Magic

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This article is about the Magic skill. For information on training Magic, see Magic training (F2P) (P2P).
For a list of all requirements and unlockables within the Magic skill, see Magic/Level up table.
Magic.png

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.

All members-only spells on this page are written in italics.
Audio options icon.png
Magic level up - normal
The music that plays when levelling up.
Audio options icon.png
Magic level up - with unlocks
The music that plays when levelling up and unlocking new content.

Spells[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

Magic weapons[edit | edit source]

Spellbooks[edit | edit source]

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[edit | edit source]

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)[edit | edit source]

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)[edit | edit source]

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)[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.png 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.png Varrock Teleport 25 3Air 1Fire 1Law 35 Transports you to the centre of Varrock, by the fountain near the shop.
Lumbridge Teleport.png Lumbridge Teleport 31 3Air 1Earth 1Law 41 Transports you to the centre of Lumbridge Castle, in the same spot as the Home Teleport.
Falador Teleport.png Falador Teleport 37 3Air 1Water 1Law 48 Transports you to the centre of Falador, by the guards.
Teleport to House.png Teleport to House 40 1Air 1Earth 1Law 30 Transports you to your house. See Construction skill.
Camelot Teleport.png Camelot Teleport 45 5Air 1Law 55.5 Transports you to Camelot south of the castle.
Ardougne Teleport.png Ardougne Teleport 51 2Water 2Law 61 Transports you to Ardougne in the centre of the square. You must complete the Plague City quest to use this teleport.
Watchtower Teleport.png Watchtower Teleport 58 2Earth 2Law 68 Transports you to the top of the Watchtower, next to Yanille. You must complete the Watchtower quest to use this spell.
Trollheim Teleport.png Trollheim Teleport 61 2Fire 2Law 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 (standard).png Ape Atoll Teleport 64 2Fire 2Water 2Law 1Banana 74 Transports you to Ape Atoll. Requires completion of the Awowogei subquest of Recipe for Disaster.
Kourend Castle Teleport.png Kourend Castle Teleport 69 5Fire 4Water 2Law 2Soul 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.png Teleother Lumbridge 74 1Earth 1Law 1Soul 84 Teleports another player who has Accept Aid switched on to Lumbridge.
Teleother Falador.png Teleother Falador 82 1Water 1Law 1Soul 92 Teleports another player who has Accept Aid switched on to Falador.
Tele Block.png Tele Block 85 1Chaos 1Death 1Law 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 Bounty Target.png Teleport to Bounty Target 85 1Chaos 1Death 1Law 45 Teleports you near your Bounty Hunter Target. You can only use this spell after using a Bounty teleport scroll.
Teleother Camelot.png Teleother Camelot 90 1Law 2Soul 100 Teleports another player who has Accept Aid switched on to Camelot.

Combat spells[edit | edit source]

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.png Wind Strike 1 1Air 1Mind 5.5 2
Water Strike.png Water Strike 5 1Air 1Water 1Mind 7.5 4
Earth Strike.png Earth Strike 9 1Air 2Earth 1Mind 9.5 6
Fire Strike.png Fire Strike 13 2Air 3Fire 1Mind 11.5 8
Wind Bolt.png Wind Bolt 17 2Air 1Chaos 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.png Water Bolt 23 2Air 2Water 1Chaos 16.5 10
Earth Bolt.png Earth Bolt 29 2Air 3Earth 1Chaos 19.5 11
Fire Bolt.png Fire Bolt 35 3Air 4Fire 1Chaos 22.5 12
Crumble Undead.png Crumble Undead 39 2Air 2Earth 1Chaos 24.5 15 Will only work on undead creatures i.e. zombiesskeletons, etc. Can only be autocast with the Slayer's staff, Void knight mace or any version of the staff of the dead.
Wind Blast.png Wind Blast 41 3Air 1Death 25.5 13
Water Blast.png Water Blast 47 3Air 3Water 1Death 28.5 14
Iban Blast.png Iban Blast 50 5Fire 1Death
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.png Magic Dart 50 1Death 4Mind
+ 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.png Earth Blast 53 3Air 4Earth 1Death 31.5 15
Fire Blast.png Fire Blast 59 4Air 5Fire 1Death 34.5 16 This is the strongest spell available to free players.
Saradomin Strike.png Saradomin Strike 60 4Air 2Fire 2Blood
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.png Claws of Guthix 60 4Air 1Fire 2Blood
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.png Flames of Zamorak 60 1Air 4Fire 2Blood
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.png Wind Wave 62 5Air 1Blood 36 17
Water Wave.png Water Wave 65 5Air 7Water 1Blood 37.5 18
Earth Wave.png Earth Wave 70 5Air 7Earth 1Blood 40 19
Fire Wave.png Fire Wave 75 5Air 7Fire 1Blood 42.5 20
Wind Surge.png Wind Surge 81 5Air 1Wrath 44.5 21
Water Surge.png Water Surge 85 7Air 10Water 1Wrath 46.5 22
Earth Surge.png Earth Surge 90 7Air 10Earth 1Wrath 48.5 23
Fire Surge.png Fire Surge 95 7Air 10Fire 1Wrath 50.5 24

