- Rune – Runes are stones with magical qualities that allow
you to cast spells.
- Staff – The staff is the basic weapon used by the wizard.
Certain staffs are more powerful than others, and some take the place of certain runes (more on that later)
- Robes – Robes are the only clothing made especially for
mages. Robes are very light, which allows mages to run farther than if they were in metal armor, and they also add to our
maging capabilities, unlike armor, which lowers the amount you hit for and the experience you gain.
- Mage – One who uses magic
Magic is an amazingly powerful form of combat. Magic is like ranging, but instead of using arrows, mages use
their magic spells. Your magic level tells you which spells you can cast, and how much and how often you will hit an enemy
with your spell. As your magic level gets higher, more spells become available to you, and as your level rises, you can hit
more often and for higher amounts with spells you already know.
Magic can also be used out of combat. With magic,
you can change bones into food, turn anything into cash, teleport to the major cities, and much more!
To look at the
spells you can cast, click the spell book on the right side of the screen. Hover your mouse over the spells and you will see
the level and the runes required for the spell:

If you have the runes, it will show the amount of runes you have next to the amount required for the spell.
To get runes to cast spells, you can buy them from either rune store (one in Port Sarim,
one in Varrock). The rune store in Port Sarim is cheaper than the one in Varrock, but it only stocks 1000 of each basic rune
opposed to the 2000 in Varrock. The stores stock air, fire, water, earth, body, mind, chaos, and death runes. Runes can also
be bought in the Wizard’s Guild and the Mage Arena. Another very good way to get runes is to craft them yourself
Rune |
Image |
Classification |
Spawning Location(s) |
Air |
 |
Elemental |
On Karamja Island - behind Luthas' house, near banana field, in the forest
west of Lumbridge |
Blood* |
 |
Used for Wave Attacks |
Wilderness |
Body |
 |
Used for Curse Attacks |
Al Kharid Scimitar Shop, Wilderness |
Chaos |
 |
Used for Bolt Attacks |
Dark Wizards tower, Wilderness |
Cosmic |
 |
Used for Enchantment |
Deep Wilderness on the Ice Plateau |
Death |
 |
Used for Blast Attacks |
Southeast of Yanville surrounded by Grey Wolves |
Earth |
 |
Elemental |
North Varrock Forest, Varrock Sewers |
Fire |
 |
Elemental |
Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle |
Law |
 |
Used for Teleportation and Telekinesis |
No spawn point, you need to kill monsters |
Mind |
 |
Used for Strike Attacks |
Lumbridge Castle |
Nature |
 |
Used for Conversion |
Wilderness, Ardougne (chests) |
Soul* |
 |
Used for High Level Curse Attacks |
Wizard's Guild |
Water |
 |
Elemental |
Al Kharid Mine | *Members-Only
Runes
Casting spells in the new Runescape is very different
from the old version in RS Classic. The amount of hits you hit with your spell affects the amount of experience you receive;
the higher hit gives more experience. If you hit a 5, you will gain 4 experience for each point you hit for, so you gain 20
experience. Some pictures that may be of some help when using magic to fight are shown below, along with a table that shows
the spells, the magic level needed to cast them, the runes needed to cast them, and the effect of the spell.
The images
below shows the “auto-mage” screens, which allow you to click attack like you normally would with melee combat,
but you use magic to attack the monster instead.

The image below shows your list of spells. The ones that are darkened (all of the ones shown here) cannot be cast
because you do not have the right amount of runes to cast them.

Magic Spells Table:
Spell |
Magic Level Required |
Runes Needed |
Effect |
Wind Strike |
1 |
1 Air, 1 Mind |
A basic Air
missile |
Confuse |
3 |
3 Water, 2
Earth, 1 Body |
Reduces your
opponent’s attack by 5% |
Water Strike |
3 |
1 Water, 1
Air, 1 Mind |
A basic Water
missile |
Enchant Lvl-1
Jewelry |
7 |
1 Water, 1
Cosmic |
For use on
Sapphire Jewelry |
Earth Strike |
9 |
2 Earth, 1
Air, 1 Mind |
A basic Earth
missile |
Weaken |
11 |
3 Water, 2
Earth, 1 Body |
Reduces your
opponent’s strength by 5% |
Fire Strike |
13 |
3 Fire, 2 Air,
1 Mind |
A basic Fire
missile |
Bones to Bananas |
15 |
2 Earth, 2
Water, 1 Nature |
Changes all
held bones into bananas |
Wind Bolt |
17 |
2 Air, 1 Chaos |
A low level
Air missile |
Curse |
19 |
2 water, 3
earth, and 1 body. |
Reduces your
opponents defense by 5% |
Bind |
20 |
3 Earth, 3
Water, 2 Nature |
Holds your
opponent for 5 seconds |
Low Level Alchemy |
21 |
3 Fire, 1 Nature |
[b]Converts
an item into gold, 1.5 times amout if store amount was 0[/b] |
