Magic
Using magic spells
Pointing at the spell book item brings up the magic menu. From here you can select spells to cast.
This will bring up a screen of all spells available to you within the
game. If the picture of a spell is darkened, it means that you do not
yet have a high enough level to cast it or you do not have the runes in
your inventory to do so. If a spell is lit up on this screen, then it
means that you are a high enough level to cast it and you have enough
runes in your inventory.
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To cast the spell just click on the spell picture, and then click on your desired target
in the main game window. Some spells can only be cast on hostile monsters, other spells can
only be cast on yourself or inventory items, so experiment to see what targets are valid for each spell.
For more information on a spell move your mouse cursor over the spell. A
description of the spell and a
list of which are runes are required is shown at the bottom of the
window. Each required rune has
2 numbers shown below a picture of it. The 1st number indicates how many
of that rune you have, and the 2nd number
indicates how many you require. The numbers will be drawn in red for
runes which you do not have a sufficient
number of to cast the spell. Runes can be obtained in a number of ways.
Mages can make their own runes using the runecrafting skill (see the runecrafting
guide). Other ways to get runes include buying them in magic shops in
towns such as Varrock and Port Sarim or by killing monsters.
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Rune Types
To cast spells in the game you need the correct runes. Each of the runes has a different power, and is used
for a different category of spell. Information about each of the runes is shown below:
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Earth rune - One of the 4 elemental runes. Can be replaced by a staff of earth. |
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Air rune - One of the 4 elemental runes. Can be replaced by a staff of air. |
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Water rune - One of the 4 elemental runes. Can be replaced by a staff of water. |
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Fire rune - One of the 4 elemental runes. Can be replaced by a staff of fire. |
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Body rune - Required for curse spells. |
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Mind rune - Required for strike spells. |
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Cosmic rune - Required for amulet enchant spells. |
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Chaos rune - Required for bolt spells. |
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Nature rune - Required for object conversion spells. |
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Death rune - Required for blast spells. |
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Law rune - Required for teleport spells. |
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Soul rune - Required for high level curse spells. |
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Blood rune - Required for high level strike spells. |
Staffs
If you want to cast many spells against opponents without clicking
repeatedly, then you should use a staff. Staffs have a "recast" option
as one of their combat styles.
If you wield a staff and select the combat style menu (the crossed sword
icon on the player interface) you will see a book in the bottom left
corner.
Clicking on that will allow you to chose any of the elemental spells you
are able to cast and tie them to your staff. If you then select the
"attack with" combat style on your staff you will automatically fight by
casting that spell when you enter combat.
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Notes about Magic
Heavy armour is very conductive of magic. Mages will often find
themselves more effective against a hand to hand fighter in full armour
than other enemies. You will notice enemies in full metal armour will be
hit hard by spells, but also wearing heavy metal armour will affect
your ability to cast spells successfully. The recommended equipment for
Mages is light robes, to allow magical power to flow from you freely.
Sometimes spells will fail to work. If a spell fails, you will still
gain the experience from casting the spell, and you will still use the
runes required to cast it, but you will see a 'splash' effect on your
opponent showing the failure of the spell. The higher level spells are
more likely to fail, but as your magic ability improves you will cast
spells successfully more of the time.
The Magic Guild
Members who have a magic level of 66 or greater may enter the Magic Guild which is located in Yanille.
Inside the Magic Guild you will find a useful magic shop which sells a
variety of runes and staffs for mages, including the extremely rare soul
runes. There is also a small training area filled with zombies, as well
as magical portals to various other parts of the RuneScape world all
accessible from within this guild.
Enchanting Jewellery
Players of the correct magic level will be able to enchant various items
of jewellery that can be bought from shops or other players, or make
them using the crafting skill.
Below is a table showing at what level you can enchant each item of jewellery, and what the effects of enchanting them are.
Item name |
Level to enchant |
Effect when equipped |
Number of uses |
Ring of Recoil
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7 |
Will deal the enemy you are fighting 10% of any damage you receive |
Allows a total damage of 40 to be done |
Amulet of Magic
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7 |
While worn players Magic attack is boosted by 10 |
Permanent.
Works whenever it is equipped |
Ring of Duelling
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27 |
Allows the player to teleport to the entrance of the Duel Arena |
Each ring allows 8 teleports in total |
Amulet of Defense
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27 |
While worn the players defence will be boosted by 7 |
Permanent.
Works whenever it is equipped |
Ring of the Forge
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49 |
While smelting Iron ore the player will have a 100% success rate |
Allows 140 iron ores to be smelted in total |
Amulet of Strength
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49 |
While worn players strength is boosted by 10 |
Permanent.
Works whenever it is equipped |
Ring of Life
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57 |
If your hitpoints drop below 10% without killing you, you will be teleported to Lumbridge |
Allows one teleport |
Amulet of Power
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57 |
While worn the players attack, strength and defence will be boosted by 6 |
Permanent.
Works whenever it is equipped |
Ring of Wealth
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68 |
While equipped the chance of getting rare items from monsters is increased |
Permanent.
Works whenever it is equipped |
Amulet of Glory
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68 |
Boosts attack, strength and defence when worn, and increases the chance of gaining gems while mining.
Can also be charged in the Heroes Guild for teleports |
Permanent.
Works whenever it is equipped |
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