| Magic
can be used as an alternate to close quarter combat or as the opening blow
to combat. Anyone can start doing magic- the only requirement is to have the
proper runes or a magic staff in your personal inventory. Magic levels are
gained by doing magic, so the more spells you cast, the more powerful your
magic becomes. Runes can be purchased from
the Rune Shop in Varrock, and most characters drop runes of some sort. Some
characters, such as dark wizards, are especially good for acquiring runes.
Spells may be cast to begin combat as well as during combat, however,
once the first spell is cast, your opponent will attack if possible- that is
if not blocked by a fence, wall, etc. Spells are usually only cast on game
characters, but in the Wilderness they may be used against other players.
There are also some useful magic spells not used in
combat. Once you are powerful enough, you may use the "superheat" spell to
turn ores into metal bars, especially useful when mining a great distance
from a forge or a bank and you wish to reduce your ores to metal bars. You
can also use the "alchemy" spell to convert an item into gold. It will
convert the item into the same amount of gold as paid by the general stores
for that item. Once you're even more powerful as a "mage" (magician), you
can use the "high alchemy" spell to convert an item into the higher amount
of gold paid by specialty stores. There is also a "telegrabbing" spell that
allows you to grab objects that you cannot reach.
Magic is also used in crafting to enchant the
various amulets and battlestaff orbs (a members' item).
However, one of the best uses of magic is that it
gives you the ability to teleport to various places around the Runescape
world.
This is not only good for moving quickly about the countryside, but can be
quite handy if you find yourself being defeated in combat- you can save your
life by teleporting out of the fight.
To begin with magic spells simply roll your cursor
over the Spell/Prayer Book on your menu bar. A window will drop down showing
you the magic spells that are available to you (be sure you have "magic"
selected, and not "prayer"). Spells written in yellow or white are available
to your magic level. Yellow indicates that you have the required runes
and/or staff in your possession. White indicates that you have sufficient
magic level for that spell, but you are not carrying the runes and/or staff
needed for that particular spell.
You can point at a particular spell with your mouse
and it will give you a description of the spell and show you the runes
required to cast it. There is a pair of numbers next to each rune which tell
you how many runes you have in your inventory, as well as how many are
required to cast that spell. The first number is the number you have, the
second number is the number required. Note in this illustration that the
number of air runes required is three, but it shows none in inventory, yet
the spell is still available!
This is not an error. This demonstrates the main
value of the magic staffs- they will substitute for any number of runes in
magic spells. Each of the four "elemental" or base runes has a corresponding
staff, but you may only use one staff at a time.
Spells that are shown in black on the list are
beyond your magic level, and thus unavailable to you. However, you can still
see the requirements for these spells by pointing to them with your mouse.
Casting spells is quite simple. Simply drop down
the spell menu and select an available spell. Then select your target by
clicking on it with your mouse, and the spell will be cast! If successful,
you will see a blue "fireball" move toward the target, and it will display
the hit damage you caused with your spell.
However, spells are not always successful. When
you're at lower magic levels, or you've just acquired a new spell, the spell
may fail when you cast it. You'll see a screen message that you were not
successful in casting the spell and that you must wait 20 seconds before
attempting to cast the spell again.
This is one reason to be careful when relying on
teleporting to get you out of a sticky situation- if the spell fails, then
you're stuck in combat for at least 20 more seconds- and sometimes a spell
will fail a second time! But as your magic level increases, and you become
more powerful in using magic, this will happen less and less.
|
Buc_33's tips
Buy mind runes- they may take a while to get
and to use, but the give very fast levels for the least amount of money.
Using high level spells requires harder to get
runes.
The lesser demon in the cage at the Wizard's
Tower is a great place to train- just remember to bring law runes to
telekinetic grab (for loot). |
There
are also ways of enhancing your magic skills. If you note on your "stats"
page, there is a number for "magic." This number is added to your magic
strength to make you more powerful, just as a higher weapon power gives you
a stronger weapon. Wearing magician's robes and hats and the use of amulets
will greatly increase your magic abilities. These various items are listed
on the chart below.
Also note that carrying a magic staff not only
increases your magic abilities greatly, they also carry weapon aim and power
points. This means that they can be used as your primary weapon, and in
conjunction with the more powerful spells can make your character a very
strong force to contend with!
