# Magic

 This article has a calculator here.Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.
For a list of all requirements and unlockables within the Magic skill, see Magic/Level up table.

Magic is one of the most important skills in Old School RuneScape and is one of the three combat classes. It is used in Combat; it allows crafted items to be enchanted, fast transport around the world via teleports, and converting items into coins via High Level Alchemy. Magic is probably the largest source of coins into the game. While it is possible to play the game without being skilled in Magic, it is a considerable advantage to be able to use many spells, especially High Level Alchemy and teleports.

Magic is also important in order to defend well against Magic attacks. Unlike Melee and Ranged Defence, Magic Defence is actually determined by both Magic (70%) and Defence (30%) levels, as well as magic defence bonus.

Magic level up - normal
The music that plays when levelling up.
Magic level up - with unlocks
The music that plays when levelling up and unlocking new content.

## Spells

For a list of all the spells in the game, see List of spells.
A player demonstrating Magic spells.

Magic is used almost exclusively through casting spells on monsters, another player, on one's self (reflexively), or on an item.

### Runes

Main article: Runes

All spells (with the exception of the Home Teleports in the Standard, Ancient, Lunar, and Arceuus spellbooks) require the use of runes as a consumed resource. Runes are stackable, commonly traded items which are obtained by various methods. For hints on obtaining runes, see Runes: obtaining runes.

#### Elemental staves

Main article: Elemental staves

The requirement for certain runes in a spell can be removed if the player wields an elemental staff corresponding to an elemental rune. As an example, wielding a staff of fire allows a player to cast High Level Alchemy using only one nature rune.

### Spellbooks

There are four divisions of Magic in RuneScape - standard (commonly called "modern"), Ancient Magicks, Lunar spells, and Arceuus. Each has a different spellbook and typically only one can be used at once (for an exception to this rule, see Spellbook Swap). The special spellbooks are only available on members' worlds.

To cast a spell, a player must choose the wanted spell from their spellbook. To access the activated spellbook, click on the spellbook icon in the game's interface.

#### Standard spells

Main article: Standard spells

The standard spells are activated on any new character's account, and they are available on all worlds. There is no prerequisite to using the standard spellbook, although some spells are only available on members' worlds and others require completion of certain quests or tasks. As with other skills, new capabilities require higher skill levels.

#### Ancient Magicks (Members only)

Main article: Ancient Magicks

The Ancient Magicks contain some of the most dangerous offensive spells. These spells can only be used after completing the fiendish Desert Treasure quest.

#### Lunar spells (Members only)

Main article: Lunar spells

The Lunar spells are mostly supportive spells and are unrelated to combat, and require completing the Lunar Diplomacy quest before being usable. A spellbook extension becomes available after completion of the Dream Mentor quest.

#### Arceuus spells (Members only)

Main article: Arceuus spellbook

The Arceuus spellbook (also known as the Necromancy spellbook), is a spellbook that can be accessed by gaining 60% Arceuus favour. It contains mostly creature reanimation spells, but also several alternative teleportation spells.

## Standard spellbook description

In the Standard spellbook, spells fall into one of several categories: Combat, Curse, Teleportation, Alchemy and Enchantment. All spells yield their associated amount of experience when cast. Combat spells additionally give experience related to the amount of damage caused to the opponent(s).

### Teleportation spells

Teleportation spells are very popular with all players - free-to-players and members alike, as teleportation spells save lots of time when travelling around the world. Note that using a teleport spell is not possible north of level 20 Wilderness, nor in any of the combat-based minigames such as Castle Wars and Pest Control.

