Magic
Magic | ||||
---|---|---|---|---|
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Released | 4 January 2001 (Update) | |||
Also called | Mage | |||
Members | No | |||
Type | Combat | |||
Statistics | ||||
Players with 99 |
193,807 as of 12 February 2021 - update | |||
Players with 200M XP |
117 as of 12 February 2021 - update | |||
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.
Contents
Spells[edit | edit source]

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]
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]
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]

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]
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]
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]
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 |
---|---|---|---|---|---|
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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. |
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Varrock Teleport | 25 | 3![]() ![]() ![]() |
35 | Transports you to the centre of Varrock, by the fountain near the shop. |
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Lumbridge Teleport | 31 | 3![]() ![]() ![]() |
41 | Transports you to the centre of Lumbridge Castle, in the same spot as the Home Teleport. |
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Falador Teleport | 37 | 3![]() ![]() ![]() |
48 | Transports you to the centre of Falador, by the guards. |
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Teleport to House | 40 | 1![]() ![]() ![]() |
30 | Transports you to your house. See Construction skill. |
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Camelot Teleport | 45 | 5![]() ![]() |
55.5 | Transports you to Camelot south of the castle. |
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Ardougne Teleport | 51 | 2![]() ![]() |
61 | Transports you to Ardougne in the centre of the square. You must complete the Plague City quest to use this teleport. |
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Watchtower Teleport | 58 | 2![]() ![]() |
68 | Transports you to the top of the Watchtower, next to Yanille. You must complete the Watchtower quest to use this spell. |
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Trollheim Teleport | 61 | 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. |
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Ape Atoll Teleport | 64 | 2![]() ![]() ![]() ![]() |
74 | Transports you to Ape Atoll. Requires completion of the Awowogei subquest of Recipe for Disaster. |
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Kourend Castle Teleport | 69 | 5![]() ![]() ![]() ![]() |
82 | Transports you to the Kourend Castle courtyard. Players must unlock the spell via searching for the book, transportation incantations, in the Arceuus Library. |
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Teleother Lumbridge | 74 | 1![]() ![]() ![]() |
84 | Teleports another player who has Accept Aid switched on to Lumbridge. |
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Teleother Falador | 82 | 1![]() ![]() ![]() |
92 | Teleports another player who has Accept Aid switched on to Falador. |
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Tele Block | 85 | 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. |
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Teleport to Target | 85 | 1![]() ![]() ![]() |
45 | Teleports you near your Bounty Hunter Target. You can only use this spell after using a Target teleport scroll. |
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Teleother Camelot | 90 | 1![]() ![]() |
100 | Teleports another player who has Accept Aid switched on to Camelot. |
Combat spells[edit | edit source]
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 |
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Wind Strike | 1 | 1![]() ![]() |
5.5 | 2 | |
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Water Strike | 5 | 1![]() ![]() ![]() |
7.5 | 4 | |
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Earth Strike | 9 | 1![]() ![]() ![]() |
9.5 | 6 | |
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Fire Strike | 13 | 2![]() ![]() ![]() |
11.5 | 8 | |
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Wind Bolt | 17 | 2![]() ![]() |
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. |
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Water Bolt | 23 | 2![]() ![]() ![]() |
16.5 | 10 | |
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Earth Bolt | 29 | 2![]() ![]() ![]() |
19.5 | 11 | |
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Fire Bolt | 35 | 3![]() ![]() ![]() |
22.5 | 12 | |
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Crumble Undead | 39 | 2![]() ![]() ![]() |
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. |
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Wind Blast | 41 | 3![]() ![]() |
25.5 | 13 | |
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Water Blast | 47 | 3![]() ![]() ![]() |
28.5 | 14 | |
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Iban Blast | 50 | 5![]() ![]() + 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. |
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Magic Dart | 50 | 1![]() ![]() + 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. |
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Earth Blast | 53 | 3![]() ![]() ![]() |
31.5 | 15 | |
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Fire Blast | 59 | 4![]() ![]() ![]() |
34.5 | 16 | This is the strongest spell available to free players. |
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Saradomin Strike | 60 | 4![]() ![]() ![]() + 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. |
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Claws of Guthix | 60 | 4![]() ![]() ![]() + 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. |
