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Magic skill guide

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Magic

Magic is a skill that allows players to cast spells using runes for multiple purposes such as teleportation, alchemy, enchanting and combat. Magic is a combat skill and a skilling skill. It offers heavy damage and debuffs in combat and allows fighting mobs at a distance. For skilling, magic offers faster movement via teleportation and some utility spells.

Runecrafting and magic work well together as runecrafting allows creation of runes. This can reduce cost of magic significantly as runes can be made instead of bought. Runes can be bought either from a magic shop or from other players. Runes may also be obtained as drops from mobs or by pickpocketing.

Rune pouch can be used to store up to five different kinds of runes to save inventory space. The runes are automatically used from the pouch as spells are cast. Magic cape shares the effect of rune pouch and the pouch's contents too so they can not be used together to hold more runes. The magic cape does however offer a defensive boost.

Training[]

Magic is primarily trained through combat by killing mobs. Magic has pure magic and balanced combat mode. In magic mode, 100% of the awarded experience goes to magic. In balanced mode, 50% of the experience goes to magic and the other 50% goes to defence. Experience is awarded for successful hits and from casting a spell. The experience from casting is merely token xp and vast majority comes from the hits themselves. To cast combat spells, a wand or staff must be equipped and all appropriate runes required by the spell must be in the inventory in sufficient quantities.

Casting utility and teleport spells also grants magic experience but they are far slower ways of training than combat. Unlike combat spells, these spells do not require a staff or wand and also can not benefit from their effects.

Runes[]

Runes are split into two categories: elemental and non-elemental runes. The elemental runes are air, water, earth and fire. All spells require at least one type of elemental rune to be cast. Non-elemental runes are runes that empower the elemental rune in different ways to form a spell. Mind, chaos and death runes are used to cast combat spells. Body and cosmic runes are used in debuff spells. Nature runes primarily find use in utility spells. Lastly law runes are used in teleport spells.

Weapons[]

There are two kinds of weapons for magic: wands and staves. Wands being one handed weapons and staves two handed respectively. Generally wands are better than staves in terms of damage. Although the elemental staves do provide unlimited runes of their element, their offensive stats are highly lacking. They also only work for combat spells so utility spells can not benefit from their effect.

Wands[]

Wand Level Base damage

Apprentice wand

Apprentice wand 1 1

Beginner's wand

Beginner's wand 10 10

Master's wand

Master's wand 25 20

Wizard's wand

Wizard's wand 50 30

Cursed apocalypse wand

Cursed apocalypse wand[wands 1] 85 40

Apocalypse wand

Apocalypse wand 85 40

3rd age wand

3rd age wand 85 50
  1. Lasts for 1000 uses.

Staves[]

Staff Level Base damage Effect

Air staff

Air staff 1 1 Provides unlimited air runes for combat spells.

Caitlin's staff

Caitlin's staff 1 3 Provides unlimited air runes for combat spells.

Earth staff

Earth staff 1 1 Provides unlimited earth runes for combat spells.

Water staff

Water staff 1 1 Provides unlimited water runes for combat spells.

Fire staff

Fire staff 1 1 Provides unlimited fire runes for combat spells.

Staff of bob the cat

Staff of bob the cat 1 1

Air battlestaff

Air battlestaff 30 10 Provides unlimited air runes for combat spells.

Earth battlestaff

Earth battlestaff 30 10 Provides unlimited earth runes for combat spells.

Water battlestaff

Water battlestaff 30 10 Provides unlimited water runes for combat spells.

Fire battlestaff

Fire battlestaff 30 10 Provides unlimited fire runes for combat spells.

Mud battlestaff

Mud battlestaff 30 20 Provides unlimited fire runes and earth runes for combat spells.

Lava battlestaff

Lava battlestaff 30 20 Provides unlimited fire runes and earth runes for combat spells.

Ahrim's staff

Ahrim's staff 75 35 Lasts for 5000 uses

Armour[]

Magic armour provides defensive boosts while having only little impact in magic damage boosts. They are strong against melee and weak against ranged styles. Standard armour is what players usually use when using magic. Special armour is rarer and harder to obtain and generally more powerful as well.

Standard armour[]

Armour Defence level
Blue wizard robes 1
Black wizard robes 10
Spider silk robes 20
Batwing robes 30
Mystic robes 40
Infinity robes 50
Druidic robes 60


Special armour[]

Armour Defence level Prayer level Magic level
Wizard boots 20 - -
Robes of darkness 20 - 40
Enchanted robes 40 - -
Dagon'hai robes 70 - -
Ahrim's armour 75 - -
3rd age magic robes 85 - -



Spells[]

There are four types of spells: combat, debuff, teleport and utility spells. Combat and debuff spells are used when fighting mobs or other players. Combat spells are the ones that deal damage. Higher level spells deal more damage than lower level ones. Debuff spells are spells that can affect the target's stats such as defensive and offensive values. It is also possible to "splash cast" combat spells by not looking at a target but doing so grant very little experience.

