
Used in enchantment spells.

Nature rune
Used in transmutation spells.

Death rune
Used in a variety of medium and high level spells.

Law rune
Used in teleport spells.

Soul rune
Used in high level spells.

Blood rune
Used in high level spells.

Astral rune
Used in Lunar spells.

Armadyl rune
Used to cast the Storm of Armadyl spell.

Combination runes - These runes are members only

These runes are a mix of 2 separate elemental runes. When used they represent both of its sources. For example a Dust rune counts as an Earth and Air rune.

Combination runeElemental rune 1Elemental rune 2

Dust rune

Earth rune

Air rune

Lava rune

Earth rune

Fire rune

Mud rune

Earth rune

Water rune

Mist rune

Water rune

Air rune

Smoke rune

Air rune

Fire rune

Steam rune

Water rune

Fire rune

Magic Combat

Magic has the potential to be really powerful in combat, with accuracy, strength and defence reducing spells, spells which will bind the players opponent and stunning abilities. Magic is particularly strong against Melee, but weak against Ranged attacks. When fighting NPC's who are weak to Magic the player will notice that weaknesses are divided in 4 groups: Fire, Water, Air and Earth.

A second aspect where Magic can be useful in combat are the several supportive spells which the player can unlock, these include but are not limited to spells which heal other players or themselves, spells which reflect damage back to their opponent and spells which allow the player to gather information about their opponent beforehand.

Abilities

Magic abilities may only be used while using a magic weapon with a spell active to cast. Similar to Range abilities, using an ability does not use up any ammunition, which are runes in this case. Much like other abilities they are split into three types: Basic, threshold and ultimate.

  • Basic abilities can be used at any time in combat and generate adrenaline.
  • Threshold abilities can only be used when 50% of the adrenaline bar has been built up and costs a small amount of adrenaline to use.
  • Ultimate abilities can only be used when the adrenaline bar reaches 100% and costs 100% adrenaline.
Ability Level Required Type Cooldown (secs) Requirements Effect F2P/P2P

Wrack
None Basic 3 None A powerful spell that deals up to 94% active spell damage. Inflicts 125% damage against stunned opponents.

Asphyxiate
2 Threshold 20 None Reach out with magical force and choke the life from your target over 6 seconds, dealing damage every 2 seconds. Your target is stunned for the duration of this effect.

Omnipower
3 Ultimate 30 None Bombard your target with each of the 4 elements, dealing damage equal to 200-400% of your active spell's damage.

Dragon Breath
7 Basic 10 None Breathe a mighty cloud of fire in a frontal cone, hitting all targets for damage up to 188% of active spell damage as well as deactivating protection prayers.

Sonic Wave
8 Basic 5 2H weapon A focussed blast of magic that pummels your target, damaging and knocking them off balance. Deals 157% of your active spell's damage. Your next attack has a 10% bonus to accuracy against the affected target.

Concentrated
Blast
12 Basic 5 Dual wield weapon Blast your target with three beams of concentrated energy. Each beam deals 75% of your active spell's damage and increases by 5% with each beam. Combo attack.

Impact
15 Basic 15 None Blast your target with a burst of magical energy, binding them for a short time. Targets immune to stun instead suffer 188% of active spell's damage.

Combust
25 Basic 15 None Applies a damage-over-time effect to the target, dealing 100-188% of the active spell's damage over 6 seconds. This will double if the target moves.

Surge
34 Basic 20 None Instantly teleport up to 10 meters in a straight line ahead.

Detonate
37 Threshold 30 None Summon an explosive ball of energy. The longer you maintain the effect - up to 6 seconds - the more powerful the explosion will become. Using Detonate a second time will trigger the explosion.

Chain
45 Basic 10 None A magical spell that chains between nearby targets, hitting 2 additional nearby targets for 100% of your active spell damage each.

Wild Magic
55 Threshold 20 None Fire an unpredictable double magical attack at your target, which deals between 50% and 215% of your active spell's damage.

Metamorphosis
66 Ultimate 60 None Transform into an elemental based on your most recently cast spell. While transformed, your spells are free to cast and your magic damage is increased by 50%. Lasts 20 seconds.

Smoke Tendrils
75 Threshold 45 Dig Site Tendrils of smoke whip at your opponent's feet for 6 seconds. The first hit causes 100% weapon damage. The second, third, and forth hits cause 125%, 150% and 200% damage, but also hit you for 25%, 50%, and 100% weapon damage. Combo attack.

Tsunami
81 Ultimate 10 None Summon forth a destructive wall of water, damaging all targets in a frontal cone for damage equal to 200%-300% of your active spell's damage. Critical strikes generate 10% adrenaline for 30 seconds.

Sunshine
85 Ultimate 60 The World Wakes Summon a sunbeam to shine over your location, lasting 30 seconds. During this time, provided you remain within the beam, your magic damage will be increased by 50%. If your target enters the beam, they will be hit for 10%-20% of weapon damage every 2 seconds.

Standard Spellbook

The Standard Spellbook is unlocked by default. It contains a mixture of combat and skilling spells. As well as these, it contains a large amount of teleport spells which are useful for getting to the main cities and towns of Gielinor.

Combat Spells

The combat spells are mostly elemental spells (Air, Water, Earth and Fire) and other miscellaneous spells that assist in combat.

Note: Polypore Strike may be cast from any spellbook, not just the Standard spellbook.

