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    Magic Guide by Ultimasaber

    Updated: 03/23/08 | Search Guide | Bookmark Guide

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    ----------------------------------MAGIC GUIDE----------------------------------
    Table of Contents
    I. Magic and Its Uses
    II. Runes and Runecrafting
     A. Rune Mysteries Quest
     B. Talisman and Alter Locations
     C. Combination Runes
     D. Pouches
    III. Mage Armor/Robes and Staffs
     A. Mystic/Enchanted Robes
     B. Splitbark Armor
     C. Infinity Robes
     D. Lunar Ceremonial Robes
     E. Ahrim the Blighted's Robes
     F. Ghostly Robes
     G. Staffs
     H. Other Magic Items
     I. Useful Robe Combinations
    IV. Spells
     A. Modern Magic
     B. Lunar Magic
     C. Ancient Magicks
    V. Mage Related Quests
    VI. Mage Areas
     A. Castle Wars
     B. Pest Control
     C. Mage Training Arena
     D. Mage Arena
     E. Wizards' Guild
    VII. Mage Pure
     A. Basic Magic
     B. Lunar Magic
     C. Ancient Magicks
    VIII. Leveling Up
    IX.. Credits
    X. Copyright
    -------------------------------Magic and its Uses------------------------------
    Magic is a great skill in runescape. It has many, many uses. It can help in
    making rings, amulets, and necklaces(enchant spells), teleport, and even kill
    enemies with minimal damage. The Lunar Magics, explained later in the guide,
    have a wide range of support spells to make your life easier, while Ancient
    Magicks has a broad range of power spells to devastate opponents! All of this
    will be explained later in the guide.
    ------------------------------Runes and Runecrafting---------------------------
    As you have probably figured out by now, to mage, you must have runes. And for
    runes, you either make them from rune essence or buy them from other players.
    Now first things first, heres a guide to the Rune Mysteries Quest.
    A. Rune Mysteries Quest
    1. Talk to Duke Horatio in Lumbridge Castle
    2. Take the air talisman to Sedridor, in Wizard's Tower basement.
    3. Take the research papers he gives you to Aubury, located south of Varrocks
    east bank.
    4. Takehis findings back to Sedridor, and you have completed the quest!
    Now you can mine rune essence, which, with the correct talisman at the corect
    ruins, can be made into runes! There are five places currently that you can
    teleport to the Rune Essence mines:
    1. Aubury at Varrock
    2. Sedridor at Wizards Tower
    3. Brimstail at Tree Gnome Stronghold(west of the bank in a tunnel)
    4. Disdentor at Wizard's Guild
    5. Cromperty East in Ardougne(Northeast of market stalls)
    Nonmembers will only be able to mine rune essence, which can only be made into
    fire, water, earth, air, mind, and body runes. If you are a member and you have
    at least 30 mining, you will always mine pure essence, which can be made into
    any runes of your choosing.
    *A tiara is can be fused with a talisman to make a charged tiara. You can wear
    this and save an inventory space for another essence, seeing as you wear the
    tiara and not carry it in your inventory. To make a tiara, just use a talisman
    on the alter in the middle of the ruins. It will fuse with a tiara.
    B. Talisman and Alter Locations
    *The following talisman locations are just a few examples. There may be other
    enemies you can get them from.
    Nonmembers' Runes
    1a. Air talisman- Reward from Rune Mysteries, goblins
    1b. Air Alter- Southwest from Falador's south entrance(1)
    2a. Mind Talisman- Imps, Wizards
    2b. Mind Alter- North of Falador, between Goblin village and Black Knights'
    3a. Water Talisman- Wizards and Dark Wizards
    3b. Water Alter- Lumbridge Swamps, southeast of the (!) on the map
    4a. Earth Talisman- Men, Farmers, Al-Kharid Warriors
    4b. Earth Alter- Northeast of Varrock, south of the Lumber Yard
    5a. Fire Talisman- Dark Qizards, Skeletons(lvl18), Guards
    5b. Fire Alter- North of Al-kharid, just north of the entrance to Duel Arena
    6a. Body Talisman- Guards, Giants
    6b. Body Alter- West of Barbarian Village, South of Monastery
    Members' Only Runes
    7a. Cosmic Talisman- Ice Giant, Lesser Demon, Caskets from Big Net Fishing
    7b. Cosmic Alter- Zanaris, through a twisted path to the south of the farm
    8a. Chaos Talisman- Giants, Ice Warrior, Lesser Demon
    8b. Chaos Alter- Wildy(lvl 9-10), southwest of the Dark Knights' Fortress
    9a. Nature Talisman- Moss Giant, Lesser Demons, Red/Green Dragons
    9b. Nature Alter- North border of Shilo Village, Southeast of mining site
    10a. Law Talisman- Obtained after completing "Troll Stronghold"
    10b. Law Alter- Entrana, north of the bridge
    11a. Death Talisman- Obtained after completing "Mourning's End Pt. 2"
    11b. Death Alter- Temple of Light
    12a. Soul Talisman- Unreleased
    12b. Soul Alter- Unreleased
    13a. Blood Talisman- Unreleased
    13b. Blood Alter- Unreleased
    You are able to make multiple runes per essence after certain lvls, Here is a
    Rune Name     XP per ess    1x   2x   3x   4x   5x   6x   7x   8x   9x   10x
    Air           5             1    11   22   33   44   55   66   77   88   99
    Mind          5.5           2    14   28   42   56   70   84   98
    Water         6             5    19   38   57   76   95
    Earth         6.5           9    26   52   78
    Fire          7             14   35   70
    Body          7.5           20   46   92
    Cosmic        8             27   59
    Chaos         8.5           35   74
    Astral*       8.7           40   82
    Nature        9             44   91
    Law           9.5           54
    Death         10            65
    *For information on Astral runes, refer to the Lunar Magics Section
    C. Combination Runes
    Combination runes are, as you have probably guessed, two-runes-in-one. They are
    members only and only serve the purpose of saving inventory space. These runes
    are not recommended due to the fact they may fail without a binding necklace
    and you will lose a talisman making them. This can only be performed on the
    elemental runes(air, water, fire, earth).
