Magic

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Magic is a

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Magic
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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: Throne of the Herald Expansion
Abyssal 60:
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Into the Abyss Expansion
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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

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Melee

and penalties against monsters that use

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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

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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

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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

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Melee

combat style, and the    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    Book of the Ancients is equipped. The   Miolite Sceptre allows Auroras to be cast while using the

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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

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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

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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.

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Level
Unlocks
1
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Wind Strike

Cast
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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
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Water Strike
5 Cast
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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
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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
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Blinding I

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Fire Strike

Cast
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Item Alchemy I

Wear      Basic Blue Wizard Gear
Wear   Cult Robes
Build
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Cave Climb
in Obstacle 4 (requires
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10,
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10)
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 Gear
15
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Soul Split I

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Surge I
16
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Water Bolt
18 Cast   Bone Offering
19
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Earth Bolt
20
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Weakening I

  Mask of Weakening
Build
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Cliff Balance
in Obstacle 5 (requires
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20,
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20)
23
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Fire Bolt
25
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Fury I

Cast
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Superheat II
28
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Wind Blast
30
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Anguish I

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Blinding II

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Water Blast

  Magical Broomstick (requires
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30)
Wear      Basic Red Wizard Gear
Wield      Battlestaves
Wield   Crystal Battlestaff
Wield   Magic Wand (Powerful)
Wear    Magic Slayer Gear (Strong) (requires
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30)
33
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Earth Blast
35
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Fervor I

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Soul Split II

Cast
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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
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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
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Crystallization

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Nature's Call
(requires   Nature's Call Staff)
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Surge II

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Weakening II

Cast   Holy Invocation I
Cast
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Unholy Offering

Wear       Miolite Armour (requires
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40)
Wear   Unholy Wizard Robes (m) (requires
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40)
Wield   Familiar Staff
Wield      Mystic Magic Staves
Wield   Mystic Pure Crystal Staff
Wield   Nature's Call Staff
Wield   Unholy Staff (m) (requires
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40)
Trade for   Magic Hinder Scroll (requires
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10)
Build
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Tree Hop
in Obstacle 6 (requires
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40,
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40)
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 Gear
45
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Charged I

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Confusion

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Water Wave

Wear   Unholy Magic Gloves (m) (requires
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45)
  Mask of Confusion
48
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Earth Wave

Cast
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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
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Anguish II

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Blinding III

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Fury II

  Blessed Shield
Wear      Basic Black Wizard Gear
Purchase   Hunters Hat (requires
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80,
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50,
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50, 8
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Prats Hats
)
52
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Fire Wave
55
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Soul Split III
56 Cast   Blessed Offering
57
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Wind Surge
60
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Fervor II

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Weakening III

Wield   Magic Wand (Elite)
Wear    Magic Slayer Gear (Elite) (requires
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60)
61
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Water Surge
64
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Earth Surge

Cast
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Superheat III
65
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Fatigue
(requires   Cursed Arcana)
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Nature's Wrath
(requires   Nature's Wrath Staff)
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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
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65)
Wield   Cursed Staff (m) (requires
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65)
Wield   Nature's Wrath Staff
68
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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
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Anguish III

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Charged II

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Slicing Winds
(requires 100
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clears)
Cast
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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
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Cave Maze
in Obstacle 9 (requires
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70,
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70)
Build
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Water Jump
in Obstacle 9 (requires
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70,
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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
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Icicle Volley
(requires 100
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clears)
75
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Fury III
(requires   Book of Eli)
  Magicburn Shield
Wield   Lich Staff
Wield   Rotten Staff
Wield   Soul Taker Wand
76 Cast
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Item Alchemy III
78
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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
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Decay

Cast   Holy Invocation II
  Water Shield
Wear    Magic Slayer Gear (Master) (requires
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80)
Wield   Foresight Wand
82
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Ignite
(requires 100
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clears)
85
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Crystal Sanction

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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
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Gust
(requires 100
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clears)
90
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Frostbite
(requires 100
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clears)
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Petrified
(requires   Cursed Arcana)
Wield   Water Pulse Staff
Wield   Ocean Song
94
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Quake
(requires 100
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clears)
95
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Charged III
(requires   Book of Eli)
Cast
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Superheat IV

