Table of Contents
1.0 - Introduction
Magic is the practice of using charms, spells, or rituals to attempt to produce supernatural effects or control events in nature. Magic plays an extremely important role in RuneScape; it has evolved to be one of the more dominant classes of combat. Similar to Ranged, which requires the use of arrows; magic uses runes to cast different types of spells. Magic is the one of the only skills that allows you to utilize combat aspects, as well as profitability aspects. Magic can be divided into modern magic, ancient magic, and lunar magic, each with their own subset of spell-types. Modern magic has many subsets; enchantment, teleportation, offensive spells, defensive spells, alchemy, binding, and transformation. Enchanting jewelry has become common practice amongst mages. All types of amulets and rings that contain a gem can be enchanted to give special effects. Some boost stats, while others are used to teleport you to certain places. All enchantments require a cosmic rune, and a certain elemental rune. There are many teleport spells in both modern and ancient magicks. With a high enough magic level, and having completed the correct quests, you can teleport to Varrock, Lumbridge, Trollheim, Camelot, Ardougne, Falador, the Watchtower, and your House. All teleportation spells require a law rune, and some elemental runes. Note that the Lumbridge Home Teleport does NOT require any runes. Watch out for the Lost and Found office that may pull you into a random event abyss. Offensive, defensive, and binding spells fall under the same category; combat. There are many types of combat spells, each requiring elemental runes, as well as a specialized rune stone for the spell power. Mind runes relate to the weak, strike spells; chaos runes relate to the mid-strength, bolt spells; death runes relate to the mid-high-strength blast spells; and blood runes relate to the high-powered wave spells and many Ancient spells. Death runes are also used in Iban Blast and Magic dart, while blood runes are also used in the God spells. Offensive magic is very useful while player killing from a great distance, as in the wilderness, or castle wars. Defensive spells are also useful, but only if you appear to be in trouble, or want to help a friend out whom is fighting with melee. For lower levels training on higher level monsters, curse spells help weaken the monster, so as to make it easier for you to finish it off. Alchemy, binding and transformation spells fall under a similar category. In Alchemy, you are transforming items into gp. In superheat item, you are in all actuality, turning your ores into bars. Whilst in bones to bananas, you are obviously transforming your bones to... bananas. These all require the use of nature runes. 2.0 - The Basics of Magic
Magic is a fairly simple skill. First of all you will need to locate your spell menu. On the right hand side of your screen, click on the book icon and you will see a list of spells. This is where all of your magic will take place. The main part of this menu is the icons on top. Any icon that is not lit up is a spell that you either do not have the required runes or you do not have the required level to cast it. If a spell icon is lit up, you know that you have both the required runes and the required level. The other part of this menu is black space on the bottom. When your cursor is moved over a spell, the information on that spell will be displayed. On top the name of the spell and the magic level requirement is shown and just below it is a brief description. At the bottom are the rune/item requirements for the spell. The numbers below tell you how many runes/items you need to cast the spell. If the number below a rune/item is green the requirement for that rune has been fulfilled, however if a number is red you will need more of that rune/item to cast the spell. When all of the numbers are green you have all of the rune and item requirements to cast the spell. Casting a spell is simple. Simply click on the spell you want to cast and then click on your target. Remember that not all of the spells work the same so you will need to practice this skill in order to get the hang of it. If you are wielding a staff, you will be able to use an "Auto Cast" feature, which will help you cast the spells much faster. To use it, go to your combat menu and click the "Choose Spell" button. It will bring up a menu of the spells available for auto-casting. Select the spell and you should be ready to go! Now all you have to do is attack something and you will start casting spells automatically. If you have auto cast on, and set your combat style to defensive, you will also receive Defence experience. 3.0 - The Runes
There are many different types of runes in RuneScape, each one offering a special power. The below table describes how to obtain these runes.