    First, you must bring an elemental rune to any alter except its own, along with
    the talisman of that rune, and rune essence. You must also bring the talisman
    of the alter you are entering. Then go to the alter that you would like to add
    the element of. Enter the ruins and use the talisman of the different rune and
    use it on the alter. Now you have combination runes! I suggest you use a
    binding necklace to ensure it goes through. I know this is a rough explanation,
    so i'll use an example.
    Let's say you want to make a lava rune. You can either bring earth runes to the
    fire alter, or fire runes to the earth alter. Lets say you bring earth runes to
    the fire alter. You bring along 25 earth runes, a fire tiara/talisman, an earth
    talisman, and 25 rune essence(and a binding necklace to ensure results). You
    enter the ruins, and use the earth talisman on the fire alter in the middle.
    You now have lava runes, but you have also used up the earth talisman. I don't
    recommend making these unless it's for a quest, because every trip uses up a
    D. Pouches
    Pouches store essence to help you runecraft and save trips to the alters. They
    are extremely helpful if you have some of the more useful ones. But, first
    things first, here's how you obtain them.
    Zamarok Mage Mini-quest
    1. Talk to the Zamarok Mage in lvl 5-7 wilderness. He is located at the end of
    the river lum, just northeast of edgeville. He will tell you to meet him in
    varrock at the chaos alter.
    2. Now head to the Chaos Alter located southeast of Aubury in Varrock. After
    all of the talking, he will need you to teleport to the rune essence mine from
    three different places while carrying the orb he gave you.
    3. Teleport to the rune essence mine from three different locations(see above).
    Make sure you are carrying the orb he gave you. After you are done, return to
    the Mage in varrock and give him the orb. Mini-Quest complete!
    You will recieve 1000 runecrafting experience. He will explain everything you
    need to know about the abyss and the runecrafting pouches. He will also give
    you a small pouch.
    The Abyss
    The abyss is a great way to speed up runecrafting. Unfortunately, to get there,
    you must head back to the Zamarok Mage in wildy. Watch for PKers. When you use
    the "teleport" option on the mage, he will teleport you to the abyss(along with
    skull you and drain all of your prayer). You are now on the outside perimeter
    of the abyss. You must now get to the center. You can use a pickaxe to break
    through some rocks, use your wc axe(hatchet) to cut through vines, distract the
    eyes with your thieving, or sqeeze through a crevice using your agility to get
    to the center. You will now see a bunch of doors, each marked with a rune
    symbol leading to the respective alter. Pleasy note that when you exit the
    alter, you will end up outside of the ruins. It's advised you bring an Ammy of
    Glory with a charge to teleport back to edgeville. In the center of the circle,
    will find a Zamarok Mage. He will repair your degrading pouches and replace
    your small pouch if it is lost. You can also get the Elemental Talisman from
    the monsters here. These will allow passage into the four elemental alters.
    They cannot be made into tiaras.
    Pouches are, as I said before, ways to carry extra essence to an alter to craft
    runes. The pouch size will determine how many it can hold. YOU CAN ONLY HAVE 1
    OF EACH POUCH AT A TIME. There is no possible way to get 2 of the same kind.
    Pouches are obtained from the monsters that lurk in the Abyss. To use them,
    just fill the pouches and empty them when you craft.
    ----------------------------Mage Armor/Robes and Staffs------------------------
    Like all of the other skills in Runescape, You need equipment to mage. This
    includes robes and staffs. If you aren't a member, all you have is normal black
    or blue robes along with a normal elemental staff. But members on the other
    hand, have a wide variety to choose from. The robes explained below are members
    A.Mystic Robes
    Mystic Robes are good robes to be used as a mage. Unfortunately, it has no
    melee defence at all. This armor is only useful if you're using protection
    prayers, you have a place to hide, or the enemy is a total pushover who
    could barely harm you. Blue Mystic Robes can be purchased at the Wizards' Guild
    which requires 66 magic to enter. The full set is 235k(235000) coins. The
    colored Mystic Robes(Black/Red and Gold/White) can be obtained from Slayer
    monsters(if you have the required level) or purchased from another player. Red/
    Black Mystic costs about 500-600k and Gold/White costs up to 500000gp. The
    colored Mystic Robes are the exact same as the regular Blue/White. Overall,
    Mystic Robes are a good choice to use as a mage. Just make sure to wear a good
    shield, ammy, or cape to make up for the nonexistant melee defence. These
    require 40 magic and 20 defence to wear.
    *Enchanted Robes give the same stats as Mystic Robes, but cost more
    B. Splitbark Armor
    Splitbark Armor can be made from bark and fine cloth at the Wizards'Tower south
    of Draynor. Bark can be obtained from cutting hollow trees east of Canifis.
    Fine Cloth can be obtained from getting keys from burning shades in Mort'ton
    and using the keys in the Shades' Lair. To make the full set without including
    the money required to get the items is 77k. You will need 11 bark and 11 fine
    cloth to make the full set. If you buy this armor from other players, they may
    price it up to about the same cost as Blue/White Mystic.
    Splitbark Armor does not give good mage increase. What it loses in mage, it
    makes up for in melee defence. This armor is intended to fight monsters that 
    have to safe spot to hide and mage. Unfortunately, this armor has poor range
    defence, which can cause problems. Overall, this armor is good for head-on
    battles, but does not give alot of mage increase. These require 40 magic and 40
    defence to wear.
    C. Infinity Robes
    Infinity Robes are a great mage choice, but unfortunately, these robes are hard
    to acquire. They can only be obtained from the Mage Training Arena, north of
    the Duel Arena. It takes a huge amount of points(explained below in the Mage
    Training Arena section) to get the full set. Thus, Infinity Robes are expensive
    and rare. These robes sell for some decent cash but not alot of people sell.
    Overall, Infinity Robes are a bit stronger in Mage increase than Mystic Robes.
    It also gives a (hardly noticeable) increase to melee defence(10). These robes,
    like Mystic, are not very useful in face-up combat. These are more useful if
    there is a place to hide and/or you have Protection Prayers. The gloves and
    boots are useful when used with Ahrim's Robes(see below). These robes require
    50 magic and 25 defence to wear.
