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| {{V|1.1}} | | {{UserContentVersion|1.2.2}} |
| | {{HasSkillGuide|{{PAGENAME}}/Training}} |
| | {{Skillbox |
| | |released=5 December 2019 ([[V0.10]]) |
| | |expansion=Base game |
| | |type=Combat |
| | |99=None |
| | |120=TotH |
| | |abyssal60=ItA |
| | }} |
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| [[File:Magic (skill).svg|thumb|right|Magic]]
| | '''{{PAGENAME}}''' is a {{Icon|Combat}} skill. Magic uses damaging spells, debuffing Curses, and self-buffing Auroras to dispatch enemies, all of which consume [[Runecrafting#Runes|Runes]] per cast. It can also be used outside of combat to cast [[Alternative Magic|Alt. Magic]] spells with various item-transmuting effects. |
| '''{{PAGENAME}}''' is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required [[Runecrafting#Runes|Runes]] in their [[Bank]] and the desired spell unlocked. | |
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| ==Mechanics==
| | Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|Ranged}}. |
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| Magic skill level increases [[Combat#Magic_Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] (0.5% per level) when using spells and [[Combat#Magic_Evasion_Rating|Magic Evasion Rating]] when defending from spells. Raising Magic to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Magic Skillcape}} for purchase from the [[Shop]], which doubles the rune cost reduction of items when equipped. Raising Magic to {{SkillReq|{{PAGENAME}}|120}} will unlock the {{ItemIcon|Superior Magic Skillcape}} for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment. | | == Mechanics == |
| | === Active Spells and Runes === |
| | Like other combat styles, the player must have a Magic weapon (such as a wand or staff) equipped to use Magic. Unlike other combat styles, however, a specific '''spell''' must also be selected. This damage-dealing spell will be used for all player attacks, and can optionally be supplemented by a '''Curse''' and/or an '''Aurora'''. Curses are cast every three turns and debuff the enemy. Auroras are cast with every player attack and buff the player. '''Ancient Magicks''' and '''Archaic Magicks''' are special damage-dealing spells with specific unlock requirements that can be used instead of a standard damage spell. |
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| ===Attack Styles===
| | Spells must be unlocked to be selected. All spells require a certain minimum Magic level, which is the only requirement for many spells, including lower-level Curses and Auroras. Other spells have special unlock requirements such as equipping a certain item or clearing a specific [[Dungeons|Dungeon]] a certain number of times. |
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| There are two Magic attack styles: Magic and Defensive.
| | Each cast of any spell consumes [[Runecrafting#Runes|Runes]], which are stored in the Bank and are not equipped. Runes can be created in {{Skill|Runecrafting}} or obtained by killing monsters. Many spells have an alternate Rune cost, which can be selected by checking "Use Combination Runes" when selecting a spell. You can see how many of each Rune is stored in your Bank, as well as which Runes are being consumed by your active spells, with the "View My Runes" panel in the Combat UI. |
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| When using the Magic attack style, the player receives 0.4 {{Skill|Magic|nolink=true}} XP per point of damage dealt, and a hidden bonus of +6 to the player's {{Skill|Magic|nolink=true}} level. This affects both [[Combat#Accuracy Rating|Magic Accuracy Rating]] and [[Combat#Magic Evasion Rating|Magic Evasion Rating]].
| | Rune costs can be mitigated with Rune Preservation, which provides a chance to consume no Runes when casting any spell, and Rune Cost Reduction bonuses that reduce the usage costs of specific Runes. |
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| When using the Defensive attack style, the player instead receives 0.2 {{Skill|Magic|nolink=true}} XP and 0.2 {{Skill|Defence}} XP per point of damage dealt, and +3 hidden bonuses to both {{Skill|Magic|nolink=true}} and {{Skill|Defence|nolink=true}}. The {{Skill|Defence|nolink=true}} bonus affects all [[Combat#Evasion Rating|Evasion Ratings]].
| | === Attack Styles === |
| | There are two Magic attack styles: '''Magic''' and '''Defensive'''. Both attack styles use the player's Magic skill, which increases [[Combat#Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] with each level. Magic and {{Skill|Defence}} determine the player's [[Combat#Magic_Evasion_Rating|Evasion Rating]] against monsters using the Magic combat style. |
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| === Rune Preservation ===
| | 0.4 Magic XP is earned per point of damage dealt by Magic spells. When using the Magic attack style, this XP is applied directly to the Magic skill. When using the Defensive style, the XP is split evenly between Magic and Defence. This XP only considers damage dealt directly to a monster; if a spell causes indirect damage through an effect like [[Poison]] or [[Burn]], that extra damage does not reward XP. |
| Rune preservation is a bonus which applies whenever a spell is cast, and provides a chance that the spell will be cast without any runes being consumed. {{Skill|Alt. Magic}} benefits from both these and its own [[Alternative Magic#Rune Preservation|preservation bonuses]]. The chance to preserve runes is capped at 80%.
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| {{ModifierTable|RunePreservation|Rune Preservation|true}}
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| == Alternative Magic ==
| | In addition to affecting how experience is distributed, each Magic attack style has a special bonus: |
| [[Alternative Magic]] (Alt. Magic) is an alternative method to train Magic using non-combat spells. It is still the same skill as Magic - all XP is shared.
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| == Equipment ==
| | * '''Magic:''' +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion |
| === Staves ===
| | * '''Defence:''' +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion |
| Elemental staves can be crafted from elemental runes and logs with {{Skill|Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes, depending on the staff type.
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| Advanced staves can be crafted beginning at {{Skill|Runecrafting|nolink=true}} level 100. When equipped, they reduce the need to use {{ItemIcon|Poison Rune|Poison}}, {{ItemIcon|Infernal Rune|Infernal}}, or {{ItemIcon|Lightning Rune|Lightning}} runes, depending on the staff type. The {{ItemIcon|Meteorite Staff}} can also be crafted at {{Skill|Runecrafting|nolink=true}} level 115, which allows the casting of {{Icon|Meteor Shower|type=spell}} when equipped.
| | == Alt. Magic == |
| | {{Main|Reference=Alternative Magic}} |
| | [[Alternative Magic]], or Alt. Magic, is a non-combat variant of [[Magic]]. It offers players a different method of levelling magic, without having to engage in combat. Alt. Magic is aimed at non-combat utility spells such as Item Alchemy spells that convert items into gold based on their value. Spells like Rags to Riches and Superheat offer options for converting ores and materials into valuable resources or gems. |
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| The {{ItemIcon|Nature's Call Staff}} and {{ItemIcon|Nature's Wrath Staff}} can be created by upgrading monster drops. When equipped, these staves allow the casting of {{Icon|Nature's Call|type=spell}} and {{Icon|Nature's Wrath|type=spell}} respectively. Additionally, both staves reduce the {{ItemIcon|Nature Rune}} cost of spells by 1.
| | == Spells == |
| | | Spells are magical abilities that players can use to influence combat and gameplay. They encompass a variety of effects, including offensive attacks, defensive buffs, and debuffs inflicted on enemies. Each spell typically consumes [[Runes]] as a resource and may have specific conditions or restrictions for use. |
| The {{ItemIcon|Cloudburst Staff}}, {{ItemIcon|Lightning Coil 2H Staff}}, and {{ItemIcon|Ethereal Staff}} are the only staves that cannot be crafted.
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| All staves are two-handed.
