<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.darkan.org/index.php?action=history&amp;feed=atom&amp;title=Magic</id>
	<title>Magic - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.darkan.org/index.php?action=history&amp;feed=atom&amp;title=Magic"/>
	<link rel="alternate" type="text/html" href="https://wiki.darkan.org/index.php?title=Magic&amp;action=history"/>
	<updated>2026-07-17T05:04:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.46.0</generator>
	<entry>
		<id>https://wiki.darkan.org/index.php?title=Magic&amp;diff=30876&amp;oldid=prev</id>
		<title>imported&gt;Urbancowgurl777: Reverted edits by 42.2.18.80 (Talk) to last version by The Mol Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkan.org/index.php?title=Magic&amp;diff=30876&amp;oldid=prev"/>
		<updated>2012-11-09T14:07:13Z</updated>

		<summary type="html">&lt;p&gt;Reverted edits by &lt;a href=&quot;/Special:Contributions/42.2.18.80&quot; title=&quot;Special:Contributions/42.2.18.80&quot;&gt;42.2.18.80&lt;/a&gt; (&lt;a href=&quot;/index.php?title=User_talk:42.2.18.80&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:42.2.18.80 (page does not exist)&quot;&gt;Talk&lt;/a&gt;) to last version by &lt;a href=&quot;/Special:Contributions/The_Mol_Man&quot; title=&quot;Special:Contributions/The Mol Man&quot;&gt;The Mol Man&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{beta}}&lt;br /&gt;
{{RSC page|Magic}}&lt;br /&gt;
{{Infobox skill&lt;br /&gt;
|AKA = Mage&lt;br /&gt;
|release = [[4 January]] [[2001]]&lt;br /&gt;
|update = Runescape beta is now online!&lt;br /&gt;
|members = No&lt;br /&gt;
}}&lt;br /&gt;
[[File:Magic.png|left]]&lt;br /&gt;
{{Listen&lt;br /&gt;
|align=right&lt;br /&gt;
|title=Magic level up tune&lt;br /&gt;
|desc=&lt;br /&gt;
|filename=Magic.ogg}}&lt;br /&gt;
&amp;lt;choose&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:High alchemy.gif|frame|A player casting [[High Level Alchemy]] from the standard spellbook.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:Shadow Barrage.gif|frame|A player casting [[Shadow Barrage]] from the Ancient Magicks spellbook.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:Dream.gif|frame|A player casting [[Dream]] from the Lunar spellbook.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;/choose&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This article is about the Magic skill. For information on training Magic, see [[Free-to-play Magic training|Magic training (F2P)]] [[Pay-to-play Magic training|(P2P)]] &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic&amp;#039;&amp;#039;&amp;#039; is a [[skills|skill]] that is used to cast various [[List of spells|spells]], utilising the power of [[runes]]. It is a highly versatile skill, offering valuable benefits to players with high Magic levels. In combat, Magic users (known as &amp;quot;mages&amp;quot;) can damage their opponents from a safe distance, as well as [[Entangle|freeze them in place]], [[Stun|lower their combat stats]], and even [[Barrage spells|hit multiple targets at once]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, Magic allows players to perform various tasks such as [[Teleportation|teleporting]] themselves ([[Teleother|or others]]) to distant locations, enchanting various items to give them magical properties, [[High Level Alchemy|converting items directly into coins]], and even [[Cure Other|curing]] or [[Heal Other|healing]] other players.&lt;br /&gt;
&lt;br /&gt;
According to the [[combat triangle]], mages are strong towards [[Melee|warriors]], and weak against [[Ranged|rangers]].&lt;br /&gt;
&lt;br /&gt;
{{Skill minimum rank|Magic}} {{Skill 99s|Magic}}&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
[[File:Spellbookswaprunes.png|thumb|Most spells require runes to cast.]]&lt;br /&gt;
The Magic skill relies heavily on [[runes]], special stones imbued with elemental powers which are focused into spells. Magic users may therefore benefit from a high [[Runecrafting]] level, which is used to create runes. Each spell has a certain rune requirement to cast; these runes are consumed during the casting process. (Some Magic equipment, such as the [[staff of light]], may negate the rune cost of a single spell.)&lt;br /&gt;
&lt;br /&gt;
