Friday, April 23, 2010
Smithing Guide :
Free player:
It is hard if you are level 1-15 smithing so I recommend you to do The Knight Sword Quest!
This is the guide for the quest:D
Requirements
Skill: 10 Mining.
Item: Redberry Pie, Pickaxe (any kind), 2 Iron Bars.
- These skills may be temporarily boosted with Stat Enhancers to complete the quest.
- Stat Enhancers can NOT be used on this skill to meet the quest requirements.
For Skill Requirements without either of these pictures, you may or may not be able to use stat enhancers. If you can confirm either way, please submit a correction.
Recommendations
Skill: 10 Cooking, 15 Mining, 15 Smithing.
Item: Pickaxe (Steel or better), 4 Iron Bars (if you want two Swords), Pot/Bucket/Jug of Water, Wheat, Redberry, Pie Dish, Armour, Food, 1-2 Varrock Teleports/Tablets and 1-2 Falador Teleports/Tablets to reduce walking time.
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Sir Vyvin's squire is in trouble. He has accidentally lost Sir Vyvin's ceremonial sword. Help him find a replacement without Sir Vyvin finding out.
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Part 1:
The Imcando DwarvesStep 1
Talk to the Squire.
Talk to Reldo.
Talk to Thurgo.
Give him a Redberry Pie.
Talk to the Squire Again.
Find the Portrait.Items needed: Redberry Pie, Pickaxe, a Portrait (obtained during Quest).
Talk to the Squire, who should be wandering around the courtyard of White Knight Castle in Falador (Picture), and ask him how is life. He will tell you about how he lost Sir Vyvin's sword. Offer to make him a new sword. He will tell you that only Imcando Dwarves can make it. He will eventually tell you that Reldo the librarian would be able to tell you where to find an Imcando Dwarf.
Reldo is located in the north section of Varrock Castle (which is located just north of Varrock (Picture). Ask him what he knows about Imcando Dwarves. He will tell you where to find one, and suggest that you bring him a redberry pie. Bring a pickaxe along with you at this point.
You can learn what is required to make a Redberry pie in our Cooking Guide. Redberry pies can also be bought from the Grand Exchange.
Once you have a redberry pie, go to Rimmington which is just south of Falador. Then head south east from there and you should pass an altar as you go. You should be on a peninsula with a small house and a dwarf named Thurgo (Picture). This is direcly south of Falador, near Port Sarim. Talk to him and offer your redberry pie. He'll take it and eat it. Talk to him again. Explain to him about the sword and he'll tell you that you need to find a picture of it.
Return to White Knight Castle and talk to the Squire. He'll tell you about a portrait of Sir Vyvin's father in a cupboard. Go to the ladder in the room as far east as you can go and still be in the castle. Climb it to reach the second floor (First floor if you're in Britain), and go west a bit until you reach a dining room with a staircase (Picture). Climb the stairs, and you should end up in a big room with Sir Vyvin. Take the door to the south and close it, making sure Sir Vyvin isn't in the room (Picture). Open the cupboard and search it to get a portrait.
Step 2
Return to Thurgo.
Mine some Blurite.
Return to Thurgo.
Return to the Squire.Items needed: Portrait (obtained during Quest), 2-4 Iron Bars, 1-2 Blurite Ores, Food (for Ice Warriors/Giants), Blurite Sword (obtained during Quest).
Return to Thurgo and give him the portrait. He'll tell you he needs 2 iron bars and a special ore called Blurite to make the sword. To get the Blurite ore you'll have to go into the Ice Caves under the cliff. Be prepared to face monsters as strong as Ice Warriors (Level-57) and Ice Giants (Level-53). Make your way to the very back of the dungeon. Find a blue rock and mine it; this is Blurite (Picture) (mine two if you want a second sword).
To get iron bars, mine 5 or 6 iron in Rimmington Mine, then smelt them at the furnace in Falador. Be aware than you will may not successfully smelt all of your iron ore, so mine some extra. (Mine double if you want two swords.)
Bring the Blurite ore and the iron bars to Thurgo. He'll give you a Blurite sword. If you wish to make two swords, now is the time to do so. Wield or drop the sword Thurgo just made you, and ask him for another. He should make you one. Give the sword to the squire in White Knight Castle to complete the quest.
After you have complete the quest your smithing wiil be level 29!!
Ok this skill will also make you rich in no time!
29-40
Mine or buy silver ore,smith it untill you are at level 40!
The profit you can sell!
Ok 40-50/ Requirements:43 magic
Now at this level do you still one to do the same method it is so slow! For high level like you,so now you need to buy about 1500 nature rune,one fire staff.
Now get a picaxe and mine iron ore at soutwest of VARROCK..Your inventory will be
1 picaxe,1fire staff,1 hammer,and nature rune.equip the picaxe and mine untill
your inventory is full! Then use the superheting cast at the ore the it will become
iron bar,next go to the anvil that is near to the bank at make iron platebody
50-99
Do the same way or smith mithril.
So long
Thanks to:
Swampfire 22
Mega Naim
Bye!
Magic Guide
The new and first Magic Guide!
1.0 - Introduction
2.0 - The Basics of Magic
3.0 - The Runes
◦3.1 - Combination runes
◦3.2 - Runecrafting
4.0 - The Spells
◦4.1 - Regular Spells
◦4.2 - Ancient Magicks
◦4.3 - Lunar Spells
◦4.4 - POH tablets
5.0 - Mage Training Arena
◦5.1 - Rewards
6.0 - Mage Gear
◦6.1 - Mage Armour and Accessories
◦6.2 - Staves
7.0 - Training Methods
8.0 - Tips
9.0 - Quests for Experience
10.0 - Frequently Asked Questions
1.0 - Introduction
Magic is a unique skill used for teleporting, enchanting, and most importantly fighting. From preventing an opponent from moving, to converting items to gold, and even magically bake pies, Magic is a very diverse skill that comes in handy all the time.
Runes are small magical stones that are required to cast magical spells. Runes can be created using the Runecrafting skill or bought from magic shops and other players. Once a spell has been cast, the runes get used up and disappear.
2.0 - The Basics of Magic
Magic is a fairly simple skill in that all of the spells are listed in the magic spellbook interface, located on the right hand side along with the other buttons.
There are many small icons in this interface that represent the spells. Any icon that is not lit up is a spell that you either do not have the required runes/staves for, or you do not have the required level to cast it. If a spell icon is lit up, you have both the required runes and the required level and thus can cast that spell.
When your cursor is hovered over a spell icon, the information on that spell will be displayed through a box on the bottom. 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 and the icon is lit, you have all of the rune and item requirements to cast the spell.
Casting a spell is also simple. Left-clicking a combat spell allows you to autocast that spell, meaning you will automatically keep casting that spell when you attack an enemy, while casting only once is done through right-clicking and selecting cast. For any other non-combat spell, autocasting is not possible.
Note that this is reversed for Ancient Magicks; left-clicking a combat spell icon on that spellbook will allow you to cast once, while the autocast option can be activated by right-clicking and selecting the option.
A button on the bottom with a shield icon allows defensive casting, meaning the experience gained for magic damage will be split between Magic and Defence experience, where for 1 damage dealt, 1 experience point will be given to Magic and Defence. There are also other buttons that let you toggle the visibility of combat, teleport, skill-based and miscellaneous spells, as well as the option to organise your spells based on combat, teleports or level in ascending order.
3.0 - The Runes
To cast any spell, you need the required runes in your inventory. The best way to obtain these runes is from the Grand Exchange, or by Runecrafting. Alternatively, you can buy them from any of the Rune Shops throughout the world. However, this will usually be more costly. These tables give details of all of the runes currently available.
Picture Name Main uses
Air rune Elemental rune - usually compliments other kinds of runes for different spells
Water rune Elemental rune - usually compliments other kinds of runes for different spells
Earth rune Elemental rune - usually compliments other kinds of runes for different spells
Fire rune Elemental rune - usually compliments other kinds of runes for different spells
Mind rune Strike spells, Magic Dart spell.
Body rune Weaken, Curse or Confuse spells
Cosmic rune Enchanting spells
Chaos rune Bolt spells, Ancient Magicks Rush or Burst spells
Astral rune Lunar spells
Nature rune High-alchemy, Superheat item, Bind, Snare or Entangle spells.
Death rune Blast or Surge spells, Vengeance, Ancient Magicks Rush, Burst, Blitz or Barrage spells.
Law rune Teleport spells, Teleport block
Blood rune Wave or Surge spells, Ancient Magicks Blitz, Barrage and Blood spells, God spells
Soul rune Vulnerability, Enfeeble and Stun spells, Ancient Magicks Shadow and Miasmic spells
3.1 - Combination runes
Combination runes are runes that take the place of two elemental runes, with each of the replacements shown below in the table for their respective combination runes. The only source of these kinds of runes are monster drops (in particular, Spiritual mages in the God Wars Dungeon drop most of them in very small quantities) or by using the Runecrafting skill to create them. They are mainly used for convenience because inventory space is saved. Most of them, however, are fairly expensive and the process of creating them can also be pricey.
If a spell uses up one elemental rune with a combination rune being used up for that, that combination rune is used up. For example, if Wind strike, requiring one Mind rune and Air rune, was cast with a Mist rune taking the place of the Air rune, the Mist rune will be used up. This will mean that the other elemental rune represented, in this case the Water rune, will be wasted. Because of this, beware when using combination runes since it is possible that you will be wasting them.
Picture Name Combination
Mist rune Air + Water
Dust rune Air + Earth
Mud rune Water + Earth
Lava rune Earth + Fire
Smoke rune Air + Fire
Steam rune Fire + Water
3.2 - Runecrafting
Runecrafting is a skill that grants you the ability to create runes from Rune essence. 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 Rune essence and a Talisman, Tiara or Talisman staff of the same type of the rune you are going to craft, to gain access to that altar which is located somewhere around the world.
The Altars are scattered around the world and are in the form of Mysterious ruins from the outside, which can be entered with your Talisman, Tiara or Talisman staff. The altar inside these ruins is the structure that helps you create your runes. Select the “Craft-rune” option of it, and all carried Rune essence will be transformed into your runes.
For a more detailed explanation regarding Runecrafting, please visit our Runecrafting skill guide.
4.0 - The Spells
Any spell, except for the Home teleport spell, requires Runes to cast. Typically, lower level spells will need less Runes to cast, while higher level spells usually require more runes, a more expensive rune, or sometimes both.
Every spell gives experience when you cast it, even if you fail it. Combat spells give extra magic experience as well as Constitution 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 do not gain any Constitution experience when using such spells.
For combat spells, you receive:
•2 Magic XP per damage you inflict on your opponent.
•1.33 Constitution XP per damage you inflict on your opponent.
Tip: A player-owned house with directed portals can teleport you to some locations featured in the normal spellbook. This allows you to teleport to other locations when teleporting to your own house, and is especially useful for anyone who want to keep their Ancient or Lunar magick spellbook activated, but still want to teleport to such locations. These are made using the Construction skill, requiring at least level 50 Construction to purchase a Portal chamber for these portals.
Teleport tablets from that spellbook can also be made with the appropriate runes, regardless of the spellbook activated. This will help in saving you from needing to switch to the regular spellbook frequently. Alternatively, a stockpile of these tablets can be made beforehand. For more information about these tablets, see the POH tablets section of this guide.
Below are some informative tables which show the spells you can cast at every level, their corresponding potential damage if they are an offensive spell, the base experience gained when casting that particular spell, as well as other information you might need to know about these spells.
4.1 - The Regular Spells
The regular spellbook is the default spellbook which you will use. It is the one you start with upon creating a new character, but despite this, it contains one of the most useful spells. Some highlights include the High-level alchemy spell, which converts an item into gold, and deadly combat spells like Fire surge or the three god spells, Saradomin strike, Flames of Zamorak and Claws of Guthix. The teleportation spells can generally take players to various towns, including Varrock to reach the Grand Exchange quickly, making the regular spellbook useful in this way. This table shows a list of every spell which you can cast.
Picture Level Spell (Max Hit) Effects Runes Required Base Exp
0 Lumbridge Home Teleport Teleports to lumbridge and takes 30 minutes to recharge - You cannot use this spell when in combat No Runes Needed 0
1 Wind Strike (20) A basic Air missile 5.5
3 Confuse Reduces your opponent's attack by 5% 13
5 Water Strike (40) A basic Water missile 7.5
7 Enchant Level 1 Jewellery For use on Sapphire jewellery - turns Sapphire necklace into Games necklace, Sapphire ring into Ring of recoil, Sapphire bracelet into Bracelet of clay, and Sapphire amulet into Amulet of magic. 17.5
9 Earth Strike (60) A basic Earth missile 9.5
10 Mobilising Armies Teleport Teleports you to the Mobilising Armies mini-game. 19
11 Weaken Reduces your opponent's strength by 5% 20.5
13 Fire Strike (80) A basic Fire missile 11.5
15 Bones to Bananas Changes all held Bones into Bananas 25
17 Wind Bolt (90) A low level Air missile 13.5
19 Curse Reduces your opponent's defence by 5% 29
20 Bind Holds your opponent for 5 seconds 30
21 Low Level Alchemy Converts an item into gold 31
23 Water Bolt (100) A low level Water missile 16.5
25 Varrock Teleport Teleports you to Varrock 35
27 Enchant Level 2 Jewellery For use on Emerald jewellery - turns Emerald necklace into Binding necklace, Emerald ring into Ring of duelling, Emerald bracelet into Castlewar brace, and Emerald amulet into Amulet of defence. 37
29 Earth Bolt (110) A low level Earth missile 19.5
31 Lumbridge Teleport Teleports you to Lumbridge 41
33 Telekinetic Grab Take an item you can see but cannot reach 43
35 Fire Bolt (120) A low level Fire missile 21.5
37 Falador Teleport Teleports you to Falador 48
39 Crumble Undead (150) Hits Skeletons, Ghosts, Shades and Zombies hard 24.5
40 House Teleport Teleports you to your house 30
41 Wind Blast (130) A medium level Air missile 25.5
43 Superheat Item Smelt an ore without a furnace 53
45 Camelot Teleport Teleports you to Camelot 55.5
47 Water Blast (140) A medium level Water missile 28.5
49 Enchant Level 3 Jewellery For use on Ruby jewellery - turns Ruby necklace into Digsite pendant (a Clean necklace must be found while cleaning items in Varrock museum to learn this), Ruby ring into Ring of forging, Ruby bracelet into Inoculation brace, and Ruby amulet into Amulet of strength. 59
50 Iban Blast (250) Summons the wrath of Iban. Requires a Staff of Iban to cast. 30
50 Snare Holds your opponent for 10 seconds 60.5
50 Magic Dart (190) A magic dart of slaying. Requires either a Slayer's staff or Staff of light to cast. 30
51 Ardougne Teleport Teleports you to Ardougne. Requires completion of the Plague City quest. 61
53 Earth Blast (150) A medium level Earth missile 31.5
55 High Level Alchemy Converts an item into more gold 65
56 Charge Water Orb Needs to be cast on a Water Obelisk (get there through a ladder in Taverley Dungeon). Requires Unpowered orbs. 56
57 Enchant Level 4 Jewellery For use on Diamond jewellery - turns Diamond necklace into Phoenix necklace, Diamond ring into Ring of life, Diamond bracelet into Forinthry bracelet, and Diamond amulet into Amulet of power. 67
58 Watchtower Teleport Teleports you to the Watchtower (located just north of Yanille). Requires completion of the Watchtower quest. 68
59 Fire Blast (160) A medium level Fire missile 34.5
60 Bones to Peaches Converts bones into Peaches. This spell must be learned at the Mage Training Arena. 35.5
60 Saradomin Strike (200) Summons the power of Saradomin. Requires a Saradomin staff to cast. 61
60 Claws of Guthix (200) Summons the power of Guthix. Requires a Guthix staff to cast. 61
60 Flames of Zamorak (200) Summons the power of Zamorak. Requires a Zamorak staff to cast. 61
60 Charge Earth Orb Needs to be cast on an Earth Obelisk (located in Edgeville Dungeon). Requires Unpowered orbs. 70
61 Trollheim Teleport Teleports you to Trollheim. Requires completion of the Eadgar's Ruse quest. 68
62 Wind Wave (170) A high level Air missile 36
63 Charge Fire Orb Needs to be cast on a Fire Obelisk (located in Taverley Dungeon). Requires Unpowered orbs. 73
64 Ape Atoll Teleport Teleports you to Ape Atoll. Requires completion of King Awowogei's part of the Recipe for Disaster quest. 74
65 Water Wave (180) A high level Water missile 37.5
66 Charge Air Orb Needs to be cast on an Air Obelisk (get there through a ladder in Edgeville Dungeon). Requires Unpowered orbs. 76
66 Vulnerability Reduces your opponent's defence by 10% 76
68 Enchant Level 5 Jewellery For use on Dragonstone jewellery - turns Dragon necklace into Skills necklace, Dragonstone ring into Ring of wealth, Dragon bracelet into Combat bracelet, and Dragonstone amulet into Amulet of glory. 78
70 Earth Wave (190) A high level Earth missile 40
73 Enfeeble Reduces your opponent's strength by 10% 83
74 Teleother Lumbridge Teleports target to Lumbridge 84
75 Fire Wave (200) A high level Fire missile 42.5
79 Entangle Holds your opponent for 15 seconds 91
80 Stun Reduces your opponent's attack by 10% 90
80 Charge Temporarily increases the max hit of the three God Spells 180
81 Wind Surge (220) A very high level air missile 75
82 Teleother Falador Teleports target to Falador 92
85 Teleport Block Prevents targets from teleporting for five minutes. 80
85 Water Surge (240) A very high level water missile 80
87 Enchant Level 6 Jewellery For use on Onyx jewellery - turns Onyx necklace into Berserker necklace, Onyx ring into Ring of stone, Onyx bracelet into Regen bracelet, and Onyx amulet into Amulet of fury. 85
90 Earth Surge (260) A very high-level earth missile 85
90 Teleother Camelot Teleports target to Camelot 100
95 Fire Surge (280) A very high level fire missile 90
Gem-tipped bolts can be enchanted with spells to give them an extra effect when used in combat. These spells appear under a different menu in the form of a spell icon, which can be found in the spellbook near the top. This menu can only be accessed by members, so all bolt-enchanting spells are only available for them. One cast of a bolt-enchanting spell enchants 10 bolts at a time. Here is a list of the bolt-enchanting spells, the runes needed to cast them and the bolts which they can be used on.
