Magic
This page was last updated for (v1.1). |
Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required Runes in their Bank and the desired spell unlocked.
Mechanics
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. Raising Magic to Level 99 will unlock the
Magic Skillcape for purchase from the Shop, which doubles the rune cost reduction of items when equipped. Raising Magic to
Level 120 will unlock the
Superior Magic Skillcape for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment.
Attack Styles
There are two Magic attack styles: Magic and Defensive.
When using the Magic attack style, the player receives 0.4 Magic XP per point of damage dealt, and a hidden bonus of +6 to the player's
Magic level. This affects both Magic Accuracy Rating and Magic Evasion Rating.
When using the Defensive attack style, the player instead receives 0.2 Magic XP and 0.2
Defence XP per point of damage dealt, and +3 hidden bonuses to both
Magic and
Defence. The
Defence bonus affects all Evasion Ratings.
Rune Preservation
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. Alt. Magic benefits from both these and its own preservation bonuses. The chance to preserve runes is capped at 80%.
Source | Type | DLC | Rune Preservation | Other Modifiers |
---|---|---|---|---|
![]() | Item (Cape) | +20% Rune Preservation | ||
Agility Pillar | Error creating thumbnail: File missing | +15% Rune Preservation | -15% Summoning Familiar Attack Interval +5% Chance to Double Items Globally +50 Bank Space +15% Ammo Preservation +15% Global AP (except Item Sales) +15% Chance to preserve Summoning Charges | |
![]() | Item (Consumable) | +15% Rune Preservation | ||
Agility Obstacle 9 | +10% Rune Preservation | +10% Chance To Preserve Prayer Points +10% Ammo Preservation -1 Prayer Point Cost for Prayers | ||
Agility Obstacle 10 | +10% Rune Preservation | +10% Chance To Preserve Prayer Points +5% Ammo Preservation +10% Chance to Preserve Resources in Skills | ||
![]() | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +8% Damage To Slayer Tasks x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
![]() | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +8% Damage To Slayer Tasks x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
![]() | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +25% Chance to Double Items in Runecrafting | |
![]() | Item (Consumable) | +10% Rune Preservation | ||
![]() | Point of Interest | ![]() | +6% Rune Preservation | +5% Magic Max Hit +10% Magic Evasion +10% Magic Accuracy Rating |
Agility Obstacle 3 | Error creating thumbnail: File missing | +5% Rune Preservation | +3% chance to gain +1 base primary resource quantity in Runecrafting for Abyssal Runes +5% Ammo Preservation +3 additional quantity of primary resource gained in Fletching for Abyssal Arrows nodes (Cannot be doubled) | |
Agility Obstacle 4 | +5% Rune Preservation | -40 Maximum Hitpoints +5% Ammo Preservation +5% Melee Max Hit | ||
Agility Obstacle 5 | Error creating thumbnail: File missing | +5% Rune Preservation | +4% chance to gain +1 base primary resource quantity in Runecrafting for Abyssal Runes +25% chance to gain +8 additional resource in Runecrafting for Abyssal Combo Runes (Cannot be doubled) | |
Agility Obstacle 6 | +5% Rune Preservation | +5% Chance to Preserve Resources in Skills +5% Ammo Preservation | ||
Pet | +5% Rune Preservation | |||
Error creating thumbnail: File missing Magic Enhancement (Superior) | Item (Enhancement1, Enhancement2, Enhancement3) | +4% Rune Preservation | +6% Magic Max Hit +2% Chance to Preserve Resources in Skills | |
Error creating thumbnail: File missing Magic Enhancement 1 (Augmented) | Item (Enhancement1) | +4% Rune Preservation | ||
![]() | Pet | +3% Rune Preservation | +5% Accuracy Rating +5% Global Evasion +3% Chance to preserve Summoning Charges -0.1s Attack Interval +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Global Slayer Coins (except Item Sales) +5% Global Mastery XP +50% Mastery Pool XP Cap -0.2s Monster Respawn Timer -2% Interval for all Non-Combat Skills +3% Ammo Preservation +2% of Maximum Hit added to Minimum Hit +2% Chance to Double Items Globally | |
Error creating thumbnail: File missing Magic Enhancement 1 | Item (Enhancement1) | +2% Rune Preservation | ||
Pet | +2% Rune Preservation | |||
Agility Obstacle 5 | -10% Rune Preservation | +3% Global Mastery XP +4% Global Skill XP -10% Ammo Preservation -10% Chance to Preserve Resources in Skills | ||
Agility Obstacle 11 | -20% Rune Preservation | +1% Damage Reduction -3 Prayer Point Cost for Prayers -20% Ammo Preservation -0.1s Monster Respawn Timer | ||
Agility Obstacle 7 | -30% Rune Preservation | -30% Ammo Preservation -16% Ranged Accuracy Rating -16% Magic Accuracy Rating -16% Melee Accuracy Rating |
Alternative Magic
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.