Runes can be divided into two ways: the [[Fist of Guthix]] classification; or the [[Daemonheim]]/[[Dungeoneering]] classification. The Fist of Guthix division is: &amp;#039;&amp;#039;Elemental &amp;#039;&amp;#039;runes ([[air rune|Air]], [[water rune|Water]], [[earth rune|Earth]], [[fire rune|Fire]], and [[Combination rune|Combination]] runes) and all other runes; called &amp;#039;&amp;#039;Catalytic&amp;#039;&amp;#039; runes ([[Mind rune|Mind]], [[Body rune|Body]], [[Cosmic rune|Cosmic]], [[Chaos rune|Chaos]], [[Astral rune|Astral]], [[Nature rune|Nature]], [[Law rune|Law]], [[Death rune|Death]], [[Blood rune|Blood]] and [[Soul rune|Soul]] runes). The second way is according to the [[Daemonheim]]/[[Dungeoneering]] classification. Here runes are divided into three types: &amp;#039;&amp;#039;Elemental&amp;#039;&amp;#039; runes ([[air rune|Air]], [[water rune|Water]], [[earth rune|Earth]], [[fire rune|Fire]], and [[Combination rune|Combination]] runes), &amp;#039;&amp;#039;Combat &amp;#039;&amp;#039;runes ([[Mind rune|Mind]], [[Chaos rune|Chaos]], [[Death rune|Death]], and [[Blood rune|Blood]] runes) and every other rune belongs to the &amp;#039;&amp;#039;Other &amp;#039;&amp;#039;category ([[Body rune|Body]], [[Cosmic rune|Cosmic]], [[Astral rune|Astral]], [[Nature rune|Nature]], [[Law rune|Law]], and [[Soul rune|Soul]]).&lt;br /&gt;
&lt;br /&gt;
Part of the rune requirement for a spell can be taken care of by equipping an elemental staff (a [[staff of air]], [[staff of water]], [[staff of earth]], [[staff of fire]], or a [[Combination rune|Combination]] rune staff). When equipped, these staves provide unlimited numbers of the elemental rune they represent. A staff of fire will therefore count as unlimited fire runes; [[High Level Alchemy]], which normally requires five fire runes and one [[nature rune]] per cast, will only require one nature rune with a staff of fire equipped. The [[Tome of Frost]] also provides unlimited water runes when wielded, however, unlike the staves, it is wielded in the shield slot.&lt;br /&gt;
&lt;br /&gt;
In addition, members have access to [[combination rune]]s created through the Runecrafting skill. Combination runes act as two different elemental runes at once; one [[dust rune]] counts as both an earth rune &amp;#039;&amp;#039;and&amp;#039;&amp;#039; an air rune for the purpose of spells that require both of these runes, such as [[Crumble Undead]]. There are three elemental staves based on combination runes: the [[mud battlestaff]] (which provides unlimited water and earth runes), the [[lava battlestaff]] (which provides unlimited earth and fire runes), and the [[steam battlestaff]] (which provides unlimited water and fire runes). Notice no staff will give infinite air runes and another rune. This was done on purpose by jagex to avoid free training(exception is wielding staff of air while wielding tome of frost from dungeoneering).&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{main|List of spells}}&lt;br /&gt;
The spells of RuneScape are divided into three separate spellbooks. In order to cast a spell, its spellbook must be active.&lt;br /&gt;
&lt;br /&gt;
===Standard spells===&lt;br /&gt;
This is the only spellbook available for [[F2P]]; although some of the spells within the book are [[P2P]] only. The [[Standard spells|standard spellbook]] contains a well-rounded mix of combat and noncombat spells. Additionally, it is the only spellbook to contain enchantment spells, stat-lowering spells known as &amp;#039;&amp;#039;curses&amp;#039;&amp;#039;, and [[teleother]] spells. The standard spellbook is unlocked by default for all players and can be accessed from level 1 Magic. It is worth noting that some of the combat spells in the standard spellbook allow for unusually high hits for their level; for example, [[Fire Strike]], requiring 13 Magic, can deal up to 80 points of damage. [[Iban Blast]], requiring 50 Magic, can hit up to 250, though there are a few requirements for using the spell. This spellbook also contains God Spells, which are obtained from [[Mage Arena]] in the wilderness. It also has the strongest God Spell yet, known as [[Storm of Armadyl]], acquired after the [[Ritual of the Mahjarrat]] quest and requiring 77 Magic to cast. The strongest combat spell in the standard spellbook, at level 95 Magic, is [[Fire Surge]], which can hit up to 280 points of damage.&lt;br /&gt;
&lt;br /&gt;
===Ancient Magicks===&lt;br /&gt;
&lt;br /&gt;