Icon Spell Magic
level
Runes
required
Experience Notes
Home Teleport 1 None 0 This spell will transport you to Lumbridge free of charge. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes.
Varrock Teleport 25 3 1 1 35 Transports you to the centre of Varrock, by the fountain near the shop.
Lumbridge Teleport 31 3 1 1 41 Transports you to the centre of Lumbridge Castle, in the same spot as the Home Teleport.
Falador Teleport 37 3 1 1 48 Transports you to the centre of Falador, by the guards.
Teleport to House 40 1 1 1 30 Transports you to your house. See Construction skill.
Camelot Teleport 45 5 1 55.5 Transports you to Camelot south of the castle.
Ardougne Teleport 51 2 2 61 Transports you to Ardougne in the centre of the square. You must complete the Plague City quest to use this teleport.
Watchtower Teleport 58 2 2 68 Transports you to the top of the Watchtower, next to Yanille. You must complete the Watchtower quest to use this spell.
Trollheim Teleport 61 2 2 68 Transports you to the very top of Trollheim, near Eadgar's cave. You must complete the Eadgar's Ruse quest to use this teleport.
Ape Atoll Teleport 64 2 2 2 1 74 Transports you to Ape Atoll. Requires completion of the Awowogei subquest of Recipe for Disaster.
Kourend Castle Teleport 69 5 4 2 2 82 Transports you to the Kourend Castle courtyard. Players must unlock the spell via searching for the book, transportation incantations, in the Arceuus Library.
Teleother Lumbridge 74 1 1 1 84 Teleports another player who has Accept Aid switched on to Lumbridge.
Teleother Falador 82 1 1 1 92 Teleports another player who has Accept Aid switched on to Falador.
Tele Block 85 1 1 1 80 Can only be cast on another player in the Wilderness, and if successful, will prevent that player from using teleportation spells for 5 minutes.
Teleport to Target 85 1 1 1 45 Teleports you near your Bounty Hunter Target. You can only use this spell after using a Target teleport scroll.
Teleother Camelot 90 1 2 100 Teleports another player who has Accept Aid switched on to Camelot.

### Combat spells

Main article: Combat spells

All combat spells result in a spell related amount of experience when cast, but also give experience depending on the amount of damage caused to the opponent. Each damage point caused by a combat spell yields 2 Magic experience points (i.e. hitting a 30 with a spell yields the spell's base experience + 60 Magic experience) and 1.33 Hitpoints experience points. Generally, most combat spells use some air runes in combination with some other "combat" runes, though there are exceptions with the special spells such as Magic Dart.

All spells have equal accuracy, and the magical accuracy is only derived from the current Magic level (and applicable boosts such as from potions or prayer) and Magic accuracy bonus from equipment. To maximise accuracy, especially in training and player killing, players are advised to equip magic-boosting equipment, unequip magic-lowering equipment, use temporary skill boosts to Magic, and raise Magic levels. Most spells can be autocast (automatically firing a selected spell, when attacking), if the player wields a staff or wand, some require a specific item to be autocast.

Icon Spell Magic
level
Runes
required
Experience Max hit Notes
Wind Strike 1 1 1 5.5 2
Water Strike 5 1 1 1 7.5 4
Earth Strike 9 1 2 1 9.5 6
Fire Strike 13 2 3 1 11.5 8
Wind Bolt 17 2 1 13.5 9 Chaos gauntlets can be used with Bolt spells. The gauntlets, when worn, increase the maximum damage done by all bolt spells by 3, thus making the max hit of a specific bolt spell only 1 behind the Blast spell of the same element.
Water Bolt 23 2 2 1 16.5 10
Earth Bolt 29 2 3 1 19.5 11
Fire Bolt 35 3 4 1 22.5 12
Crumble Undead 39 2 2 1 24.5 15 Will only work on undead creatures i.e. zombies, skeletons, etc. Can only be autocast with the Slayer's staff, Void knight mace or any version of the staff of the dead.
Wind Blast 41 3 1 25.5 13
Water Blast 47 3 3 1 28.5 14
Iban Blast 50 5 1
+ Iban's staff
30 25 Must complete Underground Pass quest, the staff has 120 charges (or 2,500 with Iban's staff (u)). Using Iban Blast on any monster will use one charge. Using the spell on a player will use up 2 charges. When all the charges are used up, you have to recharge the staff by using it on the well in the Underground Pass.
Magic Dart 50 1 4
+ Slayer's staff
30 15-19 Must have 55 Slayer to use. Can only be cast with the Slayer's staff or any version of the staff of the dead.
Earth Blast 53 3 4 1 31.5 15
Fire Blast 59 4 5 1 34.5 16 This is the strongest spell available to free players.
Saradomin Strike 60 4 2 2
+ Saradomin staff / Staff of Light
35 20 / 30 Must complete Mage Arena.
Lowers target's prayer by 1 for each successful cast. Can be autocast with Staff of Light.