Equipment
Staves
Elemental staves can be crafted from elemental runes and logs with Runecrafting or looted from monsters. When equipped, staves reduce the need to use
Air,
Water,
Earth, or
Fire runes, depending on the staff type.
Advanced staves can be crafted beginning at Runecrafting level 100. When equipped, they reduce the need to use
Poison,
Infernal, or
Lightning runes, depending on the staff type. The
Meteorite Staff can also be crafted at
Runecrafting level 115, which allows the casting of
Meteor Shower when equipped.
The Nature's Call Staff and
Nature's Wrath Staff can be created by upgrading monster drops. When equipped, these staves allow the casting of
Nature's Call and
Nature's Wrath respectively. Additionally, both staves reduce the
Nature Rune cost of spells by 1.
The Cloudburst Staff,
Lightning Coil 2H Staff, and
Ethereal Staff are the only staves that cannot be crafted.
All staves are two-handed.
Staff Tier |
Magic Level |
||||
---|---|---|---|---|---|
Air | Water | Earth | Fire | ||
Staff | 1 | 1 | 5 | 9 | 14 |
Battlestaff | 30 | 30 | 35 | 39 | 44 |
Mystic Staff | 40 | 70 | 75 | 79 | 84 |
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40 | N/A | |||
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65 | N/A | |||
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85 | N/A | |||
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100 | 100 | |||
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102 | 105 | |||
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105 | 110 | |||
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106 | 115 | |||
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110 | N/A | |||
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115 | N/A |
Wands
Wands are one-handed, meaning they can be used with off hand equipment. Magic imbued wands can be crafted through Runecrafting using
Magic Wand (Elite). When equipped, Magic imbued wands reduces the amount of
Air,
Water,
Earth, or
Fire runes needed to cast a spell by 3, depending on the wand type.
Advanced wands can be crafted beginning at Runecrafting level 108, and reduce the amount of
Despair,
Archaic, or
Calamity runes needed to cast a spell by 5, depending on the wand type.
Ocean Song and the
Slicing Maelstrom Wand can be created by upgrading 100
Ocean Song Fragments and
Slicing Maelstrom Wand Shards, respectively. When equipped, the
Slicing Maelstrom Wand allows the casting of
Slicing Maelstrom.
Magic Level | Wand Tier | Rune Discount |
---|---|---|
1 | ![]() |
0 |
30 | ![]() |
0 |
60 | ![]() |
0 |
70 | Magic Imbued Wand | 3 |
90 | ![]() |
4 |
105 | ![]() |
5 |
110 | ![]() |
5 |
115 | ![]() |
5 |
120 | ![]() |
0 |
Robes
Wizard Robes can be acquired through a few different sources:
- The
Slayer Wizard Robes can be purchased from the store using
Slayer Coins.
- Various
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.
- The elemental
Acolyte,
Adept, and
Expert sets can be acquired through
Runecrafting.
- Sets of Poison, Infernal, and Lightning robes can also be crafted through
Runecrafting and come in
Master,
Legendary, and
Mythical tiers.
A full list of the stats for each set of Wizard Robes can be found on the Equipment page.