Unlocked after the completion of the quest [[Desert Treasure]], the [[Ancient Magicks]] spellbook is heavily focused on combat spells, though it also includes a handful of teleports. All Ancient Magicks combat spells have side effects in addition to dealing damage: They can [[poison]] targets, lower targets&amp;#039; [[Attack]] levels, heal the caster, freeze the targets in place, or halve the target&amp;#039;s [[melee]] and [[ranged]] attack speeds. Additionally, some Ancient Magicks spells can hit multiple targets at once with the use of Burst or Barrage spells, up to a maximum of 9 within a 3 x 3 box. The Ancient Magicks teleports lead to a limited variety of locations across [[Misthalin]], [[Morytania]] and the [[Wilderness]]. At least 50 Magic is required to complete Desert Treasure and use the Ancient Magicks spellbook, but the experience reward is enough to go from 50 Magic to 51. The strongest combat spell in the spellbook is [[Miasmic Barrage]], which requires 97 Magic and can hit up to 352 points of damage against multiple targets (for a theoretical maximum hit of 3,168 damage, if 9 people are hit).&lt;br /&gt;
&lt;br /&gt;
===Lunar spells===&lt;br /&gt;
In contrast to Ancient Magicks, the [[Lunar spells|Lunar spellbook]] focuses on non-combat spells, many of which provide unique benefits not otherwise available, and all of which use [[astral rune]]s. The Lunar spellbook is unlocked after completing the quest [[Lunar Diplomacy]]; an additional seven spells are unlocked after subsequently completing [[Dream Mentor]]; and eleven more spells are available as rewards from the [[Livid Farm]] activity. The Lunar spellbook is notable for containing spells that allow players to aid other players in different ways, including [[Cure Other|curing poison]], [[Boost Potion Share|sharing stat-enhancing potions]], [[Tele Group Moonclan|group teleportation]], [[Heal Other|restoring life points]] , and even assisting [[Vengeance|yourself]] or [[Vengeance Other|other players]] in combat. The Lunar spellbook also contains [[Spellbook Swap]], which enables the caster to cast a single spell from either the [[Standard spells|standard]] or [[Ancient Magicks]] spellbooks, allowing for even greater versatility. The highest requirement of a Lunar spell is 99 Magic for [[Borrowed Power]], which is also the highest magic requirement for a spell in the game.&lt;br /&gt;
&lt;br /&gt;
==Types of spells==&lt;br /&gt;
===Combat spells===&lt;br /&gt;
[[File:Fire Blast.gif|frame|A player casting [[Fire Blast]], one of the basic elemental spells.]]&lt;br /&gt;
Combat spells are used to deal damage to, or hinder, opponents in combat. The [[Magic damage|maximum hit]] of combat spells are determined by two factors: The spell being cast and whether any damage-boosting modifiers are in effect. Magic damage can be boosted by equipping [[Magic damage|certain items]] or by temporarily boosting the Magic skill. Each point by which Magic is boosted increases the maximum hit of spells by 3%. Therefore, a [[magic potion]], which temporarily increases the Magic skill by 5 levels, would initially give a +15% bonus to damage, although this decreases as the boost wears off.&lt;br /&gt;
&lt;br /&gt;
The accuracy of a combat spell is determined by a number of factors, including:&lt;br /&gt;
* The caster&amp;#039;s Magic level;&lt;br /&gt;
* The caster&amp;#039;s [[Equipment Stats|bonus to Magic attack]];&lt;br /&gt;
* The target&amp;#039;s Magic and [[Defence]] levels;&lt;br /&gt;
* The target&amp;#039;s [[Equipment Stats|bonus to Magic defence]];&lt;br /&gt;
* Any Magic- or Defence-enhancing [[Prayer]]s the caster and target might have active.&lt;br /&gt;
* Whether the opponent is highly or extremely magic resistance (i.e Sagittare).&lt;br /&gt;
Magic resistance differs from magic defence. Having high magic defence could refer to having high magic defence armour (i.e Ganodermic armour), with a high magic absorption. Magic resistance refers to the resistance to magic to a high degree without armour. For example, [[Sagittare]] has high resisitance to magic naturally. A player&amp;#039;s magical resistance can get deterimined by the player&amp;#039;s magic level and defence level.&lt;br /&gt;
&lt;br /&gt;
The [[Defence]] skill plays a role in Magic combat: Defence against spells is measured as 30% of the target&amp;#039;s Defence level and 70% of their Magic level.&lt;br /&gt;
&lt;br /&gt;
If a spell completely misses its target, it will &amp;quot;splash&amp;quot; and have no effect. Its runes are still consumed, however. Note that it is also possible for a combat spell to hit its target but deal 0 damage; this is technically different from a splash, but has the same effect.&lt;br /&gt;
&lt;br /&gt;
When casting a combat spell that deals damage, [[experience]] is awarded for casting the spell itself. Additional experience is based on damage dealt, at a rate of 0.2 Magic experience and 0.133 [[Constitution]] experience per point of damage. If defensive casting is enabled in the Magic interface, the experience rate is 0.1333 Magic experience, 0.1 [[Defence]] experience, and 0.1333 Constitution experience per point of damage.&lt;br /&gt;