    D. Lunar Ceremonial Robes
    These robes are untradable and can only be obtained during/after the "Lunar
    Diplomacy" quest. If you lose them, replacement is about as much as full
    Mystic. This set includes a cape, ring, and amulet, but these three are usually
    ignores because they can be replaced by something better(Glory, God Cape, Ring
    of Wealth, etc.).
    Overall, the stats are not very great when you are wearing the full set, if you
    change a few things(ammy, cape, ring), you can have some pretty useful robes.
    These robes are not very common due to the fact that not many have completed
    the quest. These require 65 magic and 40 defence to wear.
    E. Ahrim the Blighted's Robes
    These robes are the most powerful robes currently. They give a decent melee
    defence(average approx. 100), along with a great mage increase. You must
    remember that this is a Barrows Armor, meaning it will decay and follow all of
    the other rules Barrows' Armor has to follow(did you think the best robes in
    the game were that easy to use?).These robes are very, very useful(and possibly
    expensive). You can obtain them from Barrows(the chances aren't too high) or
    you can buy them from other players. The full set including the staff is a bit
    over 2 million gp. These robes require 70 defence, 70 magic, and 70 attack(if
    you use the staff) to wear.
    F. Ghostly Robes
    Ghostly Robes can be obtained after Desert Treasure, and consist of hood, body,
    skirt, gloves, boots, and cape. The full set gives +21 magic attack and defence
    and usually is used for PKing, due to magic boosts and easy replacement. These
    robes give no melee or range defence, so you can easily be killed.
    What is a warrior without his weapon? what is an archer without a bow? what
    would a mage be without a staff. Answer: Not really anything. The mage type
    weaponry are staffs. There are different kinds with different purposes. They
    are mainly used to auto-cast spells, increase your magic boost, and sometimes,
    hit people with. You can set an auto-cast on the Attack Style screen. Just
    choose one(make sure u have the appropriate runes) and your normal attack will
    be a spell(until u run out of runes. If you run out of runes, you will have to
    resort to hitting enemies with your staff(sounds like someone with a cane). 
    Here are the different types of staffs:
    1. Staff: This is just a normal staff with no special abilities. You can auto-
    cast spells and the melee increase is weak. Not a good staff to use.
    2. Elemental Staffs: These come in four kinds: air, fire, water, and earth.
    They auto-cast spells and give an ulimited supply of a certain runes. These are
    useful, but melee increase is weak.
    3. Battlestaff: These staffs are just about the same as the normal staff, just
    an added melee power. These can be used to make elemental battlestaffs.
    4. Elemental Battlestaffs. These come in six types: air, fire, water, earth,
    lava, and mud. Lava and Mud cannot be made. They are dropped by certain enemies
    or bought from other players. These in all ways, are better than a normal staff
    due to a higher mageincrease and melee increase.
    5. Mystic Staffs. You can get your Elemental Battlestaffs enchanted at Thormac
    the Sorceror's Tower after the "Scorpion Catcher" quest for a cheap price of
    40000 coins. These are a bit stronger than battlestaffs.
    6. Lava Battle/Mystic Staff: These are the same as other staffs. They just give
    an unlimited supply of earth and fire runes.
    7. Mud Battle/Mystic Staff: These take the place of Earth and Water runes.
    8. Iban Staff: Obtained after "Underground Pass" Quest and can cast "Iban
    Blast". After so many casts, you need to take it back to the well to recharge.
    9. Slayer Staff: Used for the "Slayer Dart" spell. Requires 55 slayer and 50
    magic to use.
    10. God Staffs: These are used for God Spells. You must train youGod Spell
    100 times in the Mage Arena(explained later in the guide) to use outside of the
    11. Ancients' Staff: This staff's sole purpose is to auto-cast Ancient Magick
    spells. Only this staff can auto-cast them. The melee increase is similar to
    that of a Mystic Staff's. You can buy this from Elbis after the "Desert
    Treasure" quest. 
    12. Lunar Staff: A pretty useless staff, only used during the quest and to
    enter Zanaris. This staff cannot auto-cast spells nor does it have a good melee
    increase. Obtained after the "Lunar Diplomacy" Quest.
    13. Ahrim's Staff: This staff goes with the Ahrim's Robes. It is 2-handed and
    one of the strongest staffs in the game. Obtained from Barrows or bought from
    other players.
    14. Mage Training Arena Wands: Increase mage, You must first get Beginners,
    then keep upgrading to get Master(+20 mage)
    H. Other Magic Items
    1. Farseer Helm: Fremennik Helm, requires completion of "Fremennik Trials",
    also requires 45 def to wear, increases mage atk/def and gives slight melee
    2. Magic Amulet: Increases Magic attack by 10
    3. Power Amulet: Increases Magic attack and defence by 6
    4. Culinaromancer's Chest gloves: increase magic attack and defence(Recipe for
    Disaster Quest required to buy, untradable)
    5. Glory Amulet: Magic Attack +10 and defence +3
    6. Fury Amulet: Magic attack +10 and defence +15
    7. God Capes(Mage Arena): Magic attack and defence +10
    8. Seers' Ring(Fremennik Ring): magic attack and defence +4
    9. God Books: Completed books increase stats(requires "Horror from the Deep")
    10. Mages Book: Mage Training Arena, magic attack and defence +15
    11. Capes: Obsidian(+9 magic def), Legends(+7 magic def), Fire(+1 atk, +11 def)
    12. Wizards Mind Bomb: Temporarily increase mage by a few lvls, amount
    depending on your original lvl
    13. Mature Wizards Mind Bomb: Temporarily increases mage by a few lvls, 1 lvl
    more than the normal Mind Bomb would.
    14. Skillcape of Magic: Buy this from the robe merchant in the Wizards' Guild.
    The defence matches the stats of the Obsidian Capes.