Spell Level Required Base Experience Gained Base Damage Items required F2P/P2P

Air Strike
1 5.5 48
Air rune x1

Confuse
3 13 None
Mind rune x1

Water Strike
5 7.5 48
Air rune x1

Water rune x1

Earth Strike
9 9.5 86
Air rune x1

Earth rune x1

Weaken
11 21 None
Mind rune x1

Fire Strike
13 11.5 125
Air rune x1

Fire rune x1

Air Bolt
17 13.5 163
Air rune x2

Curse
19 29 None
Chaos rune x1

Bind
20 30 None
Nature rune x1

Water Bolt
23 16.5 221
Air rune x2

Water rune x2

Earth Bolt
29 19.5 278
Air rune x2

Earth rune x2

Fire Bolt
35 21.5 336
Air rune x2

Fire rune x2

Air Blast
41 25.5 394
Air rune x3

Water Blast
47 28.5 451
Air rune x3

Water rune x3

Snare
50 60 None
Nature rune x2

Slayer Dart
50 30 480
Air rune x3

Death rune x1

Slayer's staff x1

Earth Blast
53 31.5 509
Air rune x3

Earth rune x3

Fire Blast
59 34.5 566
Air rune x3

Fire rune x3

Divine Storm
60 61 576
Air rune x5

Air Wave
62 36 595
Air rune x4

Water Wave
65 37.5 624
Air rune x4

Water rune x4

Vulnerability
66 76 None
Chaos rune x1

Soul rune x1

Earth Wave
70 40 672
Air rune x4

Earth rune x4

Enfeeble
73 83 None
Body rune x1

Soul rune x1

Fire Wave
75 42.5 720
Air rune x4

Fire rune x4

Storm of Armadyl
77 70 739
Armadyl rune x1

Entangle
79 89 None
Nature rune x3

Stagger
80 90 None
Mind rune x1

Soul rune x1

Polypore Strike
80 None 786
Polypore staff x1

Air Surge
81 75 768
Air rune x5

Teleport Block
85 80 None
Law rune x1

Chaos rune x1

Death rune x1

Water Surge
85 80 768
Air rune x5

Water rune x5

Earth Surge
90 85 768
Air rune x5

Earth rune x5

Fire Surge
95 90 768
Air rune x5

Fire rune x5

Teleportation Spells

The teleports in the Standard spellbook are the most common to use (however they are now surpassed by lodestones) due to the fact their destinations are main cities and towns.

Spell Level Required Additional requirements Destination Experience Gained Runes Required F2P/P2P

Mobilising Armies Teleport
10 None Mobilising Armies 19
Law rune x1

Air rune x1

Water rune x1

Varrock Teleport
25 None Varrock square 35
Law rune x1

Air rune x3

Fire rune x1

Lumbridge Teleport
31 None Lumbridge 41
Law rune x1

Air rune x3

Earth rune x1

Falador Teleport
37 None Falador 48
Law rune x1

Air rune x3

Water rune x1

House Teleport
40 None Player-Owned House 30
Law rune x1

Air rune x1

Earth rune x1

Camelot Teleport
45 None Camelot 55.5
Law rune x1

Air rune x5

Ardougne Teleport
51 Plague City Quest Ardougne 61
Law rune x2

Water rune x2

Watchtower Teleport
58 Watchtower Quest Yanille 68
Law rune x2

Earth rune x2

Trollheim Teleport
61 Eadgar's Ruse Quest Troll Stronghold 68
Law rune x2

Fire rune x2

Ape Atoll Teleport
61 Banana x1
Recipe for Distaster Quest - Saving Awowogei
Ape Atoll 74
Law rune x2

Fire rune x2

Water rune x2

God Wars Dungeon Teleport
61 The Mighty Fall Quest Entrance to God Wars Dungeon 68
Law rune x2

Fire rune x2

Tele-other Lumbridge
74 None Lumbridge 84
Law rune x1

Soul rune x1

Earth rune x1

Tele-other Falador
82 None Falador 92
Law rune x1

Soul rune x1

Water rune x1

Tele-other Camelot
90 None Camelot 100
Law rune x1

Soul rune x2

Skilling Spells

Most of the skilling spells contain enchantments for charging bolt tips, orbs for battlestaves and enchanting jewellery, however, most players usually use the high alchemy spell due to it's capability to make the player money while training Magic.

Spell Level Required Experience Gained Effect Items Required F2P/P2P

Opal bolts (e) x10
4 9 Deals extra damage.
Cosmic rune x1

Air rune x2

Lvl-1 Enchant
7 17 Imbues sapphire jewellery with magical properties.
Cosmic rune x1

Water rune x1

Sapphire bolts (e) x10
7 17 Siphons Prayer points from target.
Cosmic rune x1

Water rune x1

Mind rune x1

Jade bolts (e) x10
14 19 Knocks down opponent.
Cosmic rune x1

Earth rune x2

Bones to Bananas
15 25 Converts all bones, up to big bones, in your inventory into edible bananas.
Nature rune x1

Water rune x2

Earth rune x2

Low Level Alchemy
21 31 Converts the targeted item into coins.
Nature rune x1

Fire rune x3

Pearl bolts (e) x10
24 29 Deals extra water-based damage.
Cosmic rune x1

Water rune x2

Lvl-2 Enchant
27 37 Imbues emerald jewellery with magical properties.
Cosmic rune x1

Air rune x3

Emerald bolts (e) x10
27 37 Greater chance of poisoning target.
Cosmic rune x1

Air rune x3

Nature rune x1

Topaz bolts (e) x10
29 33 Lowers a player opponent's Magic.
Cosmic rune x1

Fire rune x2

Telekinetic Grab
33 43 Magically place the targeted item into your inventory.
Law rune x1

Air rune x1

Superheat Item
43 53 Smelt the targeted ore into a metal bar without using a furnace.
Nature rune x1

Fire rune x4

Lvl-3 Enchant
49 59 Imbues ruby jewellery with magical properties.
Cosmic rune x1

Fire rune x5

Ruby bolts (e) x10
49 59 Drains 10% of your life points, and 20% of the target's life points.
Cosmic rune x1

Fire rune x5

Blood rune x1

High Level Alchemy
55 65 Converts the targeted item into even more coins!
Nature rune x1

