Introduction

Magic is a very multi functional skill, it can be used to make money, to kill other people or monsters and many more things. The spells you can do can be divided into 2 categories, each with with sub-categories. The two categories are harmful and non-harmful spells. The harmful spells are used to kill people or NPC's and the non-harmful ones to make your Runescape life easier. The harmful spells are divided into several categories; strikes, bolts, blasts, waves and some other special tricks. The non-harmful spells include teleport spells, alchemy spells, enchanting spells and some other sneaky things. What all these spells do, how to cast them and many more things about magic are all in this guide.

Magic tutor If you are just starting out in Magic you may want to pay a visit to Mikasi the Magic Tutor outside Lumbridge Castle to learn about the different kinds of runes and magical spells as well as various other tips.

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The runes

First we start with runes. In order to cast a spell, you need runes in your inventory which will be used to cast the spell. I'll start with a list of all the runes, where they respawn and what they look like:

The runes
Pic Name Description Respawn location
Fire rune Fire Rune This is one of the elemental runes. The cave on Karamja and Scorpion pit.
Air rune Air rune This is one of the elemental runes. Lumbridge swamps and Banana field on Karamja.
Earth rune Earth rune This is one of the elemental runes. Varrock sewers and forest north of Varrock castle.
Water rune Water rune This is one of the elemental runes. Scorpion pit.
Body rune Body rune Required for curse spells. Upstairs in the Al Kharid scimitar shop, Varrock sewers and west of Varrock castle.
Mind rune Mind rune Required for strike spells. Inside Lumbridge castle and Varrock sewers.
Cosmic rune Cosmic rune Required for enchanting spells. Top left corner of the wilderness (level 48), guarded by Ice giants and Ice warriors.
Chaos rune Chaos rune Required for bolt spells. Level 37 wilderness, guarded by Moss giants; level 15 wilderness at the dark warriors' castle.
Astral rune Astral rune Required for most Lunar spells. -
Nature rune Nature rune Required for alchemy spells. Rellekka beach and Level 45 wilderness; you need to use telekinetic grab to get them.
Death rune Death rune Required for blast spells. South of Yanille, in the Feldip Hills.
Law rune Law rune Required for teleportation spells. -
Blood rune Blood rune Required for wave spells. Wilderness at the poison spiders south of Greaters.
Soul rune Soul rune Required for high level curse spells. Can only be bought from the magic guild, Ali's stall in Al Kharid, Baba Yaga on Lunar Isle, or from fellow players.

There are several ways to obtain runes in RuneScape. You can make them yourself using the runecrafting skill. You can buy them from fellow players. You can get them from killing certain monsters; if you want fire runes, for example, search that phrase in the Tip.It bestiary to see the monsters that drop them.

The other way is to buy them from one of the nine stores. Be aware that not all shops sell every type of rune. The rarer ones (cosmic and above) may not be in some shops. There are only two stores in the Free-to-Play world: one is Aubury's in Varrock, a bit behind the east bank; the second is Betty's in Port Sarim.

Pest Control island has a rune shop. Deep in the members-only wilderness near the Mage Arena, Lundail has a rune shop next to the bank. Yanille's Magic Guild has a rune shop with discounted rates (level 66 magic required to enter). Tutab's rune shop in Marim on the Ape Atoll requires a greegree, an amulet of monkeyspeak and completion of the Monkey Madness quest to use it. The Mage of Zamorak in level 5 Wilderness runs a rune shop. Ali Morrisane in Al Kharid has a rune shop, but you must do two steps of the Rogue Trader mini game (Rune shop and Sudoku) to gain access. Finally, Baba Yaga on Lunar Isle sells runes from her chicken legged house, but you must begin the Lunar Diplomacy quest to go there.

Here's a list that'll show you some prices in 3 of the shops:

Note: The rune prices depend on how many runes the owner has in stock. The more runes s/he has, the less they cost.

