Old School RuneScape Wiki
This article is about the Magic skill. For information on training Magic, see Magic training (F2P) (P2P).


Magic is one of the most important skills in Old School RuneScape and is one of the three combat classes. It is used in Combat; it allows crafted items to be enchanted, fast transport around the world via teleports, and convert items into coins via High Level Alchemy. Magic is probably the largest source of coins into the game. While it is possible to play the game without being skilled in Magic, it is a considerable advantage to be able to use many spells, especially High Level Alchemy and teleports.

Magic is also important in order to defend well against Magic attacks. Unlike melee and Ranged defence, Magic defence is actually determined by both Magic (70%) and Defence (30%) levels, as well as magic defence bonus.

Magic accuracy [1] [2]

  • PvP opponent's defence roll 70% magic level, 30% defence level and magic defence bonus
    • Effective level = player's magic level * 0.7 + player's defence level * 0.3
      • Effective level x ( 64 + Equipment bonus)= Defence roll
  • PvM NPC's defence roll 100% magic level and magic defence bonus
    • Monsters magic level x ( 64 + Monsters magic defence bonus)= Defence roll
    • Protect from magic makes NPCs most of the time splash against player. [3]
  • Players accuracy roll from magic level and magic attack bonus [4]
    • Effective level= (Level + potion boost x prayer) + 8
      • Effective level x ( 64 + Equipment bonus)= Attack roll
  • Hit chance
    • When attack roll > defence roll
      • 1 - (defence+2)/[2 x(Attack+1)]
    • When opposite
      • (Attack)/[2x(Def+1)]
All members-only spells on this page are written in italics.
Listen to audio.
Magic level-up music (link)
The first music that can be played when levelled up.
Listen to audio.
Magic level-up music (link)
The second music that can be played when levelled up.


For a list of all the spells in the game, see List of spells.

A player demonstrating Magic spells.

Magic is used almost exclusively through casting Spells on monsters, another player, on one's self (reflexively), or on an item.


Main article: Runes
All spells (with the exception of the Home Teleports in the Standard, Ancient and Lunar spellbooks) require the use of runes as a consumed resource. Runes are stackable, commonly traded items which are obtained by various methods. For hints on obtaining runes, see Runes: Obtaining runes.

Elemental staves

Main article: Elemental staves
The requirement for certain runes in a spell can be removed if the player wields an elemental staff corresponding to an elemental rune. As an example, wielding a staff of fire allows a player to cast High Level Alchemy using only one nature rune.

Magic weapons

Main article: Weapons#Magic_weapons


There are four divisions of Magic in RuneScape - standard (commonly called "modern"), Ancient Magicks, Lunar spells, and Necromancy. Each has a different spellbook and typically only one can be used at once (for an exception to this rule, see Spellbook Swap). The special spellbooks are only available on members' worlds.

To cast a spell, a player must choose the wanted spell from their spellbook. To access the activated spellbook, click on the spellbook icon in the game's interface.

Standard spells

Main article: Standard spells

The standard spellbook.

The standard spells are activated on any new character's account, and they are available on all worlds. There is no prerequisite to using the standard spellbook, although some spells are only available on members' worlds and others require completion of certain quests or tasks. As with other skills, new capabilities require higher skill levels.

Ancient Magicks

Main article: Ancient Magicks
The Ancient Magicks contain some of the most dangerous offensive spells. These spells can only be used after completing the fiendish Desert Treasure quest.

Lunar spells

Main article: Lunar spells
The Lunar spells are mostly supportive spells and are unrelated to combat, and require completing the Lunar Diplomacy quest before being usable. A spellbook extension becomes available after completion of the Dream Mentor quest.

Arceuus spells

Main article: Arceuus spellbook
The Arceuus spellbook (also known as the Necromancy spellbook), is a spellbook that can be accessed by gaining 60% favour with the Arceuus House in Great Kourend. It contains mostly creature reanimation spells, but also several alternative teleportation spells.