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| {| class="wikitable"
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| |-
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| ! rowspan=2 | Staff <br/> Tier
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| ! rowspan=2 | Magic <br/> Level
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| ! colspan=4 | {{Skill|Runecrafting}} Level
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| |-
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| ! Air
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| ! Water
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| ! Earth
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| ! Fire
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| |-
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| | Staff
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| | style="text-align:right" | 1
| |
| | style="text-align:right" | 1
| |
| | style="text-align:right" | 5
| |
| | style="text-align:right" | 9
| |
| | style="text-align:right" | 14
| |
| |-
| |
| | Battlestaff
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| | style="text-align:right" | 30
| |
| | style="text-align:right" | 30
| |
| | style="text-align:right" | 35
| |
| | style="text-align:right" | 39
| |
| | style="text-align:right" | 44
| |
| |-
| |
| | Mystic Staff
| |
| | style="text-align:right" | 40
| |
| | style="text-align:right" | 70
| |
| | style="text-align:right" | 75
| |
| | style="text-align:right" | 79
| |
| | style="text-align:right" | 84
| |
| |-
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| | {{ItemIcon|Nature's Call Staff}}
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| | style="text-align:right" | 40
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| | style="text-align:center" colspan=4 | N/A
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| |-
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| | {{ItemIcon|Nature's Wrath Staff}}
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| | style="text-align:right" | 65
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| | style="text-align:center" colspan=4 | N/A
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| |-
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| | {{ItemIcon|Cloudburst Staff}}
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| | style="text-align: right" | 85
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| | style="text-align: center" colspan=4 | N/A
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| |-
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| | {{ItemIcon|Poison Staff}}
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| | style="text-align:right" | 100
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| | style="text-align:center" colspan=4 | 100
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| |-
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| | {{ItemIcon|Infernal Staff}}
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| | style="text-align:right" | 102
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| | style="text-align:center" colspan=4 | 105
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| |-
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| | {{ItemIcon|Lightning Staff}}
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| | style="text-align:right" | 105
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| | style="text-align:center" colspan=4 | 110
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| |-
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| | {{ItemIcon|Meteorite Staff}}
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| | style="text-align:right" | 106
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| | style="text-align:center" colspan=4 | 115
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| |-
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| | {{ItemIcon|Lightning Coil 2H Staff}}
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| | style="text-align:right" | 110
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| | style="text-align:center" colspan=4 | N/A
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| |-
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| | {{ItemIcon|Ethereal Staff}}
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| | style="text-align:right" | 115
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| | style="text-align:center" colspan=4 | N/A
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| |}
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| === Wands ===
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| Wands are one-handed, meaning they can be used with [[#Shields|off hand equipment]]. Magic imbued wands can be crafted through {{Skill|Runecrafting}} using {{ItemIcon|Magic Wand (Elite)}}. When equipped, Magic imbued wands reduces the amount of {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes needed to cast a spell by 3, depending on the wand type.
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| Advanced wands can be crafted beginning at {{Skill|Runecrafting|nolink=true}} level 108, and reduce the amount of {{ItemIcon|Despair Rune|Despair}}, {{ItemIcon|Archaic Rune|Archaic}}, or {{ItemIcon|Calamity Rune|Calamity}} runes needed to cast a spell by 5, depending on the wand type.
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| {{ItemIcon|Ocean Song}} and the {{ItemIcon|Slicing Maelstrom Wand}} can be created by upgrading 100 {{ItemIcon|Ocean Song Fragment|Ocean Song Fragments}} and {{ItemIcon|Slicing Maelstrom Wand Shard|Slicing Maelstrom Wand Shards}}, respectively. When equipped, the {{ItemIcon|Slicing Maelstrom Wand|nolink=true}} allows the casting of {{Icon|Slicing Maelstrom|type=spell}}.
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| {| class="wikitable sortable"
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| !Magic Level
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| !Wand Tier
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| !Rune Discount
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| |-
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| | 1
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| | {{ItemIcon|Magic Wand (Basic)|Basic}}
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| | 0
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| |-
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| | 30
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| | {{ItemIcon|Magic Wand (Powerful)|Powerful}}
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| | 0
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| |-
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| | 60
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| | {{ItemIcon|Magic Wand (Elite)|Elite}}
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| | 0
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| |-
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| | 70
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| | Magic Imbued Wand
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| | 3
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| |-
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| | 90
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| | {{ItemIcon|Ocean Song}}
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| | 4
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| |-
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| | 105
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| | {{ItemIcon|Despair Wand}}
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| | 5
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| |-
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| | 110
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| | {{ItemIcon|Archaic Wand}}
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| | 5
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| |-
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| | 115
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| | {{ItemIcon|Calamity Wand}}
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| | 5
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| |-
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| | 120
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| | {{ItemIcon|Slicing Maelstrom Wand}}
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| | 0
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| |}
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| === Robes ===
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| Wizard Robes can be acquired through a few different sources:
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| * The {{ItemIcon|Slayer Wizard Hat (Basic)|Slayer Wizard Robes}} can be purchased from the store using {{SC|}} [[Currency#Slayer Coins|Slayer Coins]].
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| * Various {{ItemIcon|Green Wizard Hat|Colored Wizard Robes}} can be acquired as loot from fighting various monsters or looting various dungeons. See the page for each piece of equipment to see a list of where they can be found.
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| * The elemental {{ItemIcon|Air Acolyte Wizard Hat|Acolyte}}, {{ItemIcon|Air Adept Wizard Hat|Adept}}, and {{ItemIcon|Air Expert Wizard Hat|Expert}} sets can be acquired through {{Skill|Runecrafting}}.
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| * Sets of Poison, Infernal, and Lightning robes can also be crafted through {{Skill|Runecrafting|nolink=true}} and come in {{ItemIcon|Poison Master Wizard Hat|Master}}, {{ItemIcon|Poison Legendary Wizard Hat|Legendary}}, and {{ItemIcon|Poison Mythical Wizard Hat|Mythical}} tiers.
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| A full list of the stats for each set of Wizard Robes can be found on the [[Equipment]] page.
| | Players can choose from 6 different spell books, each serving distinct purposes |
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| {| class="wikitable sortable"
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| !
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| !Level
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| !Robe Tier
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| !Notes
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| |-
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| | {{ItemIcon|Green Wizard Hat|notext=true|size=50}}
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| | 1
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| | Green
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| |-
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| | {{ItemIcon| Slayer Wizard Hat (Basic)|notext=true|size=50}}
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| | 1
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| | Slayer (Basic)
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| | +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Air Acolyte Wizard Hat|notext=true|size=50}}
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| | 1
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| | Air Acolyte
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| | +5 minimum damage when using Air Spells per piece
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| |-
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| | {{ItemIcon|Water Acolyte Wizard Hat|notext=true|size=50}}
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| | 5
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| | Water Acolyte
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| | +5 minimum damage when using Water Spells per piece
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| |-
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| | {{ItemIcon|Earth Acolyte Wizard Hat|notext=true|size=50}}
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| | 9
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| | Earth Acolyte
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| | +5 minimum damage when using Earth Spells per piece
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| |-
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| | {{ItemIcon|Blue Wizard Hat|notext=true|size=50}}
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| | 10
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| | Blue
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| |-
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| | {{ItemIcon|Fire Acolyte Wizard Hat|notext=true|size=50}}
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| | 14
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| | Fire Acolyte
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| | +5 minimum damage when using Fire Spells per piece
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| |-
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| | {{ItemIcon|Red Wizard Hat|notext=true|size=50}}
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| | 30
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| | Red
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| |-
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| | {{ItemIcon| Slayer Wizard Hat (Strong)|notext=true|size=50}}
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| | 30
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| | Slayer (Strong)
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| | +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Air Adept Wizard Hat|notext=true|size=50}}
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| | 35
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| | Air Adept
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| | +15 minimum damage when using Air Spells per piece
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| |-
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| | {{ItemIcon|Water Adept Wizard Hat|notext=true|size=50}}
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| | 39
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| | Water Adept
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| | +15 minimum damage when using Water Spells per piece
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| |-
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| | {{ItemIcon|Miolite Helmet|size=50|notext=true}}
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| | 40
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| | Miolite
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| |-
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| | {{ItemIcon|Earth Adept Wizard Hat|notext=true|size=50}}
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| | 43
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| | Earth Adept
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| | +15 minimum damage when using Earth Spells per piece
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| |-
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| | {{ItemIcon|Fire Adept Wizard Hat|notext=true|size=50}}
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| | 48
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| | Fire Adept
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| | +15 minimum damage when using Fire Spells per piece
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| |-
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| | {{ItemIcon|Black Wizard Hat|notext=true|size=50}}
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| | 50
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| | Black
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| |-
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| | {{ItemIcon| Slayer Wizard Hat (Elite)|notext=true|size=50}}
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| | 60
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| | Slayer (Elite)
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| | +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Air Expert Wizard Hat|notext=true|size=50}}
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| | 65
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| | Air Expert
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| | +20 minimum damage when using Air Spells per piece
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| |-
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| | {{ItemIcon|Water Expert Wizard Hat|notext=true|size=50}}
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| | 69
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| | Water Expert
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| | +20 minimum damage when using Water Spells per piece
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| |-
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| | {{ItemIcon|Ancient Wizard Hat|notext=true|size=50}}
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| | 70
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| | Ancient
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| | +5 Minimum Damage when using any elemental spell per piece
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| |-
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| | {{ItemIcon|Earth Expert Wizard Hat|notext=true|size=50}}
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| | 73
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| | Earth Expert
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| | +20 minimum damage when using Earth Spells per piece
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| |-
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| | {{ItemIcon|Fire Expert Wizard Hat|notext=true|size=50}}
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| | 78
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| | Fire Expert
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| | +20 minimum damage when using Fire Spells per piece
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| |-
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| | {{ItemIcon|Slayer Wizard Hat (Master)|notext=true|size=50}}
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| | 80
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| | Slayer (Master)
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| | +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Glacia God Helmet|notext=true|size=50}}
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| | 85
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| | Glacia God
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| | Unlike most other robe sets, also includes a pair of {{ItemIcon|Glacia God Gloves|Gloves}}.<br/>+25 minimum damage with Air, Water, Earth, or Fire spells per piece.