Rune Prices
Pic Name Aubury in Varrock Betty in Port Sarim Mage Arena shop
Fire rune Fire Rune 4-24gp 4-24gp 7-27gp
Air rune Air rune 4-24gp 4-24gp 7-27gp
Earth rune Earth rune 4-24gp 4-24gp 7-27gp
Water rune Water rune 4-24gp 4-24gp 7-27gp
Body rune Body rune 3-18gp 3-18gp upto 20gp
Mind rune Mind rune 3-18gp 3-18gp upto 20gp
Cosmic rune Cosmic rune - - 28-58gp
Chaos rune Chaos rune 90-112gp 90-112gp upto 112gp
Death rune Death rune 189-224gp 189-224gp up to 224gp

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Combination runes

Combination runes are runes that have the abilities of 2 elemental runes put together. You can not buy these runes anywhere, the only way to get them is to buy from other players, or craft them yourself with the Runecrafting skill. The runes are hard to make and require a lot of time, therefore they aren't very good to train with! You'll be way better off with a staff... But for PK'ing, or during quests / KQ trips / barrow trips etc, they can come in handy since you will now only need 1 spot where you used to need 2!

Combination Runes
Pic Name Elements
Mist rune Mist rune Air & Water
Dust rune Dust rune Air & Earth
Mud Rune Mud rune Water & Earth
Smoke rune Smoke rune Air & Fire
Steam rune Steam rune Water & Fire
Lava rune Lava rune Earth & Fire

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The spells

Now that we know where to get our runes, we need to know what we can do with them. Here's a list of all the spells in Runescape, with their effect and the amount of runes they cost. Member spells are shown on grey rows. Offensive spells are shown in bold to locate them easily. The table also includes the base amount of experience you will receive for casting a spell, and the maximum hit for each offensive spell. Experience based on damage inflicated is explained in more detail in the Experience points section.