Standard spellbook description

In the standard spellbook, spells fall into one of several categories: combat, Curse, Teleportation, Alchemy and Enchantment. All spells yield their associated amount of experience when cast. Combat spells additionally give experience related to the amount of damage caused to the opponent(s).

Teleportation spells

Teleportation spells are very popular with all players - free-to-players and members alike, as teleportation spells save lots of time when travelling around the world. Note that using a teleport spell is not possible north of level 20 Wilderness, nor in any of the combat-based minigames such as Castle Wars and Pest Control.

Icon Spell Magic
Experience Notes
Home Teleport icon.png Home Teleport 1 None 0 This spell will transport you to Lumbridge free of charge. It takes around 10 seconds to cast and is interruptible by combat. Additionally, it may only be cast every 30 minutes.
Varrock Teleport icon.png Varrock Teleport 25 1Law1Fire3Air 35 Transports you to the centre of Varrock, by the fountain near the shop.
Lumbridge Teleport icon.png Lumbridge Teleport 31 1Law1Earth3Air 41 Transports you to the centre of Lumbridge Castle, in the same spot as the Home Teleport.
Falador Teleport icon.png Falador Teleport 37 1Law1Water3Air 48 Transports you to the centre of Falador, by the Guards.
House Teleport icon.png Teleport to House 40 1Law1Earth1Air 30 Transports you to your house. See Constructionskill.
Camelot Teleport icon.png Camelot Teleport 45 1Law5Air 55.5 Transports you to Camelot south of the castle.
Ardougne Teleport icon.png Ardougne Teleport 51 2Law2Water 61 Transports you to Ardougne in the centre of the square. You must complete the Plague Cityquest to use this teleport.
Watchtower Teleport icon.png Watchtower Teleport 58 2Law2Earth 68 Transports you to the top of the Watchtower, next to Yanille. You must complete the Watchtowerquest to use this spell.
Trollheim Teleport icon.png Trollheim Teleport 61 2Law2Fire 68 Transports you to the very top of Trollheim, near Eadgar's cave. You must complete the Eadgar's Rusequest to use this teleport.
Teleport to Ape Atoll icon.png Teleport to Ape Atoll 64 2Law2Fire2Water1Banana 74 Transports you to Ape Atoll. Requires completion of the Awowogei subquest of Recipe for Disaster.
Teleport to Kourend icon.png Teleport to Kourend 69 2Soul2Law5Fire4Water 82 Transports you to the centre of Great Kourend. Players must unlock the spell via searching for the book, transportation incantations, in the Arceuus House Library.
Teleother Lumbridge icon.png Teleother Lumbridge 74 1Soul1Law1Earth 84 Teleports another player who has Accept Aid switched on to Lumbridge.
Teleother Falador icon.png Teleother Falador 82 1Soul1Law1Water 92 Teleports another player who has Accept Aid switched on to Falador.
Tele Block icon.png Tele Block 85 1Law1Death1Chaos 80 Can only be cast on another player in the Wilderness, and if successful, will prevent that player from using teleportation spells for 5 minutes.
Teleport to Bounty Target icon.png Teleport to Bounty Target 85 1Law1Death1Chaos 45 Teleports you near your Bounty Hunter Target. You can only use this spell after using a Bounty teleport scroll.
Teleother Camelot icon.png Teleother Camelot 90 2Soul1Law 100 Teleports another player who has Accept Aid switched on to Camelot.

Combat spells

Main article: Combat spells
All combat spells result in a spell related amount of experience when cast, but also give experience depending on the amount of damage caused to the opponent. Each damage point caused by a combat spell yields 2 Magic experience points (i.e. hitting a 30 with a spell yields the spell's base experience + 60 Magic experience) and 1.33 Hitpoints experience points. Generally, most combat spells use some air runes in combination with some other "combat" runes, though there are exceptions with the special spells such as Magic Dart.

All spells have equal accuracy, and the magical accuracy is only derived from the current Magic level (and applicable boosts such as from potions or prayer) and Magic accuracy bonus from equipment. To maximise accuracy, especially in training and player killing, players are advised to equip magic-boosting equipment, unequip magic-lowering equipment, drink Wizard's mind bomb, and raise Magic levels.