Defensive casting[edit | edit source]

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[edit | edit source]

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.png Confuse 3 2Earth 3Water 1Body 13 Reduces your opponent's Attack by 5%.
Weaken.png Weaken 11 2Earth 3Water 1Body 21 Reduces your opponent's Strength by 5%.
Curse.png Curse 19 3Earth 2Water 1Body 29 Reduces your opponent's Defence by 5%.
Bind.png Bind 20 3Earth 3Water 2Nature 30 Prevents your opponent from moving for 5 seconds.
Snare.png Snare 50 4Earth 4Water 3Nature 60 Prevents your opponent from moving for 10 seconds.
Vulnerability.png Vulnerability 66 5Earth 5Water 1Soul 76 Reduces your opponent's Defence by 10%.
Enfeeble.png Enfeeble 73 8Earth 8Water 1Soul 83 Reduces your opponent's Strength by 10%.
Entangle.png Entangle 79 5Earth 5Water 4Nature 89 Prevents your opponent from moving for 15 seconds.
Charge.png Charge 80 3Air 3Fire 3Blood 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.png Stun 80 12Earth 12Water 1Soul 90 Reduces your opponent's Attack by 10%.

Alchemy[edit | edit source]

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

Enchantments[edit | edit source]

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

Combat[edit | edit source]

Monster magic defence[edit | edit source]

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[edit | edit source]

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 stavesslayer's stafflunar staff and ancient staff. Visit the staves' page for a complete description.

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

Magic armour and robes[edit | edit source]

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[edit | edit source]

  • 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 () and Magic equipment attack bonus ().[2] Because visible Magic level is used, Prayer effects need to be considered ().
  • Monster's accuracy roll depends on the monster's Magic level () and Magic attack bonues ().
  • The player's defence roll depends on the player's Magic level (), player's Defence lvl () and Magic equipment defence bonus ().
  • Monster's defence roll depends on the monster's Magic level (), monster's Magic defence bonus ()
Player Monster
Attacking Effective level ()
Attack Roll ()
Defending Effective level ()
Defence Roll ()
  • The hit chance can be calculated by taking Attack roll () of the attacker (Player/Monster) and comparing it with Defence roll () of the defender. Both can be calculated from given table.
    • If then Hit chance
    • Otherwise Hit chance [1][3]
  • Examples of Defence roll calculation for monsters
    • Callisto (Members only)
      • Effective level
      • Defence roll
    • Skeletal wyvern (Members only)
      • Effective level
      • Defence roll:
  • Protect from Magic makes most NPCs splash against player.[4]

Training Magic[edit | edit source]

Main article: Magic training

Temporary boosts[edit | edit source]

Main article: Temporary skill boost
Boost Level
increase
Visibility Other info
Magic cape.png Magic cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Spicy stew.png 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 chathead.png Oldak ±2 Visible Requires completion of Death to the Dorgeshuun.
Wizard's mind bomb.png Wizard's mind bomb 2 or 3 Visible Boosts magic by .
Restores 3 Hitpoints.
Reduces Attack, Strength and Defence.
Available to free players.
Magic essence.png Magic essence 3 Visible Used during the Fairytale II - Cure a Queen quest.
Mature wmb.png Mature Wizard's mind bomb 3 or 4 Visible Boosts magic by .
Reduces Attack, Strength and Defence.
Magic potion.png Magic potion 4 Visible Allows for the use of higher level magical spells.
Divine magic potion.png Divine magic potion 4 Visible Acts as a magic potion.
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.png Battlemage potion 4 Visible Boosts defence by .
Allows for the use of higher level magical spells.
Divine battlemage potion.png Divine battlemage potion 4 Visible Acts as a battlemage potion.
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.png Imbued heart 1-10 Visible Boosts magic by .
Allows for the use of higher level magical spells.
Only usable once every 7 minutes.
Super magic potion.png Super magic potion 5-19 Visible Boosts magic by .
Allows for the use of higher level magical spells.
Only usable within the Nightmare Zone.
Overload.png Overload 5-19 Visible Boosts combat stats by (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

Quests[edit | edit source]

Quests requiring Magic[edit | edit source]