Level | Robe Tier | Notes | |
---|---|---|---|
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1 | Green | |
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1 | Slayer (Basic) | +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece. Only two pieces (Hat and Robe). |
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1 | Air Acolyte | +5 minimum damage when using Air Spells per piece |
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5 | Water Acolyte | +5 minimum damage when using Water Spells per piece |
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9 | Earth Acolyte | +5 minimum damage when using Earth Spells per piece |
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10 | Blue | |
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14 | Fire Acolyte | +5 minimum damage when using Fire Spells per piece |
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30 | Red | |
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30 | Slayer (Strong) | +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece. Only two pieces (Hat and Robe). |
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35 | Air Adept | +15 minimum damage when using Air Spells per piece |
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39 | Water Adept | +15 minimum damage when using Water Spells per piece |
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40 | Miolite | |
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43 | Earth Adept | +15 minimum damage when using Earth Spells per piece |
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48 | Fire Adept | +15 minimum damage when using Fire Spells per piece |
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50 | Black | |
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60 | Slayer (Elite) | +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece. Only two pieces (Hat and Robe). |
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65 | Air Expert | +20 minimum damage when using Air Spells per piece |
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69 | Water Expert | +20 minimum damage when using Water Spells per piece |
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70 | Ancient | +5 Minimum Damage when using any elemental spell per piece |
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73 | Earth Expert | +20 minimum damage when using Earth Spells per piece |
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78 | Fire Expert | +20 minimum damage when using Fire Spells per piece |
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80 | Slayer (Master) | +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece. Only two pieces (Hat and Robe). |
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85 | Glacia God | Unlike most other robe sets, also includes a pair of ![]() +25 minimum damage with Air, Water, Earth, or Fire spells per piece. |
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100 | Poison Master | +5% Accuracy Rating when using Archaic Spells that use Poison Runes per piece. |
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100 | Infernal Master | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece. |
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100 | Lightning Master | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece. |
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100 | Slayer (Legendary) | +45% bonus Slayer XP, +4% chance to receive double loot, +25% Slayer Area Effect Negation, +6% damage to Slayer Tasks, and +6% per piece. Only two pieces (Hat and Robe). |
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105 | Poison Legendary | +10% Accuracy Rating when using Archaic Spells that use Poison Runes per piece. |
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105 | Infernal Legendary | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece. |
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105 | Lightning Legendary | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece. |
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110 | Poison Mythical | +15% Accuracy Rating when using Archaic Spells that use Poison Runes per piece. |
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110 | Infernal Mythical | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece. |
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110 | Lightning Mythical | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece. |
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110 | Slayer (Mythical) | +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. Only two pieces (Hat and Robe). |
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120 | Vorloran Devastator | Unlike most other robe sets, also includes a pair of ![]() |
Spells
Standard Magic
Spell | Requirements | DLC | Spell Dmg | Description | Runes | |
---|---|---|---|---|---|---|