Water Bolt |
23 |
2 Water, 2
Air, 1 Chaos |
A low level
Water missile |
Varrock Teleport |
25 |
1 Fire, 3 Air,
1 Law |
Teleports you
to Varrock |
Enchant Lvl-2
Jewelry |
27 |
3 Air, 1 Cosmic |
For use on
emerald jewelry |
Earth Bolt |
29 |
3 Earth, 2
Water, 1 Chaos |
A low level
Earth missile |
Lumbridge Teleport |
31 |
1 Earth, 3
Air, 1 Law |
Teleports you
to Lumbridge |
Telekinetic
Grab |
33 |
1 Air, 1 Law |
Take an item
you can see but can’t reach |
Fire Bolt |
35 |
4 Fire, 3 Air,
1 Chaos |
A low level
Fire missile |
Falador Teleport |
37 |
1 Water, 3
Air, 1 Law |
Teleports you
to Falador |
Crumble Undead |
39 |
2 Earth, 2
Air, 1 Chaos |
Hits skeletons,
ghosts, and zombies hard |
Wind Blast |
41 |
3 Air, 1 Death |
A medium level
Air missile |
Superheat Item |
43 |
4 Fire, 1 Nature |
Smelt ore without
a furnace |
Camelot Teleport* |
45 |
5 Air, 1 Law |
Teleports you
to Camelot |
Water Blast |
47 |
3 Water, 3
Air, 1 Death |
A medium level
Water missile |
Enchant Lvl-3
Jewelry |
49 |
5 Fire, 1 Cosmic |
For use on
ruby jewelry |
Iban Blast* |
50 |
5 Fire, 1 Death,
Staff of Iban |
A strength
25 missile attack |
Snare* |
50 |
4 Earth, 4
Water, 3 Nature |
Holds your
opponent for 10 seconds |
Ardougne Teleport* |
51 |
2 Water, 2
Law |
Teleports you
to Ardougne |
Earth Blast |
53 |
4 Earth, 3
Air, 1 Death |
A medium level
Earth missile |
High Level
Alchemy |
55 |
5 Fire, 1 Nature |
Converts and
item into gold |
Charge Water
Orb* |
56 |
30 Water, 3
Cosmic, Orb |
Needs to be
cast on a water obelisk |
Enchant Lvl-4
Jewelry |
57 |
10 Earth, 1
Cosmic |
For use on
diamond Jewelry |
Watchtower
Teleport* |
58 |
2 Earth, 2
Law |
Teleports you
to the Watchtower |
Fire Blast |
59 |
5 Fire, 4 Air,
1 Death |
A medium level
Fire missile |
Charge Earth
Orb* |
60 |
30 Earth, 3
Cosmic, Orb |
Needs to be
cast on an earth obelisk |
Saradomin Strike* |
60 |
2 Fire, 2 Blood,
4 Air, Staff of Saradomin |
Summons the
power of Saradomin |
Claws of Guthix* |
60 |
1 Fire, 2 Blood,
4 Air, Staff of Guthix |
Summons the
power of Guthix |
Flames of Zamorak* |
60 |
4 Fire, 2 Blood,
1 Air, Staff of Zamorak |
Summons the
power of Zamorak |
Trollheim* |
61 |
|
Teleports you
to Trollheim |
Wind Wave* |
62 |
5 Air, 1 Blood |
A high level
Air missile |
Charge Fire
Orb* |
63 |
30 Fire, 3
Cosmic, Orb |
Needs to be
cast on a fire obelisk |
Water Wave* |
65 |
7 Water, 5
Air, 1 Blood |
A high level
Water missile |
Charge Air
Orb* |
66 |
30 Air, 3 Cosmic,
Orb |
Needs to be
cast on an air obelisk |
Vulnerability* |
66 |
5 Earth, 5
Water, 1 Soul |
Reduces your
opponent’s defense by 10% |
Enchant Lvl-5
Jewelry* |
69 |
15 Water, 15
Earth, 1 Cosmic |
For use on
dragonstone jewelry |
Earth Wave* |
70 |
7 Earth, 5
Air, 1 Blood |
A high level
Earth missile |
Enfeeble* |
73 |
8 Earth, 8
Water, 1 Soul |
Reduces your
opponent’s strength by 10% |
Fire Wave* |
75 |
7 Fire, 5 Air,
1 Blood |
A high level
Fire missile |
Entangle* |
79 |
5 Earth, 5
Water, 4 Nature |
Holds your
opponent for 15 seconds |
Stun* |
80 |
12 Earth, 12
Water, 1 Soul |
Reduces your
opponent’s attack by 10% |
Charge* |
80 |
3 Fire, 3 Blood,
3 Air |
Temporarily
increases the power of the three arena spells |
|
*Members-only spells
Certain types of spells are used for certain things. First there are the Missile
spells. The missile spells include all of the battle spells that actually cause damage to your opponent during a fight. The
second type of spell is Enchant spells. Enchant spells are used to enchant jewelry. The only jewelry that can be enchanted
right now are amulets and rings. Enchanting rings is members-only, but f2p can enchant amulets. F2p can enchant Sapphire,
Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, and Dragon amulets and rings. A
very important and useful type of spell is the Conversion spells. Conversion spells are used to convert things into other
things. These spells are: Bones to bananas, Low Level Alchemy, and High Level Alchemy (Low Alch and High Alch). High alch
is a great spell for getting cash. High alch turns any item you cast the spell on into gp. The amount of gp received it the
same as if you sold that item to the item’s respective specialty store when the store has no stock of the item. The
final type of spell is the Teleportation Spells. These spells are extremely useful, especially for members who have to travel
long distances to go places since their world is so much bigger. Teleportation is not just for teleporting your character
though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot reach but can see so you don’t
have to actually be next to it and pick it up. It is very useful for situations like if you ever kill the caged demon in the
Wizards tower south of edgeville and he drops a rune medium or something else valuable.
