Runescape Magic Guide

Casting spells can be quite simple, even to a new Magician, but there are still several things that you need to know before you begin.

The Spell Book

This is where you’ll be casting all of your magical spells from; the Spell Book. By clicking on the book icon to the right of your screen, it will bring up a list of all your magic. Depending on how many spells you’ve learned and the number of runes you’re holding, you may see 2 different colored symbols:

Colored-in Icon: You have a high enough magic level and the required Runes to cast the spell.
Blacked-out Icon: You can’t use the spell until you reach a high enough level, or you don’t have the required Runes.

When you hover over a spell’s icon, you will see some important info about it, such as the required Runes to cast it, a description of the spell, and the needed magic level to cast it. In the picture, it shows how many runes I’m holding at the time, and how many I need to cast the spell. The first number is how many Runes I have, and the second is how many are needed to use the spell. I have 5 Nature, 5 Water, and 5 Earth Runes.

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Runes

RuneStones, or Runes for short, are imbued with magical powers from the land, and they were created many ages ago by the ancestors of RuneScape. When you hold enough of a specific combination of Runes, you can cast a magical spell. Runes can be found throughout RuneScape, lying on the ground, looted from enemies, and crafted using your RuneCrafting skill. They can also be bought from Magic Stores such as the ones in Varrock, Port Sarim and the Magic Guild.

RuneStones
Picture Rune Locations
Air Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: West of Lumbridge; behind Luthas’ house on Karamja.
Water Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: Al Kharid mine.
Mist Craft: At level 6 Runecrafting with air and water Runes.
Earth Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: North of Varrock; Varrock Sewer.
Dust Craft: At level 10 Runecrafting, with Air and Earth Runes.
Mud Craft: At level 13 Runecrafting with Water and Earth Runes.
Fire Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: Al Kharid mine; Karamja Volcano.
Smoke Craft: At level 15 Runecrafting with Air and Fire Runes.
Steam Craft: At level 19 Runecrafting with Water and Fire Runes.
Cosmic Respawn: Wilderness Ice Plateau in level 48 Wilderness.
Law Bought: Mage Arena.
Nature Bought: Mage Arena.
Respawn: An island in level 45 Wilderness; treasure chest in Ardougne; island north of Rellekka.
Mind Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: Lumbridge Castle.
Body Bought: Varrock, Port Sarim, Magic Guild & Mage Arena.
Respawn: West of Varrock Castle; Varrock Sewers, 2nd floor of the Al Kharid Scimitar Shop, level 6-8 Wilderness.
Lava Craft: At level 23 Runecrafting with Earth and Fire Runes.
Chaos Bought: Varrock, Port Sarim & Magic Arena.
Respawn: Level 36-38 Wilderness; sledding mountain during the Troll Romance Quest; Dark Knights’ Castle in level 15 Wilderness.
Death Bought: Varrock, Port Sarim & Magic Arena.
Respawn: Southwest of Yanille.
Blood Respawn: Treasure chest in the Chaos Druid Tower.
Astral Bought: Baba Yaga’s Magic shop in Lunar Isle.
Reward: Lunar Diplomacy Quest.
Soul Bought: Magic Guild.

Rune Notes

Combination Runes - these include the Mist, Dust, Mud, Smoke, Steam and Lava Runes. They are Members-Only, and are made by combining Runes. More info can be found in the RuneCrafting - Combination Runes section.

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Magic Items

There are a variety of magical items that can help to make your magic stronger, and your spells more likely to succeed, including robes, staffs, and amulets.

Amulets

Amulets are worn around your neck and will offer additional magic bonuses. They can be crafted with gold and cut gems, and then must be enchanted in order to make them powerful.

Jewelry
Jewelry & Picture Magic Attack Bonus Magic Defense Bonus
Amulet of Glory 10 3

Amulet of Fury 10 15

Amulet of Magic 10 0

Amulet of Power 6 6

Lunar Ring 2 2

Lunar Amulet 1 1

Clothing & Armor

Some articles of clothing such as robes, and hats will increase your magic. These are the best types of armor for Mages, since they allow your magical energy to “flow” freely. Some can be looted from Wizards, and others can be bought in a magic shop. Still, other kinds of magic armor can be made, or obtained by other various methods.