Fire rune x5

Charge Water Orb
56 66 Converts unpowered orbs in your inventory into water orbs. Must be cast on the water obelisk near Taverley.
Cosmic rune x3

Water rune x30

Uncharged orb

Lvl-4 Enchant
57 67 Imbues diamond jewellery with magical properties.
Cosmic rune x1

Earth rune x10

Diamond bolts (e) x10
57 67 Ignores most of a target's ranged defence.
Cosmic rune x1

Earth rune x10

Law rune x2

Bones to Peaches
60 35.5 Converts all bones, up to big bones, in your inventory into edible peaches. Must be bought from the Mage Training Arena.
Nature rune x2

Water rune x4

Earth rune x4

Charge Earth Orb
60 70 Converts unpowered orbs in your inventory into earth orbs. Must be cast on the earth obelisk near Edgeville.
Cosmic rune x3

Earth rune x30

Uncharged orb

Charge Fire Orb
63 73 Converts unpowered orbs in your inventory into fire orbs. Must be cast on the fire obelisk near Taverly.
Cosmic rune x3

Fire rune x30

Uncharged orb

Charge Air Orb
66 76 Converts unpowered orbs in your inventory into air orbs. Must be cast on the air obelisk near Edgeville.
Cosmic rune x3

Air rune x30

Uncharged orb

Lvl-5 Enchant
68 78 Imbues dragonstone jewellery with magical properties.
Cosmic rune x1

Water rune x15

Earth rune x15

Dragon bolts (e) x10
68 78 Inflicts dragonfire damage.
Cosmic rune x1

Earth rune x15

Soul rune x1

Lvl-6 Enchant
87 97 Imbues onyx jewellery with magical properties.
Cosmic rune x1

Earth rune x15

Fire rune x15

Onyx bolts (e) x10
87 97 Deals extra damage and siphons life points.
Cosmic rune x1

Fire rune x20

Death rune x1

Ancient Spellbook

The Ancient spellbook is P2P only and is unlocked after the player completes the Desert Treasure quest. It has several high hitting and useful combat spells as well as several teleports, however, it contains no skilling spells.

Combat Spells

The combat spells are divided in 4 main groups: Bloodfire spells, Gale spells, Rock spells and Ice spells. These all have a different effect.

  • Bloodfire: These spells are classed as Fire spells and will heal the caster for 5% of the damage they deal.
  • Gale: These spells are classed as Air spells and will lower the accuracy of the target by 5% for 10 seconds.
  • Rock: These spells are classed as Earth spells and will lower the target's damage by 5% for 10 seconds.
  • Ice: These spells are classed as Water spells and will freeze the target for a short amount of time.

These spells are further divided into 4 categories: Rush spells, Burst spells, Blitz spells and Barrage spells. These require a different level and vary in strength.

  • Rush: These spells will deal damage to one target, they are the weakest combat spells in this spellbook.
  • Burst: These spells deal damage multiple targets in a 3X3 square, they are the second weakest spells.
  • Blitz: These spells deal damage to one target, they are the stronger version of Rush Spells.
  • Barrage: These spells deal damage to all targets in a 3X3 square, they are the stronger version of Burst Spells.
Spell Level Required Base Experience Gained Base Damage Runes Required

Smoke Rush
50 480 30
Death rune x1

Air rune x3

Shadow Rush
52 499 31
Death rune x1

Earth rune x3

Blood Rush
56 538 33
Death rune x1

Fire rune x3

Ice Rush
58 557 34
Death rune x1

Water rune x3

Smoke Burst
62 595 36
Death rune x2

Air rune x4

Shadow Burst
64 614 37
Death rune x2

Earth rune x4

Blood Burst
68 653 39
Death rune x2

Fire rune x4

Ice Burst
70 672 40
Death rune x2

Water rune x4

Smoke Blitz
74 710 42
Blood rune x1

Air rune x5

Shadow Blitz
76 730 43
Blood rune x1

Earth rune x5

Blood Blitz
80 786 45
Blood rune x1

Fire rune x5

Ice Blitz
82 786 45
Blood rune x1

Water rune x5

Smoke Barrage
86 786 48
Blood rune x2

Air rune x5

Shadow Barrage
88 786 48
Blood rune x2

Earth rune x5

Blood Barrage
92 786 51
Blood rune x2

Fire rune x5

Ice Barrage
94 786 52
Blood rune x2

Water rune x5

Teleportation Spells

There are 8 teleports the player can use in the Ancient Spellbook. Some of these teleports will take the player into the wilderness without warning.

Spell Level Required Destination Experience Gained Runes Required

Paddewwa Teleport
54 Edgeville 64
Law rune x2

Fire rune x1

Air rune x1

Senntisten Teleport
60 The Digsite 70
Law rune x2

Soul rune x1

Kharyll Teleport
66 Canifis 76
Law rune x2

Blood rune x2

Lassar Teleport
72 Ice Mountain 82
Law rune x2

Water rune x4

Dareeyak Teleport
78 East of Bandit Camp (Wilderness) 88
Law rune x2

Fire rune x3

Air rune x2

Carrallanger Teleport
84 Graveyard of Shadows (Wilderness) 94
Law rune x2

Soul rune x2


Annakarl Teleport
90 Demonic Ruins (Wilderness) 100
Law rune x2

Blood rune x2

Ghorrock Teleport
96 Frozen Waste Plateau (Wilderness) 106
Law rune x2

Water rune x8

Lunar Spellbook

The Lunar spellbook is P2P only and is unlocked after the player completes the Lunar Diplomacy quest. It has several support spells as well as several teleports, however, it lacks in damaging spells.

Livid Farm

Livid Farm provides players who have completed the Lunar Diplomacy and Dream Mentor quests with a series of additional lunar spells. See our Livid Farm guide for more details.