    I. Useful Robe Combinations
    -Nonmembers Robes
    Head: Wizard Hat(preferably blue)
    Amulet: Magic/Power
    Cape: Any
    Body: Wizard Robe Top
    Weapon: Elemental Staff
    Shield: None/Armored Shield
    Gloves: Any
    Legs: Armored Legs/Leather Chaps
    Boots: Any
    Ring: Any
    -Experienced Mage
    Head: Farseers/Lunar/Splitbark/Mystic
    Amulet: Glory/Fury
    Cape: God/Obsidian/Legends Cape
    Body: Lunar/Splitbark/Mystic
    Weapon: Mystic/Ancients/Slayer Staff
    Shield: Elemental/God Book
    Gloves: Lunar/Mystic/Splitbark
    Legs: Lunar/Mystic/Splitbark
    Boots: Lunar/Mystic/Splitbark
    Ring: Any
    -Master Mage(best combination)
    Head: Ahrims Hood
    Amulet: Glory/Fury
    Cape: God/Obsidian/Legends/Fire Cape
    Body: Ahrims Robetop
    Weapon: Mystic/Ahrims/Ancients/Slayer Staff or Master Wand
    Shield: God Book/Mages Book
    Gloves: Infinity
    Legs: Ahrims Robe Bottom
    Boots: Infinity
    Ring: Seers
    -Rich Mage(to show off)
    Head: Infinity Hat
    Amulet: Glory/Fury
    Cape: God/Obsidian/Legends/Fire Cape
    Body: Infinity Robetop
    Weapon: Master Wand
    Shield: Mages Book
    Gloves: Infinity
    Legs: Infinity Robe Bottom
    Boots: Infinity
    Ring: Seers
    A. Modern Magic
    These are your normal everyday spells that everyone starts out with. There are
    many different types of spells. Here are a few charts to show them all.
    Home Port-Lumbridge
    Battle Spells
    Name            Runes                    Lvl       Effect
    Wind Strike     1 air 1 mind             1         Basic Air attack
    Water Strike    1 air 1 mind 1 water     5         Basic Water Attack
    Earth Strike    1 air 1 mind 2 earth     9         Basic Earth Attack
    Fire Strike     2 airs 1 mind 3 fires    13        Basic Fire Attack
    Wind Bolt       2 airs 1 chaos           17        Low-Leveled Air Attack
    Water Bolt      2 airs 2 waters 1 chaos  23        Low-Leveled Water Attack
    Earth Bolt      2 airs 3 earths 1 chaos  29        Low-Leveled Earth Attack
    Fire Bolt       3 airs 4 fires 1 chaos   35        Low-Leveled Fire Attack
    Wind Blast      3 airs 1 death           41        Medium-Leveled Air Attack
    Water Blast     3 airs 3 waters 1 death  47        Medium-Leveled Water Attack
    Earth Blast     3 airs 4 earths 1 death  53        Medium-Leveled Earth Attack
    Fire Blast      4 airs 5 fires 1 death   59        Medium-Leveled Fire Attack
    Wind Wave*      5 air 1 blood            62        High-Leveled Air Attack
    Water Wave*     5 air 7 water 1 blood    65        High-Leveled Water Attack
    Earth Wave*     5 air 7 earth 1 blood    70        High-Leveled Earth Attack
    Fire Wave*      5 air 7 fire 1 blood     75        High-Leveled Fire Attack
    Law Rune Spells
    Name            Runes                    Lvl       Effect
    Home Teleport   None(no xp also)         1         Tele to Lumbridge(Slowly)
    Varrock Tele    3 Airs 1 Fire 1 Law      25        Tele to Varrock Square
    Lumbridge Tele  3 Airs 1 Earth 1 Law     31        Tele to Lumbridge Castle
    Bounty Locate   1 Air 1 Fire 1 Law       32        Tele to your BH target
    TelekineticGrab 1 Air 1 Law              33        Grabs an Item
    Falador Tele    3 Airs 1 Water 1 Law     36        Tele to Falador
    House Teleport* 1 Air 1 Earth 1 Law      40        Tele to Your House
    Camelot Tele*   5 Airs 1 Law             45        Tele to Entrance of Camelot
    Ardougne Tele*  2 Waters 2 Laws          51        Tele to Ardougne Marketplace
    Watchtower Tele*2 Earths 2 Laws          58        Tele to Watchtower(Yanille)
    Trollheim Tele* 2 Fires 2 Laws           61        Tele East of TrollStronghold
    Ape Atoll Tele* 2 Fires 2 Water 2 Law    64        Tele to ApeAtoll-needsbanana
    Teleoth Lumbri* 1 Laws 1 Earths 1 Souls  75        Tele Other to Lumbridge
    Teleoth Falador*1 Laws 1 Waters 1 Souls  82        Tele Other to Falador
    Teleoth Camelot*1 Laws 2 Souls           90        Tele Other to Camelot
    Nature Rune Spells
    Name            Runes                    Lvl       Effect
    BonesToBananas  1 Nature 2 Earth 2 Water 15        Changes Held Bones-Bananas
    Bind            2 Nature 3 Earth 3 Water 20        Holds Target for 5 Seconds
    Low-Level Alch  1 Nature 3 Fires         21        Changes Item into Money
    Superheat Item  1 Nature 4 Fires         43        Smelts Ore W/O Furnace
    Snare*          3 Nature 4 Earth 4 Water 50        Holds Target for 10 Seconds
    High-Level Alch 1 Nature 5 Fire          55        Changes Item to More Money
    BonesToPeaches* 2 Nature 4 Earth 4 Water 60        Changes Held Bones-Peaches
    Entangle*       4 Nature 5 Earth 5 Water 79        Holds Target for 15 Seconds
    Stat-decreasing Spells
    Name            Runes                    Lvl       Effect
    Confuse         3 Water 2 Earth 1 Body   3         Decrease Attack by 5%
    Weaken          3 Water 2 Earth 1 Body   11        Decreases Str by 5%
    Curse           2 Water 3 Earth 1 Body   19        Decreases Def by 5%
    Cosmic Rune Spells
    Name            Runes                    Lvl       Effect
    Enchant Bolts*  Varies                   4+        Adds effect to gem-bolts
    Lvl-1 Enchant   1 Water 1 Cosmic         7         Enchants Sapphire Jewelry
    Lvl-2 Enchant   3 Airs 1 Cosmic          27        Enchants Emerald Jewelry
    Lvl-3 Enchant   5 Fires 1 Cosmic         49        Enchants Ruby Jewelry
    Lvl-4 Enchant   10 Earths 1 Cosmic       57        Enchants Diamond Jewelry
    Lvl-5 Enchant*  15 Earth+Water 1 Cosmic  68        Enchants D-Stone Jewelry
    Lvl-6 Enchant*  15 Fire+Earth 1 Cosmic   87        Enchants Onyx Jewelry
    Specialty Spells(needs staff)
    Name            Runes                    Lvl       Staff
    Magic Dart*     1 Death 4 Minds          50(slay55)Slayer Staff
    Iban Blast*     1 Death 5 Fires          50        Iban Staff(Needs Recharge)-
    SaradominStrike*2 Blood 2 Fires 4 Airs   60        Saradomin(Hurts Prayer)~
    Claws of Guthix*2 Blood 4 Fires 1 Air    60        Guthix/Void(Hurts Defence)~
    Zamorak Flames* 2 Blood 1 Fire 4 Airs    60        Zamorak(Hurts Magic)~
    -Iban Staff N0eeds an Occasional Recharge
    ~God Spells Decrease Stats Depending on Damage Done
    Other Spells
    Name            Runes                    Lvl       Effect
    Crumble Undead  2 Earth 2 Air 1 Chaos    39        Hits Certain Monsters Only
    Charge*         3 Air 3 Fire 3 Blood     80        Increases God Spell Power
    *signals members-only
    B. Lunar Magic(Members)
    Lunar spells have ABSOLUTELY NO direct battle spells. It is only used to make
    Runescape a bit easier on you, performing multiple of tasks that can be tedious
    Some spells require only completing Lunar Diplomacy, but others also require
    Dream Mentor. Lunar Magic Spells require astral runes, which can be runecrafted
    from lvl 40 RC.