The spells
Pic Level Name Description Runes required Exp Max Hit
Home Teleport 0 Home Teleport Teleports you back to Lumbridge none (see notes*) 0 -
Wind Strike 1 Wind Strike A basic Air missile 1 Air, 1 Mind 5.5+ 2
Confuse 3 Confuse Reduces your opponents attack by 5% 3 Water, 2 Earth, 1 Body 13 -
Bolt Enchantment 4 Bolt Enchantment See bolts section below (see below) See below -
Water Strike 5 Water Strike A basic Water missile 1 Water, 1 Air, 1 Mind 7.5+ 4
Enchant Level 1 Jewelry 7 Enchant Level 1 Jewelry Enchants a sapphire amulet, bracelet, necklace, or ring 1 Water, 1 Cosmic 17.5 -
Earth Strike 9 Earth Strike A basic Earth missile 2 Earth, 1 Air, 1 Mind 9.5+ 6
Weaken 11 Weaken Reduces your opponents strength by 5% 3 Water, 2 Earth, 1 Body 20.5 -
Fire Strike 13 Fire Strike A basic Fire missile 2 Air, 3 Fire, 1 Mind 11.5+ 8
Bones to Bananas 15 Bones to Bananas Changes all held bones into bananas 2 Earth, 2 Water, 1 Nature 25 -
Wind Bolt 17 Wind Bolt A low level Air missile 2 Air, 1 Chaos 13.5+ 9
Curse 19 Curse Reduces your opponents defence by 5% 2 Water, 3 Earth, 1 Body 29 -
Bind 20 Bind Makes your opponent be unable to move for 5 seconds 3 Earth, 3 Water, 2 Nature 30 -
Low Level Alchemy 21 Low Level Alchemy Converts an item into gold 3 Fire, 1 Nature 31 -
Water Bolt 23 Water Bolt A low level Water missile 2 Air, 2 Water, 1 Chaos 16.5+ 10
Varrock Teleport 25 Varrock Teleport Teleports you to Varrock 3 Air, 1 Fire, 1 Law 35 -
Enchant Level 2 Jewelry 27 Enchant Level 2 Jewelry Enchants an emerald amulet, bracelet, necklace, or ring 3 Air, 1 Cosmic 37 -
Earth Bolt 29 Earth Bolt A low level Earth missile 2 Air, 3 Earth, 1 Chaos 19.5+ 11
Lumbridge Teleport 31 Lumbridge Teleport Teleports you to Lumbridge 3 Air, 1 Earth, 1 Law 41 -
Telekinetic grab 33 Telekinetic grab Take an item you can see but can't reach 1 Air, 1 Law 43 -
Fire Bolt 35 Fire Bolt A low level Fire missile 3 Air, 4 Fire, 1 Chaos 22.5+ 12
Falador Teleport 37 Falador Teleport Teleports you to Falador 3 Air, 1 Water, 1 Law 48 -
Crumble Undead 39 Crumble Undead Hits skeletons, ghosts & zombies hard 2 Air, 2 Earth, 1 Chaos 24.5+ 15
House teleport 40 House teleport Teleports you to your house portal 1 Air, 1 Earth, 1 Law 30 -
Wind Blast 41 Wind Blast A medium level Air missile 3 Air, 1 Death 25.5+ 13
Superheat Item 43 Superheat Item Smelt 1 ore without furnace 4 Fire, 1 Nature 53 -
Camelot Teleport 45 Camelot Teleport Teleports you to Camelot 5 Air, 1 Law 55.5 -
Water Blast 47 Water Blast A medium level Water missile 3 Air, 3 Water, 1 Death 28.5+ 14
Enchant Level 3 Jewelry 49 Enchant Level 3 Jewelry Enchants a ruby amulet, bracelet, necklace, or ring 5 Fire, 1 Cosmic 59 -
Iban Blast 50 Iban Blast Missile attack that can do up to 25 damage. Can only be cast when wielding Iban's Staff, obtained from the Underground Pass Quest. 5 fire, 1 Death, Iban staff 42.5+ 25
Snare 50 Snare Makes your opponent unable to move for 10 seconds 4 Earth, 4 Water, 3 Nature 60.5+ 2
Dart 50 Magic Dart A magic dart of slaying Slayer Staff, 1 Death, 4 Mind 30+ 19**
Ardougne teleport 51 Ardougne teleport Teleports you to Ardougne (must do the Plague City quest first) 2 Water, 2 Law 61 -
Earth Blast 53 Earth Blast A medium level Earth missile 3 Air, 4 Earth, 1 Death 31.5+ 15
High Level Alchemy 55 High Level Alchemy Convert an item into more gold 5 Fire, 1 Nature 65 -
Charge Water Orb 56 Charge Water Orb Needs to be cast on the water Obelisk 30 water, 3 cosmic, 1 Glass Orb 66 -
Enchant Level 4 Jewelry 57 Enchant Level 4 Jewelry Enchants a diamond amulet, bracelet, necklace, or ring 10 Earth, 1 Cosmic 67 -
Watchtower Teleport 58 Watchtower Teleport Teleports you to the watchtower (must do the Watch Tower quest first) 2 earth, 2 law 68 -
Fire Blast 59 Fire Blast A medium level Fire missile 4 Air, 5 Fire, 1 Death 34.5+ 16
Bones to Peaches 60 Bones to Peaches Changes all held bones into peaches (must buy it from the Mage Training Arena first). 4 Earth, 4 Water, 2 Nature 35.5 -
Charge Earth Orb 60 Charge Earth Orb Needs to be cast on the Earth Obelisk 30 Earth, 3 Cosmic, 1 Glass Orb 70 -
Claws of Guthix 60 Claws of Guthix Summons the power of Guthix (must learn in Mage Arena) 4 Air, 1 Fire, 2 Blood, staff of Guthix 35+ 30
Saradomin Strike 60 Saradomin Strike Summons the power of Saradomin (must learn in Mage Arena) 4 Air, 2 Fire, 2 Blood, staff of Saradomin 35+ 30
Flames of Zamorak 60 Flames of Zamorak Summons the power of Zamorak (must learn in Mage Arena) 1 Air, 4 Fire, 2 Blood, staff of Zamorak 35+ 30
Trollheim Teleport 61 Trollheim Teleport Teleports you to Trollheim (must do Eadgar's Ruse quest first) 2 Fire, 2 Law 68 -
Wind Wave 62 Wind Wave A high level Air missile 5 Air, 1 Blood 36+ 17
Charge Fire Orb 63 Charge Fire Orb Needs to be cast on the Fire Obelisk 30 Fire, 3 Cosmic, 1 Glass Orb 73 -
Ape Atoll teleport 64 Ape Atoll teleport Teleports you to the Ape Atoll (requires Awowogei portion of Recipe for Disaster quest) 1 Banana, 2 Fires, 2 Waters, 2 Laws 74 -
Water Wave 65 Water Wave A high level Water missile 7 Water, 5 Air, 1 Blood 37.5+ 18
Charge Air Orb 66 Charge Air Orb Needs to be cast on the Air Obelisk 30 Air, 3 Cosmic, 1 Glass Orb 76 -
Vulnerability 66 Vulnerability Reduces your opponent's defence by 10% 5 Earth, 5 Water, 1 Soul 76 -
Enchant Level 5 Jewelry 68 Enchant Level 5 Jewelry Enchants a dragonstone amulet, bracelet, necklace, or ring 15 Earth, 15 Water, 1 Cosmic 78 -
Earth Wave 70 Earth Wave A high level Earth missile 7 Earth, 5 Air, 1 Blood 40+ 19
Enfeeble 73 Enfeeble Reduces your opponent's strength by 10% 8 Earth, 8 Water, 1 Soul 83 -
Teleother Lumbridge 74 Teleother Lumbridge Teleports target player to Lumbridge 1 Soul, 1 Law, 1 Earth 84 -
Fire Wave 75 Fire Wave A high level Fire missile 7 Fire, 5 Air, 1 Blood 42.5+ 20
Entangle 79 Entangle Makes your opponent be unable to move for 15 seconds 5 Earth, 5 Water, 4 Nature 91+ 4
Stun 80 Stun Reduces your opponent's attack by 10% 12 Earth, 12 Water, 1 Soul 90 -
Charge 80 Charge Temporarily increases the power of the three Mage Arena spells 3 Air, 3 Fire, 3 Blood 180 -
Teleother Falador 82 Teleother Falador Teleports target player to Falador 1 Soul, 1 Law, 1 Water 92 -
Tele Block 85 Tele Block Stops your target from teleporting 1 Law, 1 Chaos, 1 Death 80 -
Enchant Level 6 Jewelry 87 Enchant Level 6 Jewelry Enchants an onyx amulet, bracelet, necklace, or ring 1 Cosmic, 20 Earth, 20 Fire 97 -
Teleother Camelot 90 Teleother Camelot Teleports target player to Camelot 2 Soul, 1 Law, 100 -