Combat Spells

The combat spells are support spells that assist the player or their allies in combat.

Spell Level Required Experience Gained Effect Runes Required Unlocked from Livid Farm?

Monster Examine
66 61 See details about the targeted creature, such as its maximum hit.
Astral rune x1

Cosmic rune x1

Mind rune x1
no

Cure Other
68 65 Cure the targeted player of poison.
Astral rune x1

Earth rune x10
no

Cure Me
71 69 Cure yourself of poison.
Astral rune x2

Cosmic rune x2
no

Cure Group
74 74 Cure yourself and all nearby players of poison.
Astral rune x2

Cosmic rune x2
no

Stat Spy
75 76 See details about the targeted player, such as their skill levels.
Astral rune x2

Cosmic rune x2

Body rune x5
no

Dream
79 82 Enter a dream-like state, causing your life points to regenerate at five times their normal rate/
Astral rune x2

Cosmic rune x1

Body rune x5
no

Spiritualise Food
80 81 Enchant a piece of food, to allow it to be fed to your familiar.
Astral rune x2

Cosmic rune x3

Body rune x5
yes

Stat Restore Pot Share
81 84 Share the targeted restore potion between all nearby players.
Astral rune x2

Earth rune x10

Water rune x10
no

Boost Potion Share
84 88 Share the targeted stat boost potion between all nearby players.
Astral rune x3

Earth rune x12

Water rune x10
no

Disruption shield
90 97 The next hit you receive from another player is negated.
Astral rune x3

Blood rune x3

Body rune x10
yes

Heal Other
92 101 Consume 75% of your current lifepoints to heal the targeted player.
Astral rune x3

Blood rune x1

Law rune x3
no

Vengeance Other
93 108 The next time the targeted player recieves damag, 75% of the damage received is instead dealt to the attacker.
Astral rune x3

Earth rune x10

Death rune x3
no

Vengeance
94 112 The next time you receive damage, 75% of the damage received is instead dealt to the attacker.
Astral rune x4

Earth rune x10

Death rune x2
no

Heal Group
95 124 Consume 75% of your current lifepoints to heal all nearby players.
Astral rune x4

Blood rune x2

Law rune x3
no

Vengeance Group
95 120 The next time any nearby player receives damage, 75% of the damage received is instead dealt to the attacker.
Astral rune x4

Earth rune x11

Death rune x3
yes

Teleportation Spells

There are many teleports the player can use in the Lunar Spellbook. Some of these teleports have the ability to teleport multiple people to a destination at once as well as some of them are capable of taking the player (and others) into the wilderness without warning.

Spell Level Required Destination Experience Gained Runes Required Unlocked from Livid Farm?

Moonclan Teleport
69 Lunar Isle 66
Astral rune x2

Law rune x1

Earth rune x2
no

Tele-group Moonclan
70 Lunar Isle 66
Astral rune x2

Law rune x1

Earth rune x4
no

Ourania Teleport
71 Ourania Cave (ZMI Altar) 69
Astral rune x2

Law rune x1

Earth rune x6
no

Waterbirth Teleport
72 Waterbirth Island 71
Astral rune x2

Law rune x1

Water rune x1
no

South Falador Teleport
72 South Falador 70
Astral rune x2

Law rune x1

Air rune x2
yes

Tele-group Waterbirth
73 Waterbirth Island 72
Astral rune x2

Law rune x1

Water rune x5
no

Barbarian Teleport
75 Barbarian Outpost 76
Astral rune x2

Law rune x2

Fire rune x3
no

North Ardougne Teleport
76 North Ardougne 76
Astral rune x2

Law rune x1

Water rune x5
yes

Tele-group Barbarian
76 Barbarian Outpost 77
Astral rune x2

Law rune x2

Fire rune x6
no

Khazard Teleport
78 Port Khazard 80
Astral rune x2

Law rune x2

Water rune x4
no

Tele-group Khazard
79 Port Khazard 81
Astral rune x2

Law rune x2

Water rune x8
no

Fishing Guild Teleport
85 Fishing Guild 89
Astral rune x3

Law rune x3

Water rune x8
no

Tele-group Fishing Guild
86 Fishing Guild 90
Astral rune x3

Law rune x3

Water rune x10
no

Catherby Teleport
87 Catherby 92
Astral rune x3

Law rune x3

Water rune x10
no

Tele-group Catherby
88 Catherby 93
Astral rune x3

Law rune x3

Water rune x12
no

Ice Plateau Teleport
89 Frozen Waste Plateau 96
Astral rune x3

Law rune x3

Water rune x8
no

Tele-group Ice Plateau
90 Frozen Waste Plateau 99
Astral rune x3

Law rune x3

Water rune x16
no

Trollheim Teleport
92 Troll Stronghold 101
Astral rune x3

Law rune x3

Water rune x10
yes

Tele-group Trollheim
92 Troll Stronghold 102
Astral rune x3

Law rune x3

Water rune x20
yes

Skilling Spells

There are many spells that assist the player in general skilling from cooking to farming to crafting to consturction.

Spell Level Required Experience Gained Effect Items Required Unlocked from Livid Farm?