Charge increases max hit from 20 to 30.

Claws of Guthix 60 4 1 2
+ Guthix staff / Void Knight mace / Staff of balance
35 20 / 30 Must complete Mage Arena.
Chance to lower target's defence by 5% on successful hit. Can be autocast with Void Knight mace and Staff of balance. Charge increases max hit from 20 to 30.
Flames of Zamorak 60 1 4 2
+ Zamorak staff / (Toxic) Staff of the dead
35 20 / 30 Must complete Mage Arena.
Lowers target's magic by 5% on a successful hit.
Can be autocast with Staff of the dead or Toxic staff of the dead. Charge increases max hit from 20 to 30.
Wind Wave 62 5 1 36 17
Water Wave 65 5 7 1 37.5 18
Earth Wave 70 5 7 1 40 19
Fire Wave 75 5 7 1 42.5 20
Wind Surge 81 7 1 44.5 21
Water Surge 85 7 10 1 46.5 22
Earth Surge 90 7 10 1 48.5 23
Fire Surge 95 7 10 1 50.5 24

#### Defensive casting

Although each damage point caused by a combat spell yields 2 Magic experience points and 1.33 Hitpoints experience points when casting regularly, the other option, which is denoted by a shield icon in the interface, represents 'defensive casting'. If you click this button instead of the regular option, you will gain Defence experience whenever you cast combat spells at the cost of receiving a reduced amount of Magic experience. On defensive, you get 1.33 Magic experience points and 1 Defence experience point for every damage point you inflict as well as the usual 1.33 Hitpoints experience points and base Magic experience that is earned for each cast.

### Curses

A curse spell is any spell that causes a negative effect to its target other than damage. Curses are an underused part of Magic, mainly because spell casters have little time to waste in casting damage spells. In long, prolonged fights, using a curse spell or two at the beginning may be a very good idea. Curses also are useful when competing for a monster respawn, as the curse immediately engages the monster.

Icon Spell Magic
level
Runes
required
Experience Notes
Confuse 3 2 3 1 13 Reduces your opponent's Attack by 5%.
Weaken 11 2 3 1 21 Reduces your opponent's Strength by 5%.
Curse 19 3 2 1 29 Reduces your opponent's Defence by 5%.
Bind 20 3 3 2 30 Prevents your opponent from moving for 5 seconds.
Snare 50 4 4 3 60 Prevents your opponent from moving for 10 seconds.
Vulnerability 66 5 5 1 76 Reduces your opponent's Defence by 10%.
Enfeeble 73 8 8 1 83 Reduces your opponent's Strength by 10%.
Entangle 79 5 5 4 89 Prevents your opponent from moving for 15 seconds.
Charge 80 3 3 3 180 This spell temporarily increases the maximum damage of the three God spells to 30 for about 7 minutes. The corresponding God cape must be worn along with the staff in order for the spell to get the damage increase.
Stun 80 12 12 1 90 Reduces your opponent's Attack by 10%.

### Alchemy

All Alchemy spells use nature runes to convert some thing into some other thing. Particularly note High Level Alchemy in this section, as it is probably the most widely used spell in the game.

Icon Spell Magic
level
Runes
required
Experience Notes
Bones to Bananas 15 2 2 1 25 Converts all bones in the player's inventory into bananas.
Low Level Alchemy 21 3 1 31 Converts items into coins.
Superheat Item 43 4 1 53 Smelts ores without the need for a furnace.
High Level Alchemy 55 5 1 65 Converts items into more coins than Low Level Alchemy spell.
Bones to Peaches 60 4 4 2 35.5 Converts all bones in inventory into peaches. You must buy this spell from the Mage Training Arena.

### Enchantments

All enchantment spells use cosmic runes to make an item magical. For the enchant orb group of spells, you need to travel to the appropriate obelisk and cast the spell on that. Similarly with the jewellery spells, you must have a piece of jewellery to cast the spell on.