3.2 - Runecrafting
Runecrafting is a skill where you can make your own runes. To start Runecrafting, you need to have completed The Rune Mysteries Quest. In order for you to make a certain rune, you will need to have a rune essence and a talisman of the respective rune you are going to craft. To craft the essences into runes, you need to find the temple of the element you wish to make runes of, e.g. the air temple for air runes. Use the locate option on your talisman and follow the direction to the altar. Once you have located your altar, use your talisman on the Mysterious Ruins to enter the altar. Finally, just click the altar inside the temple, and all your rune essence you are carrying will be made into the corresponding rune. For a more detailed explanation regarding Runecrafting, please visit the Runecrafting skill guide. 4.0 - The Spells
Now that you know where to get all those runes, we will proceed on to what we can do with them. Higher-level spells require more runes or a more expensive rune. Here is a table of spells, which you will be able to cast, as you level up to be a Mage. Every spell gives experience when you cast it, even if you fail it. Combat spells (strike spells, bolt spells, blast spells, wave spells, god spells, crumble undead) give extra magic experience, as well as hits experience depending on the amount of damage you deal per spell. Non-combat spells (teleporting, alchemy, enchanting, charge, binding etc) do not give any extra experience besides the base experience; you also do not gain any hits experience when using such spells. For combat spells you receive:
Below is a very informative table, which shows the spells you can cast at every level, their corresponding damage if they are an offensive spell, the base experience gained when casting that particular spell, as well as other important information you need to know about these spells. 4.1 - The Regular Spells
Most of the time you will find that you will be using this set of spells when you perform magic, there are two other sets, however they are only for members. This table will go over the effects of each spell and the runes that are required to cast them.
4.2 - Ancient Magicks
After completing the Desert Treasure quest members have the opportunity to buy the Ancient Staff from Eblis for 80,000gp. This staff is extremely powerful as it allows you to auto-cast Ancient Magicks. For more information, visit the Ancient Magicks guide. 4.3 - Lunar Spells
Upon completion of the Lunar Diplomacy quest, members with a level of 65 magic or higher have the ability to swap their regular spell book to the Lunar spell book. Lunar spells are a special form of magic crafted by the people of Moonclan island, largely making use of the astral rune. 4.4 - Teleport tablets
Teleport tablets were introduced to the game when Construction was released. They are made in the study room of a player's house, using the lectern. Teleport tablets are stackable, therefore making them really useful and also very easy to use. A teleport tablet will break after you've used it. The table below shows the locations that you can teleport to, and the experience gained. (Note: Experience is gained from making the tablet, not by breaking it).
5.0 - Mage Gear
Mage gear plays an important role in enhancing a mage. There are different types of mage gear, which not only gives attack bonus, but also defence bonus. Attack bonuses will obviously help you when attacking with magic and magic defence bonuses will help you when you are hit with magic. It is essential for an experienced Mage to wear the best gear he/she can wear. 5.1 - Mage Armour
The following table is a list of armour that can be used to benefit you while using Magic.
5.2 - Staves and Wands
The following table is a list of staves that can be used to benefit you while using Magic.
Important Notes
Iban Staff: You must have completed the Underground Pass quest to wield this staff. If you lose your Staff of Iban, you will have to kill one of the Zamorak disciples in the The Underground Pass, get the broken staff they drop, and then go to The Dark Mage just outside of the Underground Pass entrance in West Ardougne who will fix it for 200,000gp. To recharge your Iban Staff, go to the The Underground Pass and use it on the Well of Voyage (the big bowl right after paladins). God Staves: To obtain a God Staff and the respective God Cape, you have to have completed the Mage Arena Mini Game. For more information, please visit our Mage Arena guide. Ancient Staff: Upon completion of the Desert Treasure quest, you can buy an Ancient staff off of Eblis (by the mirrors), for 80,000gp. You may only do this once. If you lose the staff, you will have to either buy it from other players (for a lot of money), or train on Mummies in the Desert Pyramid. 6.0 - Training Method
In this section, I will go through the different levels and what spell to cast as you level. I will also include the places and NPC's to train with if there is a need. Each level frame will be divided into two sections: Members as well as Non-Members. For members, there is a special training location available to them. It is the Mage Training Arena located just north of the Duel Arena. The minimum level to be able to use the arena is level 7 magic for level 1 enchant. It can be great training experience for medium to high level mages. Level 1 - 9