Clothing, Robes, & Magical Armors
Item & Picture Magic Attack Bonus Magic Defense Bonus Where to Obtain
Dragonfire Shield 0 2 From Duke Horacio in Lumbridge Castle, while doing the Dragon Slayer Quest.

Black Robe 3 3 Dark Wizards

Wizards Hat 1 2 Dark Wizards; Bought in Port Sarim Magic Shop.

Wizards Robe 3 3 Wizards

Wizards Hat 2 2 Wizards; Bought in Port Sarim Magic Shop.

Wizard Boots 4 4 Treasure Trail reward. (level 20 Magic)

Robe of Zamorak 2 3 Necromancer

Robe of Zamorak 2 3 Necromancer

Gnome Hat 3 3 Bought in Tree Gnome Stronghold Clothing Shop.

Farseer Helm 6 6 Bought from the Helmet Shop in Rellekka after completing the Fremennik Trial Quest.

Mystic Robe 20 20 Bought for 120,000gp in the Magic guild. (level 20 Defense & 40 Magic)

Mystic Robe 15 15 Bought for 80,000gp in the Magic guild. (level 20 Defense & 40 Magic)

Mystic Hat 4 4 Bought for 15,000gp in the Magic guild. (level 20 Defense & 40 Magic)

Mystic Gloves 3 3 Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic)

Mystic Boots 3 3 Bought for 10,000gp in the Magic guild. (level 20 Defense & 40 Magic)

God Capes 10 10 Obtained from defeating Kulodion in the Wilderness Mage Arena.

Splitbark Helm 2 3 Bought from the wizard in the tower near Port Sarim. Requires 2 pieces of Fine Cloth, Bark & 6,000gp. (level 20 Defense & 40 Magic)

Splitbark Top 8 15 Bought from the wizard in the tower near Port Sarim. Requires 4 pieces of Fine Cloth Bark & 37,000gp. (level 40 Defense & 40 Magic)

Splitbark Legs 6 10 Bought from the wizard in the tower near Port Sarim. Requires 3 pieces of Fine Cloth Bark & 32,000gp. (level 40 Defense & 40 Magic)

Splitbark Gauntlets 1 2 Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic)

Splitbark Greaves 1 2 Bought from the wizard in the tower near Port Sarim. Requires 1 piece of Fine Cloth Bark & 1,000gp. (level 40 Defense & 40 Magic)

Elemental Shield 0 6 Reward from the Elemental Workshop Quest.

Elemental Helm 0 4 Reward from the Elemental Workshop II Quest.

Mind Shield 0 9 Reward from the Elemental Workshop II Quest.

Mind Helm 0 6 Reward from the Elemental Workshop II Quest.

Ahrim’s Hood 6 6 Found in the Barrows.

Ahrim’s Robetop 30 30

Ahrim’s Robeskirt 22 22

Infinity Hat 6 6 Bought from the Rewards guardian in the Mage Training Arena using Pizzaz Points (level 25 Defense & 50 Magic)

Infinity Top 22 22

Infinity Bottom 17 17

Infinity Gloves 5 5

Infinity Boots 5 5

Mage’s Book 15 15

Ghostly Hood 3 3 From the Ghostly Robes Mini-Quest

Ghostly Cloak 5 5

Ghostly Top 5 5

Ghostly Bottom 4 4

Ghostly Gloves 2 2

Ghostly Boots 2 2

Lunar Helmet 3 2 Can be bought from the Oneiromancer after completing the Lunar Diplomacy Quest
(level 40 Defense and 65 Magic).

Lunar Cape 0 0

Lunar Body 10 12

Lunar Legs 7 9

Lunar Gloves 4 2

Lunar Boots 2 2

Enchanted Hat 4 4 A possible reward from level 3 Treasure Trail clues (20 Defense and 40 Magic).