Icon Spell Magic
level
Runes
required
Experience Notes
Enchant Crossbow Bolt 4 Varies Varies Enchants any type of tipped bolts, up to level 87 Magic required.
Lvl-1 Enchant 7 1 1 17.5 Enchants sapphire and opal jewellery.
Lvl-2 Enchant 27 3 1 37 Enchants emerald and jade jewellery.
Lvl-3 Enchant 49 5 1 59 Enchants ruby and red topaz jewellery.
Charge Water Orb 56 30 3 1 66 Creates a water orb, spell must be cast on Obelisk of Water deep in the Taverley Dungeon.
Lvl-4 Enchant 57 10 1 67 Enchants diamond jewellery.
Charge Earth Orb 60 30 3 1 70 Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon.
Charge Fire Orb 63 30 3 1 73 Creates a fire orb, spell must be cast on Obelisk of Fire deep in the Taverley Dungeon.
Charge Air Orb 66 30 3 1 76 Creates an air orb, spell must be cast on Obelisk of Air in Edgeville Dungeon.
Lvl-5 Enchant 68 15 15 1 78 Enchants dragonstone jewellery.
Lvl-6 Enchant 87 20 20 1 97 Enchants onyx jewellery.
Lvl-7 Enchant 93 20 1 20 110 Enchants zenyte jewellery.

## Combat

### Monster magic defence

A monster's defence level has no effect on the accuracy of incoming magical attacks. Instead, a monster's magical defence roll is calculated solely from their magic level and magic defence bonus. This differs from range and melee, as they use the defence level and respective defence bonus.[1]

### Magic staves

Main article: Staves

Various staves are available in Old School RuneScape. In the list below are all the free-to-play staves, which all can be obtained at Zaff's store in Varrock. The main effect of a staff is to boost Magic Attack and Defence, while the elemental staves provide unlimited amounts of their corresponding rune(s). There are many members' staves such as battlestaves, mystic staves, slayer's staff, lunar staff and ancient staff. Visit the staves' page for a complete description.

Item Attack Defence Strength
Crush Magic Stab Slash Crush Magic
Staff 7 4 2 3 1 4 3
Magic staff 10 10 2 3 1 10 7
Staff of air 7 10 2 3 1 10 3
Staff of water 7 10 2 3 1 10 3
Staff of earth 7 10 2 3 1 10 5
Staff of fire 9 10 2 3 1 10 6

### Magic armour and robes

Main article: Armour/Magic armour

Most mages wear robes, although some light armour is available that is made from special material and does not hinder the wearer's ability to perform magical attacks. For the different sets of armour and detailed information on each piece, see the armour guide.

A player can have a Magic Attack bonus of up to 172, and a Magic Defence bonus up to 253. The lowest Magic Attack bonus is -105, which will help prevent spells from hitting an opponent while training (i.e. splashing).

### Magic accuracy

• Magic accuracy is determined by attacker's Attack roll and defender's Defence roll.
• Attack roll and Defence roll formulas are different for monsters and players, more precisely their Attack and Defence effective levels differ.
• The player's accuracy roll depends on the player's Magic level (${\displaystyle M_{lvl}}$) and Magic equipment attack bonus (${\displaystyle M_{eab}}$).[2] Because visible Magic level is used, Prayer effects need to be considered (${\displaystyle P_{e}}$).
• Monster's accuracy roll depends on the monster's Magic level (${\displaystyle M_{lvl}}$) and Magic attack bonues (${\displaystyle M_{ab}}$).
• The player's defence roll depends on the player's Magic level (${\displaystyle M_{lvl}}$), player's Defence lvl (${\displaystyle D_{lvl}}$) and Magic equipment defence bonus (${\displaystyle M_{edb}}$).
• Monster's defence roll depends on the monster's Magic level (${\displaystyle M_{lvl}}$), monster's Magic defence bonus (${\displaystyle M_{db}}$)
Player Monster
Attacking Effective level (${\displaystyle E_{a}}$) ${\displaystyle M_{lvl}\times P_{e}+8}$ ${\displaystyle M_{lvl}+9}$
Attack Roll (${\displaystyle R_{a}}$) ${\displaystyle E_{a}\times (M_{eab}+64)}$ ${\displaystyle E_{a}\times (M_{ab}+64)}$
Defending Effective level (${\displaystyle E_{d}}$) ${\displaystyle M_{lvl}\times 0.7+D_{lvl}\times 0.3+8}$ ${\displaystyle M_{lvl}+9}$
Defence Roll (${\displaystyle R_{d}}$) ${\displaystyle E_{d}\times (M_{edb}+64)}$ ${\displaystyle E_{d}\times (M_{db}+64)}$
• The hit chance can be calculated by taking Attack roll (${\displaystyle R_{a}}$) of the attacker (Player/Monster) and comparing it with Defence roll (${\displaystyle R_{d}}$) of the defender. Both can be calculated from given table.
• If ${\displaystyle R_{a}>R_{d}}$ then Hit chance ${\displaystyle H_{c}=1-(R_{d}+2)/(2\times (R_{a}+1))}$
• Otherwise Hit chance ${\displaystyle H_{c}=R_{a}/(2\times (R_{d}+1))}$ [1][3]
• Examples of Defence roll calculation for monsters
• Callisto (Members only)
• Effective level ${\displaystyle E_{d}=M_{lvl}+9=1+9=10}$
• Defence roll ${\displaystyle R_{d}=E_{d}\times (M_{db}+64)=10\times (900+64)=9,640}$
• Skeletal wyvern (Members only)
• Effective level ${\displaystyle E_{d}=M_{lvl}+9=120+9=129}$
• Defence roll: ${\displaystyle R_{d}=E_{d}\times (M_{db}+64)=129\times (80+64)=18,576}$
• Protect from Magic makes most NPCs splash against player.[4]