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| |-
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| | {{ItemIcon|Poison Master Wizard Hat|notext=true|size=50}}
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| | 100
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| | Poison Master
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| | +5% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
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| |-
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| | {{ItemIcon|Infernal Master Wizard Hat|notext=true|size=50}}
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| | 100
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| | Infernal Master
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| | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
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| |-
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| | {{ItemIcon|Lightning Master Wizard Hat|notext=true|size=50}}
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| | 100
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| | Lightning Master
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| | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
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| |-
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| | {{ItemIcon|Slayer Wizard Hat (Legendary)|notext=true|size=50}}
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| | 100
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| | Slayer (Legendary)
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| | +45% bonus Slayer XP, +4% chance to receive double loot, +25% Slayer Area Effect Negation, +6% damage to Slayer Tasks, and +6% per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Poison Legendary Wizard Hat|notext=true|size=50}}
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| | 105
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| | Poison Legendary
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| | +10% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
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| |-
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| | {{ItemIcon|Infernal Legendary Wizard Hat|notext=true|size=50}}
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| | 105
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| | Infernal Legendary
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| | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
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| |-
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| | {{ItemIcon|Lightning Legendary Wizard Hat|notext=true|size=50}}
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| | 105
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| | Lightning Legendary
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| | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
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| |-
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| | {{ItemIcon|Poison Mythical Wizard Hat|notext=true|size=50}}
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| | 110
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| | Poison Mythical
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| | +15% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
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| |-
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| | {{ItemIcon|Infernal Mythical Wizard Hat|notext=true|size=50}}
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| | 110
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| | Infernal Mythical
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| | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
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| |-
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| | {{ItemIcon|Lightning Mythical Wizard Hat|notext=true|size=50}}
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| | 110
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| | Lightning Mythical
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| | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
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| |-
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| | {{ItemIcon|Slayer Wizard Hat (Mythical)|notext=true|size=50}}
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| | 110
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| | Slayer (Mythical)
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| | +50% bonus Slayer XP, +5% chance to receive double loot, +30% Slayer Area Effect Negation, +8% damage to Slayer Tasks, and +8% Slayer Coins per piece.<br/>Only two pieces (Hat and Robe).
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| |-
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| | {{ItemIcon|Vorloran Devastator Helmet|notext=true|size=50}}
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| | 120
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| | Vorloran Devastator
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| | Unlike most other robe sets, also includes a pair of {{ItemIcon|Vorloran Devastator Gauntlets|Gauntlets}}.
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| |}
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| == Spells ==
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| === Standard Magic === | | === Standard Magic === |
| {{MagicSpellbookTable|Standard}} | | {{Main|Reference=Standard Magic}} |
| | Standard Spells can be cast without any restrictions. |
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| === Curses === | | === Curses === |
| Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns. | | {{Main|Reference=Curses}} |
| {{MagicSpellbookTable|Curse}} | | Curses inflict the enemy with debuffs, making them weaker in a variety of ways. They are automatically cast alongside the active damage-dealing spell every three attack turns, and do not take any extra time to cast (but ''do'' consume Runes). Curses can be used with Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks. |
| | |
| | The {{ItemIcon|Miolite Sceptre}} allows Curses to be cast while using the {{Icon|Melee}} combat style, and the {{TotH}}{{ItemIcon|Voodoo Trinket}} allows Curses to be cast with any combat style. |
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| === Auroras === | | === Auroras === |
| Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with [[Melee]] while the {{ItemIcon|Miolite Sceptre}} is equipped. Tier 3 Auroras may only be cast while the {{ItemIcon|Book of Eli}} is equipped. Tier 4 Auroras may only be cast while the {{ItemIcon|Book of the Ancients}} is equipped. | | {{Main|Reference=Aurora|Name=Auroras}} |
| {{MagicSpellbookTable|Aurora}} | | Auroras provide the player with buffs, enhancing their abilities in combat. They are automatically cast on every attack turn, and consume Runes but do not take any extra time to cast. Auroras can be used with any damage-dealing spell, but Auroras that modify a spell's damage will have no effect on Ancient Magicks. |
| | |
| | Tier 3 Auroras can only be cast while the {{ItemIcon|Book of Eli}} is equipped, and Tier 4 Auroras can only be cast while the {{TotH}}{{ItemIcon|Book of the Ancients}} is equipped. The {{ItemIcon|Miolite Sceptre}} allows Auroras to be cast while using the {{Icon|Melee}} combat style. |
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| === Ancient Magicks === | | === Ancient Magicks === |
| Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as {{Icon|Surge II|type=aurora}} for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by [[Equipment]], [[Prayer]], or [[Potions]], although accuracy rating is. Curses and [[Special Attacks]] cannot be used with Ancient Magicks. | | {{Main|Reference=Ancient Magicks}} |
| {{MagicSpellbookTable|Ancient}}
| | Ancient Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. These spells deal fixed damage and ignore many of the usual spellcasting rules; they can't be used with Curses or equipment-based [[Special Attacks]], and Max Hit modifiers from any source will have no effect. Auroras ''can'' be used with Ancient Magicks, but any damage-modifying effects will be ignored. Any modifiers to Attack Interval or Accuracy Rating still apply, and some Ancient Magicks will always hit if the player's Accuracy Rating exceeds a certain threshold. |
| | |
| | In addition to the usual Magic level requirement, each Ancient Magick spell requires that the player clear a specific [[Dungeons|Dungeon]] a certain number of times. |
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| === Archaic Magicks === | | === Archaic Magicks === |
| Archaic Magicks are powerful offensive spells that can be cast in place of Standard Magic or Ancient Magicks. Unlike with Ancient Magicks, damage modifiers from [[Equipment]], [[Prayer]], and [[Potions]] will apply to Archaic Magicks. Curses and damage modifying Auroras can also be used, though [[Special Attacks]] still will not work. | | {{Main|Reference=Archaic Magicks}} |
| {{MagicSpellbookTable|Archaic}}
| | {{TotH}} Archaic Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. Unlike Ancient Magicks, the only restriction on Archaic Magicks is that they cannot be used with equipment-based [[Special Attacks]]. Curses, Auroras, and any Max Hit modifiers can be used as normal. |
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| == Skillcape ==
| | In addition to the usual Magic level, each Archaic Magick spell has a unique unlock requirement. Some Archaic Magicks can only be cast while a specific Magic weapon is equipped. |
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| The [[Skillcapes|Skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
| | === Abyssal Spellbook === |
| | {{Main|Reference=Abyssal Spellbook}} |
| | {{ItA}} The Abyssal Spellbook offers 5 Spell Tiers and 8 special Spells with some Item/Kill requirements. |
| | Abyssal Spells can be freely used in combination with Auroras and Curses but will require a {{ItA}}[[Into the Abyss Expansion]] Wand or Staff to use. |
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| The Superior Skillcape can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.