    Home Port-Lunar Isle
    Name            Runes                    Lvl       Effect
    Bake Pie        1Astral 5Fire 4Water     65        Cooks Pie Without Range
    Cure Plant      1Astral 8Earth           66        Cures Diseased FarmingPartch
    Monster Examine+1Astral 1Cosmic 1Ming    66        Shows HP, Max Hit, and Info
    NPC Contact+    1Astral 1Cosmic 1Air     67        Contacts Certain NPCs
    Cure Other      1Astral 1Law 10Earth     68        Cures Poison on Others
    Humidify+       1Astral 3Water 1Fire     68        Fills Certain Items w/ Water
    Cure Me         2Astral 1Law 2Cosmics    71        Cures Poison on Self
    Hunter Kit+     2Astral 3Earth           71        Gets Many Hunter Tools
    Cure Group      2Astral 2Law 2Cosmic     74        Cures Poison in 3x3 Grid
    Stat Spy+       2Astral 2Cosmic 5Body    75        Look At Stats of a Player
    Superglass Make 2Astral 6Fire 10Air      77        Makes Glass Without Furnace
    Dream+          2Astral 1Cosmic 5Body    79        Sleep, HP Recovers Faster 
    String Jewelry  2Astral 10Earth 5Water   80        Strings Jewelry w/o Wool
    StatRestoreShare2Astral 10Earth 10 Water 81        Shares Certain Potions
    Magic Imbue     2Astral 7Water 7Fire     82        Able to Combine Runes
    Fertile Soil    3Astral 15Earth 2Natures 83        Fills Patch w/ Supercompost
    Boost Pot Share 3Astral 12Earth 10Water  84        Shares Certain Potions
    Plank Make+     2Astral 15Earth 1Nature  86        Logs->Planks, Reduced Price
    Energy Transfer 3Astral 2Law 1Nature     91        Hurts, Transfer Spec and Run
    Heal Other      3Astral 3Law 1Blood      92        Transfer HP to Another
    Vengeance Other^3Astral 10Earth 2Death   93        Gives Another Vengeance
    Vengeance^      4Astral 10Earth 2Death   94        Gives Self Vengeance
    Heal Group      4Astral 6Law 3Blood      95        Transfer HP to 3x3 Grid
    Spelbook Swap+  3Astral 2Cosmic 1Law     96        Changes Book for 1 Spell
    ^Vengeance reflects a large percentage of damage taken back to the inflictor
    for one attack.
    Name            Runes                    Lvl       Effect
    Moonclan Tele   2Astral 1Law 2Earth      69        Tele to Lunar Isle
    Group Moonclan  2Astral 1Law 4Earth      70        Group Tele to Lunar Isle
    Waterbirth Tele 2Astral 1Law 1Water      72        Tele to Waterbirth Isle
    Group Waterbirth2Astral 1Law 5Water      73        Group Tele to WaterbirthIsle
    Barbarian Tele  2Astral 2Law 3Fire       75        Tele to Barbarian Outpost
    Group Barbarian 2Astral 2Law 6Fire       76        Group Tele to BarbOutpost
    Khazard Tele    2Astral 2Law 4Water      78        Tele to Port Khazard
    Group Khazard   2Astral 2Law 8Water      79        Group Tele to Port Khazard
    FishGuild Tele  3Astral 3Law 10Water     85        Tele to Fishing Guild
    Group FishGuild 3Astral 3Law 14Water     86        Group Tele to Fishing Guild
    Catherby Tele   3Astral 3Law 10Water     87        Tele to Catherby
    Group Catherby  3Astral 3Law 15water     88        Group Tele to Catherby
    IcePlateau Tele 3Astral 3Law 8Water      89        Tele to Ice Plateau
    Group IcePlateau3Astral 3Law 16Water     90        Group Tele to Ice Plateau
    +Needs Dream Mentor
    C. Ancient Magicks
    Ancient Magicks have the most powerful Spells, that not only inflict damage,
    but also have an extra effect added to them. Some Spells are multi-target,
    hitting in a 3x3 grid, with your orginal target in the middle. These spells
    can do intense damage, especially with multi-combat spells, but take alot of
    expensive runes.