Bake Pie
65 60 Bakes all uncooked pies in your inventory.
Astral rune x1

Fire rune x5

Water rune x4
no

Cure Plant
66 60 Cure the targeted farming patch of disease.
Astral rune x1

Earth rune x8
no

NPC Contact
67 63 Telepathically speak with a selection of useful NPCs.
Astral rune x1

Air rune x2

Cosmic rune x1
no

Humidify
68 65 Fills all containers in your inventory with water.
Astral rune x1

Fire rune x1

Water rune x3
no

Hunter Kit
71 70 Conjure a selection of useful Hunter equipment.
Astral rune x2

Earth rune x2
no

Repair Rune Pouch
75 75 Repairs and strengthens the targeted Rune Pouch.
Astral rune x2

Law rune x1

Cosmic rune x1
yes

Superglass Make
77 78 Create molten glass from the resources in your inventory without the use of a furnace.
Astral rune x2

Fire rune x6

Air rune x10
no

Remote Farm
78 79 View the status of any farming patch. Also allows any farming patch to be cured of disease.
Astral rune x2

Earth rune x2

Nature rune x3
yes

String Jewellery
80 83 Magically string all unstrung amulets in your inventory.
Astral rune x2

Earth rune x10

Water rune x5
no

Magic Imbue
82 86 Allow the creation of combination runes without the need for an opposing talisman.
Astral rune x2

Fire rune x7

Water rune x7
no

Fertile Soil
83 87 Magically treat the targeted farming patch with supercompost.
Astral rune x3

Earth rune x15

Nature rune x2
no

Make Leather
83 87 Magically tan 5 pieces of leather in your inventory.
Astral rune x2

Fire rune x2

Body rune x2
yes

Plank Make
86 90 Convert the targeted log into a plank (requires coins).
Astral rune x2

Earth rune x15

Nature rune x1
no

Tune Bane Ore
87 90 Tunes bane ore against the targeted creature.
Astral rune x2

Earth rune x4

Bane ore x1
no

Spellbook Swap
96 130 Allows you to cast a single spell from the Standard or Ancient spellbooks.
Astral rune x3

Law rune x1

Cosmic rune x2
no

Borrowed Power
99 Same as the spell used To use this spell, wear your arcane capacitor necklace and then drag the spell icon to the action bar - it will be replaced with the spell stored in your necklace.
Astral rune x3
Arcane capacitator necklace yes

Armour and Weapons

Weapons

There are several types of weapons the player can use to cast spells. The player can choose between two handed staves or one handed wands in combination with a shield, book or orb. Which the player chooses to use is mainly dependant on what they intend to fight and their personal preference.

Staves

Item Level Required Additional Requirements Accuracy F2P/P2P Degradeable Repairable

Staff
1 None 150 no N/A

Skeletal Staves
1 Shades of Mort ton Quest 150 no N/A

Mindspikes
1 None 202 no N/A

Elemental Staves
1 None 150 no N/A

Caitlin's Staff
1 The Blood Pact Quest 160 no N/A

Magic Staff
1 None 150 no N/A

Tower Mindspikes
1 Rune Mysteries Quest 160 no N/A

Corrupt Zuriel's Staff
20 None 316 yes no

Sceptre of the Gods
30 None 454 no N/A

Lesser Runic Staff
30 30 454 no N/A

Battlestaves
30 None 454 no N/A

Necromancer Staves
30 Shades of Mort ton Quest 454 no N/A

Animal Staves
30 None 628 no N/A

Mystic Staves
40 None 628 no N/A

Law Staff
45 40
45
815 no N/A

Sacred Clay Staff
50 None 850 yes no

Ancient Staff
50 Desert Treasure Quest 850 no N/A

Slayer's Staff
50 55 850 no N/A

Iban's Staff
50 Underground Pass Quest 850 yes
Recharged by dipping it in the well of blood, found in the Underground Pass

Enhanced Ancient Staff
50 Desert Task Set 1694 no N/A

Runic Staff
50 60 850 no N/A

Nature Staff
53 40
53
928 no N/A

Gravite Staff
55 45 983 yes 10,000 Coins or 1000 Coins and 65 Dungeoneering tokens per Percentage

Saradomin Staff
60 Defeated Kolodion 1132 no N/A

Zamorak Staff
60 Defeated Kolodion 1132 no N/A

Dragon Battlestaff
60 Birthright of the Dwarves Quest 1132 no N/A

Guthix Staff
60 Defeated Kolodion 1132 no N/A

Toktz-Mej-Tal
60 None 1132 no N/A

Penance Master Trident
70 None 1486 no N/A

Blisterwood Staff
70 The Branches of Darkmeyer Quest 1486 no N/A

Akrisae's War Mace
70 70
70
Ritual of the Mahjarrat Quest
1486 yes Varies from 300,000 Coins to 151,500 Coins depending on Smithing level

Penance Trident
70 None 1486 no N/A

Crystal Staff
70 50
Roving Elves
1486 yes 900,000gp on initial recharge decreasing in price upon each recharge capping at 180,000gp on the fifth recharge and beyond.

Staff of Light
75 None 1694 no N/A

Greater Runic Staff
75 90 1694 no N/A

Polypore Staff
75 None 1694 yes 1 Polypore Spore and 5 fire runes per charge

Armadyl Battlestaff
77 None 1783 no N/A

Zuriel's Staff
78 None 1829 yes no

Chaotic Staff
80 80 1924 yes 20,000 Coins or 2000 Coins and 200 Dungeoneering tokens per percentage

Attuned Crystal Staff
80 50
Roving Elves
1924 yes 3000 Harmonic dust

Noxious staff
90 None 2458 yes 4,500,000 Coins

Wands

Item Level Required Additional Requirements Accuracy F2P/P2P Degradeable Repairable

Wizard Wand
1 None 150 no N/A

Imp Horn Wand
10 None 202 no N/A

Spider Wand
20 None 316 no N/A

Mystic Wand
30 None 454 no N/A

Splitbark Wand
40 None 628 no N/A

Void Knight Mace
42 None 668 no N/A

Beginner Wand
45 None 732 no N/A

Bat Wand
50 None 850 no N/A

Apprentice Wand
50 None 850 no N/A

Teacher Wand
55 None 983 no N/A

Grifolic Wand
60 None 1132 no N/A

Master Wand
60 None 1132 no N/A

Wand of Treachery
70 None 1486 no N/A

Ahrims Wand
70 None 1486 no N/A

Crystal Wand
70 50
Roving Elves
1486 yes 900,000gp on initial recharge decreasing in price upon each recharge capping at 180,000gp on the fifth recharge and beyond.