* No runes are required for the Lumbridge Home Teleport spell, but you have to wait 30 minutes before casting it again. The 30 minute limit counts if you have used the Edgville or Lunar home teleports (while on Ancient or Lunar spellbook) recently as well. The spell animation takes some time, so it cannot be used to leave combat. However, it is very useful for low-level players who are lost and need to get back to familiar ground.

 

** With 99 Magic, the Magic Dart Spell can increase to a maximum of 20 damage.

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Experience points

Each spell will earn you a certain number of experience points towards your magic skill when cast. These are in the table above. However, with Strikes, Bolts, Blasts and Waves it isn't as simple as that, because you can also inflict damage. There is a base amount of xp you will always receive when you cast the spell, even if you fail it and see a splash, and this is the value quoted in the table above. But you also receive extra magic xp and Hits xp depending on how much damage you inflict. For those spells that give xp over the base you will see a "+" beside the xp value.

For these spells, there is also a maximum on how much damage you can inflict - and this number is on the last column of the above table. However, please note that after the completion of Family Crest quest, members can wear chaos gauntlets that increase the damage of bolt spells (those using chaos runes).

  • For every damage point you hit your opponent, you receive 2 magic xp.
  • You also receive 1.33 Hits xp for every damage point you inflict.

Note: When using a staff to autocast, if you put your attack style to defensive, you get 1 point xp in magic and 1 point xp in defence for every damage point you inflict.

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High Alchemy Spell

This spell can be cast once you have achieved level 55 magic and plays an important role in the RuneScape economy. Players often use this spell with valuable objects to convert them to gold (aka gp) to make significant profits. The best examples would be smithers high alching their final products (usually steel plate mail) and fletchers high alching Magic Bows. The strategy to use with this idea is - if you can make or purchase an item cheaper than it's High Alch value and the cost of a nature rune, then you will make a profit.

High Alchemy in action

The most efficient system would be to make items from scratch yourself. Taking the example of Magic Bows - you would pick and spin the flax yourself, then chop a tree and fletch the log yourself, and finally runecraft the nature runes to use to High Alch the bow. Of course this analogy can be used for other items which you can smith, craft and so on. Some players will buy some of the resources in order to save time and yet still make a profit. In our example, the player might buy the nature runes instead of crafting them himself. Our High Alchemy Calculator lists High Alch values to help you out.