&lt;br /&gt;
=== Curse spells===&lt;br /&gt;
Some spells from the standard and the Ancient Magicks spellbooks are classified as curses, and have the ability to drain the target&amp;#039;s Attack, Strength or Defence by a certain amount. The drain is not cumulative; [[Vulnerability]], for example, which reduces the target&amp;#039;s Defence by 10%, can only be successfully cast once on a certain target. All curse spells require the use of either [[body rune]]s, in the case of low-level curses, or [[soul rune]]s for higher-levelled spells.&lt;br /&gt;
&lt;br /&gt;
===Teleportation spells===&lt;br /&gt;
&amp;lt;choose&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:Teleport.gif|frame|left|A player casting a teleport spell from the standard spellbook.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:Lunarspellteleport.gif|frame|left|A player casting a teleport spell from the Lunar spellbook.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option&amp;gt;[[File:Ancient teleport.gif|frame|left|A player casting an Ancient Magicks teleport spell.]]&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;/choose&amp;gt;&lt;br /&gt;
[[Teleportation]] spells are used to instantly transport players to a certain area. For example, when cast, [[Falador Teleport]] immediately transports the caster to the centre of [[Falador]], next to the Saradomin statue. Nearly all teleportation spells require at least one [[law rune]], among other runes.&lt;br /&gt;
&lt;br /&gt;
All spellbooks contain teleportation spells. However, the standard spellbook contains [[Teleother]] spells, beginning with [[Teleother Lumbridge]] at 74 Magic. Teleother spells allow the caster to teleport another player to another area, assuming that player consents and has [[Accept Aid]] on. The Lunar spellbook has Tele Group spells, starting with [[Tele Group Moonclan]] at 70 Magic, which will teleport the caster and any other players within a 3x3 square area of the caster to another area.&lt;br /&gt;
&lt;br /&gt;
The [[Home Teleport]] spell is a unique teleport that does not require any runes and does not have a level requirement. It takes around 10 seconds to cast, so it is interruptible by combat. Due to a hidden update on 28 March 2011, the waiting time of 30 minutes between casts has been eliminated. Each spellbook has a Home Teleport spell, with different destinations according to the spellbook. [[Lumbridge Home Teleport]] from the standard spellbook leads to [[Lumbridge]], [[Edgeville Home Teleport]] from the Ancient Magicks spellbook leads to [[Edgeville]], [[Lunar Home Teleport]] from the Lunar spellbook leads to Lunar Isle. After the Troll Warzone update, members can use the Home Teleport to teleport to Burthorpe. A similar spell exists in the [[Dungeoneering/Magic|Dungeoneering spellbook]] which teleports the caster to the [[smuggler]] in the start room. The addition of the [[Lodestone network]] means that players can now use the home teleportation spell to teleport to a number of different areas within Gielinor, such as [[Draynor Village]], [[Catherby]] and [[Al Kharid]], which removes the immediate need for many teleportation spells since the home teleport spell to these areas is free.[[File:Staff of light equipped.png|thumb|120px|The [[staff of light]] is a popular weapon for high-level mages.]]&lt;br /&gt;
&lt;br /&gt;
Note that teleportation can be blocked by use of the [[Teleport Block]] spell, or being past level 20 in the Wilderness, except with Dragonstone jewellery, which is able to teleport in up to level 30 in the Wilderness.&lt;br /&gt;
&lt;br /&gt;
===Enchantment spells===&lt;br /&gt;
Unique to the standard spellbook, [[enchantment]] spells are used to imbue certain items, such as [[jewellery]] and [[bolts|crossbow bolts]], with magical properties. For example, [[Enchant Level 3 Jewellery]] is used to turn a [[ruby amulet]] into an [[amulet of strength]]. Enchantment spells make use of [[cosmic rune]]s along with other runes.&lt;br /&gt;
&lt;br /&gt;
===Alchemy spells===&lt;br /&gt;
Through alchemy spells, items are converted into [[coins]]. Two of the game&amp;#039;s few alchemy spells are [[Low Level Alchemy]] and the much more popular [[High Level Alchemy]]. ([[Superheat Item]] could also be described as an alchemy spell, although it is used to smelt [[ore]]s into [[bars]] without a furnace.) Alchemy spells use [[nature rune]]s.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous spells===&lt;br /&gt;