Enchanted Top 20 20

Enchanted Bottom 15 15

Skeletal Helmet 2 3 Obtained from killing Wallasakis in the Waterbirth Island dungeon and collecting specific pieces. See the Waterbirth Island guide for more info.

Skeletal Body 8 15

Skeletal Legs 6 10

Skeletal Gloves 0 0

Skeletal Boots 0 0

Moon Clan Helm 3 3 Can be bought during the Lunar Diplomacy Quest for 1,000gp per piece.

Moon Clan Hat 3 3

Moon Clan Cape 2 2

Moon Clan Armour 5 5

Moon Clan Skirt 5 5

Moon Clan Gloves 2 2

Moon Clan Boots 2 2

Staffs

Staffs can be a Wizard’s best friend during battles (and for walking long distances!). There are 3 main kinds of Staffs: Elemental Staffs, Battle Staffs, and Mystic Staffs. There are also special Staffs that you can obtain from monsters or other quests.

Before explaining those kinds of staffs, there is some info that you should know. First, there are 2 basic staffs: Staffs and Magic Staffs. Staffs are just like a regular carved stick, and they add no bonuses to your stats. Magic Staffs add a slight amount of Magic Attack & Defense, but they have no special abilities.

All Staffs will allow you to continually use an attack spell on your enemy until it dies, or you run out of Runes. To use this option, go into your Fighting Style menu while you are wielding your staff. Near the top on the right side you’ll see a spell button; click it to select your choice of several elemental attack spells, ranging from low to high. You’ll now attack with that spell, rather than with a melee attack.

Elemental Staffs include Air, Water, Earth and Fire. They can be bought at Zaff’s Staff Shop in the northwest part of Varrock for 1,500gp each, and they will be equal to an infinite number of that type of Rune when the staff is wielded. So, if you use a lot of one type of Rune, it would be wise to buy that kind of staff. Each of these add 10 to both your Magic Attack and Defense bonuses.

Battle Staffs are much like regular Elemental Staffs, but they have a Charged Orb attached to them. Battle Staffs are much stronger than regular staffs, and they will still allow you to use an unlimited number of Runes of that type. The Orb can be Crafted with glass, and then you need to cast the appropriate Charge spell on its Obelisk to power it up. Then just attach the Orb to the Staff to get a Battle Staff.

Mystic Staffs are actually just enchanted Battle Staffs. They are much stronger than normal staffs (comparable to a Rune Longsword), and still take the place of a Rune. To get a Battle Staff enchanted into a Mystic Staff, you first need to complete the Scorpion Catcher Quest. Thormac the Wizard, located south of the Seers Village, will enchant your staff for 40,000gp.

Special Staffs can be obtained from a quest or a monster.

Staff of Iban - Received after completing the Underground Pass Quest. This allows you to use the Iban Blast spell when equipped. Adds 10 to your Magic Attack and Defense bonuses.
God Staffs - These include the Staff of Saradomin, Zamorak and Guthix, and you can choose one after defeating Kolodion in the Mage Arena. When wielded, you have the ability to use their specific God spell: Saradomin Strike, Flames of Zamorak, or Claws of Guthix. They also add 6 to your Magic Attack and Defense bonuses.
Lava Staff - This staff is a rare drop from the Kalphite Queen, and it will give you an unlimited amount of Fire and Earth Runes.
Mud Battlestaff - This staff is a rare drop from the Dagganoth Kings on Waterbirth Island, and it will give you an unlimited supply of Earth and Water Runes.
Slayer Staff - Bought from any Slayer Master. Used to cast Magic Dart to kill specific Slayer Monsters. Provides 12 to your Magic Attack and Defense bonuses.
Ancient Staff - Can be bought from Elbis for 80,000gp after completing the Desert Treasure Quest. Provides 15 to your Magic Attack and Defense bonuses.
Ahrim’s Staff - Part of Ahrim the Blighted’s set. Requires 70 Defense and Magic to use. Provides 15 to your Magic Attack and Defense bonuses.
Obsidian Staff (Toktz-mej-tel) - You can buy this using TokKul from the Fight Pit equipment shop for 52,500 TokKul.
Lunar Staff - Can be bought from the Oneiromancer after completing the Lunar Diplomacy Quest. Allows for autocasting attack spells, and it has better magic attack than regular Elemental staffs (+13 Magic Attack), as well as a +3 Prayer bonus.
Void Knight Mace - This weapon can auto-cast Claws of Guthix, and can be bought from Pest Control for 250 Pest Points.
Wands are another type of Mage weapon, which you can buy from the Mage Training Arena using Pizazz Points. These are particularly useful, as they give decent Magic Attack and Defense bonuses, and you can autocast regular spells with them.