Wind Strike | 20 | Combat spell with a max hit of 20 | 2![]() ![]() | |||
Water Strike | 45 | Combat spell with a max hit of 45 | 1![]() ![]() ![]() OR 1 ![]() ![]() | |||
Earth Strike | 70 | Combat spell with a max hit of 70 | 1![]() ![]() ![]() OR 1 ![]() ![]() | |||
Fire Strike | 95 | Combat spell with a max hit of 95 | 1![]() ![]() ![]() OR 1 ![]() ![]() | |||
Wind Bolt | 90 | Combat spell with a max hit of 90 | 4![]() ![]() | |||
Water Bolt | 105 | Combat spell with a max hit of 105 | 2![]() ![]() ![]() OR 2 ![]() ![]() | |||
Earth Bolt | 120 | Combat spell with a max hit of 120 | 2![]() ![]() ![]() OR 2 ![]() ![]() | |||
Fire Bolt | 135 | Combat spell with a max hit of 135 | 3![]() ![]() ![]() OR 3 ![]() ![]() | |||
Wind Blast | 130 | Combat spell with a max hit of 130 | 6![]() ![]() | |||
Water Blast | 145 | Combat spell with a max hit of 145 | 3![]() ![]() ![]() OR 3 ![]() ![]() | |||
Earth Blast | 160 | Combat spell with a max hit of 160 | 3![]() ![]() ![]() OR 3 ![]() ![]() | |||
Fire Blast | 175 | Combat spell with a max hit of 175 | 4![]() ![]() ![]() OR 4 ![]() ![]() | |||
Nature's Call | ![]() | 210 | Cast a spell that does 100% of your normal damage. On a hit has a 15% chance to apply one of the following: applies stun for 1 turn; or gives the enemy +15% Attack Interval for 2 of the enemy's turns. | 2![]() ![]() ![]() ![]() ![]() OR 2 ![]() ![]() ![]() | ||
Wind Wave | 170 | Combat spell with a max hit of 170 | 10![]() ![]() | |||
Water Wave | 185 | Combat spell with a max hit of 185 | 5![]() ![]() ![]() OR 5 ![]() ![]() | |||
Earth Wave | 200 | Combat spell with a max hit of 200 | 5![]() ![]() ![]() OR 5 ![]() ![]() | |||
Fire Wave | 215 | Combat spell with a max hit of 215 | 5![]() ![]() ![]() OR 5 ![]() ![]() | |||
Wind Surge | 210 | Combat spell with a max hit of 210 | 10![]() ![]() | |||
Water Surge | 225 | Combat spell with a max hit of 225 | 7![]() ![]() ![]() OR 7 ![]() ![]() | |||
Earth Surge | 240 | Combat spell with a max hit of 240 | 7![]() ![]() ![]() OR 7 ![]() ![]() | |||
Nature's Wrath | ![]() | 320 | Cast a spell that does 100% of your normal damage. On a hit has a 25% chance to apply one of the following: applies freeze for 1 turn; inflicts Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s; gives the enemy Frostburn for 2 of the enemy's turns; or applies sleep for 1 turn. | 4![]() ![]() ![]() ![]() ![]() OR 4 ![]() ![]() ![]() | ||
Fire Surge | 255 | Combat spell with a max hit of 255 | 7![]() ![]() ![]() OR 7 ![]() ![]() |
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.
Spell | Requirements | DLC | Description | Runes | |
---|---|---|---|---|---|
Blinding I | Enemies are inflicted with: -5% Global Accuracy | 2![]() ![]() | |||
Soul Split I | Enemies are inflicted with: -5% Magic Evasion | 1![]() ![]() ![]() | |||
Weakening I | Enemies are inflicted with: -5% Max Hit | 3![]() ![]() | |||
Anguish I | Enemies are inflicted with: +5% more Damage taken | 2![]() ![]() | |||
Blinding II | Enemies are inflicted with: -10% Global Accuracy | 3![]() ![]() | |||
Soul Split II | Enemies are inflicted with: -10% Magic Evasion | 2![]() ![]() ![]() | |||
Weakening II | Enemies are inflicted with: -10% Max Hit | 3![]() ![]() | |||
Confusion | Enemies are inflicted with: +2% of remaining HP taken as damage on a successful attack (once per turn, capped at 10K damage) | 3![]() ![]() ![]() | |||
Anguish II | Enemies are inflicted with: +10% more Damage taken | 3![]() ![]() | |||
Blinding III | Enemies are inflicted with: -15% Global Accuracy | 4![]() ![]() ![]() | |||
Soul Split III | Enemies are inflicted with: -15% Magic Evasion | 3![]() ![]() ![]() ![]() | |||
Weakening III | Enemies are inflicted with: -15% Max Hit | 3![]() ![]() ![]() | |||
Fatigue | ![]() | ![]() | Enemies are inflicted with: +5% Attack Interval -5% Max Hit | 3![]() ![]() ![]() | |
Anguish III | Enemies are inflicted with: +15% more Damage taken | 4![]() ![]() ![]() | |||
Decay | Enemies are inflicted with: +2.5% of remaining HP taken as damage on a successful attack (once per turn, capped at 10K damage) -10% Global Evasion | 2![]() ![]() ![]() | |||
Petrified | ![]() | ![]() | Enemies are inflicted with: -15% Global Accuracy -10% Global Evasion +5% more Damage taken | 5![]() ![]() ![]() | |
![]() | Madness | Complete | Enemies are inflicted with: -25% Global Accuracy -5% Damage Reduction | 5![]() ![]() | |
![]() | Torment | Complete | Enemies are inflicted with: +10% more Damage taken -25% Global Evasion | 6![]() ![]() ![]() | |
![]() | Despair | Complete | Enemies are inflicted with: +3% of remaining HP taken as damage on a successful attack (once per turn, capped at 10K damage) +12% more Damage taken | 8![]() ![]() |
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 Miolite Sceptre is equipped. Tier 3 Auroras may only be cast while the
Book of Eli is equipped. Tier 4 Auroras may only be cast while the
Book of the Ancients is equipped.