Level Spell Picture Bolt Effect Runes Required Base Exp
4 Lucky Lightning Opal-tipped bronze Chance of a lightning bolt striking your opponent and causing extra damage 14
7 Clear Mind Sapphire-tipped mithril Chance of lowering your opponents Prayer points and giving part of them to you 17
14 Earth's Fury Jade-tipped blurite Chance of knocking your opponent to the ground - agile opponents may resist this 24
24 Sea Curse Pearl-tipped iron Chance of a mighty bolt of water crashing down upon your opponent - This is negated by opponents wielding Water staves, but is increased against fiery opponents 34
27 Magical Poison Emerald-tipped mithril Bolts count as having super poison with an increased chance of poisoning your opponent 37
29 Down to Earth Red topaz-tipped steel Chance of lowering your opponent's Magic level 39
49 Blood Forfeit Ruby-tipped adamant Chance of losing up to 10% of your life points to inflict up to 20% damage on your opponent - does not work if you can't spare the life points 59
57 Armour Piercing Diamond-tipped adamant Chance of reducing your opponent's defence against Ranged attacks 67
68 Dragon's breath Dragonstone-tipped rune Chance of inflicting a dragon's breath hit against your opponent - Will not work if they are wielding an anti-dragonbreath shield or are a dragon 78
87 Life Leech Onyx-tipped rune Chance of doing extra damage and healing a small amount - does not work on undead, as they have no life to leech 97
4.2 - Ancient Magicks
Ancient Magicks are members only spells that are thought to have belonged to the god Zaros a long time ago. They are very powerful, being more combat-oriented, and have many advantages over the combat spells in the regular spellbook.
After completing the Desert Treasure quest, you will have the opportunity to buy the Ancient staff from Eblis for 80,000 coins (this is a one-off purchase; you will not be able to buy another one like this). In order to switch to this spellbook, you will have to pray at the altar in the pyramid where you finished the Desert Treasure quest. To revert to the regular spellbook, simply pray at the altar again. Beware that when you pray at the altar, your prayer points will be drained to 0.
Special Effects
Ancient Magick spells have a number of advantages over the regular spells. The Burst and Barrage spells have the ability to hit multiple targets, up to 9 enemies in a 3-by-3 square, provided that you are in a multi-combat zone. This means that when you cast one of them on a target, it will also cause some damage to surrounding attackable targets.
Each type of spell will perform an added effect on the target. Below are the types of spells and their effects:
•Smoke spells will contaminate your target. They will be poisoned.
•Shadow spells will blind your target. Their Attack level will be lowered.
•Blood spells will absorb the life of your target and add a quarter of it to your health (e.g. you hit a target for 100 damage, and you will be healed for 25 life points).
•Ice spells will freeze your target. They will not be able to move for a certain amount of time.
•Miasmic spells will slow your target's melee or ranged attack speed to half, making them take twice as long to attack. These spells can only be casted with either Zuriel's staff or Corrupt Zuriel's staff.
Please note that you do not have to have the Ancient Staff equipped in order to cast these spells. Here are the Ancient Magick spells you can cast:
Picture Level Spell (Max hit) Effects Runes Required Base Exp
1 Paddewwa Home Teleport Teleports to Paddewwa (Edgeville) and takes 30 minutes to recharge - You cannot use this spell when in combat. No Runes Needed 0
50 Smoke Rush (130) A single target smoke attack. 30
52 Shadow Rush (140) A single target shadow attack. 31
54 Paddewwa Teleport A teleportation spell to Edgeville Dungeon. 64
56 Blood Rush (150) A single target blood attack. 33
58 Ice Rush (160) A single target ice attack. Its freezing special effect lasts for 5 seconds. 36
60 Senntisten Teleport A teleportation spell to the Digsite. 70
61 Miasmic Rush (180) A single target miasmic attack. Its speed-reducing special effect lasts for 12 seconds. 36
62 Smoke Burst (170) A multi-target smoke attack. 36
64 Shadow Burst (170) A multi-target shadow attack. 37
66 Kharyrll Teleport A teleportation spell to Canifis. 76
68 Blood Burst (210) A multi-target blood attack. 39
70 Ice Burst (220) A multi-target ice attack. Its freezing special effect lasts for 10 seconds. 40
72 Lassar Teleport A teleportation spell to Ice Mountain. 82
73 Miasmic Burst (240) A multi-target miasmic attack. Its speed-reducing special effect lasts for 24 seconds. 42
74 Smoke Blitz (230) A single target strong smoke attack. 42
76 Shadow Blitz (240) A single target strong shadow attack. 43
78 Dareeyak Teleport A teleportation spell to the Ruins (Level 23 Wilderness). 77
80 Blood Blitz (250) A single target strong blood attack. 45
82 Ice Blitz (260) A single target strong ice attack. Its freezing special effect lasts for 15 seconds. 46
84 Carrallangar Teleport A teleportation spell to the Wilderness Volcano. 94
85 Miasmic Blitz (280) A single target strong miasmic attack. Its speed-reducing special effect lasts for 36 seconds. 48
86 Smoke Barrage (270) A multi-target strong smoke attack. 48
88 Shadow Barrage (280) A multi-target strong shadow attack. 48
90 Annakarl Teleport A teleportation spell to the Demonic Ruins (Level 47 Wilderness). 100
92 Blood Barrage (290) A multi-target strong blood attack. 51
94 Ice Barrage (300) A multi-target strong ice attack. Its freezing special effect lasts for 20 seconds. 52
96 Ghorrock Teleport A teleportation spell to the Frozen Waste Plateau (Level 45 Wilderness). 106
97 Miasmic Barrage (320) A multi-target strong miasmic attack. Its speed-reducing special effect lasts for 48 seconds. 54
4.3 - Lunar Spells
A brand new set of spells are available for those with a level of 65 Magic or higher upon completion of the Lunar Diplomacy quest. Lunar spells are a special form of magic crafted by the people of Moonclan island, who have been isolated from civilization for quite some time. Their Astral altar and Rune essence mine have aided their quest in refining such magic, culminating in not only new spells, but a new rune as well: the Astral rune. Astral runes are best crafted with the Runecrafting skill using the altar on Moonclan Island, but they can also be created randomly with the ZMI altar.
Not all Lunar spells are available upon completion of the Lunar Diplomacy quest. When you have finished Dream Mentor, you can cast more spells than before (look in the table below what spells you can cast after finishing Dream Mentor).
The spells in this spellbook are more skill-oriented and the majority of them are not used directly in combat. These spells are many and varied - from baking a pie, to making a glass without needing a furnace, and even healing and teleporting groups of people. Using any Teleport group spell teleports you and 8 other people around you to the location shown by the spell casted.
To toggle between the Lunar spellbook and the regular spellbook, simply head to Moonclan island and pray at the Astral Altar.
Note: Some spells that can be cast on other players (e.g. Energy transfer, any teleport group spell, Potion share etc.) cannot be cast in single combat areas; they can only be cast in multi-combat areas.
This table will outline the effects and requirements for every Lunar spell.
Picture Level Spell Effects Runes Required Base Exp
1 Moonclan Island Home Teleport Teleports to Moonclan Island and takes 30 minutes to recharge - You cannot use this spell when in combat. No Runes Needed N/A
65 Bake Pie Bake pies without a stove. Cooking experience is also earned depending on the pie baked. 60
66 Cure Plant Cures disease on farming patch. 60
66 Monster Examine Detect the combat stats of a monster.
Requires Completion of Dream Mentor quest. 61
67 NPC Contact Speak with Varied NPCs.
You will be able to talk to more NPCs after completing the Dream Mentor quest. 63
68 Cure Other Cures another player of poison. 65
68 Humidify Fills certain vessels with water.
Requires Completion of Dream Mentor quest. 65
69 Moonclan Teleport Teleports you to the Moonclan Island. 66
70 Tele Group Moonclan Teleports players to Moonclan Island. 67
71 Cure Me Cure poison. 69
71 Ourania Teleport Teleports you to the ZMI altar 69
71 Hunter Kit Create a Hunter kit.
Requires Completion of Dream Mentor quest. 70
72 Waterbirth Teleport Teleports you to Waterbirth Island. 71
73 Tele Group Waterbirth Teleports players to Waterbirth Island. 72
74 Cure Group Cure poison on players. 74
75 Barbarian Teleport Teleports you to the Barbarian Outpost. 76
75 Stat Spy Cast on another player to see their skill levels.
Requires Completion of Dream Mentor quest. 76
76 Tele Group Barbarian Teleports players to the Barbarian Outpost. 77
77 Superglass Make Make glass without a furnace. 10 Crafting experience is earned per Molten glass made. 78
78 Khazard Teleport Teleports you to Port Khazard. 80
79 Tele Group Khazard Teleports players to Port Khazard. 81
79 Dream Take a rest and restore life points 5 times faster.
Requires Completion of Dream Mentor quest. 82
80 String Jewellery String amulets without wool. 4 Crafting experience is earned per amulet strung. 83
81 Stat Restore Pot Share Shares a potion with up to 4 nearby players. 84
82 Magic Imbue Combine runes without a talisman. 86
83 Fertile Soil Fertilise a farming patch with super compost. 18 Farming experience is also earned when cast. 87
84 Boost Potion Share Shares a potion (attack, defence, strength, fishing, ranging, agility, or magic potions) with up to 4 nearby players. 88
85 Fishing Guild Teleport Teleports you to the Fishing Guild. 89
86 Tele Group Fishing Guild Teleports players to the Fishing Guild. 90
86 Plank Make Turn logs into planks. Coins must also be in the player's inventory, depending on the type of plank made.
Requires Completion of Dream Mentor quest. 90
87 Teleport Catherby Teleports you to Catherby 92
88 Tele Group Catherby Teleports players to Catherby 93
89 Ice Plateau Teleport Teleports you to Ice Plateau. 96
90 Tele Group Ice Plateau Teleports players to Ice Plateau. 99
91 Energy Transfer Lowers your life points and special attack energy, and gives special attack energy and run energy to your target. 100
92 Heal Other Transfers up to 75% of your life points to your target. 101
93 Vengeance Other Allows another player to rebound damage to an opponent. 108
94 Vengeance Rebound approx. 75% of damage to an opponent. 112
95 Heal Group Transfers up to 75% of your life points to a group surrounding you. 124
96 Spellbook Swap Change to another spellbook for 1 spell cast.
Requires Completion of Dream Mentor quest. 130
4.4 - POH tablets
POH (Player-Owned house) tablets were introduced to the game when Construction was released. They are made in the study room of a player's house using a lectern. POH tablets are stackable and take up only a single inventory space, making them really useful in many situations and also very easy and convenient to use. A POH tablet will break after you use it.
The only things that you need to make tablets are soft clay and the runes of the spell you wish to transform into a tablet. To make a Lumbridge teleport tablet, one piece of Soft clay and the runes needed to cast it will be needed. Note that certain tablets can only be made by specific types of lecterns (see the Construction guide for more information). Training by making POH tablets can give decent experience, and are a good source of cash if they are sold.
The Magic experience gained depends on how much experience the spell gives when casted, so if the Lumbridge teleport spell gives 41 experience, then making the tab will also give 41 experience.
The table below shows the spells that you can turn into a tablet.
Picture Spell Lectern Picture Spell Lectern
Varrock Oak lectern Enchant sapphire Oak lectern
Lumbridge Eagle lectern Enchant emerald Demon lectern
House Mahogany eagle lectern Enchant ruby Teak demon lectern
Falador Eagle lectern Enchant diamond Teak demon lectern
Camelot Teak eagle lectern Enchant dragonstone Mahogany demon lectern
Ardougne Teak eagle lectern Enchant onyx Mahogany demon lectern
Watchtower Mahogany eagle lectern Bones to bananas Demon lectern
Bones to peaches Mahogany demon lectern
5.0 - Mage Training Arena
Just north of the Duel Arena is the Mage Training Arena. As suggested by the name of this place, the Mage Training Arena is a place for mages to train their Magic skill in an intensive manner. There are different areas within the arena, all of which have different scenarios and methods of training. Below describes each of these areas in detail.
•Creature Graveyard - Pick up and convert piles of bones into bananas or peaches as you get consistently hit by falling rocks. Deposit your newly-made bananas into the chute for Graveyard points or recover your health by eating them.
•Enchanting Chamber - Pick up different strange shapes around the area and enchant them with spells to convert them into spheres, and deposit them into the chute for Enchantment points.
•Telekinetic Theatre - Put the thinking cap on as you pull a statue around a maze by telekinetic-grabbing it from different positions. Lead it into the portal to obtain Telekinetic points.
•Alchemists' Playground - Pick up various miscellaneous items around the room and cast an alchemy spell on it to get a set amount of coins. Deposit your created cash into the hole in the room to receive Alchemist points.
Points are gathered and stored in an equippable talking hat, the Progress hat. Talking to it will allow you to check how many points you have earned so far. Be warned, as destroying this object will cause you to lose all of your stored points!
Additionally, the estimated conversions from Runes to points for each chamber is as follows:
•- Telekinetic Theatre: 30 Law runes = 16 points
•- Alchemist Playground: 4 Nature runes = 1 point
•- Creature Graveyard: 1 Bones to Bananas/Peaches spell = 1 point
•- Enchantment Chamber: 1 Enchant spell = 1 Point (Dragonstones are the only exceptions, as they can give more points per spell)
For more information regarding the minigame, visit our Mage Training Arena guide.
5.1 - Rewards
When you gather Pizzazz points from the various sections in the arena, you can trade them in for different rewards, some of which are exclusive to the arena. Items that are available for purchase include almost every rune (only missing the elemental and Astral runes), parts of the Infinity robe set, Battlestaves, Wands, the Mage's book and the ability to cast the Bones to Peaches spell. For more information see the Mage Training Arena guide.
This exclusive equipment is very popular in player-versus-player environments since they give one of the best Magic attack bonuses in the game. This includes the much-coveted Master wand, being of very high value among players due to it being deadly in combat. Below shows their different bonuses.
Beginner wand
Image Stats Requirements
Attack Magic: +5 45 Magic
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 30 Telekinetic, 30 Enchantment, 300 Alchemist and 30 Graveyard points.
Apprentice wand
Image Stats Requirements
Attack Magic: +10 50 Magic
Defence Magic: +10
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 60 Telekinetic, 60 Enchantment, 600 Alchemist and 60 Graveyard points.
Teacher wand
Image Stats Requirements
Attack Magic: +15 55 Magic
Defence Magic: +15
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 150 Telekinetic, 200 Enchantment, 1500 Alchemist and 150 Graveyard points.
Master wand
Image Stats Requirements
Attack Magic: +20 60 Magic
Defence Magic: +20
Other Magic damage: +10%
Notes Bought from the Rewards guardian in the Mage Training Arena for 240 Telekinetic, 240 Enchantment, 2400 Alchemist and 240 Graveyard points.
Infinity hat
Image Stats Requirements
Attack Magic: +6 50 Magic
25 Defence
Defence Magic: +6
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 350 Telekinetic, 400 Enchantment, 3000 Alchemist and 350 Graveyard points.
Infinity top
Image Stats Requirements
Attack Magic: +22 50 Magic
25 Defence
Defence Magic: +22
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 400 Telekinetic, 450 Enchantment, 4000 Alchemist and 400 Graveyard points.
Infinity robe
Image Stats Requirements
Attack Magic: +17 50 Magic
25 Defence
Defence Magic: +17
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 450 Telekinetic, 500 Enchantment, 5000 Alchemist and 450 Graveyard points.
Infinity gloves
Image Stats Requirements
Attack Magic: +5 50 Magic
25 Defence
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 175 Telekinetic, 255 Enchantment, 1500 Alchemist and 175 Graveyard points.
Infinity boots
Image Stats Requirements
Attack Magic: +5 50 Magic
25 Defence
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 120 Telekinetic, 120 Enchantment, 1200 Alchemist and 120 Graveyard points.
Mage's book
Image Stats Requirements
Attack Magic: +15 60 Magic
Defence Magic: +15, Summoning: +15
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 500 Telekinetic, 550 Enchantment, 6000 Alchemist and 500 Graveyard points.
6.0 - Mage Gear
Mage gear plays an important role in enhancing a mage. There are different types of mage gear, most of which not only give attack bonuses, but also defence bonuses. Attack bonuses will help you when attacking with Magic. It is essential for an experienced mage to wear the best gear he/she can wear to maximize efficiency and potency in combat.
6.1 - Mage Armour
The following is a list of armour that can be used to give you bonuses in Magic attack. Their defence bonuses are also listed. These are organised by sets.
The Ghostly set is a reward after completing the Ghostly Gear mini-quest, although the pieces are obtained one step at a time. They are mainly used for looks since they don't have a very high Magic attack bonus, and they make the player transclucent when worn, something which other equipment cannot do.
Ghostly hood
Image Stats Requirements
Attack Magic: +3 None
Defence Magic: +3
Other None
Ghostly robe top
Image Stats Requirements
Attack Magic: +5 None
Defence Magic: +5
Other None
Ghostly robe bottom
Image Stats Requirements
Attack Magic: +4 None
Defence Magic: +4
Other None
Ghostly gloves
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Ghostly boots
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Ghostly cloak
Image Stats Requirements
Attack Magic: +5 None
Defence Magic: +5
Other None
Splitbark armour is made from the bark of Hollow trees found just east of Canifis, along with Fine cloth which is found in the Shades of Mort'ton mini-game. These materials, along with cash, can then be brought to the Wizard in the Wizard's Tower who wears Splitbark armour in order to allow him to craft the pieces.
Splitbark helmet
Image Stats Requirements
Attack Magic: +3, Range: -2 40 Magic
40 Defence
Defence Stab: +10, Slash: +9, Crush: +11, Magic: +3, Summoning: +7
Other None
Splitbark Body
Image Stats Requirements
Attack Magic: +10, Range: -10 40 Magic
40 Defence
Defence Stab: +36, Slash: +26, Crush: +42, Magic: +15, Summoning: +40
Other None
Splitbark Legs
Image Stats Requirements
Attack Magic: +6, Range: -7 40 Magic
40 Defence
Defence Stab: +22, Slash: +20, Crush: +24, Magic: +10, Summoning: +7
Other None
Splitbark Gauntlets
Image Stats Requirements
Attack Magic: +1, Range: -1 40 Magic
40 Defence
Defence Stab: +3, Slash: +2, Crush: +4, Magic: +2, Summoning: +7
Other None
Splitbark Boots
Image Stats Requirements
Attack Magic: +1, Range: -1 40 Magic
40 Defence
Defence Stab: +3, Slash: +2, Crush: +4, Magic: +2, Summoning: +7
Other None
Skeletal armour is made from the remains of Wallasalkis located in the dungeon of Waterbirth Island. It requires completion of the Fremennik Trials (Fremennik Trials, The) quest to wear.