| | == Skill Level Unlocks == |
| | Increasing the {{PAGENAME}} skill provides access to new spells and allows the player to equip more powerful Magic weapons and armour. The player's accuracy and damage with most Magic spells also scale with Magic level. |
| | {{SkillUnlocks|{{PAGENAME}}}} |
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| | == Skillcapes == |
| {{SkillcapeInfo}} | | {{SkillcapeInfo}} |
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| == Pet == | | == Pet == |
| The [[Pets|pet]] can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
| | This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic. |
| {{PetSkillInfo}} | | {{PetSkillInfo}} |
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| == Magic Equipment Stats == | | == Skill Bonuses == |
| | | === Rune Preservation === |
| === Weapons === | | {{Main|Reference=Rune Preservation}} |
| {{MagicWeaponsTable}} | | Rune Preservation provides a chance to consume no runes when casting any spell. {{Skill|Alt. Magic}} benefits from both overall Rune Preservation and its own [[Alternative Magic#Rune Preservation|preservation bonuses]]. Rune Preservation is capped at 80% for both {{Icon|Combat}} and {{Skill|Alt. Magic}}. |
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| === Helmets ===
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| {{MagicHelmetTable}} | |
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| === Bodies ===
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| {{MagicPlatebodyTable}} | |
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| === Legs === | | === Rune Cost Reduction === |
| {{MagicPlatelegsTable}} | | {{Main|Reference=Rune Cost Reduction}} |
| | Rune Cost Reduction reduces the cost of a specific type of Rune in any spell. It is mostly provided by [[Equipment]], especially [[#Staves|Staves]] and [[#Wands|Wands]]. For example, while a {{ItemIcon|Staff of Air}} is equipped, any spells that use {{ItemIcon|Air Rune|Air Runes}} will use up to three fewer Air Runes per cast. This bonus ''can'' reduce a specific Rune's cost to zero. Rune Cost Reduction from equipment does not apply when equipped in the [[Combat Passive Slot]]. |
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| === Boots ===
| | The {{ItemIcon|Magic Skillcape}} will double any active Rune Cost Reduction while equipped, and the {{ItemIcon|Superior Magic Skillcape}} will quadruple it. |
| {{MagicBootsTable}} | |
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| === Gloves === | | == Magic Equipment == |
| {{MagicGlovesTable}} | | Magic Equipment if helpful in increasing the damage done by your Magic Spells. |
| | * Wands or Staves are required to use Spells while also increasing their Damage and [[Accuracy]]. |
| | * The Magic [[Armour]] ({{SlotIcon|head}}[[Helmet]], {{SlotIcon|chest}}[[Robes]], {{SlotIcon|legs}}[[Platelegs|Legs]], {{SlotIcon|feet}}[[Boots]] and {{SlotIcon|hands}}[[Gloves]] provide Magic Damage Bonuses and [[Damage Reduction]] (Or [[Abyssal Resistance]] in {{ItA}}[[Into the Abyss Expansion]]). |
| | * Offhands consist of either a [[Book]] or [[Shields]] which provide either offensive or defensive bonuses. |
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| === Shields ===
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| {{MagicShieldsTable}}
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| === Capes ===
| | * {{SlotIcon|weapon}}[[Weapons#Magic|Magic Weapons]] |
| {{MagicCapesTable}} | | * {{SlotIcon|head}}[[Helmets#Magic|Magic Helmets]] |
| | * {{SlotIcon|chest}}[[Platebodies#Magic|Magic Robes]] |
| | * {{SlotIcon|legs}}[[Platelegs#Magic|Magic Leggings]] |
| | * {{SlotIcon|feet}}[[Boots#Magic|Magic Boots]] |
| | * {{SlotIcon|hands}}[[Gloves#Magic|Magic Gloves]] |
| | * {{SlotIcon|shield}}[[Shields#Magic_Offhand|Magic Offhands]] |
| | * {{SlotIcon|back}}[[Capes#Other_Capes|Combat Capes]] |
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| {{Menu}} | | {{Menu}} |
| [[Category:Skills]] | | [[Category:Skills]] |
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This page is possibly not up to date. It was last updated for 1.2.2
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Magic is a
Combat skill. Magic uses damaging spells, debuffing Curses, and self-buffing Auroras to dispatch enemies, all of which consume Runes per cast. It can also be used outside of combat to cast Alt. Magic spells with various item-transmuting effects.
Players using Magic will gain Combat Triangle bonuses against monsters that use
Melee and penalties against monsters that use
Ranged.
Mechanics
Active Spells and Runes
Like other combat styles, the player must have a Magic weapon (such as a wand or staff) equipped to use Magic. Unlike other combat styles, however, a specific spell must also be selected. This damage-dealing spell will be used for all player attacks, and can optionally be supplemented by a Curse and/or an Aurora. Curses are cast every three turns and debuff the enemy. Auroras are cast with every player attack and buff the player. Ancient Magicks and Archaic Magicks are special damage-dealing spells with specific unlock requirements that can be used instead of a standard damage spell.
Spells must be unlocked to be selected. All spells require a certain minimum Magic level, which is the only requirement for many spells, including lower-level Curses and Auroras. Other spells have special unlock requirements such as equipping a certain item or clearing a specific Dungeon a certain number of times.
Each cast of any spell consumes Runes, which are stored in the Bank and are not equipped. Runes can be created in
Runecrafting or obtained by killing monsters. Many spells have an alternate Rune cost, which can be selected by checking "Use Combination Runes" when selecting a spell. You can see how many of each Rune is stored in your Bank, as well as which Runes are being consumed by your active spells, with the "View My Runes" panel in the Combat UI.
Rune costs can be mitigated with Rune Preservation, which provides a chance to consume no Runes when casting any spell, and Rune Cost Reduction bonuses that reduce the usage costs of specific Runes.
Attack Styles
There are two Magic attack styles: Magic and Defensive. Both attack styles use the player's Magic skill, which increases Magic Accuracy Rating and Maximum Hit with each level. Magic and
Defence determine the player's Evasion Rating against monsters using the Magic combat style.
0.4 Magic XP is earned per point of damage dealt by Magic spells. When using the Magic attack style, this XP is applied directly to the Magic skill. When using the Defensive style, the XP is split evenly between Magic and Defence. This XP only considers damage dealt directly to a monster; if a spell causes indirect damage through an effect like Poison or Burn, that extra damage does not reward XP.
In addition to affecting how experience is distributed, each Magic attack style has a special bonus:
- Magic: +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
- Defence: +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion
Alt. Magic
Alternative Magic, or Alt. Magic, is a non-combat variant of Magic. It offers players a different method of levelling magic, without having to engage in combat. Alt. Magic is aimed at non-combat utility spells such as Item Alchemy spells that convert items into gold based on their value. Spells like Rags to Riches and Superheat offer options for converting ores and materials into valuable resources or gems.
Spells
Spells are magical abilities that players can use to influence combat and gameplay. They encompass a variety of effects, including offensive attacks, defensive buffs, and debuffs inflicted on enemies. Each spell typically consumes Runes as a resource and may have specific conditions or restrictions for use.
Players can choose from 6 different spell books, each serving distinct purposes
Standard Magic
Standard Spells can be cast without any restrictions.
Curses
Curses inflict the enemy with debuffs, making them weaker in a variety of ways. They are automatically cast alongside the active damage-dealing spell every three attack turns, and do not take any extra time to cast (but do consume Runes). Curses can be used with Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks.
The
Miolite Sceptre allows Curses to be cast while using the
Melee combat style, and the ![TotH.svg](/images/e/e2/TotH.svg)
Voodoo Trinket allows Curses to be cast with any combat style.
Auroras
Auroras provide the player with buffs, enhancing their abilities in combat. They are automatically cast on every attack turn, and consume Runes but do not take any extra time to cast. Auroras can be used with any damage-dealing spell, but Auroras that modify a spell's damage will have no effect on Ancient Magicks.
Tier 3 Auroras can only be cast while the
Book of Eli is equipped, and Tier 4 Auroras can only be cast while the ![TotH.svg](/images/e/e2/TotH.svg)
Book of the Ancients is equipped. The
Miolite Sceptre allows Auroras to be cast while using the
Melee combat style.
Ancient Magicks
Ancient Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. These spells deal fixed damage and ignore many of the usual spellcasting rules; they can't be used with Curses or equipment-based Special Attacks, and Max Hit modifiers from any source will have no effect. Auroras can be used with Ancient Magicks, but any damage-modifying effects will be ignored. Any modifiers to Attack Interval or Accuracy Rating still apply, and some Ancient Magicks will always hit if the player's Accuracy Rating exceeds a certain threshold.
In addition to the usual Magic level requirement, each Ancient Magick spell requires that the player clear a specific Dungeon a certain number of times.
Archaic Magicks
Archaic Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. Unlike Ancient Magicks, the only restriction on Archaic Magicks is that they cannot be used with equipment-based Special Attacks. Curses, Auroras, and any Max Hit modifiers can be used as normal.
In addition to the usual Magic level, each Archaic Magick spell has a unique unlock requirement. Some Archaic Magicks can only be cast while a specific Magic weapon is equipped.
Abyssal Spellbook
Error creating thumbnail: File missing
The Abyssal Spellbook offers 5 Spell Tiers and 8 special Spells with some Item/Kill requirements.
