Magic
| Magic | ||||
|---|---|---|---|---|
| Released | 4 January 2001 (Update) | |||
| Members | No | |||
| Type | Combat | |||
| Statistics | ||||
| Players with 99 |
552,382 as of 1 April 2026 - update | |||
| Players with 200M XP |
693 as of 2 April 2026 - update | |||

Magic is a skill which allows players to cast different kinds of spells for various purposes, and forms one of the three combat classes in Old School RuneScape. There are broadly three categories of spells: combat spells used in combat, teleportation spells enabling efficient travel across the world of Gielinor, and utility spells which assist the player in non-combat settings. Players gain access to a wider variety of spells as they level up the skill.
As a combat class, Magic behaves slightly differently to Melee and Ranged. While Strength and Ranged levels influence a player's damage output in the respective combat styles, a player's Magic level generally does not affect the damage done by spells. Instead, having a higher Magic level increases both a player's accuracy when casting combat spells as well as a player's defence against magical attacks.
| Magic level up - normal | |
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The music that plays when levelling up.
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| Magic level up - with unlocks | |
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The music that plays when levelling up and unlocking new content.
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Spells
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Magic is used almost exclusively through casting spells on monsters, another player, on one's self (reflexively), or on an item.
Magic spells are divided into three distinct types: Combat, Teleport, and Utility spells.
Combat spells
editCombat spells are primarily used by players, mostly in battle, for their offensive capabilities. Combat spells can be separated into three sub-types:
- Offensive spells - Used to deal magical damage against opponents.
- Curse spells - Used to disable or debilitate an opponent.
- Support spells - Offers a range of benefits to the caster or recipient.
Teleport spells
editTeleport spells instantly transport players to a predetermined location. As teleportation save lots of time when travelling around the world, they are widely used among all players.
Some spells may teleport players to the dangerous Wilderness, where they are warned before the spell is actually cast, though this can be toggled by right-clicking the spell icon.
Utility spells
editUtility spells are primarily used by players outside of combat in skilling activities, such as enchanting jewellery, baking pies, or reanimating ensouled heads.
The Lunar spellbook, accessible by members, focuses heavily on utility spells.
Spellbooks
editThere are four different spellbooks used to cast magic spells from. A player may only cast spells from their current spellbook, and if they wish to use spells from another spellbook, they must change to that spellbook through various means.
To cast a spell, a player must choose the desired spell from their spellbook. To access the activated spellbook, click on the spellbook icon in the game's interface.
Free-to-play players only have access to the standard spellbook, while the other three spellbooks are only available for members after unlocking them through various content.
As with other skills, some spells require higher skill levels to cast.
Standard spellbook
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The standard spellbook is available to all players. 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.
Arceuus spellbook
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The Arceuus spellbook is available to all players by talking to Tyss at the Dark Altar in northern Arceuus. Like the standard spellbook, it has a variety of teleport and utility spells at its disposal, with a focus on necromancy. A larger set of combat and utility spells are only accessible to players who have completed the quest A Kingdom Divided.
Ancient Magicks
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Ancient Magicks are available to players upon completion of the quest Desert Treasure I. Unlike the other spellbooks, the Ancient Magicks is significantly combat-oriented, including some of the most powerful combat spells in the game.
Lunar spellbook
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The Lunar spellbook is available to players upon completion of the quest Lunar Diplomacy. The spellbook is primarily oriented towards utility spells and combat-support spells, although some of them are only accessible to players who have completed the quest Dream Mentor and completion of the Hard Fremennik Diary.
Equipment
editRunes
editAll spells (with the exception of the Home Teleports) require the use of runes as a consumed resource. Runes are stackable, commonly traded items which are obtained by various methods, such as by crafting them via the Runecraft skill or obtained as drops from monsters.
The requirement for certain runes in a spell can be removed if the player wields an elemental staff or charged tome corresponding to an elemental rune. As an example, wielding a staff of fire or charged tome of fire allows a player to cast High Level Alchemy using only one nature rune.
Magic weapons
editMagic weapons attack from a distance and come in two primary types, weapons that can autocast spells and powered staves. Magic weapons that can autocast spells include staves, wands and bladed staves. They can be used as melee weapons, however their primary function is for casting spells, taking place of elemental runes, auto cast, and access to specific spells like Magic Dart. Powered staves instead have a built-in magic spell that can be used regardless of the spellbook the player is using. Most magic weapons also boost Magic attack and Magic defence.
In the list below are all the free-to-play staves, which all can be obtained at Zaff's store in Varrock.
| 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
editMost 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).