Skeletal Helm
Image Stats Requirements
Attack Magic: +2, Range: -2 40 Magic
40 Defence
Defence Stab: +10, Slash: +9, Crush: +11, Magic: +3, Summoning: +6
Other None
Skeletal Top
Image Stats Requirements
Attack Magic: +8, Range: -10 40 Magic
40 Defence
Defence Stab: +35, Slash: +25, Crush: +42, Magic: +15, Summoning: +30
Other None
Skeletal Bottoms
Image Stats Requirements
Attack Magic: +6, Range: -7 40 Magic
40 Defence
Defence Stab: +22, Slash: +20, Crush: +24, Magic: +10, Summoning: +10
Other None
Skeletal Gloves
Image Stats Requirements
Attack None None
Defence Stab: +3, Slash: +1, Crush: +2
Other None
Skeletal Boots
Image Stats Requirements
Attack None None
Defence Slash: +1, Crush: +1, Summoning: +1
Other None
Mystic armour is bought from the Wizards' Guild for up to 200,000 gold, although the trade prices are a lot lower, so buying it from the Grand Exchange or from other players is recommended. It is ideal as budget armour since it provides fair Magic attack bonuses, and doesn't cost as much. Note that they provide no Defence bonuses whatsoever, other than Magic defence.
Mystic hat
Image Stats Requirements
Attack Magic: +4 40 Magic
20 Defence
Defence Magic: +4
Other None
Mystic robe top
Image Stats Requirements
Attack Magic: +20 40 Magic
20 Defence
Defence Magic: +20
Other None
Mystic robe bottom
Image Stats Requirements
Attack Magic: +15 40 Magic
20 Defence
Defence Magic: +15
Other None
Mystic gloves
Image Stats Requirements
Attack Magic: +3 40 Magic
20 Defence
Defence Magic: +3
Other None
Mystic boots
Image Stats Requirements
Attack Magic: +3 40 Magic
20 Defence
Defence Magic: +3
Other None
Pieces of the Enchanted armour set are possible rewards from completing level 3 Treasure Trails. These have exactly the same stats as Mystic armour, except they look completely different. As with Mystic armour, these are generally cheap to buy.
Enchanted hat
Image Stats Requirements
Attack Magic: +4 40 Magic
20 Defence
Defence Magic: +4
Other None
Enchanted top
Image Stats Requirements
Attack Magic: +20 40 Magic
20 Defence
Defence Magic: +20
Other None
Enchanted robe
Image Stats Requirements
Attack Magic: +15 40 Magic
20 Defence
Defence Magic: +15
Other None
Dagon'hai armour is an alternative for choices of equipment, and are rare drops from Dagon'hai monks. A free set can be obtained while completing the While Guthix Sleeps quest.
Dagon'hai hat
Image Stats Requirements
Attack Magic: +4 20 Defence
40 Magic
Defence Magic: +4, Summoning: +4
Other None
Dagon'hai robe top
Image Stats Requirements
Attack Magic: +20 20 Defence
40 Magic
Defence Magic: +20, Summoning: +20
Other Prayer: +2
Dagon'hai robe bottom
Image Stats Requirements
Attack Magic: +15 20 Defence
40 Magic
Defence Magic: +15, Summoning: +15
Other Prayer: +2
Lunar attire is made during the Lunar Diplomacy, and give decent Magic attack bonuses. They are mainly used for looks since their offensive bonuses are only average, and they will cost a fair amount of money should they be lost. The Lunar helm, for example, is popular for forum avatars since they make the wearer closely resemble a ninja!
Lunar helm
Image Stats Requirements
Attack Magic: +3, Ranged: -2 40 Magic
20 Defence
Defence Stab: +8, Slash: +7, Crush: +10, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar torso
Image Stats Requirements
Attack Magic: +10, Ranged: -10 65 Magic
40 Defence
Defence Stab: +34, Slash: +22, Crush: +40, Magic: +12
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar legs
Image Stats Requirements
Attack Magic: +7, Ranged: -7 65 Magic
40 Defence
Defence Stab: +20, Slash: +19, Crush: +23, Magic: +9
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar gloves
Image Stats Requirements
Attack Magic: +4, Ranged: -1 65 Magic
40 Defence
Defence Stab: +2, Slash: +1, Crush: +1, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar boots
Image Stats Requirements
Attack Magic: +2, Ranged: -1 65 Magic
40 Defence
Defence Stab: +1, Slash: +2, Crush: +2, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar cape
Image Stats Requirements
Attack None 65 Magic
40 Defence
Defence Slash: +1, Crush: +1, Ranged: +2
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Lunar amulet
Image Stats Requirements
Attack Magic: +1 None
Defence Magic: +1
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Lunar ring
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Pieces of the 3rd age mage armour are an extremely rare reward from level 3 Treasure Trails, the chance of getting any one piece quoted to be a 1 in 10,000 chance. They are among the most powerful equipment for mages in the game, and is the best non-degradeable armour available. Their value, however, can easily reach upwards of tens of millions due to the fact that not many of them are in the game.
3rd age mage hat
Image Stats Requirements
Attack Magic: +8 65 Magic
30 Defence
Defence Magic: +8
Other None
3rd age robe top
Image Stats Requirements
Attack Magic: +24 65 Magic
30 Defence
Defence Magic: +24
Other None
3rd age robe bottom
Image Stats Requirements
Attack Magic: +19 65 Magic
30 Defence
Defence Magic: +19
Other None
3rd age amulet
Image Stats Requirements
Attack Magic: +15 65 Magic
30 Defence
Defence Magic: +10
Other None
Zuriel's armour is a set of PvP world equipment, and can only be obtained through a drop from killing other players on a PvP world. They are among the strongest of armour in the game, but are incredibly costly and only last for a limited time. Zuriel's staff is required to cast any Miasmic spell from the Ancient spellbook.
Zuriel's hood
Image Stats Requirements
Attack Magic: +8, Ranged: -2 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +20, Slash: +16, Crush: +22, Magic: +8, Summoning: +15
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's robe top
Image Stats Requirements
Attack Magic: +35, Ranged: -10 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +63, Slash: +45, Crush: +74, Magic: +35, Summoning: +60
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's robe bottom
Image Stats Requirements
Attack Magic: +25, Ranged: -7 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +38, Slash: +35, Crush: +44, Magic: +24, Summoning: +30
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's staff
Image Stats Requirements
Attack Stab: +13, Slash: -1, Crush: +65, Magic: +18 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +5, Slash: +7, Crush: +4, Magic: +18
Other Strength: +72, Magic damage: +10%
Notes Needed to cast any Miasmic spell from the Ancient spellbook.
The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Some magic armour sets benefit you further aside from the attack and defence bonuses that are provided. Such sets are shown below, along with their respective special effects.
Ahrim the Blighted's mage armour set consists of the hood, robetop, robeskirt and staff. The armour is one of the best for mages in the game, but as with all Barrows armour, is degradeable and will need to be repaired when it breaks completely. When the entire set is worn, there is a chance of draining your opponent's Strength level temporarily.
Ahrim's hood
Image Stats Requirements
Attack Magic: +6, Ranged: -2 70 Magic
70 Defence
Defence Stab: +15, Slash: +13, Crush: +16, Magic: +6
Other None
Notes When worn with Ahrim's robetop, Ahrim's robeskirt and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
Ahrim's robetop
Image Stats Requirements
Attack Magic: +30, Ranged: -10 70 Magic
70 Defence
Defence Stab: +52, Slash: +37, Crush: +63, Magic: +30
Other None
Notes When worn with Ahrim's hood, Ahrim's robeskirt and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
Ahrim's robeskirt
Image Stats Requirements
Attack Magic: +22, Ranged: -7 70 Magic
70 Defence
Defence Stab: +33, Slash: +30, Crush: +36, Magic: +22
Other None
Notes When worn with Ahrim's hood, Ahrim's robetop and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
The Druidic mage armour set is available for free-players, and can be purchased at the Fist Of Guthix minigame. When the entire set is worn, they will provide a special effect which will make Bind, Snare and Entangle spells more effective than usual.
Druidic mage hood
Image Stats Requirements
Attack Magic: +3 20 Magic
10 Defence
Defence Magic: +3, Summoning: +4
Other None
Notes When worn with a Druidic mage top (100) and Druidic mage bottom (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
Druidic mage top
Image Stats Requirements
Attack Magic: +7 20 Magic
10 Defence
Defence Magic: +7, Summoning: +8
Other None
Notes When worn with a Druidic mage hood (100) and Druidic mage bottom (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
Druidic mage bottom
Image Stats Requirements
Attack Magic: +6 20 Magic
10 Defence
Defence Magic: +6, Summoning: +7
Other None
Notes When worn with a Druidic mage hood (100) and Druidic mage top (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
The Combat robe mage armour set is a reward from the Fist of Guthix mini-game, with each piece being purchased separately. When the entire set is worn, the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided when a spell is cast.
Combat hood
Image Stats Requirements
Attack Magic: +3 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +3, Summoning: +4
Other None
Notes When worn with a Combat robe top (100) and Combat robe bottom (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Combat robe top
Image Stats Requirements
Attack Magic: +7 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +7, Summoning: +8
Other None
Notes When worn with a Combat hood (100) and Combat robe bottom (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Combat robe bottom
Image Stats Requirements
Attack Magic: +6 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +6, Summoning: +7
Other None
Notes When worn with a Combat hood (100) and Combat robe top (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Much alike the Combat Robe mage armour set, Battle Robes are also a reward from the Fist Of Guthix minigame. When the entire set is worn, the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided when a spell is cast. All pieces of this set are only available for members.
Battle hood
Image Stats Requirements
Attack Magic: +5 60 Magic
50 Defence
Defence Stab: +7, Slash: +6, Crush: +8, Magic: +5, Summoning: +8
Other None
Notes When worn with a Battle robe top (100) and Battle robe bottom (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Battle robe top
Image Stats Requirements
Attack Magic: +26 60 Magic
50 Defence
Defence Stab: +17, Slash: +15, Crush: +20, Magic: +26, Summoning: +30
Other None
Notes When worn with a Battle hood (100) and Battle robe bottom (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Battle robe bottom
Image Stats Requirements
Attack Magic: +20 60 Magic
50 Defence
Defence Stab: +14, Slash: +11, Crush: +16, Magic: +20, Summoning: +23
Other None
Notes When worn with a Battle hood (100) and Battle robe top (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Sacred clay mage armour is a purchasable reward from the Stealing Creation minigame. The individual parts of the set can also be transformed into melee and ranged armour set parts, e.g. the mage hat can be transformed into a melee helmet or ranging coif. Sacred clay armour and weapons provide a special effect in that any magic experience gained in combat is doubled, regardless of if it is a mage armour piece or not.
Only one part of the set needs to be equipped for this special effect to activate, although equipping more parts will make its bonus experience effect last longer. Note that the total experience received from the sacred clay parts remain constant; there is no difference in the extra experience earned when using 2 pieces one at a time, as opposed to using them both at the same time.
Sacred clay hat
Image Stats Requirements
Attack Magic: +4 40 Magic
40 Defence
Defence Magic: +4, Summoning: +4
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
Sacred clay robe top
Image Stats Requirements
Attack Magic: +20 40 Magic
40 Defence
Defence Magic: +20, Summoning: +20
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
Sacred clay robe bottom
Image Stats Requirements
Attack Magic: +15 40 Magic
40 Defence
Defence Magic: +15, Summoning: +15
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
There is other equipment that aid your magic attack bonuses, and some also provide defence bonuses along with it. Shown here are numerous accessories and such that mages can use to enhance their magic attacks.
Wizard hat
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +2
Other None
Wizard hat
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +2
Other None
Gnome hat
Image Stats Requirements
Attack Magic: +3 1 Magic
Defence Magic: +3
Other None
Farseer helm
Image Stats Requirements
Attack Stab: -5, Slash: -5, Crush: -5, Magic: +6, Range: -5 45 Defence
Defence Stab: +8, Slash: +10, Crush: +12, Magic: +6
Other None
Wizard robe
Image Stats Requirements
Attack Magic: +3 1 Magic
Defence Magic: +3
Other None
Zamorak robe top
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +3
Other Prayer: +3
Zamorak robe bottom
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +3
Other Prayer: +3
Wizard boots
Image Stats Requirements
Attack Magic: +4 1 Magic
Defence Magic: +4
Other None
God cape
Image Stats Requirements
Attack Magic: +10 60 Magic
Defence Stab: +1, Slash: +1, Crush: +2, Magic: +10
Other None
Notes Required to cast the Charge spell. Either Saradomin, Zamorak or Guthix god capes can be chosen.
Chaos gauntlets
Image Stats Requirements
Attack Stab: +2, Slash: +2, Crush: +2 1 Magic
Defence Stab: +8, Slash: +9, Crush: +7
Other None
Notes Max hit of Bolt spells increase by 30 when worn. Requires completion of the Family Crest quest to obtain.
Amulet of magic
Image Stats Requirements
Attack Magic: +10 1 Magic
Defence None
Other None
Amulet of glory
Image Stats Requirements
Attack Stab: +10, Slash: +10, Crush: +10, Magic: +10, Ranged: +10 1 Magic
Defence Stab: +3, Slash: +3, Crush: +3, Magic: +3, Ranged: +3, Summoning: +3
Other Strength: +6, Prayer: +3
Notes When charged, this can be used to teleport to Edgeville, Al Kharid, Karamja or Draynor Village and allow a larger chance of obtaining gems while mining.
Amulet of fury
Image Stats Requirements
Attack Stab: +10, Slash: +10, Crush: +10, Magic: +10, Ranged: +10 1 Magic
Defence Stab: +15, Slash: +15, Crush: +15, Magic: +15, Ranged: +15, Summoning: +15
Other Strength: +8, Prayer: +5
Seer's ring
Image Stats Requirements
Attack Magic: +4 1 Magic
Defence Magic: +4
Other None
Seer's ring (i)
Image Stats Requirements
Attack Magic: +8 1 Magic
Defence Magic: +8
Other None
Notes Obtained as a reward from the Mobilising Armies minigame. This is an upgraded version of the Seer's ring.
Beacon ring
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +1
Other None
Notes Obtained during the What Lies Below quest
Explorer's ring
Image Stats Requirements
Attack Magic: +1 1 Magic
Defence None
Other None
Notes Obtained after completing one or more levels of the Lumbridge/Draynor Village achievement diary.
Book of balance
Image Stats Requirements
Attack Stab: +4, Slash: +4, Crush: +4, Magic: +4, Ranged: +4 1 Magic
Defence Stab: +4, Slash: +4, Crush: +4, Magic: +4, Ranged: +4
Other Prayer: +5
Notes Obtained as a reward from the Horror from the Deep quest.
Unholy book
Image Stats Requirements
Attack Stab: +8, Slash: +8, Crush: +8, Magic: +8, Ranged: +8 1 Magic
Defence None
Other Prayer: +5
Notes Obtained as a reward from the Horror from the Deep quest.
Arcane spirit shield
Image Stats Requirements
Attack Magic: +20 65 Magic
70 Prayer
75 Defence
Defence Stab: +53, Slash: +55, Crush: +73, Magic: +2, Range: +52, Summoning: +65
Other None
6.2 - Staves
The following table is a list of staves that can be used to benefit you while using Magic. Some of them have notable special properties.
Staff
Image Stats Requirements
Attack Slash: -1, Crush: +7, Magic: +4 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +4
Other Strength: +3
Magic staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +10, Magic: +10 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +7
White magic staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +10, Magic: +10 10 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +7, Prayer: +1
Elemental staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +7, Magic: +10 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +3
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Battlestaff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +25, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +25
Other Strength: +32
Elemental battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Mystic elemental battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 40 Attack
40 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +50
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Lava battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited fire and earth runes when wielded
Steam battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited fire and water runes when wielded
Mud battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited water and earth runes when wielded
Staff of guthix
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Claws of Guthix spell. Requires completion of the Mage Arena minigame to obtain.
Staff of saradomin
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Saradomin Strike spell. Requires completion of the Mage Arena minigame to obtain.
Staff of zamorak
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Flames of Zamorak spell. Requires completion of the Mage Arena minigame to obtain.
Iban's staff
Image Stats Requirements
Attack Stab: +10, Slash: -1, Crush: +40, Magic: +10 50 Attack
50 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +50
Notes Needed to cast the Iban Blast spell. Requires completion of the Underground Pass quest to obtain.
Slayer's staff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +25, Magic: +12 50 Magic
55 Slayer
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Needed to cast the Magic Dart spell
Ancient staff
Image Stats Requirements
Attack Stab: +10, Slash: -1, Crush: +40, Magic: +15 50 Attack
50 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +15
Other Strength: +50, Prayer: -1, Magic damage: +10%
Toktz-mej-tal
Image Stats Requirements
Attack Stab: +15, Slash: -1, Crush: +55, Magic: +15 60 Attack
60 Magic
Defence Stab: +10, Slash: +15, Crush: +5, Magic: +15
Other Strength: +55, Prayer: +5
Lunar staff
Image Stats Requirements
Attack Stab: +3, Slash: +2, Crush: +16, Magic: +13 65 Magic
Defence Stab: +2, Slash: +3, Crush: +2, Magic: +13, Range: +2
Other Strength: +15, Prayer: +3
Notes Made during the Lunar Diplomacy quest. A fee must be paid to the Oneiromancer should the staff be lost.
Ahrim's staff
Image Stats Requirements
Attack Stab: +12, Slash: -1, Crush: +65, Magic: +15 70 Attack
70 Magic
Defence Stab: +3, Slash: +5, Crush: +2, Magic: +15
Other Strength: +68, Magic damage: +10%
Notes When wielded with Ahrim's hood, robetop and robeskirt, the set's special effect will activate, which has a chance of lowering an opponent's Strength.
Staff of light
Image Stats Requirements
Attack Stab: +55, Slash: +70, Magic: +17 75 Attack
75 Magic
Defence Slash: +3, Crush: +2, Magic: +17
Other Strength: +72, Magic damage: +15%
Notes This staff has a 1/8 chance of saving your runes when casting any combat spell, and can be used to cast Slayer dart. Its special attack reduces melee attacks by 50% for 1 minute. Unequipping the staff cancels this effect.
7.0 - Training Methods
This section outlines the various training methods available to you. It will also tell you the level ranges at which you can use them to train Magic effectively. For the sake of simplicity, low-level training will have a section of its own, as the only spellbook you will have access to at those levels is the regular spellbook, and furthermore, the training methods are quite similar at lower levels. High level training will contain more in-depth information for both free-players and members alike.