Non-Members: The only spell you can cast at level 1 is wind strike. During this time frame, stick with using Wind Strike. I advise going to the Port Sarim Jail and mage the Black Knight which is caged up there. Since he is wearing Black Armour, he is very vulnerable against Mage attacks. Another option would be to train with the Lesser Demon, which is caged up in the top floor of the Wizard's Tower. However, that place is a multi combat area and it is usually crowded with other Mages. Thus, they would steal your kill and possibly your drops. The last, and possibly the most resourceful option, would be to kill chickens in the chicken coop located south of Lumbridge Castle. The chickens are weak (in both offense and defence.) Members: Similar to F2P, at such low levels, there is not much places you can train with where NPC's are locked up. Level 9 - 20
Non-Members: Stop training with wind strikes, its max damage is only 2 and you will be hitting more than 2 with other spells. Once you hit level 9 magic, cast earth strikes until level 20. However if you can afford buying 1 more Air rune per spell you cast, go with fire strike once you hit level 13. Once again, I would suggest training with the Black Knight over at Port Sarim Jail. Alternatively, you could train using the curse spells (confuse, weaken and curse) as they give a fair amount of XP for the runes they use. The only down side to this, is that you can only cast each of the curse spells on an NPC once in a certain period of time. To make the most of your training, find an area with a LOT of monsters, in a multi-combat area. Alternatively, you can cast the curse spells in Varrock castle, there is a Zamorak druid behind the main staircase in the bar. You can cast curse spells on him as you can with any other NPC, however when the spell successfully effects him, the effect will wear of shortly, so you will be able to cast the same spell again in concession..Members: Similar to F2P, at such low levels, or Ardougne Zoo. Level 20 - 39
Non-Members: Fire strike is one of the best leveling spells for mages of low levels. Even if you are level 29 and can cast earth bolt, I would advise you to stick with Fire strike because chaos runes cost too much and it would not be a good option to waste your money just for an extra 8-9k experience per hour. Once again, I would suggest training with the Black Knight over at Port Sarim Jail. Members: Try Ardougne Zoo, and cast spells on some of the higher level creatures. Level 39 - 55
Non-Members: This is where the fast levels start flowing in. Crumble Undead is the spell every Mage should train with once they hit level 39. Experiments have proven that Crumble Undead gives the most Magic Exp per hour. However, the downside of Crumble Undead is that there is no auto-casting for free players. Thus a lot of clicking would be needed. If you are someone who gets bored easily by clicking simultaneously, go with fire bolt instead as you might have a better chance of getting good drops. Some people believe that crumble undead is worse then the bolt spells, however on average you get the best result from crumble undead investment wise. Some extremely good spots for casting Crumble Undead without engaging in close battles would be in Varrock Sewers. There is a group of Zombies as well as Skeletons, which are located north of the Sewer. There is a small river separating you and the Zombies/Skeletons while you cast Crumble Undead Spell on them. To prevent from engaging in Combat, stand on the opposite side of the river as the creature you are attacking is. Members: For members, the best spot to cast Crumble Undead is at Shilo Village where the Undead Ones are located. From the gate nearest to the Shilo Village bank, you can mage the Undead Ones that are located in the little area. If you have level 55 slayer, you can buy a Slayers' Staff from one of the Slayer Masters, which allows you to auto cast crumble undead, and a few other spells. Level 55 - 75
Non-Members: High Alchemy gives 25k more experience per hour compared to fire bolt. This is a significant amount and could help you level up a lot faster. However, the downside of High Alchemy is that you would not gain any hits experience. If you are desperate for Hits Exp, then by all means go ahead with fire bolt or even Crumble Undead. I strongly do not suggest using Fire Bolt until 65+ Magic, as Crumble Undead would give you more experience/chaos rune with such a low damage rate. Experiments have proven that High Alchemy Spell is the fastest spell to level Magic with. High Alchemy can be done in any bank. If you decide to go ahead with fire bolt, a good place to mage would be the two Lesser Demons over at Crandor Isle. The best place to stand to which is used by high-level Mages and also Rangers is behind the roots near the Lesser Demons spawn point. When standing on the square just diagonally of the roots, you will be shielded by the jungle plant, which appears to be in front of you. Since the Lesser Demons spawn point is always north of the roots where you are standing, you will never get hurt. However, do beware of the second Lesser Demon if he comes beside you while you are casting magic on the other one, as there is a possibility that it will attack you. Here is a picture to illustrate what I have been talking about. Members: For members, I still strongly advise you to train with the Undead Ones over at Shilo Village. They have quite a lot of health, which would give you more experience per NPC. Crumble Undead is also cheaper and faster than fire bolts since you will not be hitting above 10 quite often, until around level 65+ Magic. From the gate nearest to the Shilo Village bank, you can mage the Undead Ones that are located in the little area. Level 75+