One particular note about wands, is that you must own them in order before being able to move onto the next one. for instance, you can’t use a higher-up wand before using a Beginner Wand.

Here are the Wands in order:

Beginner Wand - Adds 5 to your Magic Attack and Defense bonus. Requires level 45 Magic.
Apprentice Wand - Adds 10 to your Magic Attack and Defense bonus. Requires level 50 Magic.
Teacher Wand - Adds 15 to your Magic Attack and Defense bonus. Requires level 55 Magic.
Master Wand - Adds 20 to your Magic Attack and Defense bonus. Requires level 60 Magic.
Drinks & Potions

If you want to temporarily raise your magic level by 2-3 points, you can buy a Wizard’s Mind Bomb from the Rising Sun bar in Falador. Depending on your Magic level, it may raise your Magic 2 or 3 points. It will cost 2gp and it only lasts a short while, but if you need an extra magic level it can help.

You can also mix your own Magic Essence Potion with your Herblore skill, which adds +3 to your Magic level temporarily. It can be made at level 57 by mixing a Starflower and a Gorak Claw in a vial.

Magic Potions can be made using your Herblore skill as well, and it adds +4 to your Magic level for a short time. It requires level 72, and can be made with Lantadyme and Potato Cactus.

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Using Magic

Before you begin to use some Magic, you should gather all the Runes you need to cast the spell you want to use, by either buying them, making them with your RuneCrafting skill, or fighting enemies. You should also bring any magic items discussed before, if you want those bonuses. Now once you’ve found a target, choose your attack spell and click on your opponent to cast the spell.

When Spells Don’t Work

Sure, everyone has a bad spell-casting day once in awhile, and if you’re trying to cast a newly-learned spell, you may miss your enemy and the spell won’t work. If this happens, you will still use the Runes needed to cast the spell, and you will earn the experience for trying to use it.

Other Types of Spells

Of course, there are other different kinds of magic spells to use, but you need to reach a high enough level to cast them. Depending on the kind of spell, you need to use it on a specific target. For instance, you can only cast Teleport spells on yourself, and an Enchant spell is only used on rings and amulets. For more info about different kinds of magic, check the Other Kinds of Spells section.

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The Spell List

There are a great number of spells to use in the RuneScape world, some of which can only be used by Members. For your reference, here is a list of magical spells with their important information.

Attack Spells

This type of spell is what you’ll probably be using in combat (if you’re a Mage). It’s best to wear gear such as Robes or any of the equipment outlined above, which is specifically designed for a Mage. Wearing armor such as Platebodies and Helmets not only make you more suceptible to magical attacks, but will decrease your ability to use your own attack spells.