Icon Spell Magic
Experience Max hit Notes
Wind Strike icon.png Wind Strike 1 1Mind1Air 5.5 2
Water Strike icon.png Water Strike 5 1Mind1Water1Air 7.5 4
Earth Strike icon.png Earth Strike 9 1Mind2Earth1Air 9.5 6
Fire Strike icon.png Fire Strike 13 1Mind3Fire2Air 11.5 8
Wind Bolt icon.png Wind Bolt 17 1Chaos2Air 13.5 9
Water Bolt icon.png Water Bolt 23 1Chaos2Water2Air 16.5 10
Earth Bolt icon.png Earth Bolt 29 1Chaos3Earth2Air 19.5 11
Fire Bolt icon.png Fire Bolt 35 1Chaos4Fire3Air 22.5 12 Chaos gauntlets can be used with Bolt spells. The gauntlets, when worn, increase the maximum damage done by all bolt spells by 3, thus making the max hit of a specific bolt spell only 1 behind the Blast spell of the same element.
Crumble Undead icon.png Crumble Undead 39 1Chaos2Earth2Air 24.5 15 Will only work on ZombiesSkeletons, etc. Can only be auto-cast with the Slayer's staff or Void knight mace.
Wind Blast icon.png Wind Blast 41 1Death3Air 25.5 13
Water Blast icon.png Water Blast 47 1Death3Water3Air 28.5 14
Iban Blast icon.png Iban Blast 50 1Death5Fire
Iban's staff
30 25 Must complete Underground Passquest, the staff has 120 charges (or 2,500 with Iban's staff (u)). Using Iban Blast on any monster will use one charge. Using the spell on a player will use up 2 charges. When all the charges are used up, you have to recharge the staff by using it on the well in the Underground Pass, past the three paladins.
Magic Dart icon.png Magic Dart 50 1Death4Mind
+ Slayer's staff
30 15-19 Must have 55 Slayer to use. The staff costs 21,000 coins from any Slayer master.
Earth Blast icon.png Earth Blast 53 1Death4Earth3Air 31.5 15
Fire Blast icon.png Fire Blast 59 1Death5Fire4Air 34.5 16 This is the strongest spell available to free players.
Saradomin Strike icon.png Saradomin Strike 60 2Blood2Fire4Air
Saradomin staff / Staff of Light
35 20 / 30 Must complete Mage Arena.
Lowers target's prayer by 1 for each successful cast.

Charge increases max hit from 20 to 30.

Claws of Guthix icon.png Claws of Guthix 60 2Blood1Fire4Air
Guthix staff / Void Knight mace
35 20 / 30 Must complete Mage Arena.
Chance to lower target's defence by 5% on successful hit.

Charge increases max hit from 20 to 30

Flames of Zamorak icon.png Flames of Zamorak 60 2Blood4Fire1Air
Zamorak staff / (Toxic) Staff of the dead
35 20 / 30 Must complete Mage Arena.
Lowers target's magic by 5% on a successful hit.
Charge increases max hit from 20 to 30.
Wind Wave icon.png Wind Wave 62 1Blood5Air 36 17
Water Wave icon.png Water Wave 65 1Blood7Water5Air 37.5 18
Earth Wave icon.png Earth Wave 70 1Blood7Earth5Air 40 19
Fire Wave icon.png Fire Wave 75 1Blood7Fire5Air 42.5 20
Wind Surge icon.png Wind Surge 81 1Wrath5Air 44.5 21
Water Surge icon.png Water Surge 85 1Wrath10Water7Air 46.5 22
Earth Surge icon.png Earth Surge 90 1Wrath10Earth7Air 48.5 23
Fire Surge icon.png Fire Surge 95 1Wrath10Fire7Air 50.5 24

Defensive casting

Although each damage point caused by a combat spell yields 2 Magic experience points and 1.33 Hitpoints experience points when casting regularly, the other option, which is denoted by a shield icon in the interface, represents 'defensive casting'. If you click this button instead of the regular option, you will gain Defence experience whenever you cast combat spells at the cost of receiving a reduced amount of Magic experience. On defensive, you get 1.33 Magic experience points and 1 Defence experience point for every damage point you inflict as well as the usual 1.33 Hitpoints experience points and base Magic experience that is earned for each cast.