Low Level Training
This section will give you the best possible options for gathering experience in the Magic skill. There are many crossovers from Free-to-Play and Pay-to-Play training methods, which is why it is in a section of its own. The higher level methods will be available to you once you have reached high levels of Magic, preferably 55 and above, and can be found in the next section.
Level 1 - 17
As an amateur mage, starting with the basics at only level 1 Magic, you will notice that the only spell you will be able to cast is Wind strike. It requires 1 Air and 1 Mind rune to cast and will always give at least 6.5 experience per cast. It will therefore not take very long until you reach higher levels, so buying around 200 mind runes will give a good head start to your first few levels. A Staff of air at this point will definitely be a worthy investment since it will supply you with an unlimited amount of air runes provided you have the staff equipped. Using this, the only thing you will be paying for will be the Mind runes which are relatively cheap.
A good location to train at, using Wind strike, would be chickens in the chicken coop located either north of Lumbridge castle, or west of the cabbage field by Port Sarim. The chickens are weak, both in terms of offence and defence. Since Feathers are stackable, collecting them is a good way to make some small amounts of money to pay for the runes required for future training. They also always drop Bones, making them a good way to gain some Prayer levels if wanted.
As soon as you attain level 5 Magic, which is required for the Water strike spell, you may want to move on to start training with it. Although it will be considerably more expensive than training with Wind strike, you will be getting experience faster and will also deal more damage. Either way, continue using either methods to up your desired level.
Level 17 - 39
As you hit level 17, you will be open to more options. Training with the Strike spells will be the best way to go if you have little money. Using Wind bolt at this stage will be the most efficient in terms of time spent. It is, however, ill-advised as Bolt spells cost significantly more than Strike spells, and it is not recommended that you train with either Wind or Water bolt. Moreover, Earth and Fire bolt would be better options if you are to invest in Chaos runes for training.
Another method to use, which is incredibly cheap and is capable of providing great amounts of experience, is to train with the Curse spell. It gives a bulky base experience of 29, a big jump from the usual experience earned with low-level spells. Since no damage is dealt with this spell, no Constitution experience is gained from doing this, so only use it if Constitution is not your priority or if you desire Magic experience on a low budget.
To train using this method, your goal is to intentionally wear armour that will greatly reduce your Magic attack bonus (e.g. metal armour) and cast it on any harmless opponent. This will cause the spell to constantly fail, providing only the wanted base experience. Provided that your opponent is not hit with any other attacks, he will not die.
It is advisable to go to the Port Sarim Jail and train with any combat spells on the Black knight there. Since he is wearing Black armour, he is susceptible to Magic attacks, and he will not be able to retaliate. Another option would be to train on the Lesser Demon, who is caged in the top floor of the Wizard's Tower. Due to this area being a multi-combat area, it is possible for it to be crowded with other players, but this shouldn’t be an issue since by training here, you will only be gaining experience.
Level 39 - 55
This is where the fast levels start flowing in. At level 39, Crumble undead will be available. This spell gives one of the highest experience rates at this stage, and is absolutely beneficial to anyone training Magic, both economically and time-wise. It hits substantially higher than Fire bolt and costs more or less the same to cast. One disadvantage of this spell is that it can only be cast on undead opponents, e.g. skeletons, ghasts or zombies. This shouldn’t be a major issue since there are plenty of training locations containing these monsters.
Some very 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 on them. To prevent engaging them in combat, stand on the opposite side of the river as the creature you are attacking.
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 train on the Undead Ones that are located in the fenced area.
If you can, you may want to get the Void Knight's mace which only requires level 42 Magic to wield, and moreover it gives a bonus in Magic damage of +10%. It is obtained by playing the Pest Control mini-game. As well as level 42 Magic, you must also have level 42 in the following skills: Attack, Strength, Defence, Range, Magic and Constitution, along with 22 Prayer to wield the mace. This is the only weapon at this point that will give you a +15% increase in Magic damage, so if you plan to use it in the long term, this is a good investment.
High Level Training
In this section, you will find more in-depth methods for training Magic. This section will not be divided up into level ranges. Instead, it will list all of the possible methods, the requirements to use these methods, any associated costs or profit, and the pros and cons with each method. It is up to your better judgement to choose the method you want to train with.
Method 1 - High Level Alchemy
Requirements:
1.Level 55 Magic
At any level, training using High Level alchemy is the best option to go with. Depending on what item you choose to cast the spell on, you can either make money or lose minor amounts. The most popular use of High level alchemy is to combine it with Fletching. In order to make profit, you must obtain one of the 3 items (Yew logs, Nature runes, Bow string) by yourself. The profit depends entirely on which item you choose, and the most profit comes from chopping your own Yew logs. This includes the Woodcutting skill which can be trained quite well by chopping the Yew logs needed for Fletching.
Runecrafting Nature runes and spinning Bow strings will make some profit, but not as much profit as chopping your own Yew logs. In fact, making your own Nature runes is faster, provided you have access to Spirit graahks or Nature tablets (for more information, see the Runecrafting guide). This method isn't ideal for players looking to train magic extremely quickly, but is ideal if you are the type of player who likes training a variety of skills, and make a profit from it.
If you're only interested in quick experience, there are several items that can be bought from the Grand Exchange to alchemise. Using this method always loses money, as it involves buying the item and the Nature runes. If you are able to make your own Nature runes, by all means do so. You may actually profit from this method simply by buying items and casting High level alchemy on it. These items can be anything, ranging from dragonhide bodies to other miscellaneous items.
It is advisable that you research the Grand Exchange prices, and look up the High-level alchemy value for the item that you wish to train with. Also, keep in mind that some items have a buying limit in the Grand Exchange, so it is recommended that you train on several different items. As long as you have enough different items to train on, you can continue buying and alchemising every 4 hours (which is the buying time limit within the Grand Exchange).
Some popular commodities to cast this spell on include: Yew longbows, Green d'hide bodys, Gold necklaces, Steel platebodys, Mithril platebodys and many more.
Method 2 - Air Orbs
Requirements:
1.Level 66 Magic
2.Level 46 Crafting (Optional)
3.Level 59 Runecrafting (Optional)
This method can be done in several different ways, and each one makes anywhere between a small amount of profit to nearly 100% profit. The easiest method is to buy Unpowered orbs and 3 Cosmic runes per orb. Starting from Edgeville, walk/run to the Air obelisk and enchant the orbs. Head back to Edgeville, bank the orbs, and repeat. It may seem tedious, but it is easy to enchant as many as 5000 orbs per day if you played long enough. For the most part, 3000 orbs per day is a great average. You can also speed up each run by providing teleports to Edgeville. If you have plenty of Amulets of glory, you may use it to teleport to Edgeville. If you have an Amulet of Glory trophy in your Player Owned House, you may use a House teleport tab instead, but bear in mind that it takes an inventory spot.
If you want to maximize your profit and gain Crafting experience along with Runecrafting experience, you may wish to make your own orbs and Cosmic runes. This can be accomplished by collecting the ingredients for Molten glass: Seaweed (Shilo Village, Piscatoris Fishing Colony) and buckets of sand (Zanaris, Yanille), and is made through Crafting.
Next is the Runecrafting. Mine your own Pure essence or buy them, then craft them into Cosmic runes (Level 59 Runecrafting gives a guaranteed rate of 2 Cosmic runes per essence). You may speed up Runecrafting either by using the Abyss or using Cosmic tabs from the Great Orb Project(Great Orb Project, The) minigame. This method takes the longest time, but yields the most profit.
If you prefer fast experience, simply buy the orbs and Cosmic runes, enchant them, then sell the Air orbs at the Grand Exchange. Usually, they sell almost instantly.
Another option would be to attach Air orbs to battlestaves, then alchemise them. This makes some more profit, either by buying the battlestaves from the Grand Exchange or from Zaff. Both have limits of 10 (every 4 hours) and 64 (every day) respectively. It would be faster to sell the Air orbs instead, and make the little profit you can get from them.
Method 3 - Crumble Undead
Requirements:
1.Level 39 Magic
As previously stated, Crumble undead is a great spell to train with. You do have more locations to train on though, such as the Undead ones outside of Shilo Village, or the Zombies underneath the Wizards' Guild (Level 66 Magic required). However, be aware that this method may not be the best option once you hit into the really high levels, such as 75+ Magic, at which point, you will have access to a wide range of other spells, which are faster for training but more expensive.
Method 4 - Fire Bolt/Blast/Wave/Surge
Requirements:
1.Level 35/59/75/95 Magic
This is the standard method for training Magic. However, be warned that it can get expensive, especially when you start using the Blast/Wave spells, as Death and Blood runes aren't cheap. It is recommended you use an Air staff as the Air runes usually cost a bit more than the Fire runes.
There are a vast range of training locations available for both free-players and members alike. For the higher level spells, you can choose to train on any one of the following:
•Black demon - can be found in the Taverley Dungeon or Edgeville Dungeon.Note that if you do choose Edgeville Dungeon, it is in the wilderness and you can be attacked by Revenants.
•Blue dragon - can also be found in Taverley dungeon, and have quite a few safe spots to cast your spells from without taking any damage. These have fair Magic defence, so be prepared to allow some of your spells to fail.
•Greater demon - the caged Greater demons in Gu'Tanoth dungeon are also ideal, and it is recommended you take Law runes and Air runes to use Telekinetic grab on any good drops you might receive
•Fire giant - weak against Water spells; instead of using Fire bolt, use Water bolt instead. The Waterfall Dungeon is the perfect place to train on Fire giants, as it is easy to avoid getting attacked by the giants.
A safespot for killing Black demons in Edgeville Dungeon is shown here. Take care when trying to train in these, or take some hefty damage!
Method 5 - Ice burst/barrage
Requirements:
1.Level 70/94 Magic
2.Level 43 Prayer (recommended)
3.Completion of Desert Treasure
4.Ancient Staff (optional)
5.Prayer potions
This method is not for players with a short supply of money. The runes are very costly, and so are the Prayer potions. The idea is to pick a multi-combat area where monsters will be aggressive most, if not all, of the time. Such locations include: Monkey skeletons in Ape Atoll dungeon, Bandits in the Bandit Camp (desert), Giant Rock Crab in the Chaos Tunnels, or Rock lobsters in the Waterbirth Island.
The most popular spot would be Monkey skeletons on Ape Atoll. Due to the fact that they only drop Bones, you will not be making any money from training on these. A good thing is that these are easy to lure to one spot, and have a lot of life points, allowing for more experience with little effort. You must be part-way through the Monkey Madness quest to gain access to this spot.
Desert bandits have the added bonus of being aggressive the whole time while you're there, provided you have a Saradomin or Zamorak-related item on you (e.g. a Holy symbol). The best place would be the bar, where there are level 70+ Bandits, and large numbers of them too.
Giant Rock Crabs are also a great location, as they drop Charms in large amounts, and are known to give a fair amount of Blue charms. If you need plenty of charms to train Summoning, and are willing to spend lots of money to train Magic quickly, it is recommended that you choose this location. You will be using Protect from melee while you lure the monsters. Be wary of your Prayer points, and make sure you drink a dose of Prayer potion every time it drops down. If your prayer turns off unexpectedly, you can take large amounts of damage. It is also recommended to keep some amounts of food just in case you take unnecessary damage, and need to heal quickly. Rock lobsters follow the same ideas and techniques, but require at least two people to enter the area (see our Waterbirth Island guide for more details).
Ice barrage is completely optional, and in fact, it is recommended you do not use it. It hits more damage per cast, but costs a lot more than Ice burst. It also requires a magic level of 94, so it's definitely an option for the higher leveled Mages. If you do have lots of money to use then, by all means, use this method.
Method 6 - Bake Pie
Requirements:
1.Level 65 Magic
2.Completion of Lunar Diplomacy
3.Uncooked pie of your choosing
4.The Cooking level to bake the chosen pie
This method gives a fairly reasonable amount of experience, but costs some money, and involves a fair bit of preparation. Firstly, a key thing to know about the spell is that it bakes pies one at a time, in other words, one spell per pie. You must also have the Cooking level required to bake the pie you choose. When you have the levels, you can either collect or buy the ingredients. Some good options would be Admiral pies or Wild pies, which are used by fishers and slayers respectively.
Once you have all of the uncooked pies ready, you can begin casting Bake pie until all of the pies are cooked, gaining the Cooking experience as well. Since the pies do not burn, you will always get Cooking experience along with the Magic experience.
You may consider this method slow, but it's a great way to train multiple skills simultaneously; in this case, two skills. If you do not wish to make the uncooked pies yourself, you may buy Raw wild pies and cook them, gaining a fair bit of profit per pie. It may be a bit difficult to buy Raw wild pies, however, so it's still worthwhile if you can make the pies yourself instead of buying the uncooked pie. You can buy all of the required ingredients for Wild pies, although at a finite stock, from Chargurr in Oo'glog.
Method 7 - Humidify
Requirements:
1.Level 68 Magic
2.Completion of Lunar Diplomacy and Dream Mentor
3.Empty vials (up to 50,000) or a fishbowl
This method requires a fair amount of empty vials, but is very profitable if you cast Humidify on a whole inventory. Take out the runes required for Humidify, and fill the rest of your inventory with empty vials. Cast Humidify, and bank them, then repeat the process. Once you have filled as many vials as you desire, you may sell the water-filled vials on the Grand Exchange, as they are a popular item among people training Herblore.
Another method which also uses the Humidify spell as a form of training is to carry one empty fishbowl and constantly refill it with the spell. Since the left-click option is to empty it, one can empty and cast repeatedly for incredibly rapid experience gains. No money is made through this method, but is a notable mention for anyone whose priority is experience.
You can reduce some of the costs involved in this method by using a Steam battlestaff, to supply the water and fire runes needed for the spell. It is a worthy investment should you wish to use this method to train Magic in the long term.
Method 8 - String Jewellery
Requirements:
1.Level 80 Magic
2.Completion of Lunar Diplomacy
3.Unstrung amulets
Players with at least level 80 Magic have access to the String jewellery spell which strings any amulet without wool. To use this spell as a training method, have the runes needed to cast this spell ready and wield any staff that would be necessary (Mud battlestaff would be recommended, while Earth or Water staves would be good alternatives), along with the unstrung amulets (preferably Gold amulets). The spell need only be cast once before you will proceed to string all of the amulets. Only one will be strung at a time, and since this spell gives a fairly large base experience, this means fast experience without much effort. It is very costly however, so this method is only recommended for those who have both a high Magic level and have money to spare. 8.0 - Tips
High Alchemy
When using the High Alchemy spell on a massive bulk of items, always draw them out as notes. Depending on the way you arrange your spell book, place these notes right where your High-level alchemy icon is positioned in your inventory, then click on your spell list and select the High-Alchemy spell. Once you click on it, it will automatically bring you to your inventory. Provided you have positioned your notes correctly, you will not need to move your mouse anymore as you keep casting it.
Super-heating
An uncommon way of training magic, which many users argue does not turn a profit, is to use the Superheat Item spell (43 Magic). On most bars which cost less then 2,000gp, it is possible to lose money. However, it is popular to Superheat Adamantite bars to gain a fair bit of profit per bar, although any other bar will also work.
This method merges the training of Magic with Smithing. If you have level 43 magic, and level 35 Smithing, after the Dwarf Cannon quest, members can smith Cannonballs. You can buy all the materials and still make a profit. Simply buy your Coal, Iron ores, and the Nature runes, and begin Super-heating by a bank. Afterwards, travel to Edgeville while wearing any level of Varrock armour (see our Varrock Achievement Diary guide for more details), and smith the Cannonballs in the Furnace house. You can sell the Cannonballs for a profit, and do it as many time as you wish to level and get money at the same time. Cannonballs are generally slow to make, although you can make a nice profit off them.
There are some downsides to this method. Most players consider only being able to make only 3 bars before banking to be a waste of time. Also, it may take some time to buy certain items such as Coal, Adamantite ore, and Nature runes at mid-range price due to their radical changes. Other than these two drawbacks, this is one of the only methods that allow one to make money from training Magic.
Fist of Guthix
Fist of Guthix is a mini-game which is available to both members and non members. Each game consists of 2 rounds, where a single player is matched up against another. One player is the hunter, while the other is the hunted. At the end of the first round, the roles are switched and the battle continues. At the start of each game, you are given four items, two of which are stacks of runes.
Image Item Effect
Catalytic runes (300) Replaces all Non-Elemental runes (Mind, Chaos, Death, Blood, etc)
Elemental runes (1000) Replaces all Elemental runes (Air, Water, Earth, Fire)
The minigame is safe, so you don't lose any items. However, the items you are given at the start cannot be taken out of the game. During your role as the hunter, if you use Magic, which uses the runes that were given to you at the start to kill your opponent, you will get free experience. Using only Magic in a game will not guarantee you a win, but you will get the experience regardless of if you win or lose.
9.0 - Quests for Experience
Quests with a Magic Experience
•A Fairy Tale Part I: 1,000 XP
•Desert Treasure: 20,000 XP
•Dream Mentor: 10,000 XP
•Enakhra's Lament: 7,000 XP
•The Eyes Of Glouphrie: 12,000 XP
•The Path Of Glouphrie: 5,000 XP
•The Giant Dwarf: 1,500 XP
•The Grand Tree: 2,150 XP
•Horror from the Deep: 4,662 XP
•Imp Catcher: 875 XP
•Legacy of Seergaze: 3,000 XP
•King's Ransom: 5,000 XP
•Lunar Diplomacy: 5,000 XP
•Recipe for Disaster: 2,500 XP
•Shadow of the Storm: 10,000 XP
•Spirits of the Elid: 1000 XP
•Swan Song: 15,000 XP
•Watch Tower: 15,250 XP
•Witch's Potion: 325 XP
•Swept Away: 1,997 XP, 7,139 XP, 10,333 XP, 14,979 XP according to your Magic level and who you talk to. Read our quest guide for more information.
Quests with a choice Experience
•Legends' Quest: 7,650-30,600 XP (7,650 is given to 4 skills from a list of skills)
•One Small Favour: 10,000-20,000 XP (2 x 10,000 lamps for any skill of your choice over level 30)
•Recipe for Disaster: 20,000 XP (A Lamp to grant 20,000xp in a skill of your choice over level 50)
•Great Brain Robbery, The: 5,000 XP for any skill you choose over level 30.
•Dream Mentor: 15,000 XP (A lamp granting 15000 XP in either Ranged, Magic, Constitution, Strength or Defence)
•A Fairy Tale Part II: 2,500 XP in any skill of your choice over level 30.