Basic Staffs
There are many different kinds of staffs available to use, including some that are
members-only. The basic elemental staffs can be bought at Zaff’s Staff shop in Varrock. If you do not know where that
is, consult the city guide here. While wielding the elemental staffs, you will not have to use the elemental rune that pertains to your
staff. For example, if you wield an Staff of Air, you can cast air strike with just 1 mind rune and no air runes.
Battle Staffs
Now for Battle Staffs. Battle Staffs are stronger than normal staffs, but they
still take the place of certain runes. For example, if you have an enchanted battle staff of fire, you wont need any fire
runes, and your magic will hit harder than if you had a non-enchanted staff. To get a Battle Staff, you must use a Charged
Orb (either air, water, earth, or fire orb) on a Battle Staff.
Enchanted Battle Staffs
The
next best staffs are the Enchanted Battle Staffs. These are pretty much the same as the Non-Enchanted Staffs, but they are
even stronger. To enchant a battle staff, you must have completed the Scorpion’s Catcher quest, which means Enchanted
Battle Staffs are members only. Then you can get Thormac the wizard to enchant your battle staffs for 40k. Thormac can be
found south of the Seer’s Village in the Wizards Tower.
Special Staffs
The
remaining staffs you must get from completing a quest. The Iban Staff is received after you beat the Underground Pass quest,
and after you beat the mage arena quest you can choose between the Staff of Zamorak, Staff of Guthix, or Staff of Saradomin.
All 4 of these staffs have a certain spell that can only be used if you have that staff. Example: for the Claws of Guthix
spell, you have to have the Staff of Guthix. The same applies with Iban Blast, Saradomin Strike, and Flames of Zamorak.
As for what to wear while maginc, some people just like to look good while
they mage, but for the best magic bonus here is what Is suggested:
F2P:
- Wizards hat (blue)
- Wizards robe (blue not black)
- Blue skirt (no bonus, just looks cool)
- Diamond or Sapphire Amulet
Members:
- Gnome Hat
- Zamorak Robe (Top)
- Zamorak Robe (Bottom)
- Dragonstone, Diamond, or Sapphire Amulet
There are a few quests that give magic experience, but not very
much. It is advisable to do these quests before you actually start training, because you don’t want to have to start
out with air strike.
- Imp Catcher
- Watchtower
- Witch’s Potion
- Legends if you choose magic experience
The Wizard’s Mind Bomb is a drink that temporarily
raises your magic level by 3. It is useful at times when quests or other things require a certain level and you are very close,
but not quite there. For members, If you have 63-65 magic, you can use it to gain entrance into the Wizard’s Guild.
The Wizard’s Guild is in Yanille, and information about it can be
found in the Wizard’s Guild Guide here. Every kind of rune and all elemental staffs can be bought at the Wizard’s Guild.
AH! Player Killing, a great way to make money, train magic or just plainly have fun.
What to
wear? Now, when magic you always must wear robes right? Yes. But in this case you must bring some ranged armour (dragon
hide is the best!), robes AND normal armour. You may be thinking “why?” Well, you see, in the wilderness there
is a triangle known as the Pking Triangle.
Remember that in the wild:
Mages own Warriors -> Warriors own
Rangers -> Rangers own Mages
Now, to help us protect from worriors we need one of these 3 spells - Bind -
Snare - Entangle
NOTE: Only members can use all three spells. Non-members can only use Bind.
Now, these
3 spells hold your opponent for 5, 10, 15 sec respectively.
Helpful stuff: Runes to
teleport out of the wild with. (Won’t work if you go deep in) Food, Lots of it! Runes (No duh) Potions - Members
When
a warrior attacks? When a warrior attacks you, use one of these spells on him. Then RUN! When you get a good distance away,
cast spells like crazy! Make sure you have robes on! When the warrior comes back for revenge put on your armour. Then cast
one of those 3 spells again. Keep doing this!
When a ranger attacks? When a ranger attacks is simple. Two things
to do are run away. Or put on your armour and go kill the pest. They can’t bind you unless they have mage stuff too
but don’t worry about that.
When a mage attacks? When a mage attacks you, put on your range armour (dragon
hide is best because it has great protect from magic abilities) and start ranging the mage. Even if they use one of those
spells on you it doesn’t matter! You can continue to attack!
|