A curse spell is any spell that causes a negative effect to its target other than damage. Curses are an underused part of Magic, mainly because spell casters have little time to waste in casting damage spells. In long, prolonged fights, using a curse spell or two at the beginning may be a very good idea. Curses also are useful when competing for a monster respawn, as the curse immediately engages the monster.

Icon Spell Magic
Experience Notes
Confuse icon.png Confuse 3 1Body2Earth3Water 13 Reduces your opponent's Attack by 5%.
Weaken icon.png Weaken 11 1Body2Earth3Water 21 Reduces your opponent's Strength by 5%.
Curse icon.png Curse 19 1Body3Earth2Water 29 Reduces your opponent's Defence by 5%.
Bind icon.png Bind 20 2Nature3Earth3Water 30 Prevents your opponent from moving for 5 seconds.
Snare icon.png Snare 50 3Nature4Earth4Water 60 Prevents your opponent from moving for 10 seconds.
Vulnerability icon.png Vulnerability 66 1Soul5Earth5Water 76 Reduces your opponent's Defence by 10%.
Enfeeble icon.png Enfeeble 73 1Soul8Earth8Water 83 Reduces your opponent's Strength by 10%.
Entangle icon.png Entangle 79 4Nature5Earth5Water 89 Prevents your opponent from moving for 15 seconds.
Charge icon.png Charge 80 3Blood3Fire3Air 180 This spell temporarily increases the maximum damage of the three God spells to 30 for about 7 minutes. The corresponding God cape must be worn along with the staff in order for the spell to get the damage increase.
Stun icon.png Stun 80 1Soul12Earth12Water 90 Reduces your opponent's Attack by 10%.


All Alchemy spells use nature runes to convert some thing into some other thing. Particularly note High Level Alchemy in this section, as it is probably the most widely used spell in the game.

Icon Spell Magic
Experience Notes
Bones to bananas icon.png Bones to Bananas 15 1Nature2Earth2Water 25 Converts all bones in the player's inventory into bananas.
Low level alchemy icon.png Low Level Alchemy 21 1Nature3Fire 31 Converts items into coins.
Superheat item icon.png Superheat Item 43 1Nature4Fire 53 Smelts ores without the need for a furnace.
High Level Alchemy icon.png High Level Alchemy 55 1Nature5Fire 65 Converts items into more coins than Low Level Alchemy spell.
Bones to peaches icon.png Bones to Peaches 60 2Nature4Earth4Water 35.5 Converts all bones in inventory into peaches. You must buy this spell from the Mage Training Arena.


All enchantment spells use cosmic runes to make an item magical. For the enchant orb group of spells, you need to travel to the appropriate obelisk and cast the spell on that. Similarly with the jewellery spells, you must have a piece of jewellery to cast the spell on.