Abyssal Spells can be freely used in combination with Auroras and Curses but will require a
Error creating thumbnail: File missing
Into the Abyss Expansion Wand or Staff to use.
Skill Level Unlocks
Increasing the Magic skill provides access to new spells and allows the player to equip more powerful Magic weapons and armour. The player's accuracy and damage with most Magic spells also scale with Magic level.
1
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Wind Strike Cast Just Learning Wear (B) Air Acolyte Wizard Bottoms Wear (B) Air Acolyte Wizard Hat Wear (B) Air Acolyte Wizard Robes Wear ![Air Acolyte Wizard Boots](/images/thumb/4/46/Air_Acolyte_Wizard_Boots_%28item%29.png/25px-Air_Acolyte_Wizard_Boots_%28item%29.png) ![Air Acolyte Wizard Bottoms](/images/thumb/d/dd/Air_Acolyte_Wizard_Bottoms_%28item%29.png/25px-Air_Acolyte_Wizard_Bottoms_%28item%29.png) ![Air Acolyte Wizard Hat](/images/thumb/e/ed/Air_Acolyte_Wizard_Hat_%28item%29.png/25px-Air_Acolyte_Wizard_Hat_%28item%29.png) Air Acolyte Wizard Gear Wear ![Green Wizard Boots](/images/thumb/7/75/Green_Wizard_Boots_%28item%29.png/25px-Green_Wizard_Boots_%28item%29.png) ![Green Wizard Bottoms](/images/thumb/5/5d/Green_Wizard_Bottoms_%28item%29.png/25px-Green_Wizard_Bottoms_%28item%29.png) ![Green Wizard Hat](/images/thumb/7/72/Green_Wizard_Hat_%28item%29.png/25px-Green_Wizard_Hat_%28item%29.png) Basic Green Wizard Gear Wield Book of Eli Wield Book of Occults Wield Basic Staff Wield ![Staff of Air](/images/thumb/a/aa/Staff_of_Air_%28item%29.png/25px-Staff_of_Air_%28item%29.png) ![Staff of Earth](/images/thumb/e/e9/Staff_of_Earth_%28item%29.png/25px-Staff_of_Earth_%28item%29.png) ![Staff of Fire](/images/thumb/0/04/Staff_of_Fire_%28item%29.png/25px-Staff_of_Fire_%28item%29.png) Basic Magic Staves Wield Magic Wand (Basic)
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3
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Water Strike
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5
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Cast Superheat I Wear (B) Water Acolyte Wizard Bottoms Wear (B) Water Acolyte Wizard Hat Wear (B) Water Acolyte Wizard Robes Wear ![Water Acolyte Wizard Boots](/images/thumb/e/e5/Water_Acolyte_Wizard_Boots_%28item%29.png/25px-Water_Acolyte_Wizard_Boots_%28item%29.png) ![Water Acolyte Wizard Bottoms](/images/thumb/1/1e/Water_Acolyte_Wizard_Bottoms_%28item%29.png/25px-Water_Acolyte_Wizard_Bottoms_%28item%29.png) ![Water Acolyte Wizard Hat](/images/thumb/2/29/Water_Acolyte_Wizard_Hat_%28item%29.png/25px-Water_Acolyte_Wizard_Hat_%28item%29.png) Water Acolyte Wizard Gear
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6
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Earth Strike
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7
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Cast Barrier Dust
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9
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Wear (B) Earth Acolyte Wizard Bottoms Wear (B) Earth Acolyte Wizard Hat Wear (B) Earth Acolyte Wizard Robes Wear ![Earth Acolyte Wizard Boots](/images/thumb/7/78/Earth_Acolyte_Wizard_Boots_%28item%29.png/25px-Earth_Acolyte_Wizard_Boots_%28item%29.png) ![Earth Acolyte Wizard Bottoms](/images/thumb/6/63/Earth_Acolyte_Wizard_Bottoms_%28item%29.png/25px-Earth_Acolyte_Wizard_Bottoms_%28item%29.png) ![Earth Acolyte Wizard Hat](/images/thumb/9/90/Earth_Acolyte_Wizard_Hat_%28item%29.png/25px-Earth_Acolyte_Wizard_Hat_%28item%29.png) Earth Acolyte Wizard Gear
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10
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Blinding I
Fire Strike Cast Item Alchemy I Wear ![Blue Wizard Boots](/images/thumb/4/4a/Blue_Wizard_Boots_%28item%29.png/25px-Blue_Wizard_Boots_%28item%29.png) ![Blue Wizard Bottoms](/images/thumb/f/f3/Blue_Wizard_Bottoms_%28item%29.png/25px-Blue_Wizard_Bottoms_%28item%29.png) ![Blue Wizard Hat](/images/thumb/b/b4/Blue_Wizard_Hat_%28item%29.png/25px-Blue_Wizard_Hat_%28item%29.png) Basic Blue Wizard Gear Wear Cult Robes Build Cave Climb in Obstacle 4 (requires 10, 10)
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14
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Wind Bolt Wear (B) Fire Acolyte Wizard Bottoms Wear (B) Fire Acolyte Wizard Hat Wear (B) Fire Acolyte Wizard Robes Wear ![Fire Acolyte Wizard Boots](/images/thumb/e/e8/Fire_Acolyte_Wizard_Boots_%28item%29.png/25px-Fire_Acolyte_Wizard_Boots_%28item%29.png) ![Fire Acolyte Wizard Bottoms](/images/thumb/1/10/Fire_Acolyte_Wizard_Bottoms_%28item%29.png/25px-Fire_Acolyte_Wizard_Bottoms_%28item%29.png) ![Fire Acolyte Wizard Hat](/images/thumb/3/36/Fire_Acolyte_Wizard_Hat_%28item%29.png/25px-Fire_Acolyte_Wizard_Hat_%28item%29.png) Fire Acolyte Wizard Gear
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15
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Soul Split I
Surge I
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16
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Water Bolt
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18
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Cast Bone Offering
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19
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Earth Bolt
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20
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Weakening I
Mask of Weakening Build Cliff Balance in Obstacle 5 (requires 20, 20)
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23
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Fire Bolt
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25
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Fury I Cast Superheat II
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28
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Wind Blast
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30
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Anguish I
Blinding II
Water Blast
Magical Broomstick (requires 30) Wear ![Red Wizard Boots](/images/thumb/e/ee/Red_Wizard_Boots_%28item%29.png/25px-Red_Wizard_Boots_%28item%29.png) ![Red Wizard Bottoms](/images/thumb/3/30/Red_Wizard_Bottoms_%28item%29.png/25px-Red_Wizard_Bottoms_%28item%29.png) ![Red Wizard Hat](/images/thumb/8/88/Red_Wizard_Hat_%28item%29.png/25px-Red_Wizard_Hat_%28item%29.png) Basic Red Wizard Gear Wield ![Air Battlestaff](/images/thumb/4/40/Air_Battlestaff_%28item%29.png/25px-Air_Battlestaff_%28item%29.png) ![Earth Battlestaff](/images/thumb/9/9a/Earth_Battlestaff_%28item%29.png/25px-Earth_Battlestaff_%28item%29.png) ![Fire Battlestaff](/images/thumb/c/ca/Fire_Battlestaff_%28item%29.png/25px-Fire_Battlestaff_%28item%29.png) Battlestaves Wield Crystal Battlestaff Wield Magic Wand (Powerful) Wear ![Slayer Wizard Hat (Strong)](/images/thumb/b/ba/Slayer_Wizard_Hat_%28Strong%29_%28item%29.png/25px-Slayer_Wizard_Hat_%28Strong%29_%28item%29.png) Magic Slayer Gear (Strong) (requires 30)
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33
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Earth Blast
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35
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Fervor I
Soul Split II Cast Item Alchemy II Wear (B) Air Adept Wizard Bottoms Wear (B) Air Adept Wizard Hat Wear (B) Air Adept Wizard Robes Wear ![Air Adept Wizard Boots](/images/thumb/b/bf/Air_Adept_Wizard_Boots_%28item%29.png/25px-Air_Adept_Wizard_Boots_%28item%29.png) ![Air Adept Wizard Bottoms](/images/thumb/5/55/Air_Adept_Wizard_Bottoms_%28item%29.png/25px-Air_Adept_Wizard_Bottoms_%28item%29.png) ![Air Adept Wizard Hat](/images/thumb/5/57/Air_Adept_Wizard_Hat_%28item%29.png/25px-Air_Adept_Wizard_Hat_%28item%29.png) Air Adept Wizard Gear Wield Mudball Staff
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37
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Fire Blast
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39
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Wear (B) Water Adept Wizard Bottoms Wear (B) Water Adept Wizard Hat Wear (B) Water Adept Wizard Robes Wear ![Water Adept Wizard Boots](/images/thumb/9/9f/Water_Adept_Wizard_Boots_%28item%29.png/25px-Water_Adept_Wizard_Boots_%28item%29.png) ![Water Adept Wizard Bottoms](/images/thumb/2/2c/Water_Adept_Wizard_Bottoms_%28item%29.png/25px-Water_Adept_Wizard_Bottoms_%28item%29.png) ![Water Adept Wizard Hat](/images/thumb/2/22/Water_Adept_Wizard_Hat_%28item%29.png/25px-Water_Adept_Wizard_Hat_%28item%29.png) Water Adept Wizard Gear
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40
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Crystallization
Nature's Call (requires Nature's Call Staff)
Surge II
Weakening II Cast Holy Invocation I Cast Unholy Offering Wear ![Miolite Boots](/images/thumb/6/6a/Miolite_Boots_%28item%29.png/25px-Miolite_Boots_%28item%29.png) ![Miolite Helmet](/images/thumb/1/1c/Miolite_Helmet_%28item%29.png/25px-Miolite_Helmet_%28item%29.png) ![Miolite Platebody](/images/thumb/d/d2/Miolite_Platebody_%28item%29.png/25px-Miolite_Platebody_%28item%29.png) ![Miolite Platelegs](/images/thumb/e/ee/Miolite_Platelegs_%28item%29.png/25px-Miolite_Platelegs_%28item%29.png) Miolite Armour (requires 40) Wear Unholy Wizard Robes (m) (requires 40) Wield Familiar Staff Wield ![Mystic Air Staff](/images/thumb/8/8d/Mystic_Air_Staff_%28item%29.png/25px-Mystic_Air_Staff_%28item%29.png) ![Mystic Earth Staff](/images/thumb/0/07/Mystic_Earth_Staff_%28item%29.png/25px-Mystic_Earth_Staff_%28item%29.png) ![Mystic Fire Staff](/images/thumb/c/c5/Mystic_Fire_Staff_%28item%29.png/25px-Mystic_Fire_Staff_%28item%29.png) Mystic Magic Staves Wield Mystic Pure Crystal Staff Wield Nature's Call Staff Wield Unholy Staff (m) (requires 40) Trade for Magic Hinder Scroll (requires 10) Build Tree Hop in Obstacle 6 (requires 40, 40)
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43
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Wind Wave Wear (B) Earth Adept Wizard Bottoms Wear (B) Earth Adept Wizard Hat Wear (B) Earth Adept Wizard Robes Wear ![Earth Adept Wizard Boots](/images/thumb/9/97/Earth_Adept_Wizard_Boots_%28item%29.png/25px-Earth_Adept_Wizard_Boots_%28item%29.png) ![Earth Adept Wizard Bottoms](/images/thumb/5/5e/Earth_Adept_Wizard_Bottoms_%28item%29.png/25px-Earth_Adept_Wizard_Bottoms_%28item%29.png) ![Earth Adept Wizard Hat](/images/thumb/5/5a/Earth_Adept_Wizard_Hat_%28item%29.png/25px-Earth_Adept_Wizard_Hat_%28item%29.png) Earth Adept Wizard Gear
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45
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Charged I
Confusion
Water Wave Wear Unholy Magic Gloves (m) (requires 45)
Mask of Confusion
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48
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Earth Wave Cast Rags to Riches I Wear (B) Fire Adept Wizard Bottoms Wear (B) Fire Adept Wizard Hat Wear (B) Fire Adept Wizard Robes Wear ![Fire Adept Wizard Boots](/images/thumb/e/ee/Fire_Adept_Wizard_Boots_%28item%29.png/25px-Fire_Adept_Wizard_Boots_%28item%29.png) ![Fire Adept Wizard Bottoms](/images/thumb/2/25/Fire_Adept_Wizard_Bottoms_%28item%29.png/25px-Fire_Adept_Wizard_Bottoms_%28item%29.png) ![Fire Adept Wizard Hat](/images/thumb/e/e4/Fire_Adept_Wizard_Hat_%28item%29.png/25px-Fire_Adept_Wizard_Hat_%28item%29.png) Fire Adept Wizard Gear
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50
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Anguish II
Blinding III
Fury II
Blessed Shield Wear ![Black Wizard Boots](/images/thumb/a/af/Black_Wizard_Boots_%28item%29.png/25px-Black_Wizard_Boots_%28item%29.png) ![Black Wizard Bottoms](/images/thumb/0/09/Black_Wizard_Bottoms_%28item%29.png/25px-Black_Wizard_Bottoms_%28item%29.png) ![Black Wizard Hat](/images/thumb/9/9c/Black_Wizard_Hat_%28item%29.png/25px-Black_Wizard_Hat_%28item%29.png) Basic Black Wizard Gear Purchase Hunters Hat (requires 80, 50, 50, 8 Prats Hats)
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52
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Fire Wave
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55
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Soul Split III
|
56
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Cast Blessed Offering
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57
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Wind Surge
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60
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Fervor II
Weakening III Wield Magic Wand (Elite) Wear ![Slayer Wizard Hat (Elite)](/images/thumb/a/a0/Slayer_Wizard_Hat_%28Elite%29_%28item%29.png/25px-Slayer_Wizard_Hat_%28Elite%29_%28item%29.png) Magic Slayer Gear (Elite) (requires 60)
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61
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Water Surge
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64
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Earth Surge Cast Superheat III
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65
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Fatigue (requires Cursed Arcana)
Nature's Wrath (requires Nature's Wrath Staff)
Surge III (requires Book of Eli) Cast Cursed Offering
Cursed Arcana
Magic Flute
Trickery Mirror Wear (B) Air Expert Wizard Bottoms Wear (B) Air Expert Wizard Hat Wear (B) Air Expert Wizard Robes Wear ![Air Expert Wizard Boots](/images/thumb/9/96/Air_Expert_Wizard_Boots_%28item%29.png/25px-Air_Expert_Wizard_Boots_%28item%29.png) ![Air Expert Wizard Bottoms](/images/thumb/3/3e/Air_Expert_Wizard_Bottoms_%28item%29.png/25px-Air_Expert_Wizard_Bottoms_%28item%29.png) ![Air Expert Wizard Hat](/images/thumb/1/1c/Air_Expert_Wizard_Hat_%28item%29.png/25px-Air_Expert_Wizard_Hat_%28item%29.png) Air Expert Wizard Gear Wear Cursed Wizard Robes (m) (requires 65) Wield Cursed Staff (m) (requires 65) Wield Nature's Wrath Staff
|
68
|
Fire Surge
Powered Red Crystal
|
69
|
Wear (B) Water Expert Wizard Bottoms Wear (B) Water Expert Wizard Hat Wear (B) Water Expert Wizard Robes Wear ![Water Expert Wizard Boots](/images/thumb/c/c8/Water_Expert_Wizard_Boots_%28item%29.png/25px-Water_Expert_Wizard_Boots_%28item%29.png) ![Water Expert Wizard Bottoms](/images/thumb/6/6e/Water_Expert_Wizard_Bottoms_%28item%29.png/25px-Water_Expert_Wizard_Bottoms_%28item%29.png) ![Water Expert Wizard Hat](/images/thumb/f/f6/Water_Expert_Wizard_Hat_%28item%29.png/25px-Water_Expert_Wizard_Hat_%28item%29.png) Water Expert Wizard Gear
|
70
|
Anguish III
Charged II
Slicing Winds (requires 100 clears) Cast Rags to Riches II Wear (B) Ancient Wizard Bottoms Wear (B) Ancient Wizard Hat Wear (B) Ancient Wizard Robes Wear ![Ancient Wizard Boots](/images/thumb/3/3c/Ancient_Wizard_Boots_%28item%29.png/25px-Ancient_Wizard_Boots_%28item%29.png) ![Ancient Wizard Bottoms](/images/thumb/3/30/Ancient_Wizard_Bottoms_%28item%29.png/25px-Ancient_Wizard_Bottoms_%28item%29.png) ![Ancient Wizard Hat](/images/thumb/b/b4/Ancient_Wizard_Hat_%28item%29.png/25px-Ancient_Wizard_Hat_%28item%29.png) Ancient Wizard Gear Wield ![Air Imbued Wand](/images/thumb/0/0c/Air_Imbued_Wand_%28item%29.png/25px-Air_Imbued_Wand_%28item%29.png) ![Earth Imbued Wand](/images/thumb/6/64/Earth_Imbued_Wand_%28item%29.png/25px-Earth_Imbued_Wand_%28item%29.png) ![Fire Imbued Wand](/images/thumb/7/7d/Fire_Imbued_Wand_%28item%29.png/25px-Fire_Imbued_Wand_%28item%29.png) Imbued Magic Wands Build Cave Maze in Obstacle 9 (requires 70, 70) Build Water Jump in Obstacle 9 (requires 70, 70)
|
73
|
Wear (B) Earth Expert Wizard Bottoms Wear (B) Earth Expert Wizard Hat Wear (B) Earth Expert Wizard Robes Wear ![Earth Expert Wizard Boots](/images/thumb/2/2f/Earth_Expert_Wizard_Boots_%28item%29.png/25px-Earth_Expert_Wizard_Boots_%28item%29.png) ![Earth Expert Wizard Bottoms](/images/thumb/4/4c/Earth_Expert_Wizard_Bottoms_%28item%29.png/25px-Earth_Expert_Wizard_Bottoms_%28item%29.png) ![Earth Expert Wizard Hat](/images/thumb/b/b9/Earth_Expert_Wizard_Hat_%28item%29.png/25px-Earth_Expert_Wizard_Hat_%28item%29.png) Earth Expert Wizard Gear
|
74
|
Icicle Volley (requires 100 clears)
|
75
|
Fury III (requires Book of Eli)
Magicburn Shield Wield Lich Staff Wield Rotten Staff Wield Soul Taker Wand
|
76
|
Cast Item Alchemy III
|
78
|
Crushing Waves (requires Ancient Arcana)
Ancient Arcana Wear (B) Fire Expert Wizard Bottoms Wear (B) Fire Expert Wizard Hat Wear (B) Fire Expert Wizard Robes Wear ![Fire Expert Wizard Boots](/images/thumb/a/a6/Fire_Expert_Wizard_Boots_%28item%29.png/25px-Fire_Expert_Wizard_Boots_%28item%29.png) ![Fire Expert Wizard Bottoms](/images/thumb/7/7f/Fire_Expert_Wizard_Bottoms_%28item%29.png/25px-Fire_Expert_Wizard_Bottoms_%28item%29.png) ![Fire Expert Wizard Hat](/images/thumb/b/b8/Fire_Expert_Wizard_Hat_%28item%29.png/25px-Fire_Expert_Wizard_Hat_%28item%29.png) Fire Expert Wizard Gear
|
80
|
Decay Cast Holy Invocation II
Water Shield Wear ![Slayer Wizard Hat (Master)](/images/thumb/7/76/Slayer_Wizard_Hat_%28Master%29_%28item%29.png/25px-Slayer_Wizard_Hat_%28Master%29_%28item%29.png) Magic Slayer Gear (Master) (requires 80) Wield Foresight Wand
|
82
|
Ignite (requires 100 clears)
|
85
|
Crystal Sanction
Fervor III (requires Book of Eli) Wear Burning Madness Gloves Wear ![Glacia God Boots](/images/thumb/a/ac/Glacia_God_Boots_%28item%29.png/25px-Glacia_God_Boots_%28item%29.png) ![Glacia God Gloves](/images/thumb/e/e8/Glacia_God_Gloves_%28item%29.png/25px-Glacia_God_Gloves_%28item%29.png) ![Glacia God Helmet](/images/thumb/0/08/Glacia_God_Helmet_%28item%29.png/25px-Glacia_God_Helmet_%28item%29.png) ![Glacia God Platebody](/images/thumb/0/06/Glacia_God_Platebody_%28item%29.png/25px-Glacia_God_Platebody_%28item%29.png) Glacia God Gear Wear Glacia God Boots (B) Wear Glacia God Boots (C) Wear Glacia God Helmet (B) Wear Glacia God Helmet (C) Wear Glacia God Platebody (B) Wear Glacia God Platebody (C) Wear Glacia God Platelegs (B) Wear Glacia God Platelegs (C) Wear Underwater Helmet
Malevolent Ward Shield Wield Cloudburst Staff
|
86
|
Gust (requires 100 clears)
|
90
|
Frostbite (requires 100 clears)
Petrified (requires Cursed Arcana) Wield Water Pulse Staff Wield Ocean Song
|
94
|
Quake (requires 100 clears)
|
95
|
Charged III (requires Book of Eli) Cast Superheat IV Build Lava Waterfall Dodge in Obstacle 10 (requires 95, 95, 90, 80)
|
96
|
Whirlpool (requires Ancient Arcana)
|
98
|
Incinerate (requires 100 clears)
|
99
|
Wear Magic Skillcape Wear Maximum Skillcape (requires level 99 in all skills) Wear Shield of Magic Power
|
100
|
Poison Pods (requires cleared) Cast Nullification Wear ![Slayer Wizard Hat (Legendary)](/images/thumb/b/b9/Slayer_Wizard_Hat_%28Legendary%29_%28item%29.png/25px-Slayer_Wizard_Hat_%28Legendary%29_%28item%29.png) Magic Slayer Gear (Legendary) (requires 100, cleared) Wear ![Infernal Master Wizard Boots](/images/thumb/8/81/Infernal_Master_Wizard_Boots_%28item%29.png/25px-Infernal_Master_Wizard_Boots_%28item%29.png) ![Infernal Master Wizard Bottoms](/images/thumb/a/ab/Infernal_Master_Wizard_Bottoms_%28item%29.png/22px-Infernal_Master_Wizard_Bottoms_%28item%29.png) ![Infernal Master Wizard Hat](/images/thumb/2/2c/Infernal_Master_Wizard_Hat_%28item%29.png/25px-Infernal_Master_Wizard_Hat_%28item%29.png) Infernal Master Wizard Gear (requires cleared) Wear ![Lightning Master Wizard Boots](/images/thumb/0/09/Lightning_Master_Wizard_Boots_%28item%29.png/25px-Lightning_Master_Wizard_Boots_%28item%29.png) ![Lightning Master Wizard Bottoms](/images/thumb/4/4b/Lightning_Master_Wizard_Bottoms_%28item%29.png/25px-Lightning_Master_Wizard_Bottoms_%28item%29.png) ![Lightning Master Wizard Hat](/images/thumb/d/de/Lightning_Master_Wizard_Hat_%28item%29.png/25px-Lightning_Master_Wizard_Hat_%28item%29.png) Lightning Master Wizard Gear (requires cleared) Wear ![Poison Master Wizard Boots](/images/thumb/0/05/Poison_Master_Wizard_Boots_%28item%29.png/25px-Poison_Master_Wizard_Boots_%28item%29.png) ![Poison Master Wizard Bottoms](/images/thumb/6/63/Poison_Master_Wizard_Bottoms_%28item%29.png/25px-Poison_Master_Wizard_Bottoms_%28item%29.png) ![Poison Master Wizard Hat](/images/thumb/c/c2/Poison_Master_Wizard_Hat_%28item%29.png/25px-Poison_Master_Wizard_Hat_%28item%29.png) Poison Master Wizard Gear (requires cleared) Wield Poison Staff (requires cleared)
|
102
|
Fury IV (requires Book of the Ancients)
Giant Fireball (requires cleared) Cast Transmutation Wield Infernal Staff (requires cleared)
|
104
|
Thunder Strike (requires cleared)
|
105
|
Fervor IV (requires Book of the Ancients)