Attack Spells
Magic Level Magic Spell Runes
1 Wind Strike 1 Air, 1 Mind
3 Confuse 3 Water, 2 Earth, 1 Body
5 Water Strike 1 Water, 1 Air, 1 Mind
9 Earth Strike 2 Earth, 1 Air, 1 Mind
11 Weaken 3 Water, 2 Earth, 1 Body
13 Fire Strike 3 Fire, 2 Air, 1 Mind
17 Wind Bolt 2 Air, 1 Chaos
19 Curse 3 Earth, 2 Water, 1 Body
20 Bind 3 Earth, 3 Water, 2 Nature
23 Water Bolt 2 Water, 2 Air, 1 Chaos
29 Earth Bolt 3 Earth, 2 Air, 1 Chaos
35 Fire Bolt 4 Fire, 3 Air, 1 Chaos
39 Crumble Undead 2 Earth, 2 Air, 1 Chaos
41 Wind Blast 3 Air, 1 Death
47 Water Blast 3 Water, 3 Air, 1 Death
50 Iban Blast 5 Fire, 1 Death, Iban Staff
50 Magic Dart 4 Mind, 1 Death, Slayer Staff
50 Snare 4 Earth, 4 Water, 3 Nature
53 Earth Blast 4 Earth, 3 Air, 1 Death
59 Fire Blast 5 Fire, 4 Air, 1 Death
60 Saradomin Strike 4 Air, 2 Fire, 2 Blood, Staff of Saradomin
60 Claws of Guthix 4 Air, 2 Blood, 1 Fire, Staff of Guthix
60 Flames of Zamorak 4 Fire, 2 Blood, 1 Air, Staff of Zamorak
62 Wind Wave 5 Air, 1 Blood
65 Water Wave 7 Water, 5 Air, 1 Blood
66 Vulnerability 5 Earth, 5 Water, 1 Soul
70 Earth Wave 7 Earth, 5 Air, 1 Blood
73 Enfeeble 8 Earth, 8 Water, 1 Soul
75 Fire Wave 7 Fire, 5 Air, 1 Blood
79 Entangle 5 Earth, 5 Water, 4 Nature
80 Stun 12 Earth, 12 Water, 1 Soul
80 Charge 3 Fire, 3 Blood, 3 Air

Alchemy & Conversion Spells

These spells allow you to turn an ordinary item, such as armor or bones into gold or other items.

Alchemy & Conversion Spells
Magic Level Magic Spell Runes
15 Bones to Bananas 2 Earth, 2 Water, 1 Nature
21 Low Level Alchemy 3 Fire, 1 Nature
43 Superheat Item 4 Fire, 1 Nature
55 High Level Alchemy 5 Fire, 1 Nature
60 Bones to Peaches 2 Nature, 4 Water, 4 Earth

Bones to Bananas will cause any bones in your inventory to become edible Bananas. This is useful for when you’re low on health and need some food in a hurry, although it isn’t a very commonly used spell.

Bones to Peaches is similar to the “Bones to Bananas” spell. It will turn any bones in your inventory into Peaches, which heal 8 hitpoints. Although, you can only use this spell once you’ve boght the Bones to Peaches spellbook from the Mage Training Arena.

Low Level Alchemy will turn an item into the amount of gold it sells for in a General Store, while High Level Alchemy will yield the amount of gp it sells for in a specialty shop. If you’re trying to High Alchemize large amounts of a certain item, it’s best to put the item into Bank Notes and cast the spell on the notes. It only alchemizes 1 item at a time, but it’s much faster than having to run back to the bank!

Superheat Item will act as a Furnace and smelt a bar of ore for you. Just cast the spell on the ore of the bar you wish to make (if you want to make a Mithril Bar, cast it on a Mithril Ore).

Enchantment Spells

This kind of spell can be cast on Rings, Amulets, and certain Necklaces with gems inside. First just craft the item, and then cast the correct Enchant spell on it:

Level 1 Enchant - Sapphire Rings, Amulets and Necklaces.
Level 2 Enchant - Emerald Rings, Amulets and Necklaces.
Level 3 Enchant - Ruby Rings & Amulets.
Level 4 Enchant - Diamond Rings & Amulets.
Level 5 Enchant - Dragonstone Amulets and Rings.
Level 6 Enchant - Onyx Amulets and rings.
After you enchant your Amulet, Ring or Necklace, it will be powered up, bringing out magical abilities.