Icon Spell Magic
Experience Notes
Enchant Crossbow Bolt icon.png Enchant Crossbow Bolt 4 Varies Varies Enchants any type of tipped bolts, up to level 87 Magic required.
Lvl-1 Enchant icon.png Lvl-1 Enchant 7 1Cosmic1Water 17.5 Enchants sapphire jewellery.
Lvl-2 Enchant icon.png Lvl-2 Enchant 27 1Cosmic3Air 37 Enchants emerald jewellery.
Lvl-3 Enchant icon.png Lvl-3 Enchant 49 1Cosmic5Fire 59 Enchants ruby jewellery.
Charge Water Orb icon.png Charge Water Orb 56 3Cosmic30Water1Unpowered Orb 66 Creates a water orb, spell must be cast on Obelisk of Water deep in the Taverley Dungeon.
Lvl-4 Enchant icon.png Lvl-4 Enchant 57 1Cosmic10Earth 67 Enchants diamond jewellery.
Charge Earth Orb icon.png Charge Earth Orb 60 3Cosmic30Earth1Unpowered Orb 70 Creates an earth orb, spell must be cast on the Obelisk of Earth in Edgeville Dungeon.
Charge Fire Orb icon.png Charge Fire Orb 63 3Cosmic30Fire1Unpowered Orb 73 Creates a fire orb, spell must be cast on Obelisk of Fire deep in the Taverley Dungeon.
Charge Air Orb icon.png Charge Air Orb 66 3Cosmic30Air1Unpowered Orb 76 Creates an air orb, spell must be cast on Obelisk of Air in Edgeville Dungeon.
Lvl-5 Enchant icon.png Lvl-5 Enchant 68 1Cosmic15Earth15Water 78 Enchants dragonstone jewellery.
Lvl-6 Enchant icon.png Lvl-6 Enchant 87 1Cosmic20Fire20Earth 97 Enchants onyx jewellery.
Lvl-7 Enchant icon.png Lvl-7 Enchant 93 20Soul20Blood1Cosmic 110 Enchants zenyte jewellery.


Monster magic defence

Defence level has no effect. Magic defence is rolled from monster's magic level and magic defence bonus. Unlike range and melee which uses defence level and style defence bonus. [5]

How to successfully fight as a mage

As a mage, you are weak against Ranged and strong against melee fighters. When attacking others, you should use a combination of Entangle-like spells (Bind, Snare, Entangle, Ice spells in Ancient Magicks) and highly damaging spells such as Fire Wave, Iban Blast, or the Mage Arena spells. Curses tend to be underused, but do not underestimate them. Lunar spells appear to be helper spells for a team of PKers. When fighting monsters, using battle tactics helps, such as hiding behind a rock. Also, most undead creatures and demons are weak to Magic attacks. This will provide an advantage over these creatures. However, you must be careful because certain monsters are weak to certain elemental attacks (wind, water, earth, fire).

Magic staves

Main article: Staves
Various staves are available in Old School RuneScape. In the list below are all the free-to-play staves, which all can be obtained at Zaff's store in Varrock. The main effect of a staff is to boost Magic Attack and Defence, while the elemental staves provide unlimited amounts of their corresponding rune(s). There are many members staves such as battlestaves, mystic stavesSlayer's staffLunar staff and Ancient staff. Please visit the staves' page for a complete description.
Item Attack Defence Strength
Crush Magic Stab Slash Crush Magic
Staff.png Staff 7 4 2 3 1 4 3
Magic staff.png Magic staff 10 10 2 3 1 10 7
Staff of air.png Staff of air 7 10 2 3 1 10 3
Staff of water.png Staff of water 7 10 2 3 1 10 3
Staff of earth.png Staff of earth 7 10 2 3 1 10 5
Staff of fire.png Staff of fire 9 10 2 3 1 10 6

Magic armour and robes

Main article: Armour
Most mages wear robes, although some light armour is available that is made from special material and does not hinder the wearer's ability to perform magical attacks. For the different sets of armour and detailed information on each piece, see the armour guide.

A player can have a Magic Attack bonus of up to 172, and a Magic Defence bonus up to 234. The lowest Magic attack bonus is -105, which will help prevent spells from hitting an opponent while training (i.e. splashing).

Training Magic

Main article: Magic training
In general, Magic is a very useful skill to train. Most players reach level 55 and then most of their experience comes from High Level Alchemy thereafter.

Using Ancient Magicks

A player using Ice Barrage to train Magic in their house.

Using Ancient Magicks is a quick, yet expensive way to train Magic. The way many people train with Ancients is by utilising Ice Burst. They have some of their friends come with them to either the TzHaar Fight Pit or to a combat ring in a player-owned house. There, they arrange themselves in a 3x3 box. The trainer then casts Ice Burst on the center person, thus hitting everybody in the box. This gains a lot of experience, as you get 2 experience for every point of damage you give.