•Darkness Of Hallowvale: 6,000 XP in any skill of your choice (Tome of Experience, 3x 2000 exp)
•Legacy of Seergaze: 7,500 XP in any skill of your choice (Tome of Experience, 3x 2500 exp)
•Troll Stronghold: 10,000-20,000XP (2 x 10,000 lamps for any skill of your choice over level 30)
•A Tail Of Two Cats: 2,500-5,000 XP (2 x 2,500 lamps for any skill of your choice over level 30)
•While Guthix Sleeps: 100,000-400,000 XP (4 x 100,000 lamps for any skill of your choice over level 65)
•The Temple At Senntisten: 23,000 XP in a skill of your choice over level 50 and 2x 20,000 XP in any combat stat (excluding Prayer)
•Blood Runs Deep: 150,000 - 450,000 XP (3 x 150,000 lamps for any combat skill over level 75, excluding Summoning)
10.0 - Frequently Asked Questions
Q: 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.
Q: 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.
Q: 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". The only exception to this rule are void knight clothes and mace from the Pest Control minigame that can be worn in conjunction with opposing god items.
Q: If my Smithing is level 1, can I Superheat Runite ores and Coal to make Runite bars?
Answer: No, you still need the appropriate Smithing level when using superheat item spell. Although using the Assistance system, it's possible if you are being assisted by a player who has a smithing level 85 or higher.
Q: How much money do I lose when I alchemise Yew longbows?
Answer: On average, you will be losing approximately 100 to 200 gp per alch, however this can vary depending on how much you buy the supplies for.
1.0 - Introduction
2.0 - The Basics of Magic
3.0 - The Runes
◦3.1 - Combination runes
◦3.2 - Runecrafting
4.0 - The Spells
◦4.1 - Regular Spells
◦4.2 - Ancient Magicks
◦4.3 - Lunar Spells
◦4.4 - POH tablets
5.0 - Mage Training Arena
◦5.1 - Rewards
6.0 - Mage Gear
◦6.1 - Mage Armour and Accessories
◦6.2 - Staves
7.0 - Training Methods
8.0 - Tips
9.0 - Quests for Experience
10.0 - Frequently Asked Questions
1.0 - Introduction
Magic is a unique skill used for teleporting, enchanting, and most importantly fighting. From preventing an opponent from moving, to converting items to gold, and even magically bake pies, Magic is a very diverse skill that comes in handy all the time.
Runes are small magical stones that are required to cast magical spells. Runes can be created using the Runecrafting skill or bought from magic shops and other players. Once a spell has been cast, the runes get used up and disappear.
2.0 - The Basics of Magic
Magic is a fairly simple skill in that all of the spells are listed in the magic spellbook interface, located on the right hand side along with the other buttons.
There are many small icons in this interface that represent the spells. Any icon that is not lit up is a spell that you either do not have the required runes/staves for, or you do not have the required level to cast it. If a spell icon is lit up, you have both the required runes and the required level and thus can cast that spell.
When your cursor is hovered over a spell icon, the information on that spell will be displayed through a box on the bottom. 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 and the icon is lit, you have all of the rune and item requirements to cast the spell.
Casting a spell is also simple. Left-clicking a combat spell allows you to autocast that spell, meaning you will automatically keep casting that spell when you attack an enemy, while casting only once is done through right-clicking and selecting cast. For any other non-combat spell, autocasting is not possible.
Note that this is reversed for Ancient Magicks; left-clicking a combat spell icon on that spellbook will allow you to cast once, while the autocast option can be activated by right-clicking and selecting the option.
A button on the bottom with a shield icon allows defensive casting, meaning the experience gained for magic damage will be split between Magic and Defence experience, where for 1 damage dealt, 1 experience point will be given to Magic and Defence. There are also other buttons that let you toggle the visibility of combat, teleport, skill-based and miscellaneous spells, as well as the option to organise your spells based on combat, teleports or level in ascending order.
3.0 - The Runes
To cast any spell, you need the required runes in your inventory. The best way to obtain these runes is from the Grand Exchange, or by Runecrafting. Alternatively, you can buy them from any of the Rune Shops throughout the world. However, this will usually be more costly. These tables give details of all of the runes currently available.
Picture Name Main uses
Air rune Elemental rune - usually compliments other kinds of runes for different spells
Water rune Elemental rune - usually compliments other kinds of runes for different spells
Earth rune Elemental rune - usually compliments other kinds of runes for different spells
Fire rune Elemental rune - usually compliments other kinds of runes for different spells
Mind rune Strike spells, Magic Dart spell.
Body rune Weaken, Curse or Confuse spells
Cosmic rune Enchanting spells
Chaos rune Bolt spells, Ancient Magicks Rush or Burst spells
Astral rune Lunar spells
Nature rune High-alchemy, Superheat item, Bind, Snare or Entangle spells.
Death rune Blast or Surge spells, Vengeance, Ancient Magicks Rush, Burst, Blitz or Barrage spells.
Law rune Teleport spells, Teleport block
Blood rune Wave or Surge spells, Ancient Magicks Blitz, Barrage and Blood spells, God spells
Soul rune Vulnerability, Enfeeble and Stun spells, Ancient Magicks Shadow and Miasmic spells
3.1 - Combination runes
Combination runes are runes that take the place of two elemental runes, with each of the replacements shown below in the table for their respective combination runes. The only source of these kinds of runes are monster drops (in particular, Spiritual mages in the God Wars Dungeon drop most of them in very small quantities) or by using the Runecrafting skill to create them. They are mainly used for convenience because inventory space is saved. Most of them, however, are fairly expensive and the process of creating them can also be pricey.
If a spell uses up one elemental rune with a combination rune being used up for that, that combination rune is used up. For example, if Wind strike, requiring one Mind rune and Air rune, was cast with a Mist rune taking the place of the Air rune, the Mist rune will be used up. This will mean that the other elemental rune represented, in this case the Water rune, will be wasted. Because of this, beware when using combination runes since it is possible that you will be wasting them.
Picture Name Combination
Mist rune Air + Water
Dust rune Air + Earth
Mud rune Water + Earth
Lava rune Earth + Fire
Smoke rune Air + Fire
Steam rune Fire + Water
3.2 - Runecrafting
Runecrafting is a skill that grants you the ability to create runes from Rune essence. 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 Rune essence and a Talisman, Tiara or Talisman staff of the same type of the rune you are going to craft, to gain access to that altar which is located somewhere around the world.
The Altars are scattered around the world and are in the form of Mysterious ruins from the outside, which can be entered with your Talisman, Tiara or Talisman staff. The altar inside these ruins is the structure that helps you create your runes. Select the “Craft-rune” option of it, and all carried Rune essence will be transformed into your runes.
For a more detailed explanation regarding Runecrafting, please visit our Runecrafting skill guide.
4.0 - The Spells
Any spell, except for the Home teleport spell, requires Runes to cast. Typically, lower level spells will need less Runes to cast, while higher level spells usually require more runes, a more expensive rune, or sometimes both.
Every spell gives experience when you cast it, even if you fail it. Combat spells give extra magic experience as well as Constitution 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 do not gain any Constitution experience when using such spells.
For combat spells, you receive:
•2 Magic XP per damage you inflict on your opponent.
•1.33 Constitution XP per damage you inflict on your opponent.
Tip: A player-owned house with directed portals can teleport you to some locations featured in the normal spellbook. This allows you to teleport to other locations when teleporting to your own house, and is especially useful for anyone who want to keep their Ancient or Lunar magick spellbook activated, but still want to teleport to such locations. These are made using the Construction skill, requiring at least level 50 Construction to purchase a Portal chamber for these portals.
Teleport tablets from that spellbook can also be made with the appropriate runes, regardless of the spellbook activated. This will help in saving you from needing to switch to the regular spellbook frequently. Alternatively, a stockpile of these tablets can be made beforehand. For more information about these tablets, see the POH tablets section of this guide.
Below are some informative tables which show the spells you can cast at every level, their corresponding potential damage if they are an offensive spell, the base experience gained when casting that particular spell, as well as other information you might need to know about these spells.
4.1 - The Regular Spells
The regular spellbook is the default spellbook which you will use. It is the one you start with upon creating a new character, but despite this, it contains one of the most useful spells. Some highlights include the High-level alchemy spell, which converts an item into gold, and deadly combat spells like Fire surge or the three god spells, Saradomin strike, Flames of Zamorak and Claws of Guthix. The teleportation spells can generally take players to various towns, including Varrock to reach the Grand Exchange quickly, making the regular spellbook useful in this way. This table shows a list of every spell which you can cast.
Picture Level Spell (Max Hit) Effects Runes Required Base Exp
0 Lumbridge Home Teleport Teleports to lumbridge and takes 30 minutes to recharge - You cannot use this spell when in combat No Runes Needed 0
1 Wind Strike (20) A basic Air missile 5.5
3 Confuse Reduces your opponent's attack by 5% 13
5 Water Strike (40) A basic Water missile 7.5
7 Enchant Level 1 Jewellery For use on Sapphire jewellery - turns Sapphire necklace into Games necklace, Sapphire ring into Ring of recoil, Sapphire bracelet into Bracelet of clay, and Sapphire amulet into Amulet of magic. 17.5
9 Earth Strike (60) A basic Earth missile 9.5
10 Mobilising Armies Teleport Teleports you to the Mobilising Armies mini-game. 19
11 Weaken Reduces your opponent's strength by 5% 20.5
13 Fire Strike (80) A basic Fire missile 11.5
15 Bones to Bananas Changes all held Bones into Bananas 25
17 Wind Bolt (90) A low level Air missile 13.5
19 Curse Reduces your opponent's defence by 5% 29
20 Bind Holds your opponent for 5 seconds 30
21 Low Level Alchemy Converts an item into gold 31
23 Water Bolt (100) A low level Water missile 16.5
25 Varrock Teleport Teleports you to Varrock 35
27 Enchant Level 2 Jewellery For use on Emerald jewellery - turns Emerald necklace into Binding necklace, Emerald ring into Ring of duelling, Emerald bracelet into Castlewar brace, and Emerald amulet into Amulet of defence. 37
29 Earth Bolt (110) A low level Earth missile 19.5
31 Lumbridge Teleport Teleports you to Lumbridge 41
33 Telekinetic Grab Take an item you can see but cannot reach 43
35 Fire Bolt (120) A low level Fire missile 21.5
37 Falador Teleport Teleports you to Falador 48
39 Crumble Undead (150) Hits Skeletons, Ghosts, Shades and Zombies hard 24.5
40 House Teleport Teleports you to your house 30
41 Wind Blast (130) A medium level Air missile 25.5
43 Superheat Item Smelt an ore without a furnace 53
45 Camelot Teleport Teleports you to Camelot 55.5
47 Water Blast (140) A medium level Water missile 28.5
49 Enchant Level 3 Jewellery For use on Ruby jewellery - turns Ruby necklace into Digsite pendant (a Clean necklace must be found while cleaning items in Varrock museum to learn this), Ruby ring into Ring of forging, Ruby bracelet into Inoculation brace, and Ruby amulet into Amulet of strength. 59
50 Iban Blast (250) Summons the wrath of Iban. Requires a Staff of Iban to cast. 30
50 Snare Holds your opponent for 10 seconds 60.5
50 Magic Dart (190) A magic dart of slaying. Requires either a Slayer's staff or Staff of light to cast. 30
51 Ardougne Teleport Teleports you to Ardougne. Requires completion of the Plague City quest. 61
53 Earth Blast (150) A medium level Earth missile 31.5
55 High Level Alchemy Converts an item into more gold 65
56 Charge Water Orb Needs to be cast on a Water Obelisk (get there through a ladder in Taverley Dungeon). Requires Unpowered orbs. 56
57 Enchant Level 4 Jewellery For use on Diamond jewellery - turns Diamond necklace into Phoenix necklace, Diamond ring into Ring of life, Diamond bracelet into Forinthry bracelet, and Diamond amulet into Amulet of power. 67
58 Watchtower Teleport Teleports you to the Watchtower (located just north of Yanille). Requires completion of the Watchtower quest. 68
59 Fire Blast (160) A medium level Fire missile 34.5
60 Bones to Peaches Converts bones into Peaches. This spell must be learned at the Mage Training Arena. 35.5
60 Saradomin Strike (200) Summons the power of Saradomin. Requires a Saradomin staff to cast. 61
60 Claws of Guthix (200) Summons the power of Guthix. Requires a Guthix staff to cast. 61
60 Flames of Zamorak (200) Summons the power of Zamorak. Requires a Zamorak staff to cast. 61
60 Charge Earth Orb Needs to be cast on an Earth Obelisk (located in Edgeville Dungeon). Requires Unpowered orbs. 70
61 Trollheim Teleport Teleports you to Trollheim. Requires completion of the Eadgar's Ruse quest. 68
62 Wind Wave (170) A high level Air missile 36
63 Charge Fire Orb Needs to be cast on a Fire Obelisk (located in Taverley Dungeon). Requires Unpowered orbs. 73
64 Ape Atoll Teleport Teleports you to Ape Atoll. Requires completion of King Awowogei's part of the Recipe for Disaster quest. 74
65 Water Wave (180) A high level Water missile 37.5
66 Charge Air Orb Needs to be cast on an Air Obelisk (get there through a ladder in Edgeville Dungeon). Requires Unpowered orbs. 76
66 Vulnerability Reduces your opponent's defence by 10% 76
68 Enchant Level 5 Jewellery For use on Dragonstone jewellery - turns Dragon necklace into Skills necklace, Dragonstone ring into Ring of wealth, Dragon bracelet into Combat bracelet, and Dragonstone amulet into Amulet of glory. 78
70 Earth Wave (190) A high level Earth missile 40
73 Enfeeble Reduces your opponent's strength by 10% 83
74 Teleother Lumbridge Teleports target to Lumbridge 84
75 Fire Wave (200) A high level Fire missile 42.5
79 Entangle Holds your opponent for 15 seconds 91
80 Stun Reduces your opponent's attack by 10% 90
80 Charge Temporarily increases the max hit of the three God Spells 180
81 Wind Surge (220) A very high level air missile 75
82 Teleother Falador Teleports target to Falador 92
85 Teleport Block Prevents targets from teleporting for five minutes. 80
85 Water Surge (240) A very high level water missile 80
87 Enchant Level 6 Jewellery For use on Onyx jewellery - turns Onyx necklace into Berserker necklace, Onyx ring into Ring of stone, Onyx bracelet into Regen bracelet, and Onyx amulet into Amulet of fury. 85
90 Earth Surge (260) A very high-level earth missile 85
90 Teleother Camelot Teleports target to Camelot 100
95 Fire Surge (280) A very high level fire missile 90
Gem-tipped bolts can be enchanted with spells to give them an extra effect when used in combat. These spells appear under a different menu in the form of a spell icon, which can be found in the spellbook near the top. This menu can only be accessed by members, so all bolt-enchanting spells are only available for them. One cast of a bolt-enchanting spell enchants 10 bolts at a time. Here is a list of the bolt-enchanting spells, the runes needed to cast them and the bolts which they can be used on.
Level Spell Picture Bolt Effect Runes Required Base Exp
4 Lucky Lightning Opal-tipped bronze Chance of a lightning bolt striking your opponent and causing extra damage 14
7 Clear Mind Sapphire-tipped mithril Chance of lowering your opponents Prayer points and giving part of them to you 17
14 Earth's Fury Jade-tipped blurite Chance of knocking your opponent to the ground - agile opponents may resist this 24
24 Sea Curse Pearl-tipped iron Chance of a mighty bolt of water crashing down upon your opponent - This is negated by opponents wielding Water staves, but is increased against fiery opponents 34
27 Magical Poison Emerald-tipped mithril Bolts count as having super poison with an increased chance of poisoning your opponent 37
29 Down to Earth Red topaz-tipped steel Chance of lowering your opponent's Magic level 39
49 Blood Forfeit Ruby-tipped adamant Chance of losing up to 10% of your life points to inflict up to 20% damage on your opponent - does not work if you can't spare the life points 59
57 Armour Piercing Diamond-tipped adamant Chance of reducing your opponent's defence against Ranged attacks 67
68 Dragon's breath Dragonstone-tipped rune Chance of inflicting a dragon's breath hit against your opponent - Will not work if they are wielding an anti-dragonbreath shield or are a dragon 78
87 Life Leech Onyx-tipped rune Chance of doing extra damage and healing a small amount - does not work on undead, as they have no life to leech 97
4.2 - Ancient Magicks
Ancient Magicks are members only spells that are thought to have belonged to the god Zaros a long time ago. They are very powerful, being more combat-oriented, and have many advantages over the combat spells in the regular spellbook.
After completing the Desert Treasure quest, you will have the opportunity to buy the Ancient staff from Eblis for 80,000 coins (this is a one-off purchase; you will not be able to buy another one like this). In order to switch to this spellbook, you will have to pray at the altar in the pyramid where you finished the Desert Treasure quest. To revert to the regular spellbook, simply pray at the altar again. Beware that when you pray at the altar, your prayer points will be drained to 0.
Special Effects
Ancient Magick spells have a number of advantages over the regular spells. The Burst and Barrage spells have the ability to hit multiple targets, up to 9 enemies in a 3-by-3 square, provided that you are in a multi-combat zone. This means that when you cast one of them on a target, it will also cause some damage to surrounding attackable targets.
Each type of spell will perform an added effect on the target. Below are the types of spells and their effects:
•Smoke spells will contaminate your target. They will be poisoned.
•Shadow spells will blind your target. Their Attack level will be lowered.
•Blood spells will absorb the life of your target and add a quarter of it to your health (e.g. you hit a target for 100 damage, and you will be healed for 25 life points).
•Ice spells will freeze your target. They will not be able to move for a certain amount of time.
•Miasmic spells will slow your target's melee or ranged attack speed to half, making them take twice as long to attack. These spells can only be casted with either Zuriel's staff or Corrupt Zuriel's staff.
