Magic: Difference between revisions

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{{V0.16.3}}
{{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
}}


[[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.
Magic 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. Magic skill level increases Magic Accuracy Rating and Maximum Hit (0.5% per level) when using spells and Magic Evasion Rating when defending from spells. 0.4 Magic experience is earned per point of damage dealt to enemies while casting spells. This can be increased by 7% by equipping the [[Gold Emerald Ring]]. Raising Magic to level 99 will unlock the [[Magic Skillcape]] for purchase from the [[Shop]]. Equipping the [[Magic Skillcape]] reduces the [[Air Rune|Air]], [[Water Rune|Water]], [[Earth Rune|Earth]], and [[Fire Rune|Fire]] runes cost of spells by 7.


== Alternative Magic ==
Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|Ranged}}.
[[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.


== Staves ==
== Mechanics ==
Staves can be crafted from elemental runes and logs with {{Skill | Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use [[Air Rune|Air]], [[Water Rune|Water]], [[Earth Rune|Earth]], or [[Fire Rune|Fire]] runes, depending on the staff type.  
=== 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.


The [[Cloudburst Staff]] is an exception. It cannot be crafted, nor does it does reduce the need to use any runes.  
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.


All staves are two-handed.
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.


{| class="wikitable"
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.
|-
! rowspan=2 | Staff </br> Tier
! rowspan=2 | Magic </br> Level
! colspan=4 | {{Skill | Runecrafting}} Level
|-
! Air
! Water
! Earth
! Fire
|-
| Staff
| 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
| 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
|-
| [[Cloudburst Staff]]
| style="text-align: right" | 85
| style="text-align: center" colspan=4 | N/A
|}


== Wands ==
=== Attack Styles ===
Wands are one-handed, meaning they can be used with the off hand equipment. Magic imbued wands can be crafted by through [[Runecrafting]] using [[Magic Wand (Elite)]]. When equipped, Magic imbued wands reduces the amount of [[Air Rune|Air]], [[Water Rune|Water]], [[Earth Rune|Earth]], or [[Fire Rune|Fire]] runes needed to cast a spell by 3, depending on the staff type.
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.


{| class="wikitable sortable"
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.
!Magic Level
!Wand Tier
!Rune discount
|-
| 1
| [[Magic Wand (Basic)| Basic]]
| 0
|-
| 30
| [[Magic Wand (Powerful)| Powerful]]
| 0
|-
| 60
| [[Magic Wand (Elite)| Elite]]
| 0
|-
| 70
| Magic Imbued Wand
| 3
|}


== Robes ==
In addition to affecting how experience is distributed, each Magic attack style has a special bonus:


Wizard Robes can be acquired through a few different sources:
* '''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


* The {{ItemIcon|Slayer Wizard Hat (Basic)|Slayer Wizard Robes}} can be purchased from the store using {{SC|}} [[Currency#Slayer Coins|Slayer Coins]].
== Alt. Magic ==
* 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.
{{Main|Reference=Alternative Magic}}
* 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}}.
[[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.


A full list of the stats for each set of Wizard Robes can be found on the [[Equipment]] page.
== 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.


{| class="wikitable sortable"
Players can choose from 6 different spell books, each serving distinct purposes
!
!Level
!Robe Tier
!Notes
|-
| [[File:Green Wizard Hat (item).svg|50px|middle|Green Wizard Hat]]
| 1
| Green
|-
| [[File: Slayer Wizard Hat (Basic) (item).svg|50px|middle|Slayer Wizard Hat (Basic)]]
| 1
| Slayer (Basic)
| +5% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Acolyte Wizard Hat (item).svg|50px|middle|Air Acolyte Wizard Hat]]
| 1
| Air Acolyte
| +5 minimum damage when using Air Spells per piece
|-
| [[File:Water Acolyte Wizard Hat (item).svg|50px|middle|Water Acolyte Wizard Hat]]
| 5
| Water Acolyte
| +5 minimum damage when using Water Spells per piece
|-
| [[File:Earth Acolyte Wizard Hat (item).svg|50px|middle|Earth Acolyte Wizard Hat]]
| 9
| Earth Acolyte
| +5 minimum damage when using Earth Spells per piece
|-
| [[File:Blue Wizard Hat (item).svg|50px|middle|Blue Wizard Hat]]
| 10
| Blue
|-
| [[File:Fire Acolyte Wizard Hat (item).svg|50px|middle|Fire Acolyte Wizard Hat]]
| 14
| Fire Acolyte
| +5 minimum damage when using Fire Spells per piece
|-
| [[File:Red Wizard Hat (item).svg|50px|middle|Red Wizard Hat]]
| 30
| Red
|-
| [[File: Slayer Wizard Hat (Strong) (item).svg|50px|middle|Slayer Wizard Hat (Strong)]]
| 30
| Slayer (Strong)
| +15% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Adept Wizard Hat (item).svg|50px|middle|Air Adept Wizard Hat]]
| 35
| Air Adept
| +15 minimum damage when using Air Spells per piece
|-
| [[File:Water Adept Wizard Hat (item).svg|50px|middle|Water Adept Wizard Hat]]
| 39
| Water Adept
| +15 minimum damage when using Water Spells per piece
|-
| [[File:Earth Adept Wizard Hat (item).svg|50px|middle|Earth Adept Wizard Hat]]
| 43
| Earth Adept
| +15 minimum damage when using Earth Spells per piece
|-
| [[File:Fire Adept Wizard Hat (item).svg|50px|middle|Fire Adept Wizard Hat]]
| 48
| Fire Adept
| +15 minimum damage when using Fire Spells per piece
|-
| [[File:Black Wizard Hat (item).svg|50px|middle|Black Wizard Hat]]
| 50
| Black
|-
| [[File: Slayer Wizard Hat (Elite) (item).svg|50px|middle|Slayer Wizard Hat (Elite)]]
| 60
| Slayer (Elite)
| +30% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Expert Wizard Hat (item).svg|50px|middle|Air Expert Wizard Hat]]
| 65
| Air Expert
| +20 minimum damage when using Air Spells per piece
|-
| [[File:Water Expert Wizard Hat (item).svg|50px|middle|Water Expert Wizard Hat]]
| 69
| Water Expert
| +20 minimum damage when using Water Spells per piece
|-
| [[File:Green Wizard Hat (item).svg|50px|middle|Green Wizard Hat]]
| 70
| Ancient
| +5 Minimum Damage when using any elemental spell per piece
|-
| [[File:Earth Expert Wizard Hat (item).svg|50px|middle|Earth Expert Wizard Hat]]
| 73
| Earth Expert
| +20 minimum damage when using Earth Spells per piece
|-
| [[File:Fire Expert Wizard Hat (item).svg|50px|middle|Fire Expert Wizard Hat]]
| 78
| Fire Expert
| +20 minimum damage when using Fire Spells per piece
|-
| [[File:Glacia God Helmet (item).svg|50px|middle|Glacia God Helmet]]
| 85
| Glacia God
| Includes the {{ItemIcon|Glacia God Gloves}}, the only gloves that provide a bonus to Magic.<br/>Each piece provides a +2% bonus to Magic damage.
|}


== Offhand ==
=== Standard Magic ===
{| class="wikitable sortable"
{{Main|Reference=Standard Magic}}
!Magic Level
Standard Spells can be cast without any restrictions.
!Name
|-
| 0
| [[Enchanted Shield]]
|-
| 1
| [[Book of Eli]]
|}


== Cape ==
=== Curses ===
{| class="wikitable sortable"
{{Main|Reference=Curses}}
!Magic Level
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.
!Name
|-
| 0
| [[Enchanted Cape]]
|-
| 0
| [[Skull Cape]]
|-
| 99
| [[Magic Skillcape]]
|}


== Standard Magic ==
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.
{{MagicSpellsTable}}
== Curses ==
{{MagicCurseTable}}
== Auroras ==
{{MagicAuroraTable}}
== Ancient Magicks ==
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras 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]]. Curses cannot be used with Ancient Magicks.
{{MagicAncientTable}}


== Skillcape ==
=== Auroras ===
{{Main|Reference=Aurora|Name=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.


The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
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.


{| class="wikitable"
=== Ancient Magicks ===
|-
{{Main|Reference=Ancient Magicks}}
!Skillcape !! Name !! Effect
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.
|-
|[[File:{{PAGENAME}} Skillcape (item).svg|60px|link={{PAGENAME}} Skillcape]] || [[{{PAGENAME}} Skillcape]] || Reduces Air, Water, Earth & Fire Rune cost of Magic Spells by 7.<br/>Overrides Magic Staff Bonus. Also applies to Alt. Magic.
|}


== Pet ==
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.
The [[Pets|pet]] can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
{| class="wikitable"
|-
! Pet !! Name !! Effect
|-
| [[File:Salem (pet).svg|60px]] || [[Salem]] || +5% Chance to preserve all Runes when casting Magic.
|}


== Magic Equipment Stats ==
=== Archaic Magicks ===
{{Main|Reference=Archaic Magicks}}
{{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.


=== Weapons ===
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.


{{MagicWeaponsTable}}
=== 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.


=== Helmets ===
== 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}}}}


{{MagicHelmetTable}}
== Skillcapes ==
{{SkillcapeInfo}}


=== Bodies ===
== Pet ==
 
This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
{{MagicPlatebodyTable}}
{{PetSkillInfo}}


=== Legs ===
== Skill Bonuses ==
=== Rune Preservation ===
{{Main|Reference=Rune Preservation}}
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}}.


{{MagicPlatelegsTable}}
=== Rune Cost Reduction ===
{{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]].


=== Boots ===
The {{ItemIcon|Magic Skillcape}} will double any active Rune Cost Reduction while equipped, and the {{ItemIcon|Superior Magic Skillcape}} will quadruple it.
{{MagicBootsTable}}


=== Gloves ===
== Magic Equipment ==
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.