Virtus Wand
80 None 1924 no N/A

Attuned Crystal Wand
80 50
Roving Elves
1486 yes 3000 Harmonic Dust

Seasinger Kiba
85 None 2178 no N/A

Seismic Wand
90 None 2458 yes 3,000,000 to 1,515,000 Coins depending on Smithing level

Off-Hands

Item Level Required Additional Requirements Accuracy F2P/P2P Degradeable Repairable

Ankh
1 80 100 no N/A

Wizards Book
1 None 150 no N/A

Imphide Book
10 None 202 no N/A

Spider Orb
20 None 316 no N/A

Mystic Orb
30 None 454 no N/A

Splitbark Orb
40 None 628 no N/A

Tome of Frost
48 48 801 no N/A

Bat Book
50 None 850 no N/A

Grifolic Orb
60 None 1132 no N/A

Mages Book
60 None 1132 no N/A

Ahrims Book of Magic
70 None 1486 no N/A

Crystal Orb
70 50
Roving Elves
1486 yes 900,000gp on initial recharge decreasing in price upon each recharge capping at 180,000gp on the fifth recharge and beyond.

Virtus Book
80 None 1924 no N/A

Attuned Crystal Orb
80 50
Roving Elves
1486 yes 3000 Harmonic Dust

Seasinger Makigai
85 None 2178 no N/A

Seismic Singularity
90 None 2458 yes 1,500,000 to 757,500 Coins depending on Smithing level

Armour

There are 2 types of armour the player can use: Power and Tank armour. Power armour usually has a lower defence rating and lifepoints boost, but it grants the player a boost in their damage output. Tank armour has a higher defence rating and lifepoints boost, but does not add any damage. The statistics listed below are for the full sets of armour.

Armour Sets

Item Defence Level Required Magic Level Required Additional Requirements Defence Rating Lifepoints Boost F2P/P2P Degradeable Repairable

Wizard Robes
1 1 None 119 345 no N/A

Zamorak Robes
1 1 None 34 120 no N/A

First Tower Robes
1 1 Rune Mysteries Quest
Rune Memories Quest
130 540 no N/A

Elemental Armour
1 1 None 57 42 no N/A

Mind Armour
1 1 None 78 210 no N/A

Body Armour
1 1 None 106 420 no N/A

Mycelium Web Armour
5 5 None 97 270 no N/A

Imphide Robes
10 1 None 150 600 no N/A

Spider Silk Robes
20 1 None 234 1200 no N/A

Druidic Mage Robes
20 20 None 104 1080 yes 60 Fist of Guthix tokens

Combat Robes
20 20 None 104 1080 yes 30 Fist of Guthix tokens

Corrupt Zuriels Armour
20 20 None 204 1080 yes no

Fungal Armour
25 25 None 246 1350 yes 38 Fungal flakes per percentage

Mystic Robes
30 1 None 337 1800 no N/A

Cosmic Armour
40 1 None 201 1050 no N/A

Dagon Hai Robes
40 40 None 407 2160 no N/A

Necromancer Robes
40 40 Shades of Mortton Quest 407 2160 no N/A

Splitbark Armour
40 1 None 469 2400 no N/A

Lunar Armour
40 65 None 499 2400 no N/A

Enchanted Robes
45 40 None 475 2430 no N/A

Chaos Armour
50 1 None 238 1260 no N/A

Skeletal Armour
50 1 The Fremennik Trials Quest 547 2400 no N/A

Sacred Clay Armour
50 50 None 552 2700 yes 60 Stealing Creation Points

Batwing Robes
50 1 None 636 3000 no N/A

Infinity Robes
55 1 None 736 3300 no N/A

Grifolic Armour
60 60 None 791 3420 yes 51 Grifolic flakes per percentage

Battle Robes
60 60 None 735 3240 yes 275 Fist of Guthix tokens

Third-Age Mage Robes
65 65 None 840 3510 no N/A

Ahrims Armour
70 70 None 964 3780 yes 990,000 to 499,950 Coins depending on Smithing level

Robes of Subjugation
70 70 None 970 3600 no N/A

Ganodermic Armour
75 1 None 1267 4500 yes 70 Ganodermic flakes per percentage

Zuriels Armour
78 78 None 1187 4212 yes no

Virtus Armour
80 80 80 1267 4200 yes 3,800,000 to 1,900,000 Coins depending on Smithing level

Sea Singers Robes
85 1 85 1347 4482 yes no

Superior Sea Singers Robes
85 1 85 1414 4590 yes 4,200,000 to 2,100,000 Coins depending on Runecrafting level

Tectonic Armour
90 90 None 1414 4320 yes no

Shields

Item Defence Level Required Magic Level Required Additional Requirements Defence Rating Lifepoints Boost F2P/P2P Degradeable Repairable

Elemental Shield
1 1 None 22 15 no N/A

Mind Shield
1 1 None 30 75 no N/A

Mystic Shield
30 1 None 90 450 no N/A

Body Shield
33 1 None 40 150 no N/A

Cosmic Shield
40 1 None 76 375 no N/A

Splitbark Shield
40 1 None 125 600 no N/A

Chaos Shield
50 1 None 90 450 no N/A

Batwing Shield
50 50 None 170 750 no N/A

Grifolic Shield
60 60 None 226 900 no N/A

Sacred Clay Shield (Magic)
65 1 None 0 975 yes 200 Stealing Creation Points

Dragonfire Shield (Magic)
70 1 None 297 1050 no N/A

Crystal Ward
70 1 50
Roving Elves Quest
297 35 yes Varies from 900,000 to 180,000 depending on how often it has been recharged