Please note that you do not have to have the Ancient Staff equipped in order to cast these spells. Here are the Ancient Magick spells you can cast:
Picture Level Spell (Max hit) Effects Runes Required Base Exp
1 Paddewwa Home Teleport Teleports to Paddewwa (Edgeville) and takes 30 minutes to recharge - You cannot use this spell when in combat. No Runes Needed 0
50 Smoke Rush (130) A single target smoke attack. 30
52 Shadow Rush (140) A single target shadow attack. 31
54 Paddewwa Teleport A teleportation spell to Edgeville Dungeon. 64
56 Blood Rush (150) A single target blood attack. 33
58 Ice Rush (160) A single target ice attack. Its freezing special effect lasts for 5 seconds. 36
60 Senntisten Teleport A teleportation spell to the Digsite. 70
61 Miasmic Rush (180) A single target miasmic attack. Its speed-reducing special effect lasts for 12 seconds. 36
62 Smoke Burst (170) A multi-target smoke attack. 36
64 Shadow Burst (170) A multi-target shadow attack. 37
66 Kharyrll Teleport A teleportation spell to Canifis. 76
68 Blood Burst (210) A multi-target blood attack. 39
70 Ice Burst (220) A multi-target ice attack. Its freezing special effect lasts for 10 seconds. 40
72 Lassar Teleport A teleportation spell to Ice Mountain. 82
73 Miasmic Burst (240) A multi-target miasmic attack. Its speed-reducing special effect lasts for 24 seconds. 42
74 Smoke Blitz (230) A single target strong smoke attack. 42
76 Shadow Blitz (240) A single target strong shadow attack. 43
78 Dareeyak Teleport A teleportation spell to the Ruins (Level 23 Wilderness). 77
80 Blood Blitz (250) A single target strong blood attack. 45
82 Ice Blitz (260) A single target strong ice attack. Its freezing special effect lasts for 15 seconds. 46
84 Carrallangar Teleport A teleportation spell to the Wilderness Volcano. 94
85 Miasmic Blitz (280) A single target strong miasmic attack. Its speed-reducing special effect lasts for 36 seconds. 48
86 Smoke Barrage (270) A multi-target strong smoke attack. 48
88 Shadow Barrage (280) A multi-target strong shadow attack. 48
90 Annakarl Teleport A teleportation spell to the Demonic Ruins (Level 47 Wilderness). 100
92 Blood Barrage (290) A multi-target strong blood attack. 51
94 Ice Barrage (300) A multi-target strong ice attack. Its freezing special effect lasts for 20 seconds. 52
96 Ghorrock Teleport A teleportation spell to the Frozen Waste Plateau (Level 45 Wilderness). 106
97 Miasmic Barrage (320) A multi-target strong miasmic attack. Its speed-reducing special effect lasts for 48 seconds. 54
4.3 - Lunar Spells
A brand new set of spells are available for those with a level of 65 Magic or higher upon completion of the Lunar Diplomacy quest. Lunar spells are a special form of magic crafted by the people of Moonclan island, who have been isolated from civilization for quite some time. Their Astral altar and Rune essence mine have aided their quest in refining such magic, culminating in not only new spells, but a new rune as well: the Astral rune. Astral runes are best crafted with the Runecrafting skill using the altar on Moonclan Island, but they can also be created randomly with the ZMI altar.
Not all Lunar spells are available upon completion of the Lunar Diplomacy quest. When you have finished Dream Mentor, you can cast more spells than before (look in the table below what spells you can cast after finishing Dream Mentor).
The spells in this spellbook are more skill-oriented and the majority of them are not used directly in combat. These spells are many and varied - from baking a pie, to making a glass without needing a furnace, and even healing and teleporting groups of people. Using any Teleport group spell teleports you and 8 other people around you to the location shown by the spell casted.
To toggle between the Lunar spellbook and the regular spellbook, simply head to Moonclan island and pray at the Astral Altar.
Note: Some spells that can be cast on other players (e.g. Energy transfer, any teleport group spell, Potion share etc.) cannot be cast in single combat areas; they can only be cast in multi-combat areas.
This table will outline the effects and requirements for every Lunar spell.
Picture Level Spell Effects Runes Required Base Exp
1 Moonclan Island Home Teleport Teleports to Moonclan Island and takes 30 minutes to recharge - You cannot use this spell when in combat. No Runes Needed N/A
65 Bake Pie Bake pies without a stove. Cooking experience is also earned depending on the pie baked. 60
66 Cure Plant Cures disease on farming patch. 60
66 Monster Examine Detect the combat stats of a monster.
Requires Completion of Dream Mentor quest. 61
67 NPC Contact Speak with Varied NPCs.
You will be able to talk to more NPCs after completing the Dream Mentor quest. 63
68 Cure Other Cures another player of poison. 65
68 Humidify Fills certain vessels with water.
Requires Completion of Dream Mentor quest. 65
69 Moonclan Teleport Teleports you to the Moonclan Island. 66
70 Tele Group Moonclan Teleports players to Moonclan Island. 67
71 Cure Me Cure poison. 69
71 Ourania Teleport Teleports you to the ZMI altar 69
71 Hunter Kit Create a Hunter kit.
Requires Completion of Dream Mentor quest. 70
72 Waterbirth Teleport Teleports you to Waterbirth Island. 71
73 Tele Group Waterbirth Teleports players to Waterbirth Island. 72
74 Cure Group Cure poison on players. 74
75 Barbarian Teleport Teleports you to the Barbarian Outpost. 76
75 Stat Spy Cast on another player to see their skill levels.
Requires Completion of Dream Mentor quest. 76
76 Tele Group Barbarian Teleports players to the Barbarian Outpost. 77
77 Superglass Make Make glass without a furnace. 10 Crafting experience is earned per Molten glass made. 78
78 Khazard Teleport Teleports you to Port Khazard. 80
79 Tele Group Khazard Teleports players to Port Khazard. 81
79 Dream Take a rest and restore life points 5 times faster.
Requires Completion of Dream Mentor quest. 82
80 String Jewellery String amulets without wool. 4 Crafting experience is earned per amulet strung. 83
81 Stat Restore Pot Share Shares a potion with up to 4 nearby players. 84
82 Magic Imbue Combine runes without a talisman. 86
83 Fertile Soil Fertilise a farming patch with super compost. 18 Farming experience is also earned when cast. 87
84 Boost Potion Share Shares a potion (attack, defence, strength, fishing, ranging, agility, or magic potions) with up to 4 nearby players. 88
85 Fishing Guild Teleport Teleports you to the Fishing Guild. 89
86 Tele Group Fishing Guild Teleports players to the Fishing Guild. 90
86 Plank Make Turn logs into planks. Coins must also be in the player's inventory, depending on the type of plank made.
Requires Completion of Dream Mentor quest. 90
87 Teleport Catherby Teleports you to Catherby 92
88 Tele Group Catherby Teleports players to Catherby 93
89 Ice Plateau Teleport Teleports you to Ice Plateau. 96
90 Tele Group Ice Plateau Teleports players to Ice Plateau. 99
91 Energy Transfer Lowers your life points and special attack energy, and gives special attack energy and run energy to your target. 100
92 Heal Other Transfers up to 75% of your life points to your target. 101
93 Vengeance Other Allows another player to rebound damage to an opponent. 108
94 Vengeance Rebound approx. 75% of damage to an opponent. 112
95 Heal Group Transfers up to 75% of your life points to a group surrounding you. 124
96 Spellbook Swap Change to another spellbook for 1 spell cast.
Requires Completion of Dream Mentor quest. 130
4.4 - POH tablets
POH (Player-Owned house) tablets were introduced to the game when Construction was released. They are made in the study room of a player's house using a lectern. POH tablets are stackable and take up only a single inventory space, making them really useful in many situations and also very easy and convenient to use. A POH tablet will break after you use it.
The only things that you need to make tablets are soft clay and the runes of the spell you wish to transform into a tablet. To make a Lumbridge teleport tablet, one piece of Soft clay and the runes needed to cast it will be needed. Note that certain tablets can only be made by specific types of lecterns (see the Construction guide for more information). Training by making POH tablets can give decent experience, and are a good source of cash if they are sold.
The Magic experience gained depends on how much experience the spell gives when casted, so if the Lumbridge teleport spell gives 41 experience, then making the tab will also give 41 experience.
The table below shows the spells that you can turn into a tablet.
Picture Spell Lectern Picture Spell Lectern
Varrock Oak lectern Enchant sapphire Oak lectern
Lumbridge Eagle lectern Enchant emerald Demon lectern
House Mahogany eagle lectern Enchant ruby Teak demon lectern
Falador Eagle lectern Enchant diamond Teak demon lectern
Camelot Teak eagle lectern Enchant dragonstone Mahogany demon lectern
Ardougne Teak eagle lectern Enchant onyx Mahogany demon lectern
Watchtower Mahogany eagle lectern Bones to bananas Demon lectern
Bones to peaches Mahogany demon lectern
5.0 - Mage Training Arena
Just north of the Duel Arena is the Mage Training Arena. As suggested by the name of this place, the Mage Training Arena is a place for mages to train their Magic skill in an intensive manner. There are different areas within the arena, all of which have different scenarios and methods of training. Below describes each of these areas in detail.
•Creature Graveyard - Pick up and convert piles of bones into bananas or peaches as you get consistently hit by falling rocks. Deposit your newly-made bananas into the chute for Graveyard points or recover your health by eating them.
•Enchanting Chamber - Pick up different strange shapes around the area and enchant them with spells to convert them into spheres, and deposit them into the chute for Enchantment points.
•Telekinetic Theatre - Put the thinking cap on as you pull a statue around a maze by telekinetic-grabbing it from different positions. Lead it into the portal to obtain Telekinetic points.
•Alchemists' Playground - Pick up various miscellaneous items around the room and cast an alchemy spell on it to get a set amount of coins. Deposit your created cash into the hole in the room to receive Alchemist points.
Points are gathered and stored in an equippable talking hat, the Progress hat. Talking to it will allow you to check how many points you have earned so far. Be warned, as destroying this object will cause you to lose all of your stored points!
Additionally, the estimated conversions from Runes to points for each chamber is as follows:
•- Telekinetic Theatre: 30 Law runes = 16 points
•- Alchemist Playground: 4 Nature runes = 1 point
•- Creature Graveyard: 1 Bones to Bananas/Peaches spell = 1 point
•- Enchantment Chamber: 1 Enchant spell = 1 Point (Dragonstones are the only exceptions, as they can give more points per spell)
For more information regarding the minigame, visit our Mage Training Arena guide.
5.1 - Rewards
When you gather Pizzazz points from the various sections in the arena, you can trade them in for different rewards, some of which are exclusive to the arena. Items that are available for purchase include almost every rune (only missing the elemental and Astral runes), parts of the Infinity robe set, Battlestaves, Wands, the Mage's book and the ability to cast the Bones to Peaches spell. For more information see the Mage Training Arena guide.
This exclusive equipment is very popular in player-versus-player environments since they give one of the best Magic attack bonuses in the game. This includes the much-coveted Master wand, being of very high value among players due to it being deadly in combat. Below shows their different bonuses.
Beginner wand
Image Stats Requirements
Attack Magic: +5 45 Magic
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 30 Telekinetic, 30 Enchantment, 300 Alchemist and 30 Graveyard points.
Apprentice wand
Image Stats Requirements
Attack Magic: +10 50 Magic
Defence Magic: +10
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 60 Telekinetic, 60 Enchantment, 600 Alchemist and 60 Graveyard points.
Teacher wand
Image Stats Requirements
Attack Magic: +15 55 Magic
Defence Magic: +15
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 150 Telekinetic, 200 Enchantment, 1500 Alchemist and 150 Graveyard points.
Master wand
Image Stats Requirements
Attack Magic: +20 60 Magic
Defence Magic: +20
Other Magic damage: +10%
Notes Bought from the Rewards guardian in the Mage Training Arena for 240 Telekinetic, 240 Enchantment, 2400 Alchemist and 240 Graveyard points.
Infinity hat
Image Stats Requirements
Attack Magic: +6 50 Magic
25 Defence
Defence Magic: +6
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 350 Telekinetic, 400 Enchantment, 3000 Alchemist and 350 Graveyard points.
Infinity top
Image Stats Requirements
Attack Magic: +22 50 Magic
25 Defence
Defence Magic: +22
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 400 Telekinetic, 450 Enchantment, 4000 Alchemist and 400 Graveyard points.
Infinity robe
Image Stats Requirements
Attack Magic: +17 50 Magic
25 Defence
Defence Magic: +17
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 450 Telekinetic, 500 Enchantment, 5000 Alchemist and 450 Graveyard points.
Infinity gloves
Image Stats Requirements
Attack Magic: +5 50 Magic
25 Defence
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 175 Telekinetic, 255 Enchantment, 1500 Alchemist and 175 Graveyard points.
Infinity boots
Image Stats Requirements
Attack Magic: +5 50 Magic
25 Defence
Defence Magic: +5
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 120 Telekinetic, 120 Enchantment, 1200 Alchemist and 120 Graveyard points.
Mage's book
Image Stats Requirements
Attack Magic: +15 60 Magic
Defence Magic: +15, Summoning: +15
Other None
Notes Bought from the Rewards guardian in the Mage Training Arena for 500 Telekinetic, 550 Enchantment, 6000 Alchemist and 500 Graveyard points.
6.0 - Mage Gear
Mage gear plays an important role in enhancing a mage. There are different types of mage gear, most of which not only give attack bonuses, but also defence bonuses. Attack bonuses will help you when attacking with Magic. It is essential for an experienced mage to wear the best gear he/she can wear to maximize efficiency and potency in combat.
6.1 - Mage Armour
The following is a list of armour that can be used to give you bonuses in Magic attack. Their defence bonuses are also listed. These are organised by sets.
The Ghostly set is a reward after completing the Ghostly Gear mini-quest, although the pieces are obtained one step at a time. They are mainly used for looks since they don't have a very high Magic attack bonus, and they make the player transclucent when worn, something which other equipment cannot do.
Ghostly hood
Image Stats Requirements
Attack Magic: +3 None
Defence Magic: +3
Other None
Ghostly robe top
Image Stats Requirements
Attack Magic: +5 None
Defence Magic: +5
Other None
Ghostly robe bottom
Image Stats Requirements
Attack Magic: +4 None
Defence Magic: +4
Other None
Ghostly gloves
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Ghostly boots
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Ghostly cloak
Image Stats Requirements
Attack Magic: +5 None
Defence Magic: +5
Other None
Splitbark armour is made from the bark of Hollow trees found just east of Canifis, along with Fine cloth which is found in the Shades of Mort'ton mini-game. These materials, along with cash, can then be brought to the Wizard in the Wizard's Tower who wears Splitbark armour in order to allow him to craft the pieces.
Splitbark helmet
Image Stats Requirements
Attack Magic: +3, Range: -2 40 Magic
40 Defence
Defence Stab: +10, Slash: +9, Crush: +11, Magic: +3, Summoning: +7
Other None
Splitbark Body
Image Stats Requirements
Attack Magic: +10, Range: -10 40 Magic
40 Defence
Defence Stab: +36, Slash: +26, Crush: +42, Magic: +15, Summoning: +40
Other None
Splitbark Legs
Image Stats Requirements
Attack Magic: +6, Range: -7 40 Magic
40 Defence
Defence Stab: +22, Slash: +20, Crush: +24, Magic: +10, Summoning: +7
Other None
Splitbark Gauntlets
Image Stats Requirements
Attack Magic: +1, Range: -1 40 Magic
40 Defence
Defence Stab: +3, Slash: +2, Crush: +4, Magic: +2, Summoning: +7
Other None
Splitbark Boots
Image Stats Requirements
Attack Magic: +1, Range: -1 40 Magic
40 Defence
Defence Stab: +3, Slash: +2, Crush: +4, Magic: +2, Summoning: +7
Other None
Skeletal armour is made from the remains of Wallasalkis located in the dungeon of Waterbirth Island. It requires completion of the Fremennik Trials (Fremennik Trials, The) quest to wear.
Skeletal Helm
Image Stats Requirements
Attack Magic: +2, Range: -2 40 Magic
40 Defence
Defence Stab: +10, Slash: +9, Crush: +11, Magic: +3, Summoning: +6
Other None
Skeletal Top
Image Stats Requirements
Attack Magic: +8, Range: -10 40 Magic
40 Defence
Defence Stab: +35, Slash: +25, Crush: +42, Magic: +15, Summoning: +30
Other None
Skeletal Bottoms
Image Stats Requirements
Attack Magic: +6, Range: -7 40 Magic
40 Defence
Defence Stab: +22, Slash: +20, Crush: +24, Magic: +10, Summoning: +10
Other None
Skeletal Gloves
Image Stats Requirements
Attack None None
Defence Stab: +3, Slash: +1, Crush: +2
Other None
Skeletal Boots
Image Stats Requirements
Attack None None
Defence Slash: +1, Crush: +1, Summoning: +1
Other None
Mystic armour is bought from the Wizards' Guild for up to 200,000 gold, although the trade prices are a lot lower, so buying it from the Grand Exchange or from other players is recommended. It is ideal as budget armour since it provides fair Magic attack bonuses, and doesn't cost as much. Note that they provide no Defence bonuses whatsoever, other than Magic defence.
Mystic hat
Image Stats Requirements
Attack Magic: +4 40 Magic
20 Defence
Defence Magic: +4
Other None
Mystic robe top
Image Stats Requirements
Attack Magic: +20 40 Magic
20 Defence
Defence Magic: +20
Other None
Mystic robe bottom
Image Stats Requirements
Attack Magic: +15 40 Magic
20 Defence
Defence Magic: +15
Other None
Mystic gloves
Image Stats Requirements
Attack Magic: +3 40 Magic
20 Defence
Defence Magic: +3
Other None
Mystic boots
Image Stats Requirements
Attack Magic: +3 40 Magic
20 Defence
Defence Magic: +3
Other None
Pieces of the Enchanted armour set are possible rewards from completing level 3 Treasure Trails. These have exactly the same stats as Mystic armour, except they look completely different. As with Mystic armour, these are generally cheap to buy.
Enchanted hat
Image Stats Requirements
Attack Magic: +4 40 Magic
20 Defence
Defence Magic: +4
Other None
Enchanted top
Image Stats Requirements
Attack Magic: +20 40 Magic
20 Defence
Defence Magic: +20
Other None
Enchanted robe
Image Stats Requirements
Attack Magic: +15 40 Magic
20 Defence
Defence Magic: +15
Other None
Dagon'hai armour is an alternative for choices of equipment, and are rare drops from Dagon'hai monks. A free set can be obtained while completing the While Guthix Sleeps quest.
Dagon'hai hat
Image Stats Requirements
Attack Magic: +4 20 Defence
40 Magic
Defence Magic: +4, Summoning: +4
Other None
Dagon'hai robe top
Image Stats Requirements
Attack Magic: +20 20 Defence
40 Magic
Defence Magic: +20, Summoning: +20
Other Prayer: +2
Dagon'hai robe bottom
Image Stats Requirements
Attack Magic: +15 20 Defence
40 Magic
Defence Magic: +15, Summoning: +15
Other Prayer: +2
Lunar attire is made during the Lunar Diplomacy, and give decent Magic attack bonuses. They are mainly used for looks since their offensive bonuses are only average, and they will cost a fair amount of money should they be lost. The Lunar helm, for example, is popular for forum avatars since they make the wearer closely resemble a ninja!