Enchantment Spells
Magic Level Magic Spell Runes
7 Enchant Lvl-1 Jewelry 1 Water, 1 Cosmic
27 Enchant Lvl-2 Jewelry 3 Air, 1 Cosmic
49 Enchant Lvl-3 Jewelry 5 Fire, 1 Cosmic
57 Enchant Lvl-4 Jewelry 10 Earth, 1 Cosmic
68 Enchant Lvl-5 Jewelry 15 Water, 15 Earth, 1 Cosmic
87 Enchant Lvl-6 Jewelry 20 Fire, 20 Earth, 1 Cosmic

Amulets normally increase your fighting ability, but Rings can teleport you, deal extra damage and help you with Smithing. Remember, only Members can enchant and use the abilities of Rings, and when you use it a number of times, it will be destroyed.

Enchantment Properties
Enchanted Jewelry What it Does
Sapphire Ring of Recoil 10% of the damage inflicted on you is inflicted back to your enemy. ~ 40 Damage Limit
Sapphire Games Necklace Teleports you to the Burthorpe Games Room or Barbarian Assault Minigame when used. ~ 8 Use Limit
Sapphire Amulet of Magic +10 To Magic
Emerald Ring of Dueling Teleports you to the Duel Arena or Castle Wars Arena when used. ~ 8 Teleport Limit
Emerald Necklace of Binding 100% chance of combining Runes. ~ 15 Use Limit
Emerald Amulet of Defense +7 To Defense
Ruby Ring of Forging 100% chance of smelting Iron ore. ~ 140 Use Limit
Ruby Amulet of Strength +10 To Strength
Diamond Ring of Life Teleports you to Lumbridge once your hits fall below 10% ~ 1 Use Limit
Diamond Amulet of Power 6 To Attack Stats · 6 To Defense Stats
6 To Strength · 1 To Prayer
Dragonstone Ring of Wealth Increases the drop rate of rare items. ~ Unlimited Use
Dragonstone Amulet of Glory 10 To Attack Stats · 3 To Defense Stats
6 To Strength · 3 To Prayer · Increased Chance of Finding Gems · 4 Teleport Uses to Al Kharid, Draynor Village, Edgeville, and Karamja
*Recharge at the Heroes Guild fountain.
Onyx Ring of Stone Morphs the wearer into stone.
Onyx Amulet of Fury Increases Attack, Defense, Strength, Ranged & Magic.

Teleportation Spells

There are 2 different kinds of Teleportation spells: regular Teleport spells, and Members-Only Teleother spells. Teleport spells will teleport you to a location, while Teleother spells will teleport another player to a location. Teleport spells that require a quest include:

Ardougne Teleport - You must have already finished the Plague City Quest.
Watchtower Teleport - You need to complete the Watchtower Quest.
Trollheim Teleport - You need to complete the Eadgar’s Ruse Quest.
Ape Atoll Teleport - You must complete Awogowei’s dish from Recipe for Disaster.
Teleother Spells are only available on Members servers and will allow a player to teleport you to another location. Of course, you need to give permission for them to use the spell on you, and you must have the Accept Aid option (in your controls menu) set to “Yes” for it to work. A menu will pop up asking if you want the other player to teleport you and you’ll be able to choose “yes” or “no.”

Teleportation Spells
Magic Level Magic Spell Runes
1 Lumbridge Home Port None (30 minute cooldown)
25 Varrock Teleport 3 Air, 1 Fire, 1 Law
31 Lumbridge Teleport 3 Air, 1 Earth, 1 Law
37 Falador Teleport 3 Air, 1 Water, 1 Law
40 House Teleport 1 Earth, 1 Air, 1 Law
45 Camelot Teleport 5 Air, 1 Law
51 Ardougne Teleport 2 Water, 2 Law
58 Watchtower Teleport 2 Earth, 2 Law
61 Trollheim Teleport 2 Fire, 2 Law
64 Ape Atoll Teleport 2 fire, 2 Water, 2 Law and 1 Banana
74 Teleother Lumbridge 1 Earth, 1 Law, 1 Soul
82 Teleother Falador 1 Water, 1 Law, 1 Soul
85 Teleblock 1 Chaos, 1 Law, 1 Death
90 Teleother Camelot 2 Soul, 1 Law