Madness (requires 25 clears) Cast Purification Wear ![Infernal Legendary Wizard Boots](/images/thumb/e/e6/Infernal_Legendary_Wizard_Boots_%28item%29.png/25px-Infernal_Legendary_Wizard_Boots_%28item%29.png) ![Infernal Legendary Wizard Bottoms](/images/thumb/9/98/Infernal_Legendary_Wizard_Bottoms_%28item%29.png/22px-Infernal_Legendary_Wizard_Bottoms_%28item%29.png) ![Infernal Legendary Wizard Hat](/images/thumb/e/e9/Infernal_Legendary_Wizard_Hat_%28item%29.png/25px-Infernal_Legendary_Wizard_Hat_%28item%29.png) Infernal Legendary Wizard Gear (requires cleared) Wear ![Lightning Legendary Wizard Boots](/images/thumb/6/65/Lightning_Legendary_Wizard_Boots_%28item%29.png/25px-Lightning_Legendary_Wizard_Boots_%28item%29.png) ![Lightning Legendary Wizard Bottoms](/images/thumb/6/6c/Lightning_Legendary_Wizard_Bottoms_%28item%29.png/25px-Lightning_Legendary_Wizard_Bottoms_%28item%29.png) ![Lightning Legendary Wizard Hat](/images/thumb/4/4a/Lightning_Legendary_Wizard_Hat_%28item%29.png/25px-Lightning_Legendary_Wizard_Hat_%28item%29.png) Lightning Legendary Wizard Gear (requires cleared) Wear ![Poison Legendary Wizard Boots](/images/thumb/3/31/Poison_Legendary_Wizard_Boots_%28item%29.png/25px-Poison_Legendary_Wizard_Boots_%28item%29.png) ![Poison Legendary Wizard Bottoms](/images/thumb/a/a2/Poison_Legendary_Wizard_Bottoms_%28item%29.png/25px-Poison_Legendary_Wizard_Bottoms_%28item%29.png) ![Poison Legendary Wizard Hat](/images/thumb/b/b8/Poison_Legendary_Wizard_Hat_%28item%29.png/25px-Poison_Legendary_Wizard_Hat_%28item%29.png) Poison Legendary Wizard Gear (requires cleared) Wield Lightning Staff (requires cleared) Wield Despair Wand (requires cleared) Build Boulder Balance in Obstacle 12 (requires 105, 105)
|
106
|
Meteor Shower (requires Meteorite Staff) Wield Meteorite Staff (requires cleared)
|
108
|
Tsunami (requires 100 Twin Sea Dragon Serpent kills) Cast Fragmentation
|
110
|
Charged IV (requires Book of the Ancients)
Natures Bloom (requires 100 clears)
Torment (requires 50 clears) Cast Superheat V Wear Frost Walker Boots (requires cleared) Wear Frostspark Boots (requires 110, cleared) Wear Lightning Aura Helmet (requires cleared) Wear ![Slayer Wizard Hat (Mythical)](/images/thumb/e/e7/Slayer_Wizard_Hat_%28Mythical%29_%28item%29.png/25px-Slayer_Wizard_Hat_%28Mythical%29_%28item%29.png) Magic Slayer Gear (Mythical) (requires 110, cleared) Wear ![Infernal Mythical Wizard Boots](/images/thumb/1/17/Infernal_Mythical_Wizard_Boots_%28item%29.png/25px-Infernal_Mythical_Wizard_Boots_%28item%29.png) ![Infernal Mythical Wizard Bottoms](/images/thumb/b/ba/Infernal_Mythical_Wizard_Bottoms_%28item%29.png/22px-Infernal_Mythical_Wizard_Bottoms_%28item%29.png) ![Infernal Mythical Wizard Hat](/images/thumb/1/14/Infernal_Mythical_Wizard_Hat_%28item%29.png/25px-Infernal_Mythical_Wizard_Hat_%28item%29.png) Infernal Mythical Wizard Gear (requires cleared) Wear ![Lightning Mythical Wizard Boots](/images/thumb/b/bf/Lightning_Mythical_Wizard_Boots_%28item%29.png/25px-Lightning_Mythical_Wizard_Boots_%28item%29.png) ![Lightning Mythical Wizard Bottoms](/images/thumb/8/8b/Lightning_Mythical_Wizard_Bottoms_%28item%29.png/25px-Lightning_Mythical_Wizard_Bottoms_%28item%29.png) ![Lightning Mythical Wizard Hat](/images/thumb/c/cf/Lightning_Mythical_Wizard_Hat_%28item%29.png/25px-Lightning_Mythical_Wizard_Hat_%28item%29.png) Lightning Mythical Wizard Gear (requires cleared) Wear ![Poison Mythical Wizard Boots](/images/thumb/3/31/Poison_Mythical_Wizard_Boots_%28item%29.png/25px-Poison_Mythical_Wizard_Boots_%28item%29.png) ![Poison Mythical Wizard Bottoms](/images/thumb/9/92/Poison_Mythical_Wizard_Bottoms_%28item%29.png/25px-Poison_Mythical_Wizard_Bottoms_%28item%29.png) ![Poison Mythical Wizard Hat](/images/thumb/e/e1/Poison_Mythical_Wizard_Hat_%28item%29.png/25px-Poison_Mythical_Wizard_Hat_%28item%29.png) Poison Mythical Wizard Gear (requires cleared) Wield Book of the Ancients (requires cleared) Wield Burning Embers Book (requires cleared) Wield Lightning Coil 2H Staff (requires cleared) Wield Archaic Wand (requires cleared) Wield Torrential Blast Crossbow (requires 110, cleared) Wield FrostSpark 1H Sword (requires 110, cleared) Wield Lightning Strike 1H Sword (requires 110, cleared) Wield Spectral Ice Sword (requires 110, cleared) Build Freezing Climb in Obstacle 14 (requires 110, 110)
|
112
|
Infernal Power (requires 100 clears)
Surge IV (requires Book of the Ancients) Cast Holy Invocation III Wear Mask of Despair (requires cleared) Wear Voodoo Trinket (requires 112, 112, cleared)
|
114
|
Cast Embellish
|
115
|
Despair (requires 100 clears)
Soulash (requires Ethereal Staff) Wield Ethereal Staff (requires cleared) Wield Calamity Wand (requires cleared)
|
116
|
Cast Rags to Riches III
|
118
|
Dragon Storm Call (requires 100 clears) Cast Item Alchemy IV
|
120
|
Slicing Maelstrom (requires Slicing Maelstrom Wand) Wear Superior Magic Skillcape Wear Superior Max Skillcape (requires level 120 in all skills) Wear ![Vorloran Devastator Boots](/images/thumb/4/42/Vorloran_Devastator_Boots_%28item%29.png/25px-Vorloran_Devastator_Boots_%28item%29.png) ![Vorloran Devastator Gauntlets](/images/thumb/6/64/Vorloran_Devastator_Gauntlets_%28item%29.png/25px-Vorloran_Devastator_Gauntlets_%28item%29.png) ![Vorloran Devastator Helmet](/images/thumb/3/3d/Vorloran_Devastator_Helmet_%28item%29.png/25px-Vorloran_Devastator_Helmet_%28item%29.png) ![Vorloran Devastator Platebody](/images/thumb/5/55/Vorloran_Devastator_Platebody_%28item%29.png/25px-Vorloran_Devastator_Platebody_%28item%29.png) Vorloran Devastator Armour (requires cleared) Wield Slicing Maelstrom Wand (requires cleared)
|
Skillcapes
Regular Skillcape
The
Magic Skillcape is the skillcape for the Magic skill. It can be purchased for 1,000,000
from the Shop once the player reaches
Level 99 in the Magic skill. The Magic Skillcape offers the following benefits when worn:
Items that reduce Rune costs are now 2x as effective
Superior Skillcape
The
Superior Magic Skillcape is the superior skillcape for the Magic skill. It can be purchased for 10,000,000
from the Shop once the player reaches
Level 120 in the Magic skill.
Level 120 can only be reached if the player owns the
Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:
Items that reduce Rune costs are now 4x as effective and +5% Magic Damage Bonus from Equipment
Pet
This skill's pet can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
Pet | Name | DLC | Effect |
---|
![Salem](/images/c/c8/Salem_%28pet%29.svg) | Salem | | +5% Rune Preservation |
Skill Bonuses
Rune Preservation
Rune Preservation provides a chance to consume no runes when casting any spell.
Alt. Magic benefits from both overall Rune Preservation and its own preservation bonuses. Rune Preservation is capped at 80% for both
Combat and
Alt. Magic.
Rune Cost Reduction
Rune Cost Reduction reduces the cost of a specific type of Rune in any spell. It is mostly provided by Equipment, especially Staves and Wands. For example, while a
Staff of Air is equipped, any spells that use
Air Runes will use up to three fewer Air Runes per cast. This bonus can reduce a specific Rune's cost to zero. Rune Cost Reduction from equipment does not apply when equipped in the Combat Passive Slot.
The
Magic Skillcape will double any active Rune Cost Reduction while equipped, and the
Superior Magic Skillcape will quadruple it.
Magic Equipment
Magic Equipment if helpful in increasing the damage done by your Magic Spells.