Lunar helm
Image Stats Requirements
Attack Magic: +3, Ranged: -2 40 Magic
20 Defence
Defence Stab: +8, Slash: +7, Crush: +10, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar torso
Image Stats Requirements
Attack Magic: +10, Ranged: -10 65 Magic
40 Defence
Defence Stab: +34, Slash: +22, Crush: +40, Magic: +12
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar legs
Image Stats Requirements
Attack Magic: +7, Ranged: -7 65 Magic
40 Defence
Defence Stab: +20, Slash: +19, Crush: +23, Magic: +9
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar gloves
Image Stats Requirements
Attack Magic: +4, Ranged: -1 65 Magic
40 Defence
Defence Stab: +2, Slash: +1, Crush: +1, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar boots
Image Stats Requirements
Attack Magic: +2, Ranged: -1 65 Magic
40 Defence
Defence Stab: +1, Slash: +2, Crush: +2, Magic: +2
Other None
Notes Made during the Lunar Diplomacy quest, and cannot be made after completion.
Lunar cape
Image Stats Requirements
Attack None 65 Magic
40 Defence
Defence Slash: +1, Crush: +1, Ranged: +2
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Lunar amulet
Image Stats Requirements
Attack Magic: +1 None
Defence Magic: +1
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Lunar ring
Image Stats Requirements
Attack Magic: +2 None
Defence Magic: +2
Other None
Notes Found during the Lunar Diplomacy quest. After completion of the quest, a fee must be paid to the Oneiromancer if it is lost.
Pieces of the 3rd age mage armour are an extremely rare reward from level 3 Treasure Trails, the chance of getting any one piece quoted to be a 1 in 10,000 chance. They are among the most powerful equipment for mages in the game, and is the best non-degradeable armour available. Their value, however, can easily reach upwards of tens of millions due to the fact that not many of them are in the game.
3rd age mage hat
Image Stats Requirements
Attack Magic: +8 65 Magic
30 Defence
Defence Magic: +8
Other None
3rd age robe top
Image Stats Requirements
Attack Magic: +24 65 Magic
30 Defence
Defence Magic: +24
Other None
3rd age robe bottom
Image Stats Requirements
Attack Magic: +19 65 Magic
30 Defence
Defence Magic: +19
Other None
3rd age amulet
Image Stats Requirements
Attack Magic: +15 65 Magic
30 Defence
Defence Magic: +10
Other None
Zuriel's armour is a set of PvP world equipment, and can only be obtained through a drop from killing other players on a PvP world. They are among the strongest of armour in the game, but are incredibly costly and only last for a limited time. Zuriel's staff is required to cast any Miasmic spell from the Ancient spellbook.
Zuriel's hood
Image Stats Requirements
Attack Magic: +8, Ranged: -2 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +20, Slash: +16, Crush: +22, Magic: +8, Summoning: +15
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's robe top
Image Stats Requirements
Attack Magic: +35, Ranged: -10 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +63, Slash: +45, Crush: +74, Magic: +35, Summoning: +60
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's robe bottom
Image Stats Requirements
Attack Magic: +25, Ranged: -7 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +38, Slash: +35, Crush: +44, Magic: +24, Summoning: +30
Other None
Notes The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Zuriel's staff
Image Stats Requirements
Attack Stab: +13, Slash: -1, Crush: +65, Magic: +18 (Corrupt/Regular) 20/78 Defence
20/78 Magic
Defence Stab: +5, Slash: +7, Crush: +4, Magic: +18
Other Strength: +72, Magic damage: +10%
Notes Needed to cast any Miasmic spell from the Ancient spellbook.
The corrupt version lasts for 15 minutes of equipping before crumbling to dust. The regular version lasts for 1 hour of combat before crumbling to dust, noting that simply wielding this item will not activate the timer.
Some magic armour sets benefit you further aside from the attack and defence bonuses that are provided. Such sets are shown below, along with their respective special effects.
Ahrim the Blighted's mage armour set consists of the hood, robetop, robeskirt and staff. The armour is one of the best for mages in the game, but as with all Barrows armour, is degradeable and will need to be repaired when it breaks completely. When the entire set is worn, there is a chance of draining your opponent's Strength level temporarily.
Ahrim's hood
Image Stats Requirements
Attack Magic: +6, Ranged: -2 70 Magic
70 Defence
Defence Stab: +15, Slash: +13, Crush: +16, Magic: +6
Other None
Notes When worn with Ahrim's robetop, Ahrim's robeskirt and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
Ahrim's robetop
Image Stats Requirements
Attack Magic: +30, Ranged: -10 70 Magic
70 Defence
Defence Stab: +52, Slash: +37, Crush: +63, Magic: +30
Other None
Notes When worn with Ahrim's hood, Ahrim's robeskirt and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
Ahrim's robeskirt
Image Stats Requirements
Attack Magic: +22, Ranged: -7 70 Magic
70 Defence
Defence Stab: +33, Slash: +30, Crush: +36, Magic: +22
Other None
Notes When worn with Ahrim's hood, Ahrim's robetop and Ahrim's staff, the set's special effect has a chance of lowering an opponent's Strength temporarily.
The Druidic mage armour set is available for free-players, and can be purchased at the Fist Of Guthix minigame. When the entire set is worn, they will provide a special effect which will make Bind, Snare and Entangle spells more effective than usual.
Druidic mage hood
Image Stats Requirements
Attack Magic: +3 20 Magic
10 Defence
Defence Magic: +3, Summoning: +4
Other None
Notes When worn with a Druidic mage top (100) and Druidic mage bottom (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
Druidic mage top
Image Stats Requirements
Attack Magic: +7 20 Magic
10 Defence
Defence Magic: +7, Summoning: +8
Other None
Notes When worn with a Druidic mage hood (100) and Druidic mage bottom (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
Druidic mage bottom
Image Stats Requirements
Attack Magic: +6 20 Magic
10 Defence
Defence Magic: +6, Summoning: +7
Other None
Notes When worn with a Druidic mage hood (100) and Druidic mage top (100), the freezing effect of Bind, Snare and Entangle spells will last longer.
The Combat robe mage armour set is a reward from the Fist of Guthix mini-game, with each piece being purchased separately. When the entire set is worn, the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided when a spell is cast.
Combat hood
Image Stats Requirements
Attack Magic: +3 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +3, Summoning: +4
Other None
Notes When worn with a Combat robe top (100) and Combat robe bottom (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Combat robe top
Image Stats Requirements
Attack Magic: +7 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +7, Summoning: +8
Other None
Notes When worn with a Combat hood (100) and Combat robe bottom (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Combat robe bottom
Image Stats Requirements
Attack Magic: +6 20 Magic
10 Defence
Defence Stab: +1, Slash: +1, Crush: +1, Magic: +6, Summoning: +7
Other None
Notes When worn with a Combat hood (100) and Combat robe top (100), the special effect has a 5% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Much alike the Combat Robe mage armour set, Battle Robes are also a reward from the Fist Of Guthix minigame. When the entire set is worn, the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided when a spell is cast. All pieces of this set are only available for members.
Battle hood
Image Stats Requirements
Attack Magic: +5 60 Magic
50 Defence
Defence Stab: +7, Slash: +6, Crush: +8, Magic: +5, Summoning: +8
Other None
Notes When worn with a Battle robe top (100) and Battle robe bottom (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Battle robe top
Image Stats Requirements
Attack Magic: +26 60 Magic
50 Defence
Defence Stab: +17, Slash: +15, Crush: +20, Magic: +26, Summoning: +30
Other None
Notes When worn with a Battle hood (100) and Battle robe bottom (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Battle robe bottom
Image Stats Requirements
Attack Magic: +20 60 Magic
50 Defence
Defence Stab: +14, Slash: +11, Crush: +16, Magic: +20, Summoning: +23
Other None
Notes When worn with a Battle hood (100) and Battle robe top (100), the special effect has a 10% chance of activating, being that any mind, chaos, death or blood runes will be provided should a spell requiring them is cast.
Sacred clay mage armour is a purchasable reward from the Stealing Creation minigame. The individual parts of the set can also be transformed into melee and ranged armour set parts, e.g. the mage hat can be transformed into a melee helmet or ranging coif. Sacred clay armour and weapons provide a special effect in that any magic experience gained in combat is doubled, regardless of if it is a mage armour piece or not.
Only one part of the set needs to be equipped for this special effect to activate, although equipping more parts will make its bonus experience effect last longer. Note that the total experience received from the sacred clay parts remain constant; there is no difference in the extra experience earned when using 2 pieces one at a time, as opposed to using them both at the same time.
Sacred clay hat
Image Stats Requirements
Attack Magic: +4 40 Magic
40 Defence
Defence Magic: +4, Summoning: +4
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
Sacred clay robe top
Image Stats Requirements
Attack Magic: +20 40 Magic
40 Defence
Defence Magic: +20, Summoning: +20
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
Sacred clay robe bottom
Image Stats Requirements
Attack Magic: +15 40 Magic
40 Defence
Defence Magic: +15, Summoning: +15
Other None
Notes When worn, this provides double Magic experience when combat spells are cast, and are obtained from the Stealing Creation mini-game.
There is other equipment that aid your magic attack bonuses, and some also provide defence bonuses along with it. Shown here are numerous accessories and such that mages can use to enhance their magic attacks.
Wizard hat
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +2
Other None
Wizard hat
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +2
Other None
Gnome hat
Image Stats Requirements
Attack Magic: +3 1 Magic
Defence Magic: +3
Other None
Farseer helm
Image Stats Requirements
Attack Stab: -5, Slash: -5, Crush: -5, Magic: +6, Range: -5 45 Defence
Defence Stab: +8, Slash: +10, Crush: +12, Magic: +6
Other None
Wizard robe
Image Stats Requirements
Attack Magic: +3 1 Magic
Defence Magic: +3
Other None
Zamorak robe top
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +3
Other Prayer: +3
Zamorak robe bottom
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +3
Other Prayer: +3
Wizard boots
Image Stats Requirements
Attack Magic: +4 1 Magic
Defence Magic: +4
Other None
God cape
Image Stats Requirements
Attack Magic: +10 60 Magic
Defence Stab: +1, Slash: +1, Crush: +2, Magic: +10
Other None
Notes Required to cast the Charge spell. Either Saradomin, Zamorak or Guthix god capes can be chosen.
Chaos gauntlets
Image Stats Requirements
Attack Stab: +2, Slash: +2, Crush: +2 1 Magic
Defence Stab: +8, Slash: +9, Crush: +7
Other None
Notes Max hit of Bolt spells increase by 30 when worn. Requires completion of the Family Crest quest to obtain.
Amulet of magic
Image Stats Requirements
Attack Magic: +10 1 Magic
Defence None
Other None
Amulet of glory
Image Stats Requirements
Attack Stab: +10, Slash: +10, Crush: +10, Magic: +10, Ranged: +10 1 Magic
Defence Stab: +3, Slash: +3, Crush: +3, Magic: +3, Ranged: +3, Summoning: +3
Other Strength: +6, Prayer: +3
Notes When charged, this can be used to teleport to Edgeville, Al Kharid, Karamja or Draynor Village and allow a larger chance of obtaining gems while mining.
Amulet of fury
Image Stats Requirements
Attack Stab: +10, Slash: +10, Crush: +10, Magic: +10, Ranged: +10 1 Magic
Defence Stab: +15, Slash: +15, Crush: +15, Magic: +15, Ranged: +15, Summoning: +15
Other Strength: +8, Prayer: +5
Seer's ring
Image Stats Requirements
Attack Magic: +4 1 Magic
Defence Magic: +4
Other None
Seer's ring (i)
Image Stats Requirements
Attack Magic: +8 1 Magic
Defence Magic: +8
Other None
Notes Obtained as a reward from the Mobilising Armies minigame. This is an upgraded version of the Seer's ring.
Beacon ring
Image Stats Requirements
Attack Magic: +2 1 Magic
Defence Magic: +1
Other None
Notes Obtained during the What Lies Below quest
Explorer's ring
Image Stats Requirements
Attack Magic: +1 1 Magic
Defence None
Other None
Notes Obtained after completing one or more levels of the Lumbridge/Draynor Village achievement diary.
Book of balance
Image Stats Requirements
Attack Stab: +4, Slash: +4, Crush: +4, Magic: +4, Ranged: +4 1 Magic
Defence Stab: +4, Slash: +4, Crush: +4, Magic: +4, Ranged: +4
Other Prayer: +5
Notes Obtained as a reward from the Horror from the Deep quest.
Unholy book
Image Stats Requirements
Attack Stab: +8, Slash: +8, Crush: +8, Magic: +8, Ranged: +8 1 Magic
Defence None
Other Prayer: +5
Notes Obtained as a reward from the Horror from the Deep quest.
Arcane spirit shield
Image Stats Requirements
Attack Magic: +20 65 Magic
70 Prayer
75 Defence
Defence Stab: +53, Slash: +55, Crush: +73, Magic: +2, Range: +52, Summoning: +65
Other None
6.2 - Staves
The following table is a list of staves that can be used to benefit you while using Magic. Some of them have notable special properties.
Staff
Image Stats Requirements
Attack Slash: -1, Crush: +7, Magic: +4 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +4
Other Strength: +3
Magic staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +10, Magic: +10 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +7
White magic staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +10, Magic: +10 10 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +7, Prayer: +1
Elemental staff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +7, Magic: +10 1 Attack
1 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +3
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Battlestaff
Image Stats Requirements
Attack Stab: +2, Slash: -1, Crush: +25, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +25
Other Strength: +32
Elemental battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Mystic elemental battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 40 Attack
40 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +50
Notes Unlimited runes of an element are given when the staff of the respective element is wielded
Lava battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited fire and earth runes when wielded
Steam battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited fire and water runes when wielded
Mud battlestaff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +28, Magic: +10 30 Attack
30 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Unlimited water and earth runes when wielded
Staff of guthix
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Claws of Guthix spell. Requires completion of the Mage Arena minigame to obtain.
Staff of saradomin
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Saradomin Strike spell. Requires completion of the Mage Arena minigame to obtain.
Staff of zamorak
Image Stats Requirements
Attack Stab: -1, Slash: -1, Crush: +6, Magic: +6 60 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +6
Other Strength: +2
Notes Needed to cast the Flames of Zamorak spell. Requires completion of the Mage Arena minigame to obtain.
Iban's staff
Image Stats Requirements
Attack Stab: +10, Slash: -1, Crush: +40, Magic: +10 50 Attack
50 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +50
Notes Needed to cast the Iban Blast spell. Requires completion of the Underground Pass quest to obtain.
Slayer's staff
Image Stats Requirements
Attack Stab: +7, Slash: -1, Crush: +25, Magic: +12 50 Magic
55 Slayer
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +10
Other Strength: +35
Notes Needed to cast the Magic Dart spell
Ancient staff
Image Stats Requirements
Attack Stab: +10, Slash: -1, Crush: +40, Magic: +15 50 Attack
50 Magic
Defence Stab: +2, Slash: +3, Crush: +1, Magic: +15
Other Strength: +50, Prayer: -1, Magic damage: +10%
Toktz-mej-tal
Image Stats Requirements
Attack Stab: +15, Slash: -1, Crush: +55, Magic: +15 60 Attack
60 Magic
Defence Stab: +10, Slash: +15, Crush: +5, Magic: +15
Other Strength: +55, Prayer: +5
Lunar staff
Image Stats Requirements
Attack Stab: +3, Slash: +2, Crush: +16, Magic: +13 65 Magic
Defence Stab: +2, Slash: +3, Crush: +2, Magic: +13, Range: +2
Other Strength: +15, Prayer: +3
Notes Made during the Lunar Diplomacy quest. A fee must be paid to the Oneiromancer should the staff be lost.
Ahrim's staff
Image Stats Requirements
Attack Stab: +12, Slash: -1, Crush: +65, Magic: +15 70 Attack
70 Magic
Defence Stab: +3, Slash: +5, Crush: +2, Magic: +15
Other Strength: +68, Magic damage: +10%
Notes When wielded with Ahrim's hood, robetop and robeskirt, the set's special effect will activate, which has a chance of lowering an opponent's Strength.
Staff of light
Image Stats Requirements
Attack Stab: +55, Slash: +70, Magic: +17 75 Attack
75 Magic
Defence Slash: +3, Crush: +2, Magic: +17
Other Strength: +72, Magic damage: +15%
Notes This staff has a 1/8 chance of saving your runes when casting any combat spell, and can be used to cast Slayer dart. Its special attack reduces melee attacks by 50% for 1 minute. Unequipping the staff cancels this effect.
7.0 - Training Methods
This section outlines the various training methods available to you. It will also tell you the level ranges at which you can use them to train Magic effectively. For the sake of simplicity, low-level training will have a section of its own, as the only spellbook you will have access to at those levels is the regular spellbook, and furthermore, the training methods are quite similar at lower levels. High level training will contain more in-depth information for both free-players and members alike.
Low Level Training
This section will give you the best possible options for gathering experience in the Magic skill. There are many crossovers from Free-to-Play and Pay-to-Play training methods, which is why it is in a section of its own. The higher level methods will be available to you once you have reached high levels of Magic, preferably 55 and above, and can be found in the next section.
Level 1 - 17
As an amateur mage, starting with the basics at only level 1 Magic, you will notice that the only spell you will be able to cast is Wind strike. It requires 1 Air and 1 Mind rune to cast and will always give at least 6.5 experience per cast. It will therefore not take very long until you reach higher levels, so buying around 200 mind runes will give a good head start to your first few levels. A Staff of air at this point will definitely be a worthy investment since it will supply you with an unlimited amount of air runes provided you have the staff equipped. Using this, the only thing you will be paying for will be the Mind runes which are relatively cheap.
A good location to train at, using Wind strike, would be chickens in the chicken coop located either north of Lumbridge castle, or west of the cabbage field by Port Sarim. The chickens are weak, both in terms of offence and defence. Since Feathers are stackable, collecting them is a good way to make some small amounts of money to pay for the runes required for future training. They also always drop Bones, making them a good way to gain some Prayer levels if wanted.
As soon as you attain level 5 Magic, which is required for the Water strike spell, you may want to move on to start training with it. Although it will be considerably more expensive than training with Wind strike, you will be getting experience faster and will also deal more damage. Either way, continue using either methods to up your desired level.