A much cheaper approach (and considered the best Magic experience in the game by many at approximately 160,000 experience per hour) is through Nightmare Zone. Here, you can get unlimited free runes provided your team captain has completed Horror from the Deep. However, due to an update, gaining experience in this fashion has been largely mitigated.

Getting to level 55

If money is tight, it is recommended that you use the Runecrafting skill to make plenty of mind and air runes to train in Magic. You can buy a Staff of fire or earth from Zaff's staff store and cast Fire Strike or Earth Strike on any monster that cannot reach you, such as the Hobgoblins near the Crafting Guild, the Skeletons in the Varrock Sewer, the Scorpions in the Scorpion pit mine near Al Kharid, or the lesser demon at the top of the Wizards' Tower.

For those with far more fire runes than air runes, a staff of air can prove more useful than a staff of fire as every damage spell requires air runes to cast. Certain locations such as the prison in Port Sarim and the demon's cage in the Wizards' Tower can prove to be useful when training Magic. Also, there are hidden benefits to players who can use the spell Telekinetic Grab at Magic level 33: items can be taken from the vault beneath the Varrock west bank, used to collect wine of zamorak (highly valued by high level herbalists) and one can retrieve items (such as dropped arrows) which end up out of normal reach.

Cursing creatures such as Monks of Zamorak and moss giants is also an effective way of levelling up Magic. Using Curse gives you 29 experience per cast, and body runes nearly always have the maximum stock in magic shops.

If you have money to spend, buy your runes instead, and if you have lots of money, use chaos runes for faster training. Alternatively, you may want to investigate the Mage Training Arena where you can gain plenty of experience from non-combat spells.

High Level Alchemy

High Level Alchemy is perhaps the single most used spell in the game. It allows you to convert items that you possess into coins. Most players owe their high level of Magic to this spell, at 65 Magic experience per casting, using a staff of fire so as to only consume 1 nature rune per spell. Players with high Fletching, Crafting or Smithing can turn the items they make into coins, thereby adding money to the economy or to their own wealth.

Smithing and Crafting items may also be "alched" for decent amounts, if they are high level items.

Mage Training Arena

Our guide to the Mage Training Arena covers this in more detail, but essentially, you can gain excellent Magic experience here, as well as gaining access to the spell Bones to Peaches.


Our guide to the Barrows covers this in more detail, but the Barrows can be extremely good Magic experience, mainly because you receive large amounts of runes from the chest as a reward. It is profitable to train Magic here, and is good experience at the same time.


"Splashing" is an outmoded technique to gain Magic experience while away from the keyboard (AFK). Players would equip a full suit of plate armour and dragonhide vambraces, in order to gain a Magic bonus of -65 or more. This would cause all spells to fail casting (which results in a "splash" animation), keeping the target from dying.

Due to a recent update on AFK combat, "splashing" is less effective. Since the update, the player will stop attacking after only gaining a few thousand experience if the player does not interact with the client (every approximately 20 minutes), regardless of whether Auto Retaliate is turned on.

Monsters that are weak to magic

Temporary boosts

  • Three Prayers can boost Magic by 5%, 10%, or 15%. This boost does not increase damage nor does it allow you to perform spells above your current level. Jagex has confirmed that these prayers only help your magical accuracy and, following an update, your magical defence as well.
  • The Wizard's mind bomb is a type of beer which increases the player's Magic by 3, but it only increases your Magic by 2 if your Magic level is below 49. It can be bought in the Rising Sun Inn, which is in Falador, as well as various places in the members world, and also brewed by players. The mature brew boosts magic by an additional level.
  • Magic essence potions made using the Herblore skill boost Magic by 3.
  • Magic and Battlemage potions made using the Herblore skill boost Magic by 4.
  • Imbued heart boosts Magic by 2-10 (1 + 10% of the player's level, rounded down).
  • A red spicy stew can boost Magic by up to 5 or it can also decrease it by 5.
  • Super magic potions and Overloads boost magic by 5 - 19 (15% + 5), but they can only be used in the Nightmare Zone.