Teleport spells are used to travel to key locations without having to travel there by foot. They can also be used to get out of tight combat situations. Teleport spells are not the only mean of teleportation as other items also offer teleports. The teleports offered by items do not require runes or magic level to be used.

Utility spells are spells that offer conveniences or enchants and are primarily meant to be used outside of combat.

Combat spells[]

Spell Level XP Damage Runes

Air strike

Air strike 1 3 18

Water strike

Water strike 5 4 22

Earth strike

Earth strike 9 5 26

Fire strike

Fire strike 13 7 30

Air bolt

Air bolt 17 9 37

Water bolt

Water bolt 23 12 43

Earth bolt

Earth bolt 29 15 49

Fire bolt

Fire bolt 35 19 55

Air blast

Air blast 41 25 63

Water blast

Water blast 47 28 71

Earth blast

Earth blast 53 35 79

Fire blast

Fire blast 59 42 87

Air wave

Air wave 62 49 96

Water wave

Water wave 65 57 104

Earth wave

Earth wave 70 63 112

Fire wave

Fire wave 75 75 120

Elemental force

Elemental force 90 100 140

Dark elemental force

Dark elemental force 95 110 152

Apocalypse

Apocalypse 98 150

Debuff spells[]

Spell Level XP Damage Effect Runes

Confuse

Confuse 3 6 Reduces your opponent's attack by 5% for 7 seconds

Weaken

Weaken 11 10 Reduces your opponent's strength by 5% for 7 seconds

Curse

Curse 19 15 Reduces your opponent's defence by 5% for 7 seconds

Freeze

Freeze 25 25 27 Prevents your opponent from moving for 3 seconds

Vulnerability

Vulnerability 66 40 Reduces your opponent's defence by 10% for 7 seconds

Enfeeble

Enfeeble 73 50 Reduces your opponent's strength by 10% for 7 seconds

Stun

Stun 80

Teleport spells[]

Spell Level XP Location Runes

Home teleport

Home teleport 1 0 None

Teleport to Lumbridge

Teleport to Lumbridge 10 6 -337 / 69 / 180

Teleport to Varrock

Teleport to Varrock 25 13 -368 / 70 / -454

Teleport to Island

Teleport to Island 40 10

Teleport to Camelot's castle

Teleport to Camelot's castle 45 18 -1739 / 69 / -631

Teleport to Edgeville

Teleport to Edgeville 48 18 -752 / 69 / -665

Teleport to Falador

Teleport to Falador 55 21 -1124 / 69 / -306

Teleport to Taverley

Teleport to Taverley 60 22 -1372 / 78 / -440

Teleport to Canifis

Teleport to Canifis 70 25 489 / 73 / -634

Teleport to Entrana

Teleport to Entrana 80 29

Teleport to Crandor

Teleport to Crandor 85 30

Utility spells[]

Spell Level XP Effect Runes

Level 1 enchant

Level 1 enchant 7 Enchants Sapphire jewelry

Bones to banana

Bones to banana 15 Transforms all normal bones into bananas

Low alchemy

Low alchemy 21 11 Turns an item into pile of coins worth 40% of its shops selling price

Level 2 enchant

Level 2 enchant 27 Enchants Emerald jewelry.

Superheat

Superheat 43 18 Smelts ores into bars without a furnace

Level 3 enchant

Level 3 enchant 49 Enchants Ruby jewelry.

High alchemy

High alchemy 55 22 Turns an item into pile of coins worth 60% of its shops selling price

Level 4 enchant

Level 4 enchant 57 Enchants Diamond jewelry.

Level 5 enchant

Level 5 enchant 68 Enchants Dragonstone jewelry.

Level 6 enchant

Level 6 enchant 87 Enchants Onyx jewelry.



Boosts[]

Magic stats can be temporarily boosted with Herblore potions.

Tips & Notes[]

  • Low alchemy is one of the various ways to make money in Minescape.
  • High alchemy is one of the only current ways to estimate prices of different items.
  • Since Magic is a companion skill to Runecrafting, It is recommended to bank your runes while training as it reduces the need to buy them later.

Updates[]

  • As of the release of Elemental staves in the Season 2 Patch 11 Update, Wands are no longer required to cast spells. See more here.
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