Level 17 - 39
As you hit level 17, you will be open to more options. Training with the Strike spells will be the best way to go if you have little money. Using Wind bolt at this stage will be the most efficient in terms of time spent. It is, however, ill-advised as Bolt spells cost significantly more than Strike spells, and it is not recommended that you train with either Wind or Water bolt. Moreover, Earth and Fire bolt would be better options if you are to invest in Chaos runes for training.
Another method to use, which is incredibly cheap and is capable of providing great amounts of experience, is to train with the Curse spell. It gives a bulky base experience of 29, a big jump from the usual experience earned with low-level spells. Since no damage is dealt with this spell, no Constitution experience is gained from doing this, so only use it if Constitution is not your priority or if you desire Magic experience on a low budget.
To train using this method, your goal is to intentionally wear armour that will greatly reduce your Magic attack bonus (e.g. metal armour) and cast it on any harmless opponent. This will cause the spell to constantly fail, providing only the wanted base experience. Provided that your opponent is not hit with any other attacks, he will not die.
It is advisable to go to the Port Sarim Jail and train with any combat spells on the Black knight there. Since he is wearing Black armour, he is susceptible to Magic attacks, and he will not be able to retaliate. Another option would be to train on the Lesser Demon, who is caged in the top floor of the Wizard's Tower. Due to this area being a multi-combat area, it is possible for it to be crowded with other players, but this shouldn’t be an issue since by training here, you will only be gaining experience.
Level 39 - 55
This is where the fast levels start flowing in. At level 39, Crumble undead will be available. This spell gives one of the highest experience rates at this stage, and is absolutely beneficial to anyone training Magic, both economically and time-wise. It hits substantially higher than Fire bolt and costs more or less the same to cast. One disadvantage of this spell is that it can only be cast on undead opponents, e.g. skeletons, ghasts or zombies. This shouldn’t be a major issue since there are plenty of training locations containing these monsters.
Some very 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 on them. To prevent engaging them in combat, stand on the opposite side of the river as the creature you are attacking.
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 train on the Undead Ones that are located in the fenced area.
If you can, you may want to get the Void Knight's mace which only requires level 42 Magic to wield, and moreover it gives a bonus in Magic damage of +10%. It is obtained by playing the Pest Control mini-game. As well as level 42 Magic, you must also have level 42 in the following skills: Attack, Strength, Defence, Range, Magic and Constitution, along with 22 Prayer to wield the mace. This is the only weapon at this point that will give you a +15% increase in Magic damage, so if you plan to use it in the long term, this is a good investment.
High Level Training
In this section, you will find more in-depth methods for training Magic. This section will not be divided up into level ranges. Instead, it will list all of the possible methods, the requirements to use these methods, any associated costs or profit, and the pros and cons with each method. It is up to your better judgement to choose the method you want to train with.
Method 1 - High Level Alchemy
Requirements:
1.Level 55 Magic
At any level, training using High Level alchemy is the best option to go with. Depending on what item you choose to cast the spell on, you can either make money or lose minor amounts. The most popular use of High level alchemy is to combine it with Fletching. In order to make profit, you must obtain one of the 3 items (Yew logs, Nature runes, Bow string) by yourself. The profit depends entirely on which item you choose, and the most profit comes from chopping your own Yew logs. This includes the Woodcutting skill which can be trained quite well by chopping the Yew logs needed for Fletching.
Runecrafting Nature runes and spinning Bow strings will make some profit, but not as much profit as chopping your own Yew logs. In fact, making your own Nature runes is faster, provided you have access to Spirit graahks or Nature tablets (for more information, see the Runecrafting guide). This method isn't ideal for players looking to train magic extremely quickly, but is ideal if you are the type of player who likes training a variety of skills, and make a profit from it.
If you're only interested in quick experience, there are several items that can be bought from the Grand Exchange to alchemise. Using this method always loses money, as it involves buying the item and the Nature runes. If you are able to make your own Nature runes, by all means do so. You may actually profit from this method simply by buying items and casting High level alchemy on it. These items can be anything, ranging from dragonhide bodies to other miscellaneous items.
It is advisable that you research the Grand Exchange prices, and look up the High-level alchemy value for the item that you wish to train with. Also, keep in mind that some items have a buying limit in the Grand Exchange, so it is recommended that you train on several different items. As long as you have enough different items to train on, you can continue buying and alchemising every 4 hours (which is the buying time limit within the Grand Exchange).
Some popular commodities to cast this spell on include: Yew longbows, Green d'hide bodys, Gold necklaces, Steel platebodys, Mithril platebodys and many more.
Method 2 - Air Orbs
Requirements:
1.Level 66 Magic
2.Level 46 Crafting (Optional)
3.Level 59 Runecrafting (Optional)
This method can be done in several different ways, and each one makes anywhere between a small amount of profit to nearly 100% profit. The easiest method is to buy Unpowered orbs and 3 Cosmic runes per orb. Starting from Edgeville, walk/run to the Air obelisk and enchant the orbs. Head back to Edgeville, bank the orbs, and repeat. It may seem tedious, but it is easy to enchant as many as 5000 orbs per day if you played long enough. For the most part, 3000 orbs per day is a great average. You can also speed up each run by providing teleports to Edgeville. If you have plenty of Amulets of glory, you may use it to teleport to Edgeville. If you have an Amulet of Glory trophy in your Player Owned House, you may use a House teleport tab instead, but bear in mind that it takes an inventory spot.
If you want to maximize your profit and gain Crafting experience along with Runecrafting experience, you may wish to make your own orbs and Cosmic runes. This can be accomplished by collecting the ingredients for Molten glass: Seaweed (Shilo Village, Piscatoris Fishing Colony) and buckets of sand (Zanaris, Yanille), and is made through Crafting.
Next is the Runecrafting. Mine your own Pure essence or buy them, then craft them into Cosmic runes (Level 59 Runecrafting gives a guaranteed rate of 2 Cosmic runes per essence). You may speed up Runecrafting either by using the Abyss or using Cosmic tabs from the Great Orb Project(Great Orb Project, The) minigame. This method takes the longest time, but yields the most profit.
If you prefer fast experience, simply buy the orbs and Cosmic runes, enchant them, then sell the Air orbs at the Grand Exchange. Usually, they sell almost instantly.
Another option would be to attach Air orbs to battlestaves, then alchemise them. This makes some more profit, either by buying the battlestaves from the Grand Exchange or from Zaff. Both have limits of 10 (every 4 hours) and 64 (every day) respectively. It would be faster to sell the Air orbs instead, and make the little profit you can get from them.
Method 3 - Crumble Undead
Requirements:
1.Level 39 Magic
As previously stated, Crumble undead is a great spell to train with. You do have more locations to train on though, such as the Undead ones outside of Shilo Village, or the Zombies underneath the Wizards' Guild (Level 66 Magic required). However, be aware that this method may not be the best option once you hit into the really high levels, such as 75+ Magic, at which point, you will have access to a wide range of other spells, which are faster for training but more expensive.
Method 4 - Fire Bolt/Blast/Wave/Surge
Requirements:
1.Level 35/59/75/95 Magic
This is the standard method for training Magic. However, be warned that it can get expensive, especially when you start using the Blast/Wave spells, as Death and Blood runes aren't cheap. It is recommended you use an Air staff as the Air runes usually cost a bit more than the Fire runes.
There are a vast range of training locations available for both free-players and members alike. For the higher level spells, you can choose to train on any one of the following:
•Black demon - can be found in the Taverley Dungeon or Edgeville Dungeon.Note that if you do choose Edgeville Dungeon, it is in the wilderness and you can be attacked by Revenants.
•Blue dragon - can also be found in Taverley dungeon, and have quite a few safe spots to cast your spells from without taking any damage. These have fair Magic defence, so be prepared to allow some of your spells to fail.
•Greater demon - the caged Greater demons in Gu'Tanoth dungeon are also ideal, and it is recommended you take Law runes and Air runes to use Telekinetic grab on any good drops you might receive
•Fire giant - weak against Water spells; instead of using Fire bolt, use Water bolt instead. The Waterfall Dungeon is the perfect place to train on Fire giants, as it is easy to avoid getting attacked by the giants.
A safespot for killing Black demons in Edgeville Dungeon is shown here. Take care when trying to train in these, or take some hefty damage!
Method 5 - Ice burst/barrage
Requirements:
1.Level 70/94 Magic
2.Level 43 Prayer (recommended)
3.Completion of Desert Treasure
4.Ancient Staff (optional)
5.Prayer potions
This method is not for players with a short supply of money. The runes are very costly, and so are the Prayer potions. The idea is to pick a multi-combat area where monsters will be aggressive most, if not all, of the time. Such locations include: Monkey skeletons in Ape Atoll dungeon, Bandits in the Bandit Camp (desert), Giant Rock Crab in the Chaos Tunnels, or Rock lobsters in the Waterbirth Island.
The most popular spot would be Monkey skeletons on Ape Atoll. Due to the fact that they only drop Bones, you will not be making any money from training on these. A good thing is that these are easy to lure to one spot, and have a lot of life points, allowing for more experience with little effort. You must be part-way through the Monkey Madness quest to gain access to this spot.
Desert bandits have the added bonus of being aggressive the whole time while you're there, provided you have a Saradomin or Zamorak-related item on you (e.g. a Holy symbol). The best place would be the bar, where there are level 70+ Bandits, and large numbers of them too.
Giant Rock Crabs are also a great location, as they drop Charms in large amounts, and are known to give a fair amount of Blue charms. If you need plenty of charms to train Summoning, and are willing to spend lots of money to train Magic quickly, it is recommended that you choose this location. You will be using Protect from melee while you lure the monsters. Be wary of your Prayer points, and make sure you drink a dose of Prayer potion every time it drops down. If your prayer turns off unexpectedly, you can take large amounts of damage. It is also recommended to keep some amounts of food just in case you take unnecessary damage, and need to heal quickly. Rock lobsters follow the same ideas and techniques, but require at least two people to enter the area (see our Waterbirth Island guide for more details).
Ice barrage is completely optional, and in fact, it is recommended you do not use it. It hits more damage per cast, but costs a lot more than Ice burst. It also requires a magic level of 94, so it's definitely an option for the higher leveled Mages. If you do have lots of money to use then, by all means, use this method.
Method 6 - Bake Pie
Requirements:
1.Level 65 Magic
2.Completion of Lunar Diplomacy
3.Uncooked pie of your choosing
4.The Cooking level to bake the chosen pie
This method gives a fairly reasonable amount of experience, but costs some money, and involves a fair bit of preparation. Firstly, a key thing to know about the spell is that it bakes pies one at a time, in other words, one spell per pie. You must also have the Cooking level required to bake the pie you choose. When you have the levels, you can either collect or buy the ingredients. Some good options would be Admiral pies or Wild pies, which are used by fishers and slayers respectively.
Once you have all of the uncooked pies ready, you can begin casting Bake pie until all of the pies are cooked, gaining the Cooking experience as well. Since the pies do not burn, you will always get Cooking experience along with the Magic experience.
You may consider this method slow, but it's a great way to train multiple skills simultaneously; in this case, two skills. If you do not wish to make the uncooked pies yourself, you may buy Raw wild pies and cook them, gaining a fair bit of profit per pie. It may be a bit difficult to buy Raw wild pies, however, so it's still worthwhile if you can make the pies yourself instead of buying the uncooked pie. You can buy all of the required ingredients for Wild pies, although at a finite stock, from Chargurr in Oo'glog.
Method 7 - Humidify
Requirements:
1.Level 68 Magic
2.Completion of Lunar Diplomacy and Dream Mentor
3.Empty vials (up to 50,000) or a fishbowl
This method requires a fair amount of empty vials, but is very profitable if you cast Humidify on a whole inventory. Take out the runes required for Humidify, and fill the rest of your inventory with empty vials. Cast Humidify, and bank them, then repeat the process. Once you have filled as many vials as you desire, you may sell the water-filled vials on the Grand Exchange, as they are a popular item among people training Herblore.
Another method which also uses the Humidify spell as a form of training is to carry one empty fishbowl and constantly refill it with the spell. Since the left-click option is to empty it, one can empty and cast repeatedly for incredibly rapid experience gains. No money is made through this method, but is a notable mention for anyone whose priority is experience.
You can reduce some of the costs involved in this method by using a Steam battlestaff, to supply the water and fire runes needed for the spell. It is a worthy investment should you wish to use this method to train Magic in the long term.
Method 8 - String Jewellery
Requirements:
1.Level 80 Magic
2.Completion of Lunar Diplomacy
3.Unstrung amulets
Players with at least level 80 Magic have access to the String jewellery spell which strings any amulet without wool. To use this spell as a training method, have the runes needed to cast this spell ready and wield any staff that would be necessary (Mud battlestaff would be recommended, while Earth or Water staves would be good alternatives), along with the unstrung amulets (preferably Gold amulets). The spell need only be cast once before you will proceed to string all of the amulets. Only one will be strung at a time, and since this spell gives a fairly large base experience, this means fast experience without much effort. It is very costly however, so this method is only recommended for those who have both a high Magic level and have money to spare. 8.0 - Tips
High Alchemy
When using the High Alchemy spell on a massive bulk of items, always draw them out as notes. Depending on the way you arrange your spell book, place these notes right where your High-level alchemy icon is positioned in your inventory, then click on your spell list and select the High-Alchemy spell. Once you click on it, it will automatically bring you to your inventory. Provided you have positioned your notes correctly, you will not need to move your mouse anymore as you keep casting it.
Super-heating
An uncommon way of training magic, which many users argue does not turn a profit, is to use the Superheat Item spell (43 Magic). On most bars which cost less then 2,000gp, it is possible to lose money. However, it is popular to Superheat Adamantite bars to gain a fair bit of profit per bar, although any other bar will also work.
This method merges the training of Magic with Smithing. If you have level 43 magic, and level 35 Smithing, after the Dwarf Cannon quest, members can smith Cannonballs. You can buy all the materials and still make a profit. Simply buy your Coal, Iron ores, and the Nature runes, and begin Super-heating by a bank. Afterwards, travel to Edgeville while wearing any level of Varrock armour (see our Varrock Achievement Diary guide for more details), and smith the Cannonballs in the Furnace house. You can sell the Cannonballs for a profit, and do it as many time as you wish to level and get money at the same time. Cannonballs are generally slow to make, although you can make a nice profit off them.
There are some downsides to this method. Most players consider only being able to make only 3 bars before banking to be a waste of time. Also, it may take some time to buy certain items such as Coal, Adamantite ore, and Nature runes at mid-range price due to their radical changes. Other than these two drawbacks, this is one of the only methods that allow one to make money from training Magic.
Fist of Guthix
Fist of Guthix is a mini-game which is available to both members and non members. Each game consists of 2 rounds, where a single player is matched up against another. One player is the hunter, while the other is the hunted. At the end of the first round, the roles are switched and the battle continues. At the start of each game, you are given four items, two of which are stacks of runes.
Image Item Effect
Catalytic runes (300) Replaces all Non-Elemental runes (Mind, Chaos, Death, Blood, etc)
Elemental runes (1000) Replaces all Elemental runes (Air, Water, Earth, Fire)
The minigame is safe, so you don't lose any items. However, the items you are given at the start cannot be taken out of the game. During your role as the hunter, if you use Magic, which uses the runes that were given to you at the start to kill your opponent, you will get free experience. Using only Magic in a game will not guarantee you a win, but you will get the experience regardless of if you win or lose.
9.0 - Quests for Experience
Quests with a Magic Experience
•A Fairy Tale Part I: 1,000 XP
•Desert Treasure: 20,000 XP
•Dream Mentor: 10,000 XP
•Enakhra's Lament: 7,000 XP
•The Eyes Of Glouphrie: 12,000 XP
•The Path Of Glouphrie: 5,000 XP
•The Giant Dwarf: 1,500 XP
•The Grand Tree: 2,150 XP
•Horror from the Deep: 4,662 XP
•Imp Catcher: 875 XP
•Legacy of Seergaze: 3,000 XP
•King's Ransom: 5,000 XP
•Lunar Diplomacy: 5,000 XP
•Recipe for Disaster: 2,500 XP
•Shadow of the Storm: 10,000 XP
•Spirits of the Elid: 1000 XP
•Swan Song: 15,000 XP
•Watch Tower: 15,250 XP
•Witch's Potion: 325 XP
•Swept Away: 1,997 XP, 7,139 XP, 10,333 XP, 14,979 XP according to your Magic level and who you talk to. Read our quest guide for more information.
Quests with a choice Experience
•Legends' Quest: 7,650-30,600 XP (7,650 is given to 4 skills from a list of skills)
•One Small Favour: 10,000-20,000 XP (2 x 10,000 lamps for any skill of your choice over level 30)
•Recipe for Disaster: 20,000 XP (A Lamp to grant 20,000xp in a skill of your choice over level 50)
•Great Brain Robbery, The: 5,000 XP for any skill you choose over level 30.
•Dream Mentor: 15,000 XP (A lamp granting 15000 XP in either Ranged, Magic, Constitution, Strength or Defence)
•A Fairy Tale Part II: 2,500 XP in any skill of your choice over level 30.
•Darkness Of Hallowvale: 6,000 XP in any skill of your choice (Tome of Experience, 3x 2000 exp)
•Legacy of Seergaze: 7,500 XP in any skill of your choice (Tome of Experience, 3x 2500 exp)
•Troll Stronghold: 10,000-20,000XP (2 x 10,000 lamps for any skill of your choice over level 30)
•A Tail Of Two Cats: 2,500-5,000 XP (2 x 2,500 lamps for any skill of your choice over level 30)
•While Guthix Sleeps: 100,000-400,000 XP (4 x 100,000 lamps for any skill of your choice over level 65)
•The Temple At Senntisten: 23,000 XP in a skill of your choice over level 50 and 2x 20,000 XP in any combat stat (excluding Prayer)
•Blood Runs Deep: 150,000 - 450,000 XP (3 x 150,000 lamps for any combat skill over level 75, excluding Summoning)
10.0 - Frequently Asked Questions
Q: 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.
Q: 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.
Q: 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". The only exception to this rule are void knight clothes and mace from the Pest Control minigame that can be worn in conjunction with opposing god items.
Q: If my Smithing is level 1, can I Superheat Runite ores and Coal to make Runite bars?
Answer: No, you still need the appropriate Smithing level when using superheat item spell. Although using the Assistance system, it's possible if you are being assisted by a player who has a smithing level 85 or higher.
Q: How much money do I lose when I alchemise Yew longbows?
Answer: On average, you will be losing approximately 100 to 200 gp per alch, however this can vary depending on how much you buy the supplies for.
Thursday, April 22, 2010
SWIFTKIT:POST BY:Swampfire 22
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