All boosts to your Magic level allow you to perform spells above your current level.

Quests rewarding Magic experience

Quest Experience
Magic req. Other requirements
Witch's Potion 325 - -
Imp Catcher 875 - -
Fairytale I - Growing Pains 1,000 - -
Spirits of the Elid 1,000 33 Magic icon.png 37 Thieving icon.png, 37 Ranged icon.png, 37 Mining icon.png
The Giant Dwarf 1,500 33 Magic icon.png 14 Thieving icon.png, 12 Crafting icon.png, 16 Firemaking icon.png
The Grand Tree 2,150 - 25 Agility icon.png
Recipe for Disaster
(Lumbridge Guide subquest)
2,500 - 40 Cooking icon.png
Horror from the Deep 4,662 - 35 Agility icon.png
King's Ransom 5,000 45 Magic icon.png 65 Defence icon.png
Lunar Diplomacy 5,000 65 Magic icon.png 61 Crafting icon.png, 40 Defence icon.png, 49 Firemaking icon.png, 5 Herblore icon.png, 60 Mining icon.png, 55 Woodcutting icon.png
Enakhra's Lament 7,000 39 Magic icon.png 50 Crafting icon.png, 45 Firemaking icon.png, 43 Prayer icon.png, 45 Mining icon.png
Dream Mentor 10,000 65 Magic icon.png 32 Agility icon.png (Boostable), 85 Multicombat.png, 61 Crafting icon.png, 40 Defence icon.png, 49 Firemaking icon.png, 5 Herblore icon.png, 60 Mining icon.png, 55 Woodcutting icon.png
The Eyes of Glouphrie 12,000 46 Magic icon.png 5 Construction icon.png, 45 Woodcutting icon.png (Ironman chat badge.png)
Swan Song 15,000 66 Magic icon.png 100 Quest point icon.png, 62 Cooking icon.png, 62 Fishing icon.png, 45 Smithing icon.png, 42 Firemaking icon.png, 40 Crafting icon.png
Watchtower 15,250 15 Magic icon.png 15 Thieving icon.png, 25 Agility icon.png, 14 Herblore icon.png, 40 Mining icon.png
Desert Treasure 20,000 50 Magic icon.png 53 Thieving icon.png, 50 Firemaking icon.png, 10 Slayer icon.png
Total 103,262

Skill choice

Upon completing any of the following quests, players may choose to allocate experience to Magic. These rewards usually come in the form of items, such as lamps or books, and are independent of any experience rewards directly received for completing the quest.