    Home Port-Edgeville
    Name            Runes                    Lvl       Effect
    Smoke Rush      2Death 1Fire 1Air 2Chaos 50        Poisons-Starts at 2
    Shadow Rush     2Death 1Soul 1Air 2Chaos 52        Decreases Target's Atk Lvl
    Blood Rush      1Blood 2Death 2Chaos     56        Heals 1/4 of Damage Done
    Ice Rush        2Death 2Water 2Chaos     58        Freezes for 5 Seconds
    Name            Runes                    Lvl       Effect
    Smoke Burst     2Death 2Fire 2Air 4Chaos 62        Poisons-Starts at 2
    Shadow Burst    4Death 2Soul 2Air 4Chaos 64        Decreases Targets' Atk Lvls
    Blood Burst     2Blood 2Death 4Chaos     68        Heals 1/4 of Damage Done
    Ice Burst       2Death 4Water 4Chaos     70        Freezes for 10 Seconds
    Name            Runes                    Lvl       Effect
    Smoke Blitz     2Death 2Fire 2Air 2Blood 74        Poisons-Starts at 4
    Shadow Blitz    2Death 2Soul 2Air 2Blood 76        Decreases Target's Atk Lvl
    Blood Blitz     4Blood 2Death            80        Heals 1/4 of Damage Done
    Ice Blitz       2Death 3Water 2Blood     82        Freezes for 15 Seconds
    Name            Runes                    Lvl       Effect
    Smoke Barrage   4Death 4Fire 4Air 2Blood 86        Poisons-Starts at 4
    Shadow Barrage  4Death 3Soul 4Air 4Blood 88        Decreases Targets' Atk Lvls
    Blood Barrage   4Blood 4Death 1Soul      92        Heals 1/4 of Damage Done
    Ice Barrage     4Death 6Water 2Blood     94        Freezes for 20 Seconds
    Name            Runes                    Lvl       Effect
    Paddewwa Tele   2 Law 1 Air 1 Fire       54        Tele to Edgeville
    Senntisten Tele 2 Law 1 Soul             60        Tele to Digsite
    Kharyrll Tele   2 Law 1 Blood            66        Tele to Canifis
    Lassar Tele     2 Law 4 Water            72        Tele to Ice Mountain
    Dareeyak Tele   2 Law 2 Air 3 Fire       78        Tele to Wilderness Ruins
    Carrallanger Tel2 Law 2 Soul             84        Tele to Wilderness Graveyard
    Annakarl Tele   2 Law 2 Blood            90        Tele to Demonic Ruins
    Ghorrock Tele   2 Law 8 Water            96        Tele to Ice Plateau
    --------------------------------Mage Related Quests----------------------------
    Certain Quests have relations to mage. Even though there are plenty, I'm only
    listing the more important few.
    Lunar Diplomacy: Access to Lunar Magics and 5k magic experience
    Dream Mentor: Access to More Lunar Magics and 15-30k magic experience
    Enakhra's Lament: 7k magic experience
    The Eyes of Glouphrie: 12k magic experience
    Swan Song: 15k magic experience
    Watch Tower: 15250 magic experience
    Desert Treasure: Ancient Magicks and 20k magic experience
    ----------------------------------Mage Areas-----------------------------------
    Magic can be used in many places. Here are some of the places u can mage at:
    A. Castle Wars
    Mage can be very useful in Castle Wars. Mages can attack from the battlements
    surrounding the castle. Ancient Magicks are useful due to the fact that people
    may travel in large groups at times. An ice barrage followed by more would be
    very useful here. Unfortunately, you may not be the only person with Ancient
    Magicks, meaning you may be hit with Ancients while hitting others with
    Ancients. This would be very, very bad if you don't know, so watch out.
    B. Pest Control
    Pest Control is a bit more recommended than Castle Wars. You don't attack real
    players, meaning there are no worries about getting hit by Ancients. You can
    attack down from the towers, but certain enemies can range you. Nearing the end
    of the game, many enemies may gather, meaning your Ancient Magick multi-target
    spells have more to hit. You can also use this place to train mage, as trading
    in your points for mage experience is a great idea on higher levels.
    C. Mage Training Arena
    The Mage Training Arena is a way to train your mage and get some useful robes
    at the same time. There are four areas to the arena, each unique. The four
    areas include the Telekinetic Theater, Enchantment Chamber, Creature Graveyard,
    and the Alchemist Playground. the portal leading to the rooms are labeled, so
    theres no point in telling you which portal leads where. You obtain "Pizzazz
    Points" to exchange for stuff at the guardian upstairs.
    -Telekinetic Chamber
    The Telekinetic Chamber makes you think more than the others. You have to use
    the "Telekinetic Grab" spell to guide a statue through a maze. You must stand
    on a side of the maze and cast your spell to pull the statue toward you. You
    must move the statue to the square that looks different than the rest. Keep in
    mind that when you cast the spell, the statue will keep moving unless blocked
    by the wall or an obstacle. The only advice I can give is to click the
    "Observe" option on the statue to get a better view. Then, think the maze
    through and begin casting your spells. Each maze requires 7-10 spells, and
    rewards you with 2 telekinetic pizzazz points. Every 5 mazes you complete in a
    row without reseting gives you an extra 8 points, 10 law runes, and 1k magic
    -Enchantment Chamber
    Here is where you'd probably spend the most time if you are after the items you
    can recieve from the rewards guardian. Here, you must get the shapes from the
    piles to enchant and change into orbs. One shape will be the bonus, which keeps
    changing and gives you 1 Encantment Pizzazz Point. Every 10 shapes you turn
    turn into orbs gets you some more points. How many you get depends on what
    spell was used. The lvl of the spell(1, 2, 3, etc.) is how many points
    obtained. You also can pick up Dragonstones, which spawn in the room, and
    enchant them for more points. The amount of points obtained is determined by
    the lvl of the spell multiplied by two. After you have the orbs, you drop them
    into the hole in the middle of the room. Every 20 orbs you deposit gets u 3
    Blood, Death, or Cosmic runes. If you leave the room, you will not be able to
    take shapes, orbs, or the stones with you, so theres no point in trying. The
    only advise I can give you is to wield the staff of the other rune(s) needed
    and bring Cosmics. You can either wait for the bonus to change to what u desire
    or just keep enchanting. Try to get the D-Stones, as they give you more points.