The four basic magic staffs are available at the
staff shop in Varrock for 1500 gps each or at the Magic Guild in Yanille
Village. Enchanted battlestaffs are members' items that require some
crafting to make the staff itself, plus magic to enchant the orbs. You must
also have completed the Scorpian Catcher Quest
and they must be energized by Thormac in the Sorcerer's Tower near the
Seer's Village (he charges 40k for this).
|
Tip- Enchanting an Orb
Battlestaffs can be acquired from the staff
shop in Varrock. Orbs, however, must be made by crafting, and making
them is covered in the Crafting Guide. However, enchanting the orb for
use on the battle staff requires casting a spell on the orb from it's
corresponding obelisk. Here's where to go:
Earth Obelisk-In the Wilderness section
of Edgeville Dungeon, go to the far northwest where the Black Demons (lvl
156) are. go north from there to where the demon Chronozon (lvl 121)
guards the Earth Obelisk. Here's the map view. You may have to kill him,
using all four blast spells to get to the obelisk.
Air Obelisk-Again, go to the demons' den
in the Edgeville Dungeon (see above), but this time head south from the
demons, climb the ladder to the surface, and there's the Air Obelisk.
Fire Obelisk-This one is found in the
Taverley (Member's) Dungeon. Simply go into
the room with the Black Dragons (lvl 200), march right past them and
there's the Fire Obelisk.
Water Obelisk-This one is also in the
Taverley Dungeon, and once again you have to confront the Black Dragons.
But this time, take the ladder up to the Island across from Catherby.
The Water Obelisk is right there on the island. |
Once your magic is at least level 66, you may join
the Magic Guild located in Yanille Village. There is special teleporting
area here as well as a store which is the only source for the soul rune.
Runes
Member's Only Items Shown In Yellow
| |
Type |
Store Price
(selling) |
Store Price
(buying) |
Street Price |
Used in Magic
Levels |
Use |
 |
Air |
1 gp |
3 gp |
30 gp |
All |
One of the four base runes; at
least one base rune is required with other runes for all spells. |
 |
Earth |
1 gp |
3 gp |
30 gp |
All |
One of the four base runes; at
least one base rune is required with other runes for all spells. |
 |
Fire |
1 gp |
3 gp |
30 gp |
All |
One of the four base runes; at
least one base rune is required with other runes for all spells. |
 |
Water |
1 gp |
3 gp |
30 gp |
All |
One of the four base runes; at
least one base rune is required with other runes for all spells. |
 |
Body |
1 gp |
3 gp |
1000 gp (1k) |
1-19 |
Required for curse spells. |
 |
Mind |
1 gp |
Rarely found in store; must be
bought in magic guild or from other players |
30-40 gp |
1-13 |
Required for strike spells. |
 |
Chaos |
4 gp |
12 gp |
1000 gp (1k) |
13-35 |
Required for bolt spells. |
 |
Nature |
8 gp |
Rarely found in
store; must be bought in magic guild or from other players |
300-400 gp |
15-55 |
Required for object conversion
spells. |
 |
Cosmic |
6 gp |
Rarely found in store; must be
bought in magic guild or from other players |
400-500 gp |
7-68 |
Required for amulet enchant
spells. |
 |
Law |
4 gp |
Rarely found in store; must be
bought in magic guild or from other players |
500 gp |
25-51 |
Required for teleport spells. |
 |
Death |
8 gp |
Rarely found in store; must be
bought in magic guild or from other players |
1000 gp (1k) |
41-59 |