Ward of Subjugation
70 70 None 297 1050 no N/A

Spectral Spirit Shield
75 1 75 338 1125 no N/A

Arcane Spirit Shield
75 1 75 338 1125 no N/A

Farseer Kiteshield
80 1 80 384 1200 yes 20,000 Coins or 200 tokens and 2000 Coins per percentage

Attuned Crystal Ward
80 80 50
Roving Elves
384 385 yes 3000 Harmonic Dust

Merciless Kiteshield
90 90 None 491 1350 yes 15,000 Coins per percentage

Miscellaneous Items

Item Level Required Additional Requirements Stats F2P/P2P Degradeable Repairable

Spellstorm Drape
1 None Armour Rating 1
Magic Critical 0.1%
no N/A

Farseer Helmet
1 45
The Fremennik Trials
Prayer Bonus 2

Magic Critical 4.4%
no N/A

Hexcrest
20 10 Armour Rating 63
Life Bonus 240
no N/A

Arcane Pulse Necklace
30 30 2.9% Magic Critical no N/A

Arcane Blast Necklace
50 50 3.5% Magic Critical no N/A

God Capes
60 None Armour Rating 21
Magic Critical 2.5%
no N/A

Saradomins Hiss
70 None Prayer Bonus 2

Magic Critical 4.4%
no N/A

Arcane Stream Necklace
80 70 4.9% Magic Critical no N/A

Activities

There are several activities which will aid the player with Magic, either by allowing the player to gain experience, or by unlocking new spells.

Mage Training Arena

In the Mage Training Arena the player is able to earn experience through using various non combat spells. There are 4 different rooms which all have a different activity, most of these are puzzle like activities. The player will have to provide their own runes to participate in the Mage Training Arena. The rewards are bought with Pizzaz points which the player can earn while doing the activities. The rewards include Infinity armour, the Bones to peaches spell as well as various runes. The Mage Training Arena is found north-east of Al-Kharid.

Mage Arena

In the Mage Arena the player is able to fight mages which follow a certain god. Here the player is able to unlock the spell Divine Storm, as well as being able to obtain God capes and God staves. This activity is found in the deep wilderness, and people are able to attack the player while they are going to the arena.

Livid Farm

In the Livid Farm the player has to help Pauline by assisting her in her farm. The player will gain Magic, Farming, Construction, Crafting and Agility experience by doing this, as well be able to unlock several Lunar spells. The player will need to bring their own runes to cast the spells, the cost of this can be lowered by using a Mud Battlestaff. The Livid Farm can be found in the north-eastern part of Lunar Isle. For more information see the Livid Farm Guide.

Prayers

There are several prayers which will boost the player's Magic while they are active, some of these will drain the opponents Magic at the same time. The Ancient curses require completion of the Temple at Senntisten quest.

Prayer Prayer Requirement Effect Prayer/Curses

Mystic Will
9 Increases Magic by 5% Prayer

Charge
9 Increases Magic strength by 5% Prayer

Mystic Lore
27 Increases Magic by 10% Prayer

Super Charge
27 Increases Magic strength by 10% Prayer

Mystic Might
45 Increases Magic by 15% Prayer

Overcharge
45 Increases Magic strength by 15% Prayer

Sap Mage
54 Drains enemy Magic raiting. Increases over time. Curses

Sap Magic Strength
55 Drains enemy Magic strength. Increases over time. Curses

Augury
77 Increases your Magic attack by 20% and Magic defence by 25% (Dungeoneering reward) Prayer

Leech Magic
78 Steal some of your opponents Magic attack rating. Increases over time. Curses

Leech Magic Strength
79 Steal some of your opponents Magic strength rating. Increases over time. Curses

Torment
95 Steals a fixed amount of Mage attack, strength, and defence rating from your opponent. Increases over time. Curses

Magic in Daemonheim

Dungeoneering Spellbook

The spellbook in Daemonheim has several spells which are similair to the spells used in the surface. In contrary to the surface though, the Dungeoneering spellbook uses spells from all spellbooks as well as a few new ones.

Combat Spells
Spell Level Required Base Experience Gained Base Damage Runes Required