    -Creature Graveyard
    The Creature Graveyard is the more eventful section of the mini-game. You must
    pick up the bones from the piles in the room and cast "Bones to Bananas" or
    "Bones to Peaches". Then you must deposit the fruit into the chutes located all
    around the room. Doesn't sound very eventful? Well, the eventful part is the
    fact that you will constantly be hit with 2s by falling bones. Thus, you must
    eat some food. There is no way to stop this. You either eat your own food or
    eat the food created by your spells. Unfortunately, if you are using the
    bananas spell, you will be constantly clicking the mouse to eat them, as they
    only heal 2 each. It is strongly recommended that you obtain and use the "Bones
    to Peaches" spell, as peaches recover far better than bananas. Every 16 fruit
    you deposit will get you 1 blood, death, nature, earth or water rune, 1
    Graveyard Pizzazz Point, and bonus magic experience. The only advice there is
    is to keep running and get "Bones to Peaches" if you think you may do this for
    a while. You should also look at how many fruit each bone will change into,
    which is displayed at the lower-right corner. Every 4 of one bone you get will
    change the pile into a different bone-type. THe next bone type will be 1 better
    than the previous, going up to 4, then returning to 1. I advise u get 4 of
    bones 1 and 4 on your first trip, then get 4 of 2 and 3 on the next trip. This
    way you get 20 fruit deposited each trip, except the occasional trip where you
    have to recover health.
    -Alchemists Playground
    From personal experience, I have concluded this as one of the best way to get
    magic experience, and that this is one of the best places to waste natures.
    Here, you must use your Low and High Alchemy spells to change items into money,
    which you deposit into the chute for extra magic xp. The amount of money each
    item will alch into is shown in a chart in the top-right corner of the screen.
    The amounts constantly change and there may be a "free-to-convert" item, which
    will not take runes to alch(you will still get normal xp). The routine is basic
    and simple. First, you must get the items from the cabinets all over the room.
    Then, you alchemy them into money. Last, you deposit the money and get your
    rewards. You will recieve Alchemist Pizzazz points depending on the amount of
    money deposited. You will also be given bonus experience equal to twice the
    amount of money you deposit. The last reward is money, equal to one-tenth of
    the amount deposited(deposited straight into your bank when you leave the
    room). You cannot take money with you in here and you cannot leave with the
    items you obtain from in there nor the money obtained from alchemying. The
    reason this is such a great training plce is due to the fact that you can
    obtain nearly twice the possible xp per nature. For instance, you high alch an
    item into 30 coins. High alch spell gives you 65 xp, and depositing the coins
    gets an additional 60 xp. That's a possible 125xp per nat. Of course, this
    method doesn't help you get your money's worth to buy nats(if you do).
    -The Rewards
    Reward                           TelePoints  EnchPoints GravPoints AlchPoints
    Beginner Wand                    30          300        30         30
    Apprentice Wand                  60          600        60         60
    Teacher Wand                     150         1500       150        200
    Master Wand                      240         2400       240        240
    Infinity Hat                     350         3000       250        400
    Infinity Top                     400         4000       400        450
    Infinity Bottom                  450         5000       450        500
    Infinity Gloves                  175         1500       175        225
    Infinity Boots                   120         1200       120        120
    Mage's Book                      500         6000       500        550
    Bones to Peaches Spell           200         2000       200        300
    Mist Rune                        1           15         1          1
    Dust Rune                        1           15         1          1
    Mud Rune                         1           15         1          1
    Smoke Rune                       1           15         1          1
    Steam Rune                       1           15         1          1
    Lava Rune                        1           15         1          1
    Cosmic Rune                      0           5          0          0
    Chaos Rune                       0           5          1          1
    Nature Rune                      0           0          1          1
    Law Rune                         2           0          0          0
    Death Rune                       2           20         1          1
    Soul Rune                        2           25         2          2
    Blood Rune                       2           25         5          2
    D. Mage Arena(60 Magic required)
    The Mage Arena is a place to obtain powerful "God Spells". Shouldn't be hard?
    Well, it wouldn't be if the arena weren't located in high lvl(55) Wilderness.
    The first part of this mini-quest is easy, but the other half may not be. Here,
    I will tell you what to do to obtain the God Spells.
    Now, first things first, getting the God Staff needed. You must first get into
    the arena. There is a small building just above the arena, which has two
    spiderwebs blocking the way. You must bring something sharp to cut through.
    Then, pull the lever to get into the banking area, which isn't wilderness.
    There is someone here you can talk to to access your bank and there is a magic
    store. You will have to fight Kolodion, who has 5 different forms. Access your
    bank and bring out your best Magical Robes along with a staff and runes for
    spells. I recommend you use Death Rune spells and up, but Chaos works fine as
    well. Take enough runes for about 100 casts, more if you think you need it. I
    also advise you have 37 prayer for Protect From Magic. If you have a prayer
    potion, bring it(only need 1 potion). I will explain a few different ways to
    defeat Kolodion, depending on your conditions.
    Talk to Kolodion and you will be teleported to the Mage Arena(you cannot get
    attacked while fighting Kolodion. Now you will have to fight Kolodion in 5
    different forms. The first, is normal him, with only 3 hp, the second, an ogre,
    the third, a giant spider, the fourth, a ghost, and the fifth, a black demon.
    Only Magic attacks can be used inside the arena, so Kolodion also only uses
    magic. There are different things to do determined by the conditions you have.
    -Without 37 prayer
    This factor may make it harder for you to defeat him. You will need to bring
    food(lobsters+ recommended). Cast your spells and don't let your hp fall too
    low. You shouldn't have too much trouble if you brought the right equipment.
    -37+ Prayer, no potion
    With these conditions, you should bring a few food at least. Kill Kolodion
    without prayer to start off. When he reaches his 3rd or 4th form, activate your
    prayer. When you should activate is determined by your level. Hid first forms
    shouldn't pose a threat, so it shouldn't be hard.
    -37+ Prayer, with potion
    Easiest and simplist way. Just activate your prayer, sit back, and let your
    character win. Drink a dose of prayer potion if you start to run out nearing
    the end of the battle.
    After you have defeated Kolodion, he will teleport you back into the banking
    room. After he finsihes talking, step into the pool near you to be teleported
    to another room. Walk forward and you will see a staff merchant. You must pray
    at one of the three statues to obtain a god cape. After you have a cape, go
    back to the staff merchant and he will give you a staff corresponding to the
    cape you obtained. This staff is free. If you want the others, you will have to
    buy them from him for 80k ea. You also can only have 1 of the 3 god capes at
    any time. When you are done, head back to the banking room.