Required for blast spells. |
 |
Blood |
10 gp |
31 gp |
1000 gp (1k) |
62-80 |
Required
for missle attacks. |
 |
Soul |
2500 gp (2.5k) |
Rarely
found in store; must be bought in magic guild or from other players |
3000 gp (3k) |
66-80 |
Required
for curse spells. |
Member's Only Items Shown In Yellow
| |
|
|
|
|
|
|
Level
Required |
Spell |
Exp
Gained |
Description |
Required Runes |
| 1 |
Wind Strike |
22 |
Inflicts up to 1 hitpoint damage
to an opponent. |
1
Air
|
1
Mind
|
|
| 3 |
Confuse |
26 |
Reduces your opponents attack by 5% |
3 Water
|
2 Earth
|
1 Body
|
| 5 |
Water Strike |
30 |
Inflicts up to 2 hitpoints damage to an opponent. |
1 Water
|
1 Air
|
1 Mind
|
| 7 |
Enchant lvl-1 amulet |
35 |
Enchants Sapphire Amulets to give +6 magic |
1 Water
|
1 Cosmic
|
|
| 9 |
Earth Strike |
38 |
Inflicts up to 3 hitpoints damage to an opponent. |
2 Earth
|
1 Air
|
1 Mind
|
| 11 |
Weaken |
42 |
Reduces your opponents strength by 5% |
3 Water
|
2 Earth
|
1 Body
|
| 13 |
Fire Strike |
46 |
Inflicts up to 4 hitpoints damage to an opponent. |
2 Air
|
3 Fire
|
1 Mind
|
| 15 |
Bones to Bananas |
50 |
Changes all bones in your personal inventory into
bananas. |
2 Earth
|
1 Water
|
Nature
|
| 17 |
Wind Bolt |
54 |
Inflicts up to 5 hitpoints damage to an opponent. |
2 Air
|
1 Chaos
|
|
| 19 |
Curse |
58 |
Reduces your opponents defense by 5%. |
3 Earth
|
2 Water
|
1 Body
|
| 21 |
Low Level Alchemy |
62 |
Convert an item into the same gps as selling to
general store. |
3 Fire
|
1 Nature
|
|
| 23 |
Water Bolt |
66 |
Inflicts up to 6 hitpoints damage to an opponent. |
2 Air
|
2 Water
|
1 Chaos
|
| 25 |
Varrock Teleport |
70 |
Teleport yourself to Varrock. |
3 Air
|
1 Fire
|
1 Law
|
| 27 |
Enchant a lvl-2 amulet |
74 |
Enchants an Emerald Amulet to give +7 armor. |
3 Air
|
1 Cosmic
|
|
| 29 |
Earth Bolt |
78 |
Inflicts up to 7 hitpoints damage to an opponent. |
2 Air
|
3 Earth
|
1 Chaos
|
| 31 |
Lumbridge Teleport |
82 |
Teleport yourself to Lumbridge. |
3 Air
|
1 Earth
|
1 Law
|
| 33 |
Telekinetic grab |
86 |
Grab an item that you can see but can't reach. |
1 Air
|
1 Law
|
|
| 35 |
Fire Bolt |
90 |
Inflicts up to 8 hitpoints damage to an opponent. |
3 Air
|
4 Fire
|
1 Chaos
|
| 37 |
Falador Teleport |
94 |
Teleport yourself to Falador. |
3 Air
|
1 Water
|
1 Law
|
| 39 |
Crumble The Undead |
98 |
Hits skeletons, ghosts & zombies hard. |
2 Air
|
2 Earth
|
1 Chaos
|
| 41 |
Wind Blast |
102 |
Inflicts up to 9 hitpoints damage to an opponent. |
3 Air
|
1 Death
|
|
| 43 |
Superheat an item. |
106 |
Smelt one ore into a metal bar. |
4 Fire
|
1 Nature
|
|
| 45 |
Camelot Teleport |
110 |
Teleport yourself to Camelot. |
5 Air
|
1 Law
|
|
| 47 |
Water Blast |
114 |
Inflicts up to 10 hitpoints damage to an opponent. |
3 Air
|
3 Water
|
Death
|
| 49 |
Enchant lvl-3 Amulet |
118 |
Enchants Ruby amulets to give +10 weapon power. |
5 Fire
|
1 Cosmic
|
|
| 51 |
Ardougne Teleport |
122 |
Teleport yourself to Ardougne. |
3 Water
|
2 Law
|
|
| 53 |
Earth Blast |
126 |
Inflicts up to 11 hitpoints damage to an opponent. |
3 Air
|
4 Earth
|
1 Death
|
| 55 |
High Level Alchemy |
126 |
Convert an item into gps, same as selling to specialty
store. |
5 Fire
|
1 Nature
|
|
| 56 |
Charge Water Orb |
132 |
Must be cast on the Water
Obelisk. |
30 Water
|
3 Cosmic
|
1 Orb
|
| 57 |
Enchant lvl-4 Amulet |
118 |
Enchants Diamond amulets to give +6 to magic, weapon
aim & power. |
10 Earth
|
1 Cosmic
|
|
| 59 |