Build
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Lava Waterfall Dodge
in Obstacle 10 (requires
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95,
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95,
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90,
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80)
96
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Whirlpool
(requires   Ancient Arcana)
98
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Incinerate
(requires 100
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clears)
99 Wear   Magic Skillcape
Wear   Maximum Skillcape (requires level 99 in all skills)
Wear   Shield of Magic Power
100
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Poison Pods
(requires
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cleared)
Cast   Nullification
Wear    Magic Slayer Gear (Legendary) (requires
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100,
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cleared)
Wear      Infernal Master Wizard Gear (requires
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cleared)
Wear      Lightning Master Wizard Gear (requires
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cleared)
Wear      Poison Master Wizard Gear (requires
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cleared)
Wield   Poison Staff (requires
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cleared)
102
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Fury IV
(requires   Book of the Ancients)
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Giant Fireball
(requires
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cleared)
Cast   Transmutation
Wield   Infernal Staff (requires
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cleared)
104
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Thunder Strike
(requires
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cleared)
105
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Fervor IV
(requires   Book of the Ancients)
  Madness (requires 25
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clears)
Cast   Purification
Wear      Infernal Legendary Wizard Gear (requires
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cleared)
Wear      Lightning Legendary Wizard Gear (requires
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cleared)
Wear      Poison Legendary Wizard Gear (requires
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cleared)
Wield   Lightning Staff (requires
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cleared)
Wield   Despair Wand (requires
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cleared)
Build
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Boulder Balance
in Obstacle 12 (requires
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105,
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105)
106
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Meteor Shower
(requires   Meteorite Staff)
Wield   Meteorite Staff (requires
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cleared)
108
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Tsunami
(requires 100   Twin Sea Dragon Serpent kills)
Cast   Fragmentation
110
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Charged IV
(requires   Book of the Ancients)
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Natures Bloom
(requires 100
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clears)
  Torment (requires 50
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clears)
Cast
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Superheat V

Wear   Frost Walker Boots (requires
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cleared)
Wear   Frostspark Boots (requires
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110,
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cleared)
Wear   Lightning Aura Helmet (requires
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cleared)
Wear    Magic Slayer Gear (Mythical) (requires
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110,
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cleared)
Wear      Infernal Mythical Wizard Gear (requires
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cleared)
Wear      Lightning Mythical Wizard Gear (requires
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cleared)
Wear      Poison Mythical Wizard Gear (requires
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cleared)
Wield   Book of the Ancients (requires
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cleared)
Wield   Burning Embers Book (requires
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cleared)
Wield   Lightning Coil 2H Staff (requires
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cleared)
Wield   Archaic Wand (requires
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cleared)
Wield   Torrential Blast Crossbow (requires
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110,
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cleared)
Wield   FrostSpark 1H Sword (requires
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110,
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cleared)
Wield   Lightning Strike 1H Sword (requires
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110,
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cleared)
Wield   Spectral Ice Sword (requires
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110,
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cleared)
Build
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Freezing Climb
in Obstacle 14 (requires
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110,
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110)
112
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Infernal Power
(requires 100
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clears)
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Surge IV
(requires   Book of the Ancients)
Cast   Holy Invocation III
Wear   Mask of Despair (requires
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cleared)
Wear   Voodoo Trinket (requires
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112,
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112,
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cleared)
114 Cast   Embellish
115   Despair (requires 100
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clears)
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Soulash
(requires   Ethereal Staff)
Wield   Ethereal Staff (requires
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cleared)
Wield   Calamity Wand (requires
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cleared)
116 Cast   Rags to Riches III
118
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Dragon Storm Call
(requires 100
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clears)
Cast
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Item Alchemy IV
120
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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
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cleared)
Wield   Slicing Maelstrom Wand (requires
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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

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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

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Level 120

in the Magic skill.

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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
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Salem  +5% Rune Preservation

Skill Bonuses

Rune Preservation

Rune Preservation provides a chance to consume no runes when casting any spell.

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Alt. Magic

benefits from both overall Rune Preservation and its own preservation bonuses. Rune Preservation is capped at 80% for both

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Combat

and

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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 is helpful in increasing the damage done by your Magic Spells.