Many spells, particularly from the Lunar spellbook, have unique effects that do not fit into any other category. Some of these effects are otherwise unavailable. A few examples:&lt;br /&gt;
* [[NPC Contact]] allows the caster to telepathically communicate with a variety of [[NPC]]s&lt;br /&gt;
* [[Humidify]] instantly fills all water-carrying containers (such as [[bucket]]s and [[vial]]s) in the caster&amp;#039;s inventory with water, as well as turning [[clay]] into [[soft clay]]&lt;br /&gt;
* [[Stat Spy]] and [[Monster Examine]] allow the caster to view another player&amp;#039;s skill levels or information about a monster, respectively.&lt;br /&gt;
&lt;br /&gt;
==Magic equipment==&lt;br /&gt;
===Weapons===&lt;br /&gt;
Magic users often use [[staff (weapon type)|staves]] in order to augment their spellcasting. Some staves, such as the basic [[staff]], simply give small bonuses to Magic attack. Some, however, provide powerful or unique bonus effects. Some examples:&lt;br /&gt;
* [[Elemental staves]] provide unlimited amounts of certain elemental runes&lt;br /&gt;
* The [[slayer staff]], which requires 50 Magic and 55 [[Slayer]], allows the casting of [[Magic Dart]]&lt;br /&gt;
* [[God staves]] (including the [[Saradomin staff]], [[Guthix staff]] and [[Zamorak staff]]) allow the casting of the [[Mage Arena]] spells [[Saradomin Strike]], [[Claws of Guthix]], and [[Flames of Zamorak]], respectively&lt;br /&gt;
* [[Ahrim&amp;#039;s staff]] is part of [[Barrows equipment#Ahrim the Blighted (Magic)|Ahrim the Blighted&amp;#039;s set of Barrows equipment]], and when used with the rest of the set, may lower the target&amp;#039;s [[Strength]] by 5 points on a successful hit&lt;br /&gt;
* The [[staff of light]] provides a +15% bonus to Magic damage, has a 1/8 chance of negating the rune cost of a spell, and can be used to cast [[Magic Dart]].&lt;br /&gt;
* The [[chaotic staff]] has a +20% Magic Damage bonus and +18 magic bonus. It requires 80 Magic, and 80 Dungeoneering. This provides the highest Magic damage bonus in the game.&lt;br /&gt;
* The [[polypore staff]] has a +13% Magic Damage bonus and a +20 magic bonus with a magic defence of 20. It requires 80 magic. This staff has its own spell built in.&lt;br /&gt;
* The [[Armadyl Battlestaff]] is the only staff to speed up a spell&amp;#039;s cast rate, namely [[Storm of Armadyl]].&lt;br /&gt;
&lt;br /&gt;
A number of high-end staves give a +10% bonus to Magic damage when equipped. These are [[Ahrim&amp;#039;s staff]], the [[ancient staff]], the [[master wand]], the [[Void knight mace]], [[Zuriel&amp;#039;s staff]] and the [[corrupt Zuriel&amp;#039;s staff]].&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Generally, [[Armour/Magic armour|various magical robes]] are the Magic user&amp;#039;s armour of choice. Contrary to the [[combat triangle]], Magic robes do not usually give defensive bonuses against [[melee]] attacks; Ahrim&amp;#039;s and Zuriel&amp;#039;s robes along with Ganodermic armour are the biggest exceptions to this. Rather, Magic robes give bonuses to both Magic attack and defence.&lt;br /&gt;
&lt;br /&gt;
Some mages may instead choose to use [[Void knight equipment|Void Knight equipment]], particularly with the [[Void mage helm]], as the set bonus grants a +30% boost to overall Magic accuracy. At high Magic levels this can result in a significant bonus to accuracy.&lt;br /&gt;
&lt;br /&gt;
===Best Magic Equipment===&lt;br /&gt;
:&amp;#039;&amp;#039;Main articles: [[Armour/Best Magic attack|Best possible Magic attack bonus equipment]], [[Armour/FTP Magic attack|Best Magic attack equipment available to free players]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Training Magic==&lt;br /&gt;
:&amp;#039;&amp;#039;Main articles: Magic training for [[Free-to-play Magic training|free players]] and for [[Pay-to-play Magic training|members]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Fighting as a mage==&lt;br /&gt;
Magic-users are strong against [[melee]] users, but are weak against [[ranged|rangers]] due to the fact that most Ranged armour provides good Magic defence bonuses and binding spells such as [[Snare]] don&amp;#039;t help if fighting someone who can attack at a distance. When fighting as a mage it is suggested to make use of stat-lowering curse spells and binding spells in order to maximise effectiveness. A player or monster using melee is at a significant disadvantage when faced with a foe who can keep out of their attack range, lower their stats, and deal damage. Additionally, when fighting monsters, use of [[safe spot]]s may be helpful.&lt;br /&gt;
&lt;br /&gt;