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Flames of Zamorak | 60 | 1![]() ![]() ![]() + 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. |
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Wind Wave | 62 | 5![]() ![]() |
36 | 17 | |
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Water Wave | 65 | 5![]() ![]() ![]() |
37.5 | 18 | |
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Earth Wave | 70 | 5![]() ![]() ![]() |
40 | 19 | |
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Fire Wave | 75 | 5![]() ![]() ![]() |
42.5 | 20 | |
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Wind Surge | 81 | 7![]() ![]() |
44.5 | 21 | |
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Water Surge | 85 | 7![]() ![]() ![]() |
46.5 | 22 | |
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Earth Surge | 90 | 7![]() ![]() ![]() |
48.5 | 23 | |
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Fire Surge | 95 | 7![]() ![]() ![]() |
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 |
---|---|---|---|---|---|
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Confuse | 3 | 2![]() ![]() ![]() |
13 | Reduces your opponent's Attack by 5%. |
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Weaken | 11 | 2![]() ![]() ![]() |
21 | Reduces your opponent's Strength by 5%. |
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Curse | 19 | 3![]() ![]() ![]() |
29 | Reduces your opponent's Defence by 5%. |
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Bind | 20 | 3![]() ![]() ![]() |
30 | Prevents your opponent from moving for 5 seconds. |
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Snare | 50 | 4![]() ![]() ![]() |
60 | Prevents your opponent from moving for 10 seconds. |
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Vulnerability | 66 | 5![]() ![]() ![]() |
76 | Reduces your opponent's Defence by 10%. |
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Enfeeble | 73 | 8![]() ![]() ![]() |
83 | Reduces your opponent's Strength by 10%. |
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Entangle | 79 | 5![]() ![]() ![]() |
89 | Prevents your opponent from moving for 15 seconds. |
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Charge | 80 | 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. |
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Stun | 80 | 12![]() ![]() ![]() |
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 |
---|---|---|---|---|---|
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Bones to Bananas | 15 | 2![]() ![]() ![]() |
25 | Converts all bones in the player's inventory into bananas. |
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Low Level Alchemy | 21 | 3![]() ![]() |
31 | Converts items into coins. |
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Superheat Item | 43 | 4![]() ![]() |
53 | Smelts ores without the need for a furnace. |
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High Level Alchemy | 55 | 5![]() ![]() |
65 | Converts items into more coins than Low Level Alchemy spell. |
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Bones to Peaches | 60 | 4![]() ![]() ![]() |
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 |
---|---|---|---|---|---|
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Enchant Crossbow Bolt | 4 | Varies | Varies | Enchants any type of tipped bolts, up to level 87 Magic required. |
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Lvl-1 Enchant | 7 | 1![]() ![]() |
17.5 | Enchants sapphire and opal jewellery. |
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Lvl-2 Enchant | 27 | 3![]() ![]() |
37 | Enchants emerald and jade jewellery. |
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Lvl-3 Enchant | 49 | 5![]() ![]() |
59 | Enchants ruby jewellery. |
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Charge Water Orb | 56 | 30![]() ![]() ![]() |
66 | Creates a water orb, spell must be cast on Obelisk of Water deep in the Taverley Dungeon. |
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Lvl-4 Enchant | 57 | 10![]() ![]() |
67 | Enchants diamond jewellery. |
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Charge Earth Orb | 60 | 30![]() ![]() ![]() |
70 | Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon. |
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Charge Fire Orb | 63 | 30![]() ![]() ![]() |
73 | Creates a fire orb, spell must be cast on Obelisk of Fire deep in the Taverley Dungeon. |
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Charge Air Orb | 66 | 30![]() ![]() ![]() |
76 | Creates an air orb, spell must be cast on Obelisk of Air in Edgeville Dungeon. |
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Lvl-5 Enchant | 68 | 15![]() ![]() ![]() |
78 | Enchants dragonstone jewellery. |
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Lvl-6 Enchant | 87 | 20![]() ![]() ![]() |
97 | Enchants onyx jewellery. |
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Lvl-7 Enchant | 93 | 20![]() ![]() ![]() |
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]
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 | |||
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Staff | 7 | 4 | 2 | 3 | 1 | 4 | 3 |
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Magic staff | 10 | 10 | 2 | 3 | 1 | 10 | 7 |
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Staff of air | 7 | 10 | 2 | 3 | 1 | 10 | 3 |
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Staff of water | 7 | 10 | 2 | 3 | 1 | 10 | 3 |
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Staff of earth | 7 | 10 | 2 | 3 | 1 | 10 | 5 |
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Staff of fire | 9 | 10 | 2 | 3 | 1 | 10 | 6 |
Magic armour and robes[edit | edit source]
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.
- 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 player.[4]
Training Magic[edit | edit source]
Temporary boosts[edit | edit source]
All values given below by formulae are rounded down.
Boost | Level increase |
Visibility | Other info | |
---|---|---|---|---|
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Magic cape | 1 | Visible | Activating the cape's effect will increase the corresponding skill by 1. |
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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. |
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Oldak | ±2 | Visible | Requires completion of Death to the Dorgeshuun. |
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Wizard's mind bomb | 2 or 3 | Visible | Boosts magic by . Restores 3 Hitpoints. Reduces Attack, Strength and Defence. Available to free players. |
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Magic essence | 3 | Visible | Used during the Fairytale II - Cure a Queen quest. |
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Mature Wizard's mind bomb | 3 or 4 | Visible | Boosts magic by . Reduces Attack, Strength and Defence. |
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Magic potion | 4 | Visible | Allows for the use of higher level magical spells. |
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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. |
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Battlemage potion | 4 | Visible | Boosts defence by . Allows for the use of higher level magical spells. |
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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. |
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Imbued heart | 1-10 | Visible | Boosts magic by . Allows for the use of higher level magical spells. Only usable once every 7 minutes. |
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Super magic potion | 5-19 | Visible | Boosts magic by . Allows for the use of higher level magical spells. Only usable within the Nightmare Zone. |
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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 Does not allow for the use of higher level magical spells[d 1]. Only useable within the Chambers of Xeric |
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Kodai (-) | 4-13 | Visible | Boosts Magic by . Does not allow for the use of higher level magical spells[d 1]. Only useable within the Chambers of Xeric |
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Kodai potion | 5-17 | Visible | Boosts Magic by . Does not allow for the use of higher level magical spells[d 1]. Only useable within the Chambers of Xeric |
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Kodai (+) | 6-21 | Visible | Boosts Magic by . Does not allow for the use of higher level magical spells[d 1]. Only useable 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 | ![]() |
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Watchtower | ![]() |
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Elemental Workshop II | ![]() |
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Darkness of Hallowvale | ![]() |
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The Giant Dwarf | ![]() |
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Spirits of the Elid | ![]() |
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Enakhra's Lament | ![]() |
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King's Ransom | ![]() |
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The Eyes of Glouphrie | ![]() |
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Sins of the Father | ![]() |
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Desert Treasure | ![]() |
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Legends' Quest | ![]() |
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Family Crest | ![]() |
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Lunar Diplomacy | ![]() |
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Swan Song | ![]() |
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Dragon Slayer II | ![]() |
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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 | ![]() |
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The Giant Dwarf | 1,500 | ![]() |
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The Grand Tree | 2,150 | - | ![]() |
Recipe for Disaster (Lumbridge Guide subquest) |
2,500 | - | ![]() |
Horror from the Deep | 4,662 | - | ![]() |
King's Ransom | 5,000 | ![]() |
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Lunar Diplomacy | 5,000 | ![]() |
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Enakhra's Lament | 7,000 | ![]() |
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Dream Mentor | 10,000 | ![]() |
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The Eyes of Glouphrie | 12,000 | ![]() |
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Swan Song | 15,000 | ![]() |
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Watchtower | 15,250 | ![]() |
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Desert Treasure | 20,000 | ![]() |
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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 | ![]() ![]() |
A Tail of Two Cats | 2,500 twice | Any skill above 30 | - |
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 | Any skill above 35 | ![]() ![]() ![]() ![]() ![]() |
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 ![]() |
Shadow of the Storm | 10,000 | ![]() ![]() ![]() ![]() ![]() ![]() |
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Contact! | 7,000 twice | ![]() ![]() ![]() ![]() ![]() ![]() |
- |
Dream Mentor | 15,000 | ![]() ![]() ![]() ![]() ![]() |
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One Small Favour | 10,000 twice | Any skill above 30 | ![]() ![]() ![]() ![]() |
Recipe for Disaster (The final battle) |
20,000 | Any skill above 50 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Legends' Quest | 7,650 four times | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Dragon Slayer II | 25,000 four times | ![]() ![]() ![]() ![]() ![]() ![]() |
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Monkey Madness II | 50,000 twice | ![]() ![]() ![]() ![]() ![]() ![]() |
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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.
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