Top Tip: You can withdraw large amounts of an item as notes and alch them one by one, so you don't have to be in a bank all the time.

Below are some ideas for activities with built-in "break" times that you can fill by high alching:

  • Mine ores from slow spawning ores, such as Runite in the Heroes' guild.
  • Watch duels in the duelling Arena and throw the occasional tomato.
  • Thieve from slow spawning stalls and chests. It's especially useful to steal from a nature chest.
  • Buy stock that slowly spawns in certain shops. For example, buying runes in the Magic Guild store, or purchasing arrow heads in the Catherby archery store.
  • Hang around in crowded merchanting hot spots and look out for good deals.
  • Pick up and bury bones that spawn in the wilderness (death gorge - lvl 20 wild).
  • Farm an important crop like Ranarr or other high level herbs that you want to watch carefully.
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Bolt Enchantments (members only)

Using a crossbow you can shoot enchanted crossbow bolts (see the Fletching guide for making them and the Ranging guide for using them.) Firing an enchanted bolt has a chance of having a particular effect on the enemy, listed in the table below.

Each different type of crossbow bolt uses a different enchantment. In order to enchant crossbow bolts, have the bolts in your pack and click on the crossbow icon (it is on the magic book page as a level 4 spell) to access the crossbow bolt enchantment page.

Bolt Enchantment Page

The spells
Bolt Level Name Description Runes required
Bronze with Opal tips 4 Lucky Lightning Can cause a lightning bolt to hit your opponent inflicting damage. 1 Cosmic, 2 Air
Mithril with Sapphire tips 7 Clear Mind Can lower your opponents Prayer points and give them to you. Only works on human controlled players. 1 Cosmic, 1 Water, 1 Mind
Blurite with Jade tips 14 Earth's Fury Can cause your opponent to be knocked down, stunning them. 1 Cosmic, 2 Earth
Iron with Pearl tips 24 Sea Curse Causes water to fall on your opponent, inflicting damage. Water staves prevent this, fire opponents are vulnerable to it. 1 Cosmic, 2 Water
Mithril with Emerald tips 27 Magical Poison Makes bolts super poisoned, with greater chance of poisoning than using a potion. 1 Cosmic, 3 Air, 1 Nature
Steel with Red Topaz tips 29 Down to Earth Can lower your opponents magic level. Only works on human controlled players. 1 Cosmic, 2 Fire
Adamantite with Ruby tips 49 Blood Forfeit Can cause opponent to lose 20% of their hitpoints. In return, you lose 10% of yours. 1 Cosmic, 5 Fire, 1 Blood
Adamantite with Diamond tips 57 Armour Piercing Can ignore a part of your opponent's Ranged Defence. 1 Cosmic, 10 Earth, 2 Law
Runite with Dragonstone tips 68 Dragon's Breath Can hit with the power of dragon breath. Power is lost when fighting someone with a anti-dragonbreath shield or a monster that can use fire breath. 1 Cosmic, 15 Earth, 1 Soul
Runite with Onyx tips 87 Life Leech Can inflict extra damage to the opponent. A portion of this extra damage heals the shooter of the bolt. 1 Cosmic, 20 Fire, 1 Death

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Staves

There are actually two kinds of staves, the staves that everyone can use and the staves that are members only. The staves that everyone can use can be bought in Varrock square from Zaff's staff shop, and are also sometimes obtained as monster drops. Typically, the magic offence and defence stat bonus is the same.

For free to play, first there's the ordinary staff. For only 15gp, it doesn't add much to your magic skill, pretty useless. Then there's the magical staff, which boosts your magic a bit and that's it. So it's not really of any interest. Then, the staves of air, water, earth and fire. That's what we need! Each of these staves boosts your magic and when you wield one, it'll serve as an unlimited supply of that certain rune. So a fire staff will let you use spells where you need fire runes, without having the fire runes! And the same goes for the other elemental staves.