    After this, you have completed the easy half. The 2nd half will be alot harder.
    You currently are only able to cast the spells inside the arena. When you have
    cast them 100 times in there, you will be able to cast them elsewhere. Not
    hard? It wouldn't be if the arena itself is a wilderness region.
    To get into the arena, pull the lever to be teleported back outside of the bank
    room. Then slash through the 2 webs(if not already). You should see more webs,
    blocking a small room with a knife and a lever in it. You must pull the lever
    to be teleported into the arena. After coming in, you will be on the outside
    perimeter of the arena. You should see a bridge leading into the middle, along
    with many mages in there. You can only use magic attacks here. This arena is
    not multicombat, so you cannot be teamed on. While you are inside the arena
    training your spell, the mages of the gods you arent wielding the equipment of
    will attack you. Mages of the god you wield the equipment of will not attack
    you unless you attack them. Cast your spell 100 times and a message will tell
    you that you are enperienced enough to cast the spell away from the arena.
    *Watch out for Pkers while training your spell
    *God Spells have a max hit of 20 and require 2 blood runes.
    *Slayer Dart requires 1 death and has max of 19
    *God spells aren't worth the trouble of getting bloods unless you cast "Charge"
    *"Charge" spell raises the max hit of God Spells to 30 for a few minutes(7)
    E. Wizards' Guild
    This place is for experienced mages, so you cannot enter unless you have a lvl
    of 66(or 63 with Mind Bomb). The place is a large building located in Yanille.
    This place has a few interesting features:
    -The Basement
    Here you will find caged zombies. You can range/mage them all you want, but
    keep in mind, you cannot enter to retrieve your rewards/arrows. You can bring
    Telekinetic Grab runes if you think you may need them.
    -The Ground Floor
    Nothing interesting here. There are a few wizards wandering around, along with
    Sedridor, who will teleport you to the rune essence mine. This is the fastest
    place to mine essence.
    -The Second Floor
    The shops are loated at this floor. There is a Robe Merchant who will sell
    Blue/White Mystic Robes and the Magic Cape of Achievement. There is also a rune
    store owner, with many runes in stock. This may be a good place to buy some
    runes that aren't easily obtained elsewhere. There are also a few wizards
    wandering the floor, if you want to kill them.
    -The Top Floor
    A few wizards wander around here, along with a few portals leading to different
    places. The eastern portal leads to the Wizards' Tower south of Draynor. The
    southern portal leads to the Dark Wizards' Tower, west of Falador. The western
    portal leads to Thormac the Sorcerers Tower, southwest of Seers' Village. You
    should also remember that the portals are 1-way, so dont look for a return
    trip if you're expecting one!
    Thats all there is to the Wizards' Guild. Have fun!
    ----------------------------------Mage Pure------------------------------------
    Since magic is a very useful skill, it's pretty obvious that includes PKing, or
    player killing. Most Mage Pures have high mage, no attack, no strength, a
    decent hitpoints level, and possibly some defence. Here are two examples:
    ----------------------Example 1-----------------------Example 2----------------
    Attack                    1                               1
    Strength                  1                               1
    Defence                   1                               20
    Hitpoints                 25                              35
    Magic                     60                              60
    The first example is a full mage. He has no defence and can possibly be easily
    killed, due to the fact of no armor. But this type of mage can keep combat low
    by sacrificing defence. Which means, his combat can match those of some of the
    weaker-levels. Which means, since mage can hit hard, they may not need to take
    a hit, thus, destroying the need for armor. Someone with this setup will only
    wear normal robes of some sort, blue wizard,zamarok robes, priest robes, etc.
    Unfortunately, killing some of the stronger enemies may be hard with this, due
    to the fact that if melee pures get a hit on you, it may hurt quite alot.
    The second example, on the other hand, has defence. This type is used to PK
    some stronger enemies, due to the fact you can have armor. The other reason to
    increase defence would be to wear certain members-only robes, Mystic, Splitbark
    and the others. This setup is a bit easier to PK with, but it also increases
    combat a few levels. Those with this setup, and if a member, may wear Full
    Mystic, Splitbark, or Infinity. Some may use Lunar Armor due to it's decent
    melee defence. Those with this setup and are not a member may wear a Wizard
    Hat, a Wizard Robe Top, and Platelegs(due to the fact bottoms are actually
    skirts purchased at Varrock Clothes Store for no other reason but the looks).
    With both of these setups, needs a shield of some sort. Members may use Prayer-
    Books, melee shields(which decrease mage attack), a Mage's Book(very useful),
    or other things to help them get a bit of bonus. Nonmembers will have to resort
    to melee shields or the Anti-Dragon Shield, which does not decrease mage
    attack bonus.
    A. Basic Magic
    The strategy when using a mage pure is to get things finished from a distance.
    On melee enemies, you can use of the holding spells(bind for example), and then
    attack from a distance. It is advised you recast a holding spell every now and
    then to make sure your foe will not break free and run away/attack you. Members
    can cast "Teleblock", at lvl 85 magic, which stops the foe from teleporting
    away. If you're not a member, your foes may teleport away, but some may not.
    when a ranger is near, you will need a different strategy. Even if you use a
    spell to hold them, they can still attack you. Due to the fact that mage armor
    is sometimes weak against range, this may cuase a big problem. Your options are
    (1) send a holding spell to stop them from following and then run, or (2) stand
    and fight anyway. The reason why not to do this is because range armor is very
    resistant to mage, and it's recommended you wear melee armor fighting them to
    decrease damage. It is in these situations that Example 2 are useful. If you
    choose to stand and fight, just hope for the best.
    B. Lunar Magic(Members)
    This form of magic will not be able to kill anyone while Pking. This is more
    useful in a large group of PKers, whereas, it can support the team. Sharing
    your life and potions with your teammates can support them, and the "Vengeanse"
    spell can give your team an overall boost. Splitting your special attack energy
    may give your team enough of a boost to get the kill!
    C. Ancient Magicks(Members)
    This is possibly the most useful of the magicks in Pking. The devastating ice
    attacks freeze your enemies AND inflicts devastating amounts of damage. The
    problem with using this type of magic is due