Non-Members: Continuing with High Alchemy is the fastest way to get you up in levels. However, I must stress again that High Alchemy Spell will not give any hits experience. If you are desperate for Hits Exp, train with fire bolt or Crumble Undead instead. Experiments have proven that High Alchemy Spell is the fastest spell to level magic with. Members: For level 75+ Mages, you will hit very high damage, thus, it is advisable for you to train with high-level NPC's, which drop very good loot. A popular training spot would be the Black Demons in Taverley Dungeon. Although they are level 172, they are weak against magic and should not be a problem for high level Mages. Once you are in the Black Demon Lair, go to the middle of the south-west wall where there is a huge pillar where you can hide. When casting magic from that spot, Black Demons cannot attack you from either side, as the pillars will be protecting you. Here is a picture to aid you on what I am referring to. Another popular choice would be the Blue Dragons over at Taverley Dungeon. When you are by the Blue Dragons in Taverley Dungeon, there is a "hill" by the east wall. Stand there and mage, the Blue Dragons cannot hit you from there. It is pretty obvious where it is once you are in the Blue Dragons area in Taverley Dungeon. There is another alternative for people who want weaker and safer spots. Another option for you to train Magic efficiently would be the Fire Giants over in the Waterfall Dungeon. There are 2 chambers where Fire Giants spawn in the Waterfall Dungeon; the west chamber is where Fire Giants will not hit you. In that room, the door to the north (First door to the north), if you stand there they cannot attack you. Another way not to get hurt is stand behind a chair in the West Chamber. Another alternative, which is a fairly new option, would be to train at Pest Control. You can use the Ancient Magicks spells which hit multiple opponents. In this case, it would be Creatures. When you can do the Ancient Magick spell 'Ice Burst', this can achieve you around 300Exp per cast. Since it would hit multiple creatures at once. To use this method efficiently, you need to wait until a selection of creatures are bunched up, and then make sure you target the one closest to the center of them. Only use this method when you're around multiple enemies, as using Ice Burst can be expensive, and you won't get the desired Exp from this if you just cast on 1 enemy. 7.0 - Tips
This section will teach you some tips and tricks fellow top notch Mages like you have up their sleeves. High Alchemy
When using the High Alchemy spell on a massive bulk of items, always draw them out as notes. Place these notes on the #16 slot in your inventory, which is in the 4th row, fourth slot from the left. Then click on your spell list and select High Alchemy spell, once you click on it, it will automatically bring you to your inventory. Having put your notes in the 16th slot already, you do not need to move your mouse anymore. Please note that you cannot simply keep clicking, as there is a pause time for the animation of you casting the spell to load. Get your timing right. The High Alchemy spell animation will show you casting the spell, which will flash 3 times. After the 3rd flash, you may click on the item to be High Alchemized again. Practice makes perfect, that is the key to fast leveling. Curse Training
A fairly new and popular method of training magic on pures for those low on cash, is by using curse spells. Many people know of the curse spell (level 19 magic - requires 3 earth runes, 2 water runes, and 1 body rune) which gives good magic XP. What most people do not know is that this can be effectively used over and over with a strategic training method. You gain no HP experience points when training with this, which makes it good for pures. Firstly, put on some metal armour (such as iron) and head out to a quiet location of your choice that has a lot of monsters in a small area. Stand across from the monsters so they cannot attack you. Wield whatever staff you have less runes of (remember the 2 water 3 earth ratio per spell, and pick the staff to fit you, mud staves are very good since they give both water and earth runes) and try to get your magic attack bonus to as low as possible. When you're ready, cast curse on the monster, allowing it to splash (fail), thus allowing you to cast it on the same monster again and again. This gains massive magic experience points in a small amount of time, for a minimum amount of cash. You can purchase body runes in bulk from Aubury in Varrock to save even more. A good place to do this is in Varrock sewers. 8.0 - Frequently Asked Questions
Question: Back in RS-C, my Santa Hat used to add some Magic bonus, and now it does not. Why?
Answer: Jagex have removed the Santa hat's magic bonus now; it is now a normal holiday drop without any stats. Question: How come I cannot get all the God Capes?
Answer: You can only have one (1) God cape at a time. If you want a different God cape, drop your current cape and pray at a different statue. Question: How come I cannot wear a Saradomin Cape and wield a Guthix Staff?
Answer: You can only wield one at a time unless they are the corresponding cape and staff. You will get a message saying something like "The conflicting powers of the cape and the staff drive them apart". Question: Where can I get Blue Wizards robe (top)?
Answer: You have to kill Wizards, which will drop them. The drop rate of these robes is random. Question: If my Smithing is level 1, can I Superheat rune ores and coal ores to make rune bars?
Answer: No, you still need the appropriate Smithing level when using superheat item spell. Question: How much money do I lose when I alch yew longbows?
Answer: On average, you will be losing approximately 80 to 100 gp per alch, however this can vary depending on how much you buy the supplies for. 9.0 - Quests for Experience
Quests with a choice Experience
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