Spell | Requirements | DLC | Description | Runes | |
---|---|---|---|---|---|
Surge I | +5% Ranged Evasion -0.1s Attack Interval | 3![]() ![]() | |||
Fury I | +5% Magic Evasion +25 Max Hit | 3![]() ![]() | |||
Fervor I | +5% Melee Evasion +5% Lifesteal | 3![]() ![]() | |||
Surge II | +10% Ranged Evasion -0.2s Attack Interval | 4![]() ![]() | |||
Crystallization | ![]() | +10% Magic Max Hit | 3![]() ![]() ![]() | ||
Charged I | +10 Minimum Hit | 2![]() ![]() ![]() | |||
Fury II | +10% Magic Evasion +50 Max Hit | 4![]() ![]() | |||
Fervor II | +10% Melee Evasion +10% Lifesteal | 4![]() ![]() | |||
Surge III | ![]() | +15% Ranged Evasion -0.3s Attack Interval | 5![]() ![]() | ||
Charged II | +20 Minimum Hit | 3![]() ![]() ![]() | |||
Fury III | ![]() | +15% Magic Evasion +75 Max Hit | 5![]() ![]() | ||
Fervor III | ![]() | +15% Melee Evasion +15% Lifesteal | 5![]() ![]() | ||
Crystal Sanction | ![]() | -2% Attack Interval +15% Global Evasion | 5![]() ![]() ![]() | ||
Charged III | ![]() | +40 Minimum Hit | 4![]() ![]() ![]() | ||
Fury IV | ![]() | +25% Magic Evasion +125 Max Hit | 5![]() ![]() ![]() ![]() ![]() | ||
Fervor IV | ![]() | +25% Melee Evasion +20% Lifesteal | 8![]() ![]() ![]() | ||
Charged IV | ![]() | +100 Minimum Hit | 8![]() ![]() ![]() | ||
Surge IV | ![]() | +25% Ranged Evasion -0.4s Attack Interval | 8![]() ![]() ![]() |
Ancient Magicks
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as Surge II 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.
Spell | Requirements | DLC | Description | Runes | |
---|---|---|---|---|---|
Slicing Winds | Complete | Attack 3 times for 175 damage each. If your Accuracy Rating is higher than 20k then this attack can't miss. | 20![]() ![]() | ||
Icicle Volley | Complete | Attack 5 times for 170 damage each (Can miss). On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. | 20![]() ![]() | ||
Crushing Waves | ![]() | ![]() | An avoidable attack that deals 300 3 times over 0.8s. On a hit, has a 5% chance to apply stun for 1 turn. | 10![]() ![]() ![]() | |
Ignite | Complete | Attack once dealing 680 damage (Can miss). On a hit, has a 10% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. | 20![]() ![]() | ||
Gust | Complete | Attack 4 times dealing 200 damage each. Has a 10% chance to apply stun for 1 turn on a hit. If your Accuracy Rating is higher than 20K then this attack can't miss. | 25![]() ![]() ![]() | ||
Frostbite | Complete | Attack once dealing 750 damage (Can miss). Has a 30% chance to apply freeze for 2 turns on a hit. | 25![]() ![]() ![]() | ||
Quake | Complete | Attack 2 times dealing 540 damage each (Can miss). On a hit, gives the enemy +50% Attack Interval for 1 of the enemy's turn. | 25![]() ![]() ![]() | ||
Whirlpool | ![]() | ![]() | Perform 6 avoidable attacks over 3s that deal 1800 damage on the 1st attack, and damage equal to 2% of the enemy's max hitpoints on the subsequent attacks. On a hit, gives the enemy +20% Attack Interval for 1 of the enemy's turns. | 15![]() ![]() ![]() ![]() | |
Incinerate | Complete | Attack 14 times dealing 63 damage each. If your Accuracy Rating is higher than 20K then this attack can't miss. | 30![]() ![]() ![]() |
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.