Quest Experience
Skills available Skill requirements
Client of Kourend 500 twice Any -
Fairytale II - Cure a Queen 2,500 Any skill above 30 49 Farming icon.png, 57 Herblore icon.png
A Tail of Two Cats 2,500 twice Any skill above 30 -
The Great Brain Robbery 5,000 Any skill above 30 16 Crafting icon.png, 30 Construction icon.png, 50 Prayer icon.png
King's Ransom 5,000 Any skill above 50 65 Defence icon.png
Darkness of Hallowvale 2,000 three times Any skill above 30 5 Construction icon.png, 20 Mining icon.png, 22 Thieving icon.png, 32 Crafting icon.png, 33 Magic icon.png, 40 Strength icon.png
Curse of the Empty Lord
10,000 Any skill above 50 Some players will need 31 Prayer icon.png
Shadow of the Storm 10,000 Attack icon.png Strength icon.png Defence icon.png Magic icon.png Ranged icon.png Hitpoints icon.png 30 Crafting icon.png
Contact! 7,000 twice Attack icon.png Strength icon.png Defence icon.png Magic icon.png Ranged icon.png Hitpoints icon.png -
Dream Mentor 15,000 Strength icon.png Defence icon.png Magic icon.png Ranged icon.png Hitpoints icon.png 32 Agility icon.png (Boostable), 85 Multicombat.png, 61 Crafting icon.png, 40 Defence icon.png, 49 Firemaking icon.png, 5 Herblore icon.png, 65 Magic icon.png, 60 Mining icon.png, 55 Woodcutting icon.png
One Small Favour 10,000 twice Any skill above 30 36 Agility icon.png, 25 Crafting icon.png, 18 Herblore icon.png, 30 Smithing icon.png
Recipe for Disaster
(The final battle)
20,000 Any skill above 50 175 Quest point icon.png, 48 Agility icon.png, 50 Mining icon.png, 53 Fishing icon.png, 53 Thieving icon.png, 25 Herblore icon.png, 59 Magic icon.png, 40 Smithing icon.png, 50 Firemaking icon.png, 40 Ranged icon.png, 40 Crafting icon.png, 10 Fletching icon.png, 10 Slayer icon.png, 36 Woodcutting icon.png
Legends' Quest 7,650 four times Attack icon.png Strength icon.png Defence icon.png Magic icon.png Hitpoints icon.png Prayer icon.png Woodcutting icon.png Crafting icon.png Smithing icon.png Herblore icon.png Agility icon.png Thieving icon.png 107 Quest point icon.png, 50 Agility icon.png, 50 Crafting icon.png, 45 Herblore icon.png, 56 Magic icon.png, 52 Mining icon.png, 42 Prayer icon.png, 50 Smithing icon.png, 50 Strength icon.png, 50 Thieving icon.png, 50 Woodcutting icon.png
Dragon Slayer II 25,000 four times Attack icon.png Strength icon.png Defence icon.png Magic icon.png Ranged icon.png Hitpoints icon.png 200 Quest point icon.png, 75 Magic icon.png, 70 Smithing icon.png, 68 Mining icon.png, 62 Crafting icon.png, 60 Agility icon.png, 60 Thieving icon.png, 50 Construction icon.png, 50 Hitpoints icon.png
Monkey Madness II 50,000 twice Attack icon.png Strength icon.png Defence icon.png Magic icon.png Ranged icon.png Hitpoints icon.png 69 Slayer icon.png, 70 Crafting icon.png, 60 Hunter icon.png, 55 Agility icon.png, 55 Thieving icon.png, 60 Firemaking icon.png
Total 344,100


  • In early 2001, there were two magic skills, Good Magic and Evil Magic. However, with the introduction of a new magic system, the lower skill was removed, and the higher skill changed to Magic. For example, if the player had level 50 Good Magic and level 40 Evil Magic, he would keep level 50 Magic, and the experience for the Evil Magic was discarded. Because of this, some players were upset that they lost money for training their lower magic skill, and that the experience was thrown away instead of carried over. There were also spells like Shock Bolt, Elemental Bolt, Camouflage, and Fear.
  • Prior to the introduction of RuneScape 2, combat spells were universally represented by a simple, flying blue star, which proved difficult to distinguish from arrows, which were green stars. Also, in RuneScape Classic, players were capable of casting magic spells while wearing full rune armour, leading to a massive imbalance in favour of high-level mages.
  • Prior to the advent of multicombat areas in RuneScape 2, mages and archers could attack enemies while a melee fighter engaged the monster in direct combat. This was the most common way for multiple players to attack the same creature, usually high level bosses like the King Black Dragon. The loot would go to whoever dealt the most damage, and the person who dealt the last hit would be the only one to receive experience, though less than if they had killed the monster themselves.
  • In RuneScape Classic, each spell gave the fixed experience using the formula 2 * spell level + 20. Magic was a much faster skill to train if you could get sufficient runes, though runes were much harder to obtain. With RuneScape 2 came the introduction of Runecrafting and many monsters with much higher rune drop rates, so runes became much easier to obtain. Accordingly, experience rates were also reduced to where they are today. Now normal spells generally gives (spell level + 10) experience and combat spells generally give a base experience of (spell level + 10)/2.
  • In terms of accuracy, 1 Magic level is equal to 24 Defence; this has been a problem spoken of but was told by Mod Mark.
  • A Runescape Mythbusters episode aired on twitch revealed that a player's magic level plays a role in defending against magic attacks.