Combat
editMonster Magic defence
editA 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]
Some monsters instead use their actual Defence level rather than their Magic level, though magic defence bonuses still apply as normal. Currently, only Verzik Vitur and the ice demon use physical defence instead of their Magic level for calculating magic defence rolls.
Magic accuracy
edit- There is no difference in magic accuracy between spells; higher-leveled spells are as equally accurate as lower-leveled spells. An exception to this is the accuracy bonus provided by Demonbane spells.
- Magic accuracy is solely determined by the attacker's Attack roll and the defender's Defence roll.
- The Attack roll and Defence roll formulas are different for monsters and players; 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, offensive Prayer effects need to be considered ().
- Monster's accuracy roll depends on the monster's Magic level () and Magic attack bonuses ().
- The player's defence roll depends on the player's Magic level (), player's Defence lvl (), Magic equipment defence bonus () and defensive Prayer effects ().
- 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.
- Examples of Defence roll calculation for monsters
- Callisto (Members only)
- Effective level
- Defence roll
- Skeletal wyvern (Members only)
- Effective level
- Defence roll:
- Callisto (Members only)
- Protect from Magic makes most NPCs splash against players.[4]
Elemental weaknesses
editAdditionally, certain monsters are weak to a certain type of elemental spell from the standard spellbook. For every point of elemental weakness a monster has, the player gains a +1% accuracy and damage bonus for that elemental type.
Activities and locations
editThere are several activities and locations in the game that are directly related to the Magic skill.
- The Wizards' Guild in Yanille, the dedicated guild for the Magic skill which can be accessed at level 66 Magic. There are stores that sell runes and staves as well as Mystic robes.
- The Mage Training Arena, on the northernmost edge of the Kharidian Desert. It houses a minigame where various Magic spells are used to complete tasks with reward points that can be used to buy runes, spell unlocks and Infinity robes.
- The Mage Arena in the deep Wilderness. It houses a dangerous miniquest where the player has to defeat wizards to earn god capes. Various runes and staves can also be bought here.
- The Wizards' Tower, south of Draynor Village. An institute for wizards where various quests take place
- Various outposts, temples and altars where evil wizards, warlocks and sorcerers convene, such as the Dark Wizards' Tower, the Sorcerer's Tower and the three Chaos Temples. The practitioners of magic here are often dangerous and less friendly.
- Various towns and locations that are inhabited by wizards and other beings who frequently practice some kind of Magic, such as the town of Arceuus, Lunar Isle, Zanaris and Seers' Village.
Training Magic
editTemporary boosts
editAll values given below by formulae are rounded down.
| Boost | Level increase |
Visibility | Other info | |
|---|---|---|---|---|
| Magic cape | 1 | Visible | Players may use the cape to change to any spellbook that they already have unlocked up to five times per day. | |
| Steamforge brew | 1 | Visible | ||
| Oldak | ±2 | Visible | Requires completion of Death to the Dorgeshuun. | |
| Kraken ink stout | 2 | Visible | When onboard in a keg, it increases the likelihood of ocean encounters by 4%. | |
| Wizard's mind bomb | 2 or 3 | Visible | Available to free players. | |
| Magic essence | 3 | Visible | Used during the Fairytale II - Cure a Queen quest. | |
| Magic essence mix | 3 | Visible | Requires Barbarian training. | |
| Mature Wizard's mind bomb | 3 or 4 | Visible | ||
| Magic potion | 4 | Visible | Allows for the use of higher level magical spells. | |
| Magic mix | 4 | Visible | Requires Barbarian training. | |
| 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 | Acts as a magic and super defence potion in one dose. | |
| 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. | |
| Bandages (Theatre of Blood) | 4 | Visible | ||
| Spicy stew (red spice) |
±0-5 | Visible | Depending on type of stew, any skill except Hitpoints can be boosted or reduced by 0 to 5 levels randomly. | |
| Ancient brew | 2-6 | Visible | ||
| Forgotten brew | 3-10 | Visible | ||
| Castlewars brew | 1-10 | Visible |
Only usable within the Castle Wars Minigame. | |
| Imbued heart | 1-10 | Visible | Only usable once every 7 minutes. | |
| Saturated heart | 4-13 | Visible | 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. Only usable once every 5 minutes. | |
