# Damage per second/Magic

The staff of the dead gives a 15% boost to magic damage.

Magic damage is affected by the spell used, Equipment, prayer, skill boosts and the monster being attacked.

There are various methods by which players can increase their potential Magic damage. The effects of most equipped items can be seen in the stats window (labelled as Magic: +x and Magic damage: +x%).

## Calculating your magic damage output

### Step one: Calculate the maximum hit

Maximum hit is affected only by damage boosting equipment and the base max hit of the spell used[1].

See maximum magic hit for the information on calculating the maximum hit for a specific setup.

### Step two: Calculate the effective level

Effective level is affected by your current level multiplied by prayers used and skill level boosts.

1. (Magic level + Magic level boost) * prayer bonus
2. Round down to nearest integer
3. +1 if using Long Range trident, +3 if using Accurate trident
4. +8
5. Multiply by 1.45 if using Void Magic
6. Round down to nearest integer

Magic Level boost:

Main article: Temporary skill boost
Boost Level
increase
Visibility Other info
Magic cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Spicy stew
(red spice)
±0-5 Visible Depending on type of stew, any skill can be boosted or reduced by 0 to 5 levels randomly.
Oldak ±2 Visible Requires completion of Death to the Dorgeshuun.
Wizard's mind bomb 2 or 3 Visible Boosts magic by ${\displaystyle Level*{\frac {2}{100}}+2}$.
Restores 3 Hitpoints.
Reduces Attack, Strength and Defence.
Available to free players.
Magic essence 3 Visible Used during the Fairytale II - Cure a Queen quest.
Mature Wizard's mind bomb 3 or 4 Visible Boosts magic by ${\displaystyle Level*{\frac {2}{100}}+3}$.
Reduces Attack, Strength and Defence.
Magic potion 4 Visible Allows for the use of higher level magical spells.
Divine magic potion 4 Visible Acts as a magic potion.
Passive stat draining for magic is disabled for 5 minutes, meaning the player's magic will stay fully boosted.
After the 5 minutes are over, magic level will be restored to its base level.
Battlemage potion 4 Visible Boosts defence by ${\displaystyle Level*{\frac {15}{100}}+5}$.
Allows for the use of higher level magical spells.
Divine battlemage potion 4 Visible Acts as a battlemage potion.
Passive stat draining for magic is disabled for 5 minutes, meaning the player's magic will stay fully boosted.
After the 5 minutes are over, magic level will be restored to its base level.
Imbued heart 1-10 Visible Boosts magic by ${\displaystyle Level*{\frac {1}{10}}+1}$.
Allows for the use of higher level magical spells.
Only usable once every 7 minutes.
Super magic potion 5-19 Visible Boosts magic by ${\displaystyle Level*{\frac {15}{100}}+5}$.
Allows for the use of higher level magical spells.
Only usable within the Nightmare Zone.
Overload 5-19 Visible Boosts combat stats by ${\displaystyle Level*{\frac {15}{100}}+5}$ (excluding hitpoints and prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Nightmare Zone or within the Chambers of Xeric
Does not allow for the use of higher level magical spells[d 1].
Only useable within the Chambers of Xeric
Kodai (-) 4-13 Visible Boosts Magic by ${\displaystyle Level*{\frac {10}{100}}+4}$.
Does not allow for the use of higher level magical spells[d 1].
Only useable within the Chambers of Xeric
Kodai potion 5-17 Visible Boosts Magic by ${\displaystyle Level*{\frac {13}{100}}+5}$.
Does not allow for the use of higher level magical spells[d 1].
Only useable within the Chambers of Xeric
Kodai (+) 6-21 Visible Boosts Magic by ${\displaystyle Level*{\frac {16}{100}}+6}$.
Does not allow for the use of higher level magical spells[d 1].
Only useable within the Chambers of Xeric
1. Jagex. Mod Ash's Twitter account. 14 Mar 2019. (Archived from the original on 4 October 2020.) Mod Ash: "There's a substantial stat-boost available in there that really wasn't intended for helping enchant items that aren't just for the raid, and it's been nerfed as an integrity change."

Note that temporarily increasing your Magic level only increases your accuracy, but not max hit, with the exception of Magic Dart, salamanders, trident of the seas/swamp and sanguinesti staff.

Prayer Multiplier:

Prayer
Mystic Will 1.05
Mystic Lore 1.10
Mystic Might 1.15
Augury 1.25

### Step three: Calculate the equipment bonus

Equipment bonus is equal to the Magic Attack stat in the Equipment stats window. Wearing magic gear will increase your equipment bonus.

See here for a full list of all stat-boosting gear, or here for a list magic armour.

Add up the Magic Attack of each piece of equipment worn to find your equipment bonus.

### Step four: Calculate the accuracy roll

1. Effective level * (Equipment bonus + 64)
2. Multiply by 7/6 if wearing a slayer helm on task or killing undead monsters with an imbued salve amulet.
3. Round down to nearest integer

### Step five: Calculate the hit chance

${\displaystyle {\text{Defence Roll}}=(9+{\text{NPC magic level}})*({\text{NPC magic defence}}+64)}$

If Accuracy Roll > Defence roll:

${\displaystyle {\text{Hit Chance}}=1-{\frac {({\text{Def roll}}+2)}{2*({\text{Atk roll}})+1}}}$

Else

${\displaystyle {\text{Hit Chance}}={\frac {\text{Atk roll}}{2*({\text{Def roll}})+1}}}$

### Step six: Calculate the magic damage output

${\displaystyle {\text{Damage per hit}}={\frac {{\text{Maximum hit}}*{\text{Hit Chance}}}{2}}}$

To calculate the Damage Per Second, divide the Damage Per hit by the attack speed of the spell in seconds.

Spells from the Standard and Ancient spellbook have attack speed of 3 seconds, while tridents and staffs that cast their own spells have an attack speed of 2.4

If bursting/barraging, multiply the DPS by the amount of targets getting hit (Note that maximum amount of targets for every AOE spell is 9).

## References

1. Bitterkoekje. "Combat Formulas." 10 March 2015. Old School RuneScape Forums.