{{MagicGlovesTable}}


=== Shields ===
* {{SlotIcon|weapon}}[[Weapons#Magic|Magic Weapons]]
{{MagicShieldsTable}}
* {{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]]


{{Menu}}
{{Menu}}
[[Category:Skills]]
[[Category:Skills]]

Latest revision as of 05:46, 25 June 2024

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.

Magic
Skill ID: melvorD:Magic
Release Date: 5 December 2019 (V0.10)
Game Version: Melvor Logo.svg Base game
Type: Combat
Expansions information
Level 99: Melvor Logo.svg Base game
Level 120: TotH.svg Throne of the Herald Expansion
Abyssal 60:
Error creating thumbnail: File missing
Into the Abyss Expansion

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

- Main article: 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.

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

- Main article: Standard Magic

Standard Spells can be cast without any restrictions.

Curses

- Main article: 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    Voodoo Trinket allows Curses to be cast with any combat style.

Auroras

- Main article: 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    Book of the Ancients is equipped. The   Miolite Sceptre allows Auroras to be cast while using the   Melee combat style.

Ancient Magicks

- Main article: 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

- Main article: 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

- Main article: 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.

  Level Unlocks
1   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 Gear
Wear      Basic Green Wizard Gear
Wield   Book of Eli
Wield   Book of Occults
Wield   Basic Staff
Wield      Basic Magic Staves
Wield   Magic Wand (Basic)
3   Water Strike
5 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 Gear
6   Earth Strike
7 Cast   Barrier Dust
9 Wear   (B) Earth Acolyte Wizard Bottoms
Wear   (B) Earth Acolyte Wizard Hat
Wear   (B) Earth Acolyte Wizard Robes
Wear      Earth Acolyte Wizard Gear
10   Blinding I
  Fire Strike
Cast   Item Alchemy I
Wear      Basic Blue Wizard Gear
Wear   Cult Robes
Build   Cave Climb in Obstacle 4 (requires   10,   10)
14   Wind Bolt
Wear   (B) Fire Acolyte Wizard Bottoms
Wear   (B) Fire Acolyte Wizard Hat
Wear   (B) Fire Acolyte Wizard Robes
Wear      Fire Acolyte Wizard Gear
15   Soul Split I
  Surge I
16   Water Bolt
18 Cast   Bone Offering
19   Earth Bolt
20   Weakening I
  Mask of Weakening
Build   Cliff Balance in Obstacle 5 (requires   20,   20)
23   Fire Bolt
25   Fury I
Cast   Superheat II
28   Wind Blast
30   Anguish I
  Blinding II
  Water Blast
  Magical Broomstick (requires   30)
Wear      Basic Red Wizard Gear
Wield      Battlestaves
Wield   Crystal Battlestaff
Wield   Magic Wand (Powerful)
Wear    Magic Slayer Gear (Strong) (requires   30)
33   Earth Blast
35   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 Gear
Wield   Mudball Staff
37   Fire Blast
39 Wear   (B) Water Adept Wizard Bottoms
Wear   (B) Water Adept Wizard Hat
Wear   (B) Water Adept Wizard Robes
Wear      Water Adept Wizard Gear
40   Crystallization
  Nature's Call (requires   Nature's Call Staff)
  Surge II
  Weakening II
Cast   Holy Invocation I
Cast   Unholy Offering
Wear       Miolite Armour (requires   40)
Wear   Unholy Wizard Robes (m) (requires   40)
Wield   Familiar Staff
Wield      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)
43   Wind Wave
Wear   (B) Earth Adept Wizard Bottoms
Wear   (B) Earth Adept Wizard Hat
Wear   (B) Earth Adept Wizard Robes
Wear      Earth Adept Wizard Gear
45   Charged I
  Confusion
  Water Wave
Wear   Unholy Magic Gloves (m) (requires   45)
  Mask of Confusion
48   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 Gear
50   Anguish II
  Blinding III
  Fury II
  Blessed Shield
Wear      Basic Black Wizard Gear
Purchase   Hunters Hat (requires   80,   50,   50, 8   Prats Hats)
52   Fire Wave
55   Soul Split III
56 Cast   Blessed Offering
57   Wind Surge
60   Fervor II
  Weakening III
Wield   Magic Wand (Elite)
Wear    Magic Slayer Gear (Elite) (requires   60)
61   Water Surge
64   Earth Surge
Cast   Superheat III
65   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 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 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 Gear
Wield      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 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 Gear
80   Decay
Cast   Holy Invocation II
  Water Shield
Wear    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 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    Magic Slayer Gear (Legendary) (requires   100,   cleared)
Wear      Infernal Master Wizard Gear (requires   cleared)
Wear      Lightning Master Wizard Gear (requires   cleared)
Wear      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 Gear (requires   cleared)
Wear      Lightning Legendary Wizard Gear (requires   cleared)
Wear      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    Magic Slayer Gear (Mythical) (requires   110,   cleared)
Wear      Infernal Mythical Wizard Gear (requires   cleared)
Wear      Lightning Mythical Wizard Gear (requires   cleared)
Wear      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 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.

PetNameDLCEffect
 Salem  +5% Rune Preservation

Skill Bonuses

Rune Preservation

- Main article: 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

- Main article: 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.