Spell | Requirements | DLC | Spell Dmg | Description | Runes | |
---|---|---|---|---|---|---|
Poison Pods | Complete | 100 | You hurl large pods filled with poisonous gas at the enemy that burst open into a noxious cloud of gas that deals damage equal to 100% of your max hit 10 times over 4.5s. On a hit, inflicts Poison that deals 10% of the enemy's max hitpoints as damage over 10s. Avoidable. | 10![]() ![]() OR 5 ![]() ![]() ![]() | ||
Giant Fireball | Complete | 290 | You fire an enormous fireball at the enemy dealing damage equal to 100% of your max hit. On a hit, has a 25% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. | 10![]() ![]() OR 5 ![]() ![]() ![]() | ||
Thunder Strike | Complete | 310 | You summon a bolt of lightning from the skies that strike the enemy, dealing damage equal to 100% of your max hit. On a hit, has a 15% chance to apply stun for 1 turn. Avoidable. | 10![]() ![]() OR 5 ![]() ![]() ![]() | ||
Meteor Shower | ![]() | 90 | You summon a swarm of small meteors in the sky which shower down upon the enemy, dealing damage equal to 100% of your max hit 6 times over 2s. On a hit, has a 30% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. | 10![]() ![]() ![]() OR 5 ![]() ![]() ![]() ![]() | ||
Tsunami | 100 ![]() | 190 | You conjure immense waves that crash into the enemy, dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. Avoidable. | 25![]() ![]() ![]() | ||
Natures Bloom | Complete | 70 | You wrap yourself in protective leaves that lash out at the enemy dealing damage equal to 100% of your max hit 8 times over 3.5s. Damage is doubled if the enemy is poisoned. On a hit, has a 50% chance to inflict Poison that deals 10% of the enemy's max hitpoints as damage over 10s. On use, gives Regen that heals 30% of your current hitpoints over 5s. Avoidable. | 16![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
Infernal Power | Complete | 90 | You create fractures in the earth that pursue the enemy and unleash lava from below. Deals damage equal to 100% + 100% if the enemy is burning of your max hit 4 times over 1.2s. On a hit, has a 50% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. | 16![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
Soulash | ![]() | 225 | You create ghostly tendrils that lash out at the enemy dealing damage equal to 100% of your max hit 4 times over 1.8s. On a hit, has a 30% chance to apply stun for 1 turn. Avoidable. | 20![]() ![]() ![]() | ||
Dragon Storm Call | Complete | 175 | You summon a dragon made of dark clouds that crackles with thunder. It discharges lightning onto the enemy dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, has a 20% chance to apply stun for 1 turn. Avoidable. | 16![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
Slicing Maelstrom | ![]() | 235 | You conjure a maelstrom that slices through the enemy's armor. It performs 3 avoidable attacks that deal 100% of your max hit. On a hit, inflicts Bleed that deals 200% of the damage dealt as damage over 10s and gives the enemy +20% Attack Interval for 3 of the enemy's turns. | 20![]() ![]() ![]() ![]() |
Skillcape
The Skillcape can be purchased from the store for 1,000,000 after the player reaches
Level 99.
The Superior Skillcape can be purchased from the store for 10,000,000 after the player reaches
Level 120.
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
The pet can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
Pet | Name | DLC | Effect |
---|---|---|---|
Salem | +5% Rune Preservation |
Magic Equipment Stats
Weapons
Helmets
Bodies
Legs
Boots
Gloves
Shields
Capes
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Skills:
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |