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   Magic Runescape Skill Guide
Written By: Pirate Bob

Skill Type: Free

Magic Runescape Skill Guide:


Definitions

Lets begin with some basic definitions of magic-related items:


Rune - Runes are stones with magical qualities that allow you to cast spells.

Staff - The staff is the basic weapon used by the wizard. Certain staffs are more powerful than others, and some take the place of certain runes (more on that later)

Robes - Robes are the only clothing made especially for mages. Robes are very light, which allows mages to run farther than if they were in metal armor, and they also add to our maging capabilities, unlike armor, which lowers the amount you hit for and the experience you gain.

Mage - One who uses magic


Magic is an amazingly powerful form of combat. Magic is like ranging, but instead of using arrows, mages use their magic spells. Your magic level tells you which spells you can cast, and how much and how often you will hit an enemy with your spell. As your magic level gets higher, more spells become available to you, and as your level rises, you can hit more often and for higher amounts with spells you already know.

Magic can also be used out of combat. With magic, you can change bones into food, turn anything into cash, teleport to the major cities, and much more!

To look at the spells you can cast, click the spell book on the right side of the screen. Hover your mouse over the spells and you will see the level and the runes required for the spell:



If you have the runes, it will show the amount of runes you have next to the amount required for the spell.

Runes

To get runes to cast spells, you can either buy them (from either a rune store (one in Port Sarim, one in Varrock, one in the Magic Guild) or from people). The rune store in Port Sarim is cheaper than the one in Varrock, but it only stocks 1000 of each basic rune opposed to the 2000 in Varrock. The Port Sarim and Varrock stores stock air, fire, water, earth, body, mind, chaos, and death runes, and the Magic Guild stocks all runes. Another very good way to get runes is to craft them yourself. Or you can craft your own runes. Consult the following table to see pictures of the runes and details for each:

Runes Table

Rune Image Classification Spawning Location(s)
Air Air Rune Elemental On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge
Blood* Blood Rune Used for Wave Attacks Wilderness
Body Body Rune Used for Curse Attacks Al Kharid Scimitar Shop, Wilderness
Chaos Chaos Rune Used for Bolt Attacks Dark Wizards tower, Wilderness
Cosmic Cosmic Rune Used for Enchantment Deep Wilderness on the Ice Plateau
Death Death Rune Used for Blast Attacks Southeast of Yanille surrounded by Grey Wolves
Earth Earth Rune Elemental North Varrock Forest, Varrock Sewers
Fire Fire Rune Elemental Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle
Law Law Rune Used for Teleportation and Telekinesis No spawn point, you need to kill monsters
Mind Mind Rune Used for Strike Attacks Lumbridge Castle
Nature Nature Rune Used for Conversion Wilderness, Ardougne (chests)
Soul* Soul Rune Used for High Level Curse Attacks Wizard's Guild
Water Water Rune Elemental Al Kharid Mine


*Members-Only Runes

Spells and Experience

Casting spells in the new Runescape is very different from the old version in RS Classic. The amount of hits you hit with your spell affects the amount of experience you receive; a higher hit gives more experience. If you hit a 5, you will gain 4 experience for each point you hit for, so you gain 20 experience. Some pictures that may be of some help when using magic to fight are shown below, along with a table that shows the spells, the magic level needed to cast them, the runes needed to cast them, and the effect of the spell.

The images below shows the "auto-mage" screens, which allow you to click attack like you normally would with melee combat, but you use magic to attack the monster instead.



The image below shows your list of spells. The ones that are darkened (all of the ones shown here) cannot be cast because you do not have the right amount of runes to cast them.



Magic Spells Table

n
Spell Magic Level Required Runes Needed Effect
Wind Strike 1 1 Air, 1 Mind A basic Air missile
Confuse 3 3 Water, 2 Earth, 1 Body Reduces your opponent's attack by 5%
Water Strike 3 1 Water, 1 Air, 1 Mind A basic Water missile
Enchant Lvl-1 Jewelry 7 1 Water, 1 Cosmic For use on Sapphire Jewelry
Earth Strike 9 2 Earth, 1 Air, 1 Mind A basic Earth missile
Weaken 11 3 Water, 2 Earth, 1 Body Reduces your opponent's strength by 5%
Fire Strike 13 3 Fire, 2 Air, 1 Mind A basic Fire missile
Bones to Bananas 15 2 Earth, 2 Water, 1 Nature Changes all held bones into bananas
Wind Bolt 17 2 Air, 1 Chaos A low level Air missile
Curse 19 Reduces your opponents defense by 5%
Bind 20 3 Earth, 3 Water, 2 Nature Holds your opponent for 5 seconds
Low Level Alchemy 21 3 Fire, 1 Nature Converts an item into 1.5 times the amount of goldthat you get if general store quantity is 0
Water Bolt 23 2 Water, 2 Air, 1 Chaos A low level Water missile
Varrock Teleport 25 1 Fire, 3 Air, 1 Law Teleports you to Varrock
Enchant Lvl-2 Jewelry 27 3 Air, 1 Cosmic For use on emerald jewelry
Earth Bolt 29 3 Earth, 2 Water, 1 Chaos A low level Earth missile
Lumbridge Teleport 31 1 Earth, 3 Air, 1 Law Teleports you to Lumbridge
Telekinetic Grab 33 1 Air, 1 Law Take an item you can see but can't reach
Fire Bolt 35 4 Fire, 3 Air, 1 Chaos A low level Fire missile
Falador Teleport 37 1 Water, 3 Air, 1 Law Teleports you to Falador
Crumble Undead 39 2 Earth, 2 Air, 1 Chaos Hits skeletons, ghosts, and zombies hard
Wind Blast 41 3 Air, 1 DeathA medium level Air missile
Superheat Item 43 4 Fire, 1 Nature Smelt ore without a furnace
Camelot Teleport* 45 5 Air, 1 Law Teleports you to Camelot
Water Blast 47 3 Water, 3 Air, 1 Death A medium level Water missile
Enchant Lvl-3 Jewelry 49 5 Fire, 1 Cosmic For use on ruby jewelry
Iban Blast* 50 5 Fire, 1 Death, Staff of Iban A strength 25 missile attack
Snare* 50 4 Earth, 4 Water, 3 Nature Holds your opponent for 10 seconds
Magic Darts* 50 1 Death, 4 MindSlayer's staff Use to slay Turoths and Kurasks
Ardougne Teleport* 51 2 Water, 2 Law Teleports you to Ardougne (must have completed Plague City quest)
Earth Blast 53 4 Earth, 3 Air, 1 Death A medium level Earth missile
High Level Alchemy 55 5 Fire, 1 Nature Converts and item into the amount gold you getif you sell to a specialty store with 0 stock.
Charge Water Orb* 56 30 Water, 3 Cosmic, Orb Needs to be cast on a water obelisk
Enchant Lvl-4 Jewelry 57 10 Earth, 1 Cosmic For use on diamond Jewelry
Watchtower Teleport* 58 2 Earth, 2 Law Teleports you to the Watchtower (must have completed Watchtower quest)
Fire Blast 59 5 Fire, 4 Air, 1 Death A medium level Fire missile
Charge Earth Orb* 60 30 Earth, 3 Cosmic, Orb Needs to be cast on an earth obelisk
Saradomin Strike* 60 2 Fire, 2 Blood, 4 Air, Staff of Saradomin Summons the power of Saradomin
Claws of Guthix* 60 1 Fire, 2 Blood, 4 Air, Staff of Guthix Summons the power of Guthix
Flames of Zamorak* 60 4 Fire, 2 Blood, 1 Air, Staff of Zamorak Summons the power of Zamorak
Trollheim Teleport* 61 2 Fire, 2 Law Teleports you to Trollheim (must have completed Eadgar's Ruse quest)
Wind Wave* 62 5 Air, 1 Blood A high level Air missile
Charge Fire Orb* 63 30 Fire, 3 Cosmic, Orb Needs to be cast on a fire obelisk
Water Wave* 65 7 Water, 5 Air, 1 Blood A high level Water missile
Charge Air Orb* 66 30 Air, 3 Cosmic, Orb Needs to be cast on an air obelisk
Vulnerability* 66 5 Earth, 5 Water, 1 Soul Reduces your opponent's defense by 10%
Enchant Lvl-5 Jewelry* 69 15 Water, 15 Earth, 1 Cosmic For use on dragonstone jewelry
Earth Wave* 70 7 Earth, 5 Air, 1 Blood A high level Earth missile
Enfeeble* 73 8 Earth, 8 Water, 1 Soul Reduces your opponent's strength by 10%
Teleother Lumbridge* 74 1 Soul, 1 Law, 1 Earth Teleports target to Lumbridge
Fire Wave* 75 7 Fire, 5 Air, 1 Blood A high level Fire missile
Entangle* 79 5 Earth, 5 Water, 4 Nature Holds your opponent for 15 seconds
Stun* 80 12 Earth, 12 Water, 1 Soul Reduces your opponent's attack by 10%
Charge* 80 3 Fire, 3 Blood, 3 Air Temporarily increases the power of the three arena spells
Teleother Falador* 82 1 Soul, 1 Law, 1 Water Teleports target to Falador
Tele Block* 85 1 Law, 1 Chaos, 1 Death Stops your target from teleporting
Teleother Camelot* 90 2 Soul, 1 Law Teleports target to Camelot


Types of Spells

Certain types of spells are used for certain things. First there are the Missile spells. The missile spells include all of the battle spells that actually cause damage to your opponent during a fight.
The second type of spell is the Enchant spell. Enchant spells are used to enchant jewelry. The only jewelry that can be enchanted right now are amulets and rings (edit: recent modification by Jagex now allows members to enchant Sapphire necklace for Burthorpe Games Room teleport). Enchanting rings is members-only, but f2p can enchant amulets. F2p can enchant Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, and Dragon amulets and rings.
Conversion spells are very important and useful. Conversion spells are used to convert things into other things. These spells are: Bones to bananas, Low Level Alchemy, and High Level Alchemy (Low Alch and High Alch). High alch is a great spell for getting cash. Alchemy turns any item on which the spell is cast into gp. The amount of gp received is the same as if you sold that item to the item's respective specialty store when the store has no stock of the item.
The final type of spell is the Teleportation Spell. These spells are extremely useful, especially for members who have to travel long distances to go places since their world is so much bigger. Teleportation is not just for teleporting your character though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot reach but can see so you don't have to actually be next to it and pick it up. It is very useful for situations like if you ever kill the caged demon in the Wizards tower south of Draynor Village and he drops a Rune med helm or something else of value.


Staffs

  1. Basic Staffs

    There are many different kinds of staffs available to use, including some that are members-only. The basic elemental staffs can be bought at Zaff's Staff shop in Varrock, on the northwest side of the town square. While wielding the elemental staffs, you will not have to use the elemental rune that pertains to your staff. For example, if you wield an Staff of Air, you can cast air strike with just 1 mind rune and no air runes.


  2. Battle Staffs

    Now for Battle Staffs. Battle Staffs are stronger than normal staffs, but with a Charged Orb attached, they still take the place of certain runes. For example, if you have an enchanted battle staff of fire, you wont need any fire runes, and your magic will hit harder than if you had a non-enchanted staff. To get a Battle Staff, you must use a Charged Orb (either air, water, earth, or fire orb) on a Battle Staff.


  3. Mystic Staffs (Enchanted Battlestaffs)

    The next best staffs are the Mystic Staffs (Enchanted Battlestaffs). These are pretty much the same as the Non-Enchanted Staffs, but they are even stronger. To enchant a battle staff, you must have completed the Scorpion's Catcher quest, which means Mystic Staffs are members only. Then you can get Thormac the wizard to enchant your battlestaffs for 40k. Thormac can be found south of the Seer's Village in the Wizards Tower.


  4. Special Staffs

    The remaining staffs you must get from completing a quest. The Iban Staff is received after you beat the Underground Pass quest, and after you beat the Mage Arena mini-quest you can choose between the Staff of Zamorak, Staff of Guthix, or Staff of Saradomin. All 4 of these staffs have a certain spell that can only be used if you have that staff. Example: for the Claws of Guthix spell, you have to have the Staff of Guthix. The same applies with Iban Blast, Saradomin Strike, and Flames of Zamorak.
What to Wear

As for what to wear while maging, some people just like to look good while they mage, but for the best magic bonus here is what I suggest:

F2P:

  1. Wizards hat (blue) (plus 2 Magic Att and Def)


  2. Wizards robe (blue not black) (plus 3 Magic Att and Def)


  3. Blue skirt (no bonus, just looks cool)


  4. Amulet of magic (sapphire) (plus 10 Magic Att)

Members:

  1. If you don't have much money:

  2. Hat (Canifis) (plus 3 Magic Att and Def)


  3. Wizards robe (blue not black) (plus 3 Magic Att and Def)


  4. Zamorak Robe (Bottom) (plus 2 Magic Att, plus 3 Magic Def)


  5. Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def)


  6. Amulet of magic (sapphire) (plus 10 Magic Att)

If money is no object, blue Mystic robes can be purchased at the Magic Guild for 235K for the entire outfit, or you can test your Slayer skills on monsters and try to get the red/black or white/gold pieces as drops. Farseer helm (78K) can only be worn after completing Fremennik Trials quest. Prayer book can only be obtained via Horror from the Deep quest, and then 4 Torn pages (corresponding to the book god), obtained via Treasure Trails or bought from other players, must be added to get the attack/defense bonuses. Wizard boots are also a Treasure Trail item.

Best outfit (if money is no object):

Farseer helm (plus 6 Magic Att and Def)

Mystic robe top (plus 20 Magic Att and Def)

Mystic robe bottom (plus 15 Magic Att and Def)

Mystic gloves (plus 3 Magic Att and Def)

Wizard boots (plus 4 Magic Att and Def)

Slayer's staff (2 more Magic Att than Staff of Iban)

God cape (plus 10 Magic Att and Def)

Prayer book (wielded in place of shield) (Zamorak is plus 8 to all Attack, Saradomin is plus 8 to all Defense, Guthix is 4 each)

Amulet of glory (plus 10 Magic Att, plus 3 Magic Def, and other stat boosts)
Quests

There are a few quests that give magic experience, but not very much. It is advisable to do these quests before you actually start training, because you don't want to have to start out with air strike.

  1. Imp Catcher


  2. Watchtower


  3. Witch's Potion


  4. One Small Favour if you choose magic experience


  5. Legends if you choose magic experience


Wizard's Mind Bomb

The Wizard's Mind Bomb is a drink that temporarily raises your magic level by 3. It is useful at times when quests or other things require a certain level and you are very close, but not quite there. For members, If you have 63-65 magic, you can use it to gain entrance into the Wizard's Guild. This drink can be purchased in Falador and Burthorpe Inns.

Magic Guild

The Magic Guild is in Yanille, and information about it can be found in the Magic Guild Guide here. Every kind of rune and all elemental staffs can be bought at the Magic Guild.