Quest Magic
requirement
Other requirements
In Aid of the Myreque Magic 7 Crafting 25 , Mining 15
Watchtower Magic 15 Thieving 15 , Agility 25 , Herblore 14 , Mining 40
Elemental Workshop II Magic 20 Smithing 30 , Crafting 20
Darkness of Hallowvale Magic 33 Thieving 22 , Construction 5 , Mining 20 , Agility 26 , Crafting 32 , Strength 40
The Giant Dwarf Magic 33 Thieving 14 , Crafting 12 , Firemaking 16
Spirits of the Elid Magic 33 Thieving 37 , Ranged 37 , Mining 37
Enakhra's Lament Magic 39 Crafting 50 , Firemaking 45 , Prayer 43 , Mining 45
King's Ransom Magic 45 Defence 65
The Eyes of Glouphrie Magic 46 Construction 5 , Woodcutting 45 (Ironman mode.png)
Sins of the Father Magic 49 Woodcutting 62 , Crafting 56 , Agility 52 , Fletching 60 , Slayer 50 , Attack 50
Desert Treasure Magic 50 Thieving 53 , Firemaking 50 , Slayer 10
Legends' Quest Magic 56 Agility 50 , Crafting 50 , Herblore 45 , Mining 52 , Prayer 42 , Smithing 50 , Strength 50 , Thieving 50 , Woodcutting 50
Family Crest Magic 59 Mining 40 , Smithing 40 , Crafting 40
Lunar Diplomacy Magic 65 Crafting 61 , Defence 40 , Firemaking 49 , Herblore 5 , Mining 60 , Woodcutting 55
Swan Song Magic 66 Quest points 100 , Cooking 62 , Fishing 62 , Smithing 45 , Firemaking 42 , Crafting 40
Dragon Slayer II Magic 75 Quest points 200 , Smithing 70 , Mining 68 , Crafting 62 , Agility 60 , Thieving 60 , Construction 50 , Hitpoints 50

Quests rewarding Magic experience[edit | edit source]

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 Magic 33 Thieving 37 , Ranged 37 , Mining 37
The Giant Dwarf 1,500 Magic 33 Thieving 14 , Crafting 12 , Firemaking 16
The Grand Tree 2,150 - Agility 25
Recipe for Disaster
(Lumbridge Guide subquest)
2,500 - Cooking 40
Horror from the Deep 4,662 - Agility 35
King's Ransom 5,000 Magic 45 Defence 65
Lunar Diplomacy 5,000 Magic 65 Crafting 61 , Defence 40 , Firemaking 49 , Herblore 5 , Mining 60 , Woodcutting 55
Enakhra's Lament 7,000 Magic 39 Crafting 50 , Firemaking 45 , Prayer 43 , Mining 45
Dream Mentor 10,000 Magic 65 Agility 32 (boostable), Combat 85 , Crafting 61 , Defence 40 , Firemaking 49 , Herblore 5 , Mining 60 , Woodcutting 55
The Eyes of Glouphrie 12,000 Magic 46 Construction 5 , Woodcutting 45 (Ironman mode.png)
Swan Song 15,000 Magic 66 Quest points 100 , Cooking 62 , Fishing 62 , Smithing 45 , Firemaking 42 , Crafting 40
Watchtower 15,250 Magic 15 Thieving 15 , Agility 25 , Herblore 14 , Mining 40
Desert Treasure 20,000 Magic 50 Thieving 53 , Firemaking 50 , Slayer 10
Total 103,262

Skill choice[edit | edit source]

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 Farming 49 , Herblore 57
A Tail of Two Cats 2,500 twice Any skill above 30 -
The Great Brain Robbery 5,000 Any skill above 30 Crafting 16 , Construction 30 , Prayer 50
King's Ransom 5,000 Any skill above 50 Defence 65
Darkness of Hallowvale 2,000 three times Any skill above 30 Construction 5 , Mining 20 , Thieving 22 , Crafting 32 , Magic 33 , Strength 40
A Taste of Hope 2,500 Any skill above 35 Crafting 48 , Agility 45 , Attack 40 , Herblore 40 , Slayer 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 Prayer 31
Shadow of the Storm 10,000 Attack Strength Defence Magic Ranged Hitpoints Crafting 30
Contact! 7,000 twice Attack Strength Defence Magic Ranged Hitpoints -
Dream Mentor 15,000 Strength Defence Magic Ranged Hitpoints Agility 32 (boostable), Combat 85 , Crafting 61 , Defence 40 , Firemaking 49 , Herblore 5 , Magic 65 , Mining 60 , Woodcutting 55
One Small Favour 10,000 twice Any skill above 30 Agility 36 , Crafting 25 , Herblore 18 , Smithing 30
Recipe for Disaster
(The final battle)
20,000 Any skill above 50 Quest points 175 , Agility 48 , Mining 50 , Fishing 53 , Thieving 53 , Herblore 25 , Magic 59 , Smithing 40 , Firemaking 50 , Ranged 40 , Crafting 40 , Fletching 10 , Slayer 10 , Woodcutting 36
Legends' Quest 7,650 four times Attack Strength Defence Magic Hitpoints Prayer Woodcutting Crafting Smithing Herblore Agility Thieving Quest points 107 , Agility 50 , Crafting 50 , Herblore 45 , Magic 56 , Mining 52 , Prayer 42 , Smithing 50 , Strength 50 , Thieving 50 , Woodcutting 50
Dragon Slayer II 25,000 four times Attack Strength Defence Magic Ranged Hitpoints Quest points 200 , Magic 75 , Smithing 70 , Mining 68 , Crafting 62 , Agility 60 , Thieving 60 , Construction 50 , Hitpoints 50
Monkey Madness II 50,000 twice Attack Strength Defence Magic Ranged Hitpoints Slayer 69 , Crafting 70 , Hunter 60 , Agility 55 , Thieving 55 , Firemaking 60
Total 354,400

Trivia[edit | edit source]

  • 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[edit | edit source]

  1. 1.0 1.1 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."