## Training Magic

Main article: Magic training

## Temporary boosts

Main article: Temporary skill boost

All values given below by formulae are rounded down.

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.
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. Cite error: Invalid <ref> tag; no text was provided for refs named Kodai nerf

## Quests

### Quests requiring Magic

Quest Magic
requirement
Other requirements
In Aid of the Myreque 7 25 , 15
Watchtower 15 15 , 25 , 14 , 40
Elemental Workshop II 20 30 , 20
Darkness of Hallowvale 33 22 , 5 , 20 , 26 , 32 , 40
The Giant Dwarf 33 14 , 12 , 16
Spirits of the Elid 33 37 , 37 , 37
Enakhra's Lament 39 50 , 45 , 43 , 45
King's Ransom 45 65
The Eyes of Glouphrie 46 5 , 45 ()
Sins of the Father 49 62 , 56 , 52 , 60 , 50 , 50
Desert Treasure 50 53 , 50 , 10
Legends' Quest 56 50 , 50 , 45 , 52 , 42 , 50 , 50 , 50 , 50
Family Crest 59 40 , 40 , 40
Lunar Diplomacy 65 61 , 40 , 49 , 5 , 60 , 55
Swan Song 66 100 , 62 , 62 , 45 , 42 , 40
Dragon Slayer II 75 200 , 70 , 68 , 62 , 60 , 60 , 50 , 50

### Quests rewarding Magic experience

Quest Experience
reward
Magic
requirement
Other requirements
Witch's Potion 325 - -
Imp Catcher 875 - -
Fairytale I - Growing Pains 1,000 - -
Spirits of the Elid 1,000 33 37 , 37 , 37
The Giant Dwarf 1,500 33 14 , 12 , 16
The Grand Tree 2,150 - 25
Recipe for Disaster
(Lumbridge Guide subquest)
2,500 - 40
Horror from the Deep 4,662 - 35
King's Ransom 5,000 45 65
Lunar Diplomacy 5,000 65 61 , 40 , 49 , 5 , 60 , 55
Enakhra's Lament 7,000 39 50 , 45 , 43 , 45
Dream Mentor 10,000 65 32 (boostable), 85 , 61 , 40 , 49 , 5 , 60 , 55
The Eyes of Glouphrie 12,000 46 5 , 45 ()
Swan Song 15,000 66 100 , 62 , 62 , 45 , 42 , 40
Watchtower 15,250 15 15 , 25 , 14 , 40
Desert Treasure 20,000 50 53 , 50 , 10
Total 103,262

### Skill choice

Upon completing any of the following quests, players may choose to allocate experience to Magic. These rewards usually come in the form of items, such as lamps or books, and are independent of any experience rewards directly received for completing the quest.