When using binding spells, another tip is to keep track of how long the opponent will be frozen and cast combat spells accordingly. For example, [[Entangle]] freezes the opponent for 15 seconds, and takes 3 seconds to cast, leaving 12 seconds with which to cast other spells. Since each spell takes 3 seconds to cast, it is possible to cast 4 spells before the target can move again.&lt;br /&gt;
&lt;br /&gt;
If a monster has a particular elemental weakness it is recommended to take advantage of it. For example, [[iron dragon]]s are vulnerable to fire spells.&lt;br /&gt;
&lt;br /&gt;
==Level-up table==&lt;br /&gt;
{{main|Magic/Level-up table}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Magic boosting items                                                                              ==&lt;br /&gt;
&lt;br /&gt;
{{main|Magic damage}}&lt;br /&gt;
Some items grant temporary boosts to the Magic skill. A boosted Magic skill &amp;#039;&amp;#039;&amp;#039;does&amp;#039;&amp;#039;&amp;#039; allow for casting of higher-level spells than normal. For example, a player with 90 Magic who drinks a dose of [[magic potion]] will be able to cast [[Vengeance Other]], which requires 93 Magic. For every boosted level, the magic damage is boosted by 3%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Method&lt;br /&gt;
!Level boost&lt;br /&gt;
!Damage boost&lt;br /&gt;
!Requirements to use&lt;br /&gt;
|-&lt;br /&gt;
|‎[[File:Wizard&amp;#039;s mind bomb.png]]&lt;br /&gt;
|[[Wizard&amp;#039;s mind bomb]]&lt;br /&gt;
|2 or 3&lt;br /&gt;
|6% or 9%&lt;br /&gt;
|None (tradeable)&lt;br /&gt;
|-&lt;br /&gt;
|‎[[File:Mature wmb.png‎]]&lt;br /&gt;
|[[Mature wmb]]&lt;br /&gt;
|3 or 4&lt;br /&gt;
|9% or 12%&lt;br /&gt;
|None (tradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magic essence potion.png‎]]&lt;br /&gt;
|[[Magic essence potion]]&lt;br /&gt;
|3&lt;br /&gt;
|9%&lt;br /&gt;
|Level 57 Herblore (nontradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magic potion.png]]&lt;br /&gt;
|[[Magic potion]]&lt;br /&gt;
|5&lt;br /&gt;
|15%&lt;br /&gt;
|None (tradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vecna skull.png]]&lt;br /&gt;
|[[Vecna skull]]&lt;br /&gt;
|6&lt;br /&gt;
|18%&lt;br /&gt;
|None&amp;lt;sup&amp;gt;1 &amp;lt;/sup&amp;gt;(tradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extreme magic (3).png‎]]&lt;br /&gt;
|[[Extreme magic potion]]&lt;br /&gt;
|7&lt;br /&gt;
|21%&lt;br /&gt;
|Level 91 Herblore (nontradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Overload (3).png‎‎]]&lt;br /&gt;
|[[Overload]]&lt;br /&gt;
|7&lt;br /&gt;
|21%&lt;br /&gt;
|Level 96 Herblore (nontradeable)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magic focus scroll.png‎]]&lt;br /&gt;
|[[Wolpertinger|Wolpertinger&amp;#039;s]] Magic focus scroll&lt;br /&gt;
|7&lt;br /&gt;
|21%&lt;br /&gt;
|Level 92 Summoning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dominion marker 4.png]]&lt;br /&gt;
|[[Dominion marker|Dominion marker Tier 4]]&lt;br /&gt;
|10&lt;br /&gt;
|30%&lt;br /&gt;
|All achievements done in the [[Dominion Tower]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magic cape.png]]&lt;br /&gt;
|[[Magic cape]]&amp;#039;s boost&lt;br /&gt;
|1&lt;br /&gt;
|3%&lt;br /&gt;
|Level 99 Magic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Activating a [[Vecna skull]] can only be done once every 7 minutes, and it cannot be used in the Wilderness.&lt;br /&gt;
&lt;br /&gt;
==Development History==&lt;br /&gt;
Magic in [[RuneScape Classic]] was significantly different than its modern incarnation. Very early on, the Magic skill was made up of two separate skills, GoodMagic and EvilMagic. The Evil Magic spells were [[Confuse]], Thick Skin, Shock Bolt, Elemental Bolt and Fear, and the Good Magic spells were Chill Bolt, Burst of Strength, Camouflage, Rock Skin and [[Wind Bolt]]. The two skills were eventually merged into a single Magic skill. It was possible to fail an attempt to cast a spell; when this happened, the spell used no runes, but the caster could not use another Magic spell for 20 seconds. A higher Magic level made failing a spell attempt less likely. Additionally, because runes were less common on RuneScape Classic , spells gave far more experience. Each spell gave the fixed experience using the formula 2 * spell level + 20. Jagex explained that the reduction of Magic experience in RuneScape 2 was due to the fact that runes were [[Runecrafting|easier to obtain]] on the new version. Spells were graphically represented as a two-dimensional blue flying star, which proved difficult to distinguish from arrows (green stars). Furthermore, metal armour did not impose the significant restrictions on Magic accuracy that it does today, allowing mages to cast powerful spells and yet wear full rune armour.&lt;br /&gt;