Staves
Picture Name Price Magic Stat Bonus
Staff Staff 15gp +4
Staff Magic Staff 200gp +10
Staff of Air Staff of Air 1500gp +10
Staff of Water Staff of Water 1500gp +10
Staff of Earth Staff of Earth 1500gp +10
Staff of Fire Staff of Fire 1500gp +10

Moving on to member items, first there's the Battlestaff. Plain battlestaves can be purchased in Varrock, or at the Magic Guild, or on Lunar Island. They are also dropped by monsters sometimes. However, they aren't so great at this stage, although they have improved attack combat stats and a +32 strength bonus. You must have 20 Magic and 20 Attack to wield all battlestaves.

Then there are elemental battlestaves, which cannot be bought in their full glory in shops (though they are sometimes dropped by monsters). Elemental battlestaves are made from battlestaves with a certain crafting skill; read more about that in the Crafting guide. As with the ordinary elemental staves, they give an infinite supply of the matching elemental rune.

Member Staves
Picture Name Price Magic Stat Bonus
Battlestaff Battlestaff 7140gp +10
Staff of Fire Fire battlestaff Player made or monster drop +10
Lava Battle Staff Lava Battlestaff Dropped by the Kalphite Queen, Aberrant Specters and Infernal Mages +10
Mud Battlestaff Mud Battlestaff Dropped by Dagannoth Prime +10
Staff of Fire Mystic Fire Staff Fire battlestaff and 40,000 gp (see notes below) +10

The lava battlestaff gives you unlimited earth and fire runes. The mud battlestaff gives unlimited earth and water runes, which makes it extremely useful for spells like bind, curse, weaken and confuse.

Members who have completed the Scorpion Catcher quest can take an a elemental battlestaff to Thormac the Sorceror in his tower southeast of the Ranged Guild. For a 40,000 gp fee, he will enchant it into a Mystic fire/earth/water/air/lava/mud staff. Level 40 Magic and 40 Attack are required to wield a mystic staff, which has better attack combat stats and a +50 strength bonus. A mystic staff still serves the same purpose as the other staves: an unlimited source of fire/earth/water/air (or combination) runes, depending on which staff you have.

 

Additional unique staffs are available to members as their quest experience and skills increase.

Unique Staves
Pic Name Price / Origin Magic Stat Bonus
Dramen Staff Dramen Staff player made, Lost City quest +10
Ancient Staff Ancient Staff Desert Treasure quest, requires 50 magic and 50 attack +15
Lunar staff Lunar Staff Lunar Diplomacy quest, requires 65 magic and 40 defence +13
Toktz-mej-tal Toktz-mej-tal TzHaar, requires 60 magic and 60 attack +15
Ahrim's Staff Ahrim's Staff Barrows, requires 70 magic and 70 attack +15

Some special staves that are required in order to cast certain spells are listed in the Special Spell Staves section of this guide.

Magic wands and a mages book, shown in the Magical Armour section of this guide, can be obtained from the Mage Training Arena mini game. Their magic attack and defence stat bonuses range from +5 to +20.

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Special Spell Staves (members only)

There are a few special spells that you need certain staves for; you might have seen them already in the spell list. They are the Iban Blast, Magic Dart, Claws of Guthix, Saradomin Strike, and Flames of Zamorak.

Let's start with the spell called Iban Blast. You need to complete the Underground Pass quest to get the special Iban staff required for this spell. You must have 50 magic to use it. This staff has 120 charges and then you'll need to recharge it in the Underground Pass. You can right-click the staff to check how many charges are left. Information on recharging it and getting another if you lose yours is available in the Iban's Staff items database record. The Iban staff has stats similar to mystic battlestaves (discussed under Staves in this guide). The Iban blast is obviously not a very effective spell to train your magic, but you could use it to duel other players.

Special Spell Staves
Pic Name Price / Origin Magic Stat Bonus
Iban's Staff Iban's Staff Underground Pass quest, requires 50 magic +10
Slayer's staff Slayer's staff 21,000 gp from any Slayer master, requires 50 magic and 55 slayer +12
Staff of Guthix Staff of Guthix Mage Arena mini game +6
Staff of Saradomin Staff of Saradomin Mage Arena mini game +6
Staff of Zamorak Staff of Zamorak Mage Arena mini game +6
Void Knight Mace Void Knight Mace Pest Control mini game +8

The

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