Air Strike
1 5.5 48
Air rune x1



Confuse
3 13 None
Mind rune x1



Water Strike
5 7.5 48
Air rune x1

Water rune x1


Earth Strike
9 9.5 86
Air rune x1

Earth rune x1


Weaken
11 21 None
Body rune x1



Fire Strike
13 11.5 125
Air rune x1

Fire rune x1


Air Bolt
17 13.5 163
Air rune x2



Curse
19 29 None
Chaos rune x1



Bind
20 30 None
Nature rune x1



Water Bolt
23 16.5 221
Air rune x2

Water rune x2


Earth Bolt
29 19.5 278
Air rune x2

Earth rune x2


Fire Bolt
35 21.5 336
Air rune x2

Fire rune x2


Air Blast
41 25.5 394
Air rune x3



Water Blast
47 28.5 451
Air rune x3

Water rune x3


Snare
50 60 None
Nature rune x2



Earth Blast
53 31.5 509
Air rune x3

Earth rune x3


Fire Blast
59 34.5 566
Air rune x3

Fire rune x3


Air Wave
62 36 595
Air rune x4



Water Wave
65 37.5 624
Air rune x4

Water rune x4


Vulnerability
66 76 None
Chaos rune x1

Soul rune x1


Monster Examine
66 61 None
Astral rune x1

Mind rune x1

Cosmic rune x1

Cure Other
68 65 None
Astral rune x1

Earth rune x10


Earth Wave
70 40 672
Air rune x4

Earth rune x4


Cure Me
71 69 None
Astral rune x1

Cosmic rune x2


Enfeeble
73 83 None
Body rune x1

Soul rune x1


Cure Group
74 74 None
Astral rune x1

Cosmic rune x2


Fire Wave
75 42.5 720
Air rune x4

Fire rune x4


Entangle
79 89 None
Nature rune x3



Stagger
80 90 None
Mind rune x1

Soul rune x1


Air Surge
81 75 768
Air rune x5



Water Surge
85 80 768
Air rune x5

Water rune x5


Earth Surge
90 85 768
Air rune x5

Earth rune x5


Vengeance Other
93 108 None
Astral rune x1

Earth rune x10

Death rune x3

Vengeance
94 112 None
Astral rune x1

Earth rune x10

Death rune x2

Fire Surge
95 90 768
Air rune x5

Fire rune x5


Vengeance Group
95 120 None
Astral rune x1

Earth rune x11

Death rune x3


Teleportation Spells
Spell Level Required Runes Required Info

Dungeon Home Tele
1
This will teleport the player back to the starting room of the dungeon. Similar to regular home teleport it takes time and will be interrupted by combat.

Create Gatestone
32
Cosmic rune x3
This will create a gatestone which the player can drop to be used with the Gatestone Teleport spell. If the player already has a gatestone placed it will be destroyed on casting this spell.

Gatestone Teleport
32
This allows the player to teleport to their active gatestone.

Group Gatestone Teleport
64
Law rune x3
This allows the player to teleport to the group gatestone, or to the player who carries the group gatestone.

Create Gatestone 2
90
This allows the player to create a second gatestone to which they can teleport to. To cast this spell the player must be wielding the Daemonheim 4 Aura.

Gatestone 2 Teleport
90
This allows the player to teleport to their second gatestone.


Skilling Spells
Spell Level Required Runes Required

Bones to Bananas
15
Nature rune x1

Earth rune x2

Water rune x2

Low Level Alchemy
21
Nature rune x1

Fire rune x3


High Level Alchemy
55
Nature rune x1

Fire rune x5


Humidify
68
Astral rune x1

Fire rune x1

Water rune x3

Dungeoneering Gear

Similair to on the surface, in Daemonheim the player can choose between staves or wands with offhand weapons. All weapons, aside from the elemental staves, provide the player with an infinite amount of elemental runes.

Staves

Item Level Required Accuracy F2P/P2P

Tangle Gum Staff
1 150

Water Staff
1 150

Seeping Elm Staff
10 202

Earth Staff
10 202

Blood Spindle Staff
20 316

Fire Staff
20 316

Utuku Staff
30 454

Air Staff
30 454

Spinebeam Staff
40 628

Catalytic Staff
40 628

Bovistrangler Staff
50 850

Empowered Water Staff
50 850

Thigat Staff
60 1132

Empowered Earth Staff
60 1132

Corpsethorn Staff
70 1486

Empowered Fire Staff
70 1486

Entgallow Staff
80 1924

Empowered Air Staff
80 1924

Doomcore Staff
83 2047

Grave Creeper Staff
90 2458

Empowered Catalytic Staff
90 2458

Celestial Catalytic Staff
99 3031

Wands

Item Level Required Accuracy F2P/P2P

Tangle Gum Wand
1 150

Seeping Elm Wand
10 202

Blood Spindle Wand
20 316

Utuku Wand
30 454

Spinebeam Wand
40 628

Catalytic Wand
40 628

Bovistrangler Wand
50 850

Thigat Wand
60 1132

Corpsethorn Wand
70 1486

Entgallow Wand
80 1924

Grave Creeper Wand
90 2458

Empowered Catalytic Wand
90 2458

Celestial Catalytic Wand
99 3031

Orbs

Item Level Required Accuracy F2P/P2P

Salve Orb
1 150

Wildercress Orb
10 202

Blightleaf Orb
20 316

Roseblood Orb
30 454

Magical Blastbox
30 110

Bryll Orb
40 628

Catalytic Orb
40 628

Duskweed Orb
50 850

Soulbell Orb
60 1132

Ectosphere
70 1486

Celestial Surgebox
70 150

Runic Orb
80 1924

Spiritbloom Orb
90 2458

Empowered Catalytic Orb
90 2458

Celestial Catalytic Orb
99 3031

Armour

Item Magic Level Required Defence Level Required Defence Rating Lifepoints Boost F2P/P2P

Salve Robes
1 1 103 74

Wildercress Robes
10 10 150 600

Blightleaf Robes
20 20 234 1200

Incantors Boots
1 28 21 84

Roseblood Robes
30 30 337 1800

Bryll Robes
40 40 469 2400

Shadow Silk Hood
1 45 146 540

Duskweed Robes
50 50 636 3000

Sorcerers Boots
1 54 42 162

Soulbell Robes
60 60 847 3600

Protectors Ward
1 65 259 975

Ectorobes
70 70 1112 4200

Runic Robes
80 80 1441 4800

Spiritbloom Robes
90 90 1840 5400

Guardians Ward
1 94 540 1410

Celestial Robes
99 99 2271 5940

Mastery

Once you have finally reached level 99 in the skill, you can travel to the magic guild in Yanille and purchase the Magic Skillcape from the Robe Store owner for 99,000 coins. This will enable you to use a boost that raises your Magic level to 100 and also allows you to perform the Magic Skillcape Emote. The cape itself is members only. However, free players can still perform the emote granted they are wearing the cape.

If Magic is your first skill to reach level 99, you will be rewarded the Magic cape. However, if you have other skills at level 99, you will be awarded the Magic cape (t). If you have the untrimmed version of the cape and achieve level 99 in another skill, the cape will become trimmed automatically.

Magic cape Magic cape (t) Magic master cape


Guide Made by: DaDa
Corrections submitted by: Doctor Shemp, DaDa, Dj dude36, Dark, Jamie06, Ylar, Rendigo, Majinvegito3, Jacob, Secepatnya, Valerie, Jack, Sytze, Runic Lord, Umbra, Philby25