- For information on training this skill, see the Magic training article.
Magic is a skill in RuneScape Classic 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: 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.
Level | Spell name | Description | Runes required | Experience |
---|---|---|---|---|
1 | Wind strike | A strength 1 missile attack | 1 Air rune and 1 mind rune | 22 |
3 | Confuse | Reduces your opponent's attack by 5% | 3 Water runes, 2 earth runes and 1 body rune | 26 |
5 | Water strike | A strength 2 missile attack | 1 Water rune, 1 air rune and 1 mind rune | 30 |
7 | Enchant lvl-1 amulet | For use on sapphire amulets | 1 Cosmic rune and 1 water rune | 34 |
9 | Earth strike | A strength 3 missile attack | 2 Earth runes, 1 air rune and 1 mind rune | 38 |
11 | Weaken | Reduces your opponent's strength by 5% | 3 Water runes, 2 earth runes and 1 body rune | 42 |
13 | Fire strike | A strength 4 missile attack | 3 Fire runes, 2 air runes and 1 mind rune | 46 |
15 | Bones to bananas | Changes all held bones into bananas! | 2 Earth runes, 2 water runes and 1 nature rune | 50 |
17 | Wind bolt | A strength 5 missile attack | 2 Air runes and 1 chaos rune | 54 |
19 | Curse | Reduces your opponent's Defense by 5% | 3 Earth runes, 2 water runes and 1 body rune | 58 |
21 | Low level alchemy | Converts an item into coins | 3 Fire runes and 1 nature rune | 62 |
23 | Water bolt | A strength 6 missile attack | 2 Water runes, 2 air runes and 1 chaos rune | 66 |
25 | Varrock teleport | Teleports you to Varrock | 3 Air runes, 1 law rune and 1 fire rune | 70 |
27 | Enchant lvl-2 amulet | For use on emerald amulets | 3 Air runes and 1 cosmic rune | 74 |
29 | Earth bolt | A strength 7 missile attack | 3 Earth runes, 2 air runes, 1 chaos rune | 78 |
31 | Lumbridge teleport | Teleports you to Lumbridge | 3 Air runes, 1 earth rune and 1 law rune | 82 |
33 | Telekinetic grab | Take an item you can see but can't reach | 1 Air rune and 1 law rune | 86 |
35 | Fire bolt | A strength 8 missile attack | 4 Fire runes, 3 air runes and 1 chaos rune | 90 |
37 | Falador teleport | Teleports you to Falador | 3 Air runes, 1 law rune, and 1 water rune | 94 |
39 | Crumble undead | Hits skeletons, ghosts and zombies hard! | 2 Earth runes, 2 air runes and 1 chaos rune | 98 |
41 | Wind blast | A strength 9 missile attack | 3 Air runes and 1 death rune | 102 |
43 | Superheat item | Smelt 1 ore without a furnace | 4 Fire runes and 1 nature rune | 106 |
45 | Camelot teleport | Teleports you to Camelot | 5 Air runes and 1 law rune | 110 |
47 | Water blast | A strength 10 missile attack | 3 Water runes, 3 air runes and 1 death rune | 114 |
49 | Enchant lvl-3 amulet | For use on ruby amulets | 5 Fire runes and 1 cosmic rune | 118 |
50 | Iban blast | A strength 25 missile attack! | 5 Fire runes and 1 death rune (Staff of Iban required) |
120 |
51 | Ardougne teleport* | Teleport to Ardougne | 2 Water runes and 2 law runes | 122 |
53 | Earth blast | A strength 11 missile attack | 4 Earth runes, 3 air runes and 1 death rune | 126 |
55 | High level alchemy | Convert an item into more gold | 5 Fire runes and 1 nature rune | 130 |
56 | Charge water orb | Needs to be cast on a water obelisk | 30 Water runes, 3 cosmic runes and 1 Glass orb | 132 |
57 | Enchant lvl-4 amulet | For use on diamond amulets | 10 Earth runes and 1 cosmic rune | 134 |
58 | Watchtower teleport** | Teleport to the Watchtower | 2 Earth runes and 2 law runes | 136 |
59 | Fire blast | A strength 12 missile attack | 5 Fire runes, 4 air runes and 1 death rune | 138 |
60 | Charge earth orb | Needs to be cast on an earth obelisk | 30 Earth runes, 3 cosmic runes and 1 Glass orb | 140 |
60 | Claws of Guthix | Summons the power of Guthix | 4 Air runes, 1 fire rune and 2 blood runes (Staff of Guthix & Guthix Cape required) |
140 |
60 | Saradomin strike | Summons the power of Saradomin | 4 Air runes, 2 fire rune and 2 blood runes (Staff of Saradomin & Saradomin Cape required) |
140 |
60 | Flames of Zamorak | Summons the power of Zamorak | 1 Air rune, 4 fire runes and 2 blood runes (Staff of Zamorak & Zamorak Cape required) |
140 |
62 | Wind wave | A strength 13 missile attack | 5 Air runes and 1 blood rune | 144 |
63 | Charge Fire Orb | Needs to be cast on a fire obelisk | 30 Fire runes, 3 cosmic runes and 1 Glass orb | 146 |
65 | Water wave | A Strength 14 missile attack | 7 Water runes, 5 air runes and 1 blood rune | 150 |
66 | Charge air orb | Needs to be cast on an air obelisk | 30 Air runes, 3 cosmic runes and 1 Glass orb | 152 |
66 | Vulnerability | Reduces your opponent's Defense by 10% | 5 Earth runes, 5 water runes and 1 soul rune | 152 |
68 | Enchant lvl-5 amulet | For use on dragonstone amulets | 15 Water runes, 15 earth runes and 1 cosmic rune | 156 |
70 | Earth wave | A strength 15 missile attack | 7 Earth runes, 5 air runes and 1 blood rune | 160 |
73 | Enfeeble | Reduces your opponent's strength by 10% | 8 Earth runes, 8 water runes and 1 soul rune | 166 |
75 | Fire wave | A strength 16 missile attack | 7 Fire runes, 5 air runes and 1 blood rune | 170 |
80 | Stun | Reduces your opponent's attack by 10% | 12 Earth runes, 12 water runes and 1 soul rune | 180 |
80 | Charge | Increase your mage arena spell's damage | 3 Fire runes, 3 air runes and 3 blood runes | 180 |
* 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[]
- Main article: Maximum bonuses
Unlike RuneScape 2, 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[]
Head[]
- Blue Wizardshat
+4
- Black Wizardshat
+3
- Santa hat
+3
- Gnomeshat
+3
Top[]
- Wizards robe
+6
- Robe of Zamorak
+5
- Black robe
+5
Bottom[]
Neck[]
Cape[]
- God Cape
+10
Training[]
- Main article: Magic training
Magic is one of the hardest skills to train in RSC 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[]
- Main article: 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 RSC, 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[]
Image | Item | Boost | Visibility |
---|---|---|---|
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Wizard's Mind Bomb | +2% + 2 levels | Visible |
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:
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
Trivia[]
- "Bluerose13x" is the first known player to reach level 99 Magic.
- In RSC, Santa's hat provides a +3 Magic bonus, but is purely cosmetic in later editions of the game.
- There is only 1 spellbook in RSC, unlike RS2 which has 3 spellbooks in total.
- In Devious MUD, the skill was called "Sorcery", which — like the early days of RSC — 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 RSC'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 RS2, and eventually became the Summoning skill.
See also[]
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