| Kodai (-) | 4-13 | Visible | Only usable within the Chambers of Xeric. | |
| Overload (-) | 4-13 | Visible | Acts as an elder (-), twisted (-), and kodai (-) potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Kodai potion | 5-17 | Visible | Only usable within the Chambers of Xeric | |
| Overload (Chambers of Xeric) | 5-17 | Visible | Acts as an elder, twisted, and kodai potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Potion of power | 5-19 | Visible | Only usable within the Soul Wars minigame. | |
| Super magic potion | 5-19 | Visible | Only usable within the Nightmare Zone. | |
| Overload (Nightmare Zone) | 5-19 | Visible | Acts as a super combat, super ranging, and super magic potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Nightmare Zone. | |
| Kodai (+) | 6-21 | Visible | Only usable within the Chambers of Xeric. | |
| Overload (+) | 6-21 | Visible | Acts as an elder (+), twisted (+), and kodai (+) potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Smelling salts | 11-26 | Visible | Restores run energy by 25%. The boost is reapplied every 15 seconds for 8 minutes. Only usable within the Tombs of Amascut. | |
| Smouldering heart | ?-11 | Visible | The boost is reapplied continuously for 2 minutes, after which it starts decaying naturally. This stat boost scales at an unknown rate with level and the listed one is the boost received at level 99. | |
Quests
editQuests requiring Magic
edit| Quest | Magic requirement |
Other requirements |
|---|---|---|
| In Aid of the Myreque | ||
| Watchtower | ||
| Elemental Workshop II | ||
| Darkness of Hallowvale | ||
| The Giant Dwarf | ||
| Spirits of the Elid | ||
| A Kingdom Divided | ||
| Enakhra's Lament | ||
| King's Ransom | ||
| The Eyes of Glouphrie | ||
| Sins of the Father | ||
| Desert Treasure I | ||
| Legends' Quest | ||
| Family Crest | ||
| Lunar Diplomacy | ||
| Swan Song | ||
| While Guthix Sleeps | ||
| Desert Treasure II - The Fallen Empire | ||
| Dragon Slayer II |
Quests rewarding Magic experience
edit| Quest | Experience reward |
Magic requirement |
Other requirements | Members |
|---|---|---|---|---|
| Witch's Potion | 325 | - | - | |
| Imp Catcher | 875 | - | - | |
| Fairytale I - Growing Pains | 1,000 | - | - | |
| Spirits of the Elid | 1,000 | |||
| The Giant Dwarf | 1,500 | |||
| The Grand Tree | 2,150 | - | ||
| Recipe for Disaster/Freeing the Lumbridge Guide | 2,500 | - | ||
| Horror from the Deep | 4,662 | - | ||
| The Path of Glouphrie | 5,000 | - | ||
| King's Ransom | 5,000 | |||
| Lunar Diplomacy | 5,000 | |||
| Enakhra's Lament | 7,000 | |||
| Dream Mentor | 10,000 | |||
| The Eyes of Glouphrie | 12,000 | |||
| Swan Song | 15,000 | |||
| Watchtower | 15,250 | |||
| Desert Treasure I | 20,000 | |||
| Total | 108,262 | |||
Skill choice
editUpon 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 | None |
| Client of Kourend | 500 twice | Any | None |
| The Ides of Milk | 1,000 | None | |
| Fairytale II - Cure a Queen | 2,500 | Any skill above 30 | |
| A Tail of Two Cats | 2,500 twice | Any skill above 30 | None |
| The Great Brain Robbery | 5,000 | Any skill above 30 | |
| King's Ransom | 5,000 | Any skill above 50 | |
| Darkness of Hallowvale | 2,000 three times | Any skill above 30 | |
| A Taste of Hope | 2,500 three times | Any skill above 35 | |
| A Kingdom Divided | 10,000 twice | Any skill above 40 | |
| In Search of Knowledge (miniquest) | 10,000 | Any skill above 40 | None |
| Curse of the Empty Lord (miniquest) | 10,000 | Any skill above 50 | Some players will need |
| Shadow of the Storm | 10,000 | ||
| Contact! | 7,000 twice | None | |
| Dream Mentor | 15,000 | ||
| A Night at the Theatre | 20,000 four times[sc 1] | ||
| One Small Favour | 10,000 twice | Any skill above 30 | |
| Recipe for Disaster (The final battle) | 20,000 | Any skill above 50 | |
| Legends' Quest | 30,000 four times | ||
| Sins of the Father | 15,000 six times | Any skill above 60 | |
| Dragon Slayer II | 25,000 four times | ||
| Into the Tombs (miniquest) | 50,000 | ||
| The Final Dawn | 55,000 | ||
| Monkey Madness II | 50,000 twice | ||
| Desert Treasure II - The Fallen Empire | 100,000 three times | ||
| Total | 1,047,300 | ||
- ^ The chosen skill must be at least level 50
Level up messages
editTrivia
edit- 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.
See also
edit- Magic/Experience table, a list of all Magic experience sources
- Magic/Level up table, a list of all requirements and unlockables within the Magic skill
References
edit| Combat | |
|---|---|
| Gathering | |
| Production | |
| Utility | |
| Proposed skills | |
| Related | |




