Magic


 * For information on training this skill, see the Magic training article.

Magic is a skill in that allows players to cast spells using runes. Many of the spells can be cast on monsters and other players to inflict damage or decrease stats. Aside from combat spells, the Magic spellbook also offers many useful spells such as teleportation, enchantment, and alchemy. When a player successfully casts a spell on an opponent, a blue star represents the spell and is shot toward the enemy.

Spells
There are many spells in the Magic spellbook. Each spell has a different effect and requires a different combination of runes in order for them to be cast. Upon casting a spell, the player will receive an amount of experience calculated using the formula: $$XP = S \times 2 + 20$$ where S = the level required to cast that spell.

Every spell has the chance to be cast unsuccessfully which will result in the player having to wait 20 seconds before they are able to cast another spell. Failing a spell will not use up the runes in the players inventory and the player will not gain any magic experience. Having a higher magic level and wearing equipment with magic bonuses will reduce the chance of failing a spell, and you tend to stop failing to cast a spell around 10 Magic levels above the magic level requirement of the spell you're currently casting (For example you would stop failing to cast the high level alchemy spell at around 65 Magic). Having a higher magic level won't affect how hard you hit. While casting combat spells, successfully cast spells can still hit the opponent for 0 Hits.

* Requires having learnt the spell with the magic scroll; a reward from the Plague City quest. ** Requires having learnt the spell with the spell scroll; a reward from the Watchtower quest.

Equipment
Unlike, armour does not decrease the Magic bonus when equipped, which is the reason it is often worn by mages instead of equipment that raises their Magic bonus.

The following items increase a player's Magic bonus:

Weapon

 * Staves

Head

 * Blue Wizardshat [[File:Wizardshat (blue).png]] +4
 * Black Wizardshat [[File:Wizardshat (black).png]] +3
 * Santa hat [[File:Santa's hat.png]] +3
 * Gnomeshat [[File:Gnome Hat Blue.png]] [[File:Gnome Hat Cream.png]] [[File:Gnome Hat Green.png]] [[File:Gnome Hat Pink.png]] [[File:Gnome Hat Purple.png]] +3

Top

 * Wizards robe [[File:Wizards robe.png]] +6
 * Robe of Zamorak [[File:Robe of Zamorak (top).png]] +5
 * Black robe [[File:Black robe.png]] +5

Bottom

 * Robe of Zamorak [[File:Robe of Zamorak (bottom).png]] +5

Neck

 * Sapphire Amulet of magic [[File:Sapphire Amulet of magic.png]] +7
 * Diamond Amulet of power [[File:Diamond Amulet.png]] +6
 * Charged Dragonstone Amulet [[File:Charged Dragonstone Amulet.png]] +3

Cape

 * God Cape [[File:Saradomin Cape.png]] [[File:Guthix Cape.png]] [[File:Zamorak Cape.png]] +10

Training
Magic is one of the hardest skills to train in due to the lack of runes caused by the absence of the Runecrafting skill. Because of this, runes are high priced and training can be very expensive.

Magic Guild
Players with level 66 Magic or higher can access the Magic Guild in Yanille. A Wizard's Mind Bomb can be consumed to boost the player 2-3 levels to reach the requirement. Features of the guild include caged zombies for combat training, a shop which includes the only source of soul runes in, and magic portals to teleport the player to 3 Magic-related locations.

Mage Arena mini-game
Located in the deep Wilderness, this mini-game is required to equip god staves & capes, and be able to cast the god spells.

Boosts
The Wizard's Mind Bomb temporarily increases Magic level by 2-3 levels (+3 when at least Magic level 50) and is not commonly used unless the player wishes to access the Magic Guild or cast Magic in PvP situations.

Drains

 * Olde Suspiciouse, at Jolly Boar Inn from Barcrawl card
 * Enchanting vial - 10 levels per enchantment

Quests
The following quests give Magic experience rewards:
 * Grand Tree - $$XP = Level \times 50 + 150$$
 * Imp catcher - $$XP = Level \times 100 + 375$$
 * Watchtower - $$XP = (Level + 1) \times 250$$
 * Witch's Potion - $$XP = Level \times 50 + 225$$

The following quests give additional rewards to Magic:
 * Plague City - Rewards the player with a Magic scroll, which unlocks the Ardougne teleport
 * Underground Pass - Rewards the player with Iban's staff, necessary to cast the Iban blast spell
 * Watchtower - Rewards the player with a Spell scroll, which unlocks the Watchtower teleport


 * "Bluerose13x" is the first known player to reach level 99 Magic.
 * In, Santa's hat provides a +3 Magic bonus, but is purely cosmetic in later editions of the game.
 * There is only 1 spellbook in, unlike which has 3 spellbooks in total.
 * In Devious MUD, the skill was called "Sorcery", which like the early days of   was divided in two but named distinct: Sorcery-Offence and Sorcery-Defence.
 * Magic used to be split into two skills: GoodMagic and EvilMagic. However, these skills were joined into just "Magic".
 * Players kept the highest of the two magic skills and not the sum of experience.
 * At one point during 's development, a set of spells was being created to allow players to summon monsters and would have used the life rune, which can only be found within the game's data files. It was put on hold upon the release of, and eventually became the Summoning skill.