&lt;br /&gt;
On [[22 September]] [[2003]], the [[Mage Arena]] was introduced, together with the three god spells [[Saradomin Strike]], [[Claws of Guthix]], and [[Flames of Zamorak]]. On the [[24 November|24th of November]], the [[Bind]], [[Snare]] and [[Entangle]] spells were released in an attempt to balance out the combat triangle. Additionally, the system for failing spells was changed to the modern system, whereas a spell will &amp;quot;splash&amp;quot; and use runes, but will not disable spellcasting for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
On [[18 April]] [[2005]], the [[Desert Treasure]] quest was released, together with the [[Ancient Magicks]], almost doubling the number of combat spells in the game.&lt;br /&gt;
&lt;br /&gt;
On the [[4 January]], [[2006]], the [[Mage Training Arena]] was released. On the [[4 July|24th of July]] of the same year the [[Lunar Diplomacy]] quest was released, with the introduction of the [[Lunar spells|Lunar spellbook]]. The Lunar spellbook was expanded on [[15 May]] [[2007]] with 7 new spells which are accessible after completing [[Dream Mentor]].&lt;br /&gt;
&lt;br /&gt;
On [[18 September]] [[2007]], the spell [[Ourania Teleport]] was released, along with the [[Ourania Runecrafting Altar]].&lt;br /&gt;
&lt;br /&gt;
On [[9 September]] [[2009]], Jagex [[Update:Changes to Autocasting Spells|updated]] the system for auto-casting spells. Previously, spells could only be auto-cast while wielding a staff, and even then not every spell could be autocast. Now it is possible to auto-cast most spells even without a staff equipped, and some spells such as [[Iban Blast]] and [[Saradomin Strike]] that were not previously auto-castable may now be auto-cast, provided the proper staff is equipped. Additionally, [[Ancient Magicks]] spells were changed to allow for auto-casting without an [[ancient staff]] equipped, which was required to auto-cast them until the update.&lt;br /&gt;
&lt;br /&gt;
On [[17 November]] [[2009]], the [[surge spells]] were [[Update:Potions, Spells and Runes|added to the game]].&lt;br /&gt;
&lt;br /&gt;
On [[21 June]] [[2010]] the animations for the combat spells in the standard spellbook were updated from the previous generic blast with different colours to actually individual animations that are unique for each element. The animation for making a teleport tablet was also changed.&lt;br /&gt;
&lt;br /&gt;
On [[14 September]] [[2011]] a new rune called the [[Armadyl rune]] was released along with a new spell, [[Storm of Armadyl]].&lt;br /&gt;
&lt;br /&gt;
== Magic in Gielinor&amp;#039;s History ==&lt;br /&gt;
[[File:Meeting History Jack with Runes.gif|thumb|right|[[Jack (Meeting History)|Jack]], one of the first humans on [[Gielinor]], experimenting with [[runestones]].]]&lt;br /&gt;
The [[gods]] of [[Gielinor]] are among the most powerful users of magic. [[Guthix]] is said to have shaped the world from an empty plane left behind by the [[Elder Gods]] with the magic from the [[Stone of Jas]]. Runestones, the basics of magic, are created by harnessing the energy in the stone. Guthix gave [[Humans]], who he brought from other realms through the [[World Gate]], these runes, and the land was dubbed RuneScape due do its abundance of runes. Guthix fell into a deep sleep, ending the First Age.&lt;br /&gt;
&lt;br /&gt;
[[Jack (Meeting History)]] was said to have created the first magic spell, [[Fire Strike]] by combining an air and fire rune in attempt to light a fire. Jack became a powerful mage eventually, and taught many Humans the ability to fight with magic.&lt;br /&gt;
&lt;br /&gt;
Concluding the [[God Wars]], the Fourth Age or &amp;quot;Age of Mortals&amp;quot; began. There was a limited number of Runes in existence, so magic was not widely practiced. High level mages such as [[Ahrim the Blighted]] may have had another source for his magical powers, or had a secret supply of these runes.&lt;br /&gt;
&lt;br /&gt;
At the end of the Fourth Age, [[rune essence]] was discovered by [[Fremennik]] barbarians. These stones were imbued with different elemental energies, and the basics of [[Runecrafting]] were discovered. However, this led to a schism in the tribe. One half believed that magic was useful, and part of human progression. However, the other half argued that use of the magic was defying the gods, as it was the gods power. The first group separated, and became known as the [[Moon Clan]].&lt;br /&gt;