Fire Blast |
126 |
Inflicts up to 12 hitpoints damage to an opponent. |
4 Air
|
5 Fire
|
1 Death
|
| 60 |
Charge Earth Orb |
140 |
Must be cast on the Earth
Obelisk. |
30 Earth
|
3 Cosmic
|
1 Orb
|
| 62 |
Wind Wave |
144 |
Inflicts up to 11 hitpoints
damage to an opponent. |
5 Air
|
1 Blood
|
|
| 63 |
Charge Fire Orb |
140 |
Must be cast on the Fire
Obelisk. |
30 Fire
|
3 Cosmic
|
1 Orb
|
| 65 |
Water Wave |
150 |
Inflicts up to 14 hitpoints
damage to an opponent. |
7 Water
|
5 Air
|
1 Blood
|
| 66 |
Charge Air Orb |
152 |
Must be cast on the Air
Obelisk. |
30 Air
|
3 Cosmic
|
1 Orb
|
| 66 |
Vulnerability |
152 |
Reduces your opponent's defense
by 10%. |
5 Earth
|
5 Water
|
1 Soul
|
| 68 |
Enchant lvl-5 Amulet |
156 |
Enchants a Dragonstone Amulet
to give +10 aim, +7 power, +4 magic, prayer, armor. |
5 Earth
|
5 Water
|
1 Cosmic
|
| 70 |
Earth Wave |
160 |
Inflicts up to 15 hitpoints
damage to an opponent. |
7 Earth
|
5 Air
|
1 Blood
|
| 73 |
Enfeeble |
166 |
Reduces your opponent's
strength by 10% |
8 Earth
|
8 Water
|
1 Soul
|
| 70 |
Fire Wave |
170 |
Inflicts up to 16 hitpoints
damage to an opponent. |
7 Fire
|
5 Air
|
1 Blood
|
| 80 |
Stun |
180 |
Reduces your opponent's attack
by 10% |
12 Earth
|
12 Water
|
1 Blood
|
Member's Only Items Shown In Yellow
| |
Item |
Increases
Magic |
Weapon
Power |
Weapon
Aim |
Where To Get |
Notes |
 |
Plain Magic Staff |
7 |
6 |
2 |
Dropped by dark wizards |
|
 |
Magic Staff |
15 |
- |
- |
Dropped by moss giants |
|
 |
Magic Staff of Earth |
20 |
7 |
3 |
Dropped by earth warriors, purchase in staff shop Varrock or Magic
Guild. |
1500 gp at staff shop |
 |
Magic Staff of Air |
20 |
7 |
3 |
purchase in staff shop Varrock or Magic Guild. |
1500 gp at staff shop |
 |
Magic Staff of Fire |
20 |
7 |
3 |
purchase in staff shop Varrock or Magic Guild. |
1500 gp at staff shop |
 |
Magic Staff of Water |
20 |
7 |
3 |
purchase in staff shop Varrock or Magic Guild. |
1500 gp at staff shop |
 |
Dramen Staff |
10 |
10 |
10 |
acquired in Tree Spirit Quest |
|
 |
Battlestaff |
15 |
- |
- |
player mages |
|
 |
Battlestaff of Earth |
21 |
51 |
51 |
player mages |
|
 |
Battlestaff of Air |
21 |
51 |
51 |
player mages |
|
 |
Battlestaff of Fire |
21 |
51 |
51 |
player mages |
|
 |
Battlestaff of Water |
21 |
51 |
51 |
player mages |
|
 |
Gnome Wizard Hat |
3 |
- |
- |
Store At Tree Gnome Stronghold |
all colors give the same points |
 |
Gnome Wizard Robe |
3 |
- |
- |
Store At Tree Gnome Stronghold |
all colors give the same points |
 |
Dark Wizard Hat |
3 |
- |
- |
Port Sarim Magic Store, Dark Wizards drop |
Dropped by wizards at Varrock Henge, Draymore, Dark Wizards'
Tower. 2 gp in store. |
 |
Dark Wizard Robe |
5 |
- |
- |
Port Sarim Magic Store, Dark Wizards drop |
Dropped by wizards at Varrock Henge, Draymore, Dark Wizards'
Tower. 2 gp in store. |
 |
Wizard Hat |
4 |
- |
- |
Port Sarim Magic Store, Wizards drop |
Dropped by wizards south of Falador, Wizards' Tower south of
Draymore. 2 gp in store. |
 |
Wizard Robe |
6 |
- |
- |
Port Sarim Magic Store, Wizards drop |
Dropped by wizards at south of Falador, Wizards' Tower south of
Draymore. 2 gp in store. |
 |
Sapphire Amulet |
7 |
- |
- |
Player craftsmen, crafting item |
|
 |
Diamond Amulet |
6 |
6 |
6 |
Player craftsmen, crafting item |
|
 |
Dragonstone Amulet |
3 |
7 |
4 |
Player craftsmen, crafting item |
Dragonstones are acquired from chest in
Taverly with crystal key. |
|