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Old School RuneScape/Skills/Magic

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Magic in RuneScape involves attacking opponents with spells as well as using spells to make money. It is one of the three combat skills. Magic is very similar to ranging as both skills involve attacking from a distance. It's best not to attack your opponents up close with magic, as magic armor is not good against melee. The only type of combat which causes most damage to magic is ranged. If you only raise magic as your combat stat, then you are called a "mage". Intro When players mage something, they attack using a spell, usually from a distance. When using magic, players need runes, which are magic's ammunition. For each spell, there is a certain amount of runes needed. When players cast that spell, those runes are used up. This causes mages to continually buy more runes, making magic a money-consuming skill. Runes Runes are what are needed to mage. Below is a table with info on the different kinds of runes. Name Description NotesAir RuneOne of the four elemental runes.A much often used rune. Can be crafted. Required for attack spells.Water RuneOne of the four elemental runes.A much often used rune. Can be crafted. Required for attack spells.Earth RuneOne of the four elemental runes.A much often used rune. Can be crafted. Required for attack spells.Fire RuneOne of the four elemental runes.A much often used rune. Can be crafted. Required for attack spells.Mind RuneRequired for "strike spells".Used for low level attack spells. Can be crafted.Body RuneRequired for "curse spells".Used to lower opponents attack, strength, or defense slightly. Can be crafted.Cosmic RuneRequired for enchanting jewelry.Only used to enchant jewelry. Can be crafted by members.Nature RuneRequired for "alchemy spells".A much often used rune, useful to make money. Can be crafted by members.Chaos RuneRequired for "bolt spells".Used for medium level attack spells. Can be crafted by members.Law RuneRequired for "teleport spells".Used for teleporting and grabbing things from a distance. Can be crafted by members.Death RuneRequired for "blast spells".Used for high level attack spells. Can be crafted by members. Blood RuneRequired for "wave spells".Used for very high level attack spells. This rune can only be used by members.Soul RuneRequired for "curse spells" and "teleother spells".Used to curse opponents and teleport other players. This rune can only be used by members. Spells Below is a table of all the normal spells castable. Members only spells are in bold. Level Spell Runes Needed Base Exp. Per Cast 1 Wind Strike 1 Air, 1 Mind 5.5 3 Confuse 3 Water, 2 Earth, 1 Body 13 5 Water Strike 1 Water, 1 Air, 1 Mind 7.5 7 Enchant lvl 1 Jewelry 1 Water, 1 Cosmic 17.5 9 Earth Strike 2 Earth, 1 Air, 1 Mind 9.5 11 Weaken 3 Water, 2 Earth, 1 Body 20.5 13 Fire Strike 2 Air, 3 Fire, 1 Mind 11.5 15 Bones to Bananas 2 Earth, 2 Water, 1 Nature 25 17 Wind Bolt 2 Air, 1 Chaos 13.5 19 Curse 2 Water, 3 Earth, 1 Body 29 20 Bind 3 Earth, 3 Water, 2 Nature 30 21 Low Level Alchemy 3 Fire, 1 Nature 31 23 Water Bolt 2 Air, 2 Water, 1 Chaos 16.5 25 Varrock Teleport 3 Air, 1 Fire, 1 Law 35 27 Enchant lvl 2 Jewelry 3 Air, 1 Cosmic 37 29 Earth Bolt 2 Air, 3 Earth, 1 Chaos 19.5 31 Lumbridge Teleport 3 Air, 1 Earth, 1 Law 41 33 Telekinetic Grab 1 Air, 1 Law 43 35 Fire Bolt 3 Air, 4 Fire, 1 Chaos 22.5 37 Falador Teleport 3 Air, 1 Water, 1 Law 48 39 Crumble Undead 2 Air, 2 Earth, 1 Chaos 24.5 41 Wind Blast 3 Air, 1 Death 25.5 43 Superheat Item 4 Fire, 1 Nature 53 45 Camelot Teleport 5 Air, 1 Law 55.5 47 Water Blast 3 Air, 3 Water, 1 Death 28.5 49 Enchant lvl 3 Jewelry 5 Fire, 1 Cosmic 59 50 Iban Blast 5 fire, 1 Death, Iban staff 42.5 50 Snare 4 Earth, 4 Water, 3 Nature 60.5 50 Magic Dart 1 Death, 4 Mind, Slayer staff 30 51 Ardougne Teleport 2 Water, 2 Law 61 53 Earth Blast 3 Air, 4 Earth, 1 Death 31.5 55 High Level Alchemy 5 Fire, 1 Nature 65 56 Charge Water Orb 30 water, 3 cosmic, 1 Glass Orb 56 57 Enchant lvl 4 Jewelry 10 Earth, 1 Cosmic 67 58 Watchtower Teleport 3 earth, 2 law 68 59 Fire Blast 4 Air, 5 Fire, 1 Death 34.5 60 Charge Earth Orb 30 Earth, 3 Cosmic, 1 Glass Orb 70 60 Claws of Guthix 4 Air, 1 Fire, 2 Blood, staff of Guthix 35 60 Flames of Zamorak 1 Air, 4 Fire, 2 Blood, staff of Zamorak 35 60 Saradomin Strike 4 Air, 2 Fire, 2 Blood, staff of Saradomin 35 61 Trollheim Teleport 2 Fire, 2 Law 68 62 Wind Wave 5 Air, 1 Blood 36 63 Charge Fire Orb 30 Fire, 3 Cosmic, 1 Glass Orb 73 64 Ape Atoll Teleport 2 Law, 2 Water, 2 Fire, 1 Banana 74 65 Water Wave 7 Water, 5 Air, 1 Blood 37.5 66 Charge Air Orb 30 Air, 3 Cosmic, 1 Glass Orb 76 66 Vulnerability 5 Earth, 5 Water, 1 Soul 76 68 Enchant lvl 5 Jewelry 15 Earth, 15 Water, 1 Cosmic 78 70 Earth Wave 7 Earth, 5 Air, 1 Blood 40 73 Enfeeble 8 Earth, 8 Water, 1 Soul 83 74 Teleother Lumbridge 1 Soul, 1 Law, 1 Earth 84 75 Fire Wave 7 Fire, 5 Air, 1 Blood 42.5 79 Entangle 5 Earth, 5 Water, 4 Nature 91 80 Stun 12 Earth, 12 Water, 1 Soul 90 80 Charge 3 Air, 3 Fire, 3 Blood 180 82 Teleother Falador 1 Soul, 1 Law, 1 Water 92 85 Tele Block 1 Law, 1 Chaos, 1 Death 95 87 Enchant lvl 6 Jewelry 20 Fire, 20 Earth, 1 Cosmic 97 90 Teleother Camelot 2 Soul, 1 Law 100 Ancient Magick This is a reward from the Desert Treasure quest. The common slang used for it is "Ancients" and players using it are called "Ancienters". The four elements are ice, shadow, smoke, and blood, each with their own respective abilities. The Ancient Magicks are more powerful than normal magic and allow players to poison, freeze, drain, and lower their enemies' attack as well as hit multiple enemies at the same time. Players with Ancient Magick can also teleport to different locations, including several places in the Wilderness. If Ancients are activated the player using them cannot use any normal spells so even players who can use Ancients will often have normal magic activated for alchemy and teleport reasons. Players can switch between the two types by praying at an alter in a pyramid accessed during the quest (praying here reduces the player's prayer points to 0). Ancient Magicks consume more runes than normal spells and often use high level runes.