&lt;br /&gt;
During this time, the seers of the would-be Moon Clan had searched the land to find concentrations of magical energy. They created altars to these energies, and were able to bind them into the stones. The art of Runecrafting was spread all over Gielinor, and it led to human domination over the other races of the land.&lt;br /&gt;
&lt;br /&gt;
From the years 42 to 70 of the 5th and current age, Fremennik tribesmen who feared magic crusaded against those who used it. The altars used to create the runes were destroyed, and the tribe was able to fight until the outskirts of [[Varrock]], where they settled into the [[Gunnarsgrunn]].&lt;br /&gt;
&lt;br /&gt;
In year 70 of this age, [[Zamorakian]] wizards who wished to learn the art were denied entry to the [[Wizard&amp;#039;s Tower]], the centre of all magical learning. In rage, they destroyed the current tower by means of a fire, and destroyed the work that the wizards had been working on. The art of Runecrafting was lost until year 169, when an adventurer helped uncover the mysteries of Runecrafting, bringing a large amount of runes into existence once more. With these large amounts of runes, Magic became widely practised once more, and powerful spells such as [[Fire Surge]] have been developed through intense study of this skill.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Because Magic is composed of both combat and non-combat spells, it is possible to train Magic without gaining [[Constitution]] experience. At early Magic levels it is necessary to use experience lamps, quest rewards or other sources of experience to raise Magic to level 3, at which point [[Confuse]] may be cast. Additionally, combat spells cast on [[dummies]] and failing to successfully cast (splashing) combat spells do not give Constitution experience.&lt;br /&gt;
* Ever since [[RuneScape HD]]&amp;#039;s release, failed spells will sometimes fly straight up instead of splashing and disappearing as usual.&lt;br /&gt;
* If a player is far enough from their target, their spells will take longer to reach their opponent than an attack cycle, leading them to fire another spell before the first spell hit. This can sometimes lead to a spell being in the air when the opponent dies, effectively wasting a cast. This is especially likely in [[Daemonheim]] for players who use a [[Ring of kinship/Classes#Magic|Blitzer ring]] to cast spells at a faster rate than normal.&lt;br /&gt;
* Spells will change directions to hit targets that move or teleport.&lt;br /&gt;
* The higher a player&amp;#039;s Magic level is, the more they become resistant to being hit by magical attacks, regardless of the combat style the player is using to attack. This applies to both combat with [[NPC]]&amp;#039;s and in [[PvP]] areas.&lt;br /&gt;
* A player&amp;#039;s defence against magical attacks is based on 70% of their magic level and 30% of their defence level.&lt;br /&gt;
* Whilst fighting in the Duel Arena, if your opponent is to die before a spell reaches them, the spell will sometimes appear in the lobby. Normally it will then hit for 0, however there are occasions when the spell will simply follow you, like a familiar. However, it can also pass through or over obstacles which would normally stop familiars. The spell will eventually disappear. If the player who is being followed teleports away, the spell will remain behind, but will point in the direction of the player.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Quest experience rewards#Magic|Quest experience rewards - Magic]]&lt;br /&gt;
* [[Grand Exchange Market Watch/Magic]]&lt;br /&gt;
* [[Mage]] class&lt;br /&gt;
* [[Runes#Obtaining runes|Runes: Obtaining runes]]&lt;br /&gt;
*[[Free-to-play Magic training]], a guide to training Magic for free-to-play players&lt;br /&gt;
*[[Pay-to-play Magic training]], a guide to training Magic for pay-to-play players&lt;br /&gt;
*[[Magic/Level up table]]&lt;br /&gt;
*[[Calculator#Magic|Magic Calculators]]&lt;br /&gt;
*[[Magic cape]]&lt;br /&gt;
&lt;br /&gt;
{{WP also}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Interface}}&lt;br /&gt;
{{Featured article}}&lt;br /&gt;
[[nl:Magic]]&lt;br /&gt;
[[pt:Magia]]&lt;br /&gt;
[[de:Magie]]&lt;br /&gt;
[[pl:Magic]]&lt;br /&gt;
&lt;br /&gt;
[[no:Magic]]&lt;br /&gt;
[[es:Magic]]&lt;br /&gt;
[[zh:Magic]]&lt;br /&gt;
[[fi:Magic]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Magic|*]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Wikia Game Guides skills]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Urbancowgurl777</name></author>
	</entry>
</feed>