Quest Experience
reward
Skills available Skill requirements
X Marks the Spot 300 Any -
Client of Kourend 500 twice Any -
Fairytale II - Cure a Queen 2,500 Any skill above 30 49 , 57
A Tail of Two Cats 2,500 twice Any skill above 30 -
The Great Brain Robbery 5,000 Any skill above 30 16 , 30 , 50
King's Ransom 5,000 Any skill above 50 65
Darkness of Hallowvale 2,000 three times Any skill above 30 5 , 20 , 22 , 32 , 33 , 40
A Taste of Hope 2,500 Any skill above 35 48 , 45 , 40 , 40 , 38
Architectural Alliance
(miniquest)
10,000 Any skill above 40 -
Curse of the Empty Lord
(miniquest)
10,000 Any skill above 50 Some players will need 31
Shadow of the Storm 10,000 30
Contact! 7,000 twice -
Dream Mentor 15,000 32 (boostable), 85 , 61 , 40 , 49 , 5 , 65 , 60 , 55
One Small Favour 10,000 twice Any skill above 30 36 , 25 , 18 , 30
Recipe for Disaster
(The final battle)
20,000 Any skill above 50 175 , 48 , 50 , 53 , 53 , 25 , 59 , 40 , 50 , 40 , 40 , 10 , 10 , 36
Legends' Quest 7,650 four times 107 , 50 , 50 , 45 , 56 , 52 , 42 , 50 , 50 , 50 , 50
Dragon Slayer II 25,000 four times 200 , 75 , 70 , 68 , 62 , 60 , 60 , 50 , 50
Monkey Madness II 50,000 twice 69 , 70 , 60 , 55 , 55 , 60
Total 354,400

## Trivia

• In early 2001, there were two magic skills, Good Magic and Evil Magic. However, with the introduction of a new magic system, the lower skill was removed, and the higher skill changed to Magic. For example, if the player had level 50 Good Magic and level 40 Evil Magic, they would keep level 50 Magic, and the experience for the Evil Magic was discarded. Because of this, some players were upset that they lost money for training their lower magic skill, and that the experience was thrown away instead of carried over. There were also spells like Shock Bolt, Elemental Bolt, Camouflage, and Fear.
• Prior to the introduction of RuneScape 2, combat spells were universally represented by a simple, flying blue star, which proved difficult to distinguish from arrows, which were green stars. Also, in RuneScape Classic, players were capable of casting magic spells while wearing full rune armour, leading to a massive imbalance in favour of high-level mages.
• Prior to the advent of multicombat areas in RuneScape 2, mages and archers could attack enemies while a melee fighter engaged the monster in direct combat. This was the most common way for multiple players to attack the same creature, usually high level bosses like the King Black Dragon. The loot would go to whoever dealt the most damage, and the person who dealt the last hit would be the only one to receive experience, though less than if they had killed the monster themselves.
• In RuneScape Classic, each spell gave the fixed experience using the formula 2 * spell level + 20. Magic was a much faster skill to train if you could get sufficient runes, though runes were much harder to obtain. With RuneScape 2 came the introduction of Runecraft and many monsters with much higher rune drop rates, so runes became much easier to obtain. Accordingly, experience rates were also reduced to where they are today. Now normal spells generally gives (spell level + 10) experience and combat spells generally give a base experience of (spell level + 10)/2.
• A Runescape Mythbusters episode aired on twitch revealed that a player's Magic level plays a role in defending against magic attacks.

## References

1. Jagex. Mod Ash's Twitter account. 30 September 2015. (Archived from the original on 30 May 2020.) Mod Ash: "NPCs' magic defence comes solely from their Magic stat and their magic defence bonuses."
2. Jagex. Mod Ash's Twitter account. 11 July 2014. (Archived from the original on 28 May 2020.) Mod Ash: "Your magic accuracy is calculated off your Magic stat (and equipment bonuses) so all spells get more accurate."
3. Bitterkoekje. "Combat Formulas." 10 March 2015. Old School RuneScape Forums.
4. Jagex. Mod Ash's Twitter account. 15 January 2015. (Archived from the original on 30 May 2020.) Mod Ash: "In PvP, yes. In PvM, monsters' spells tend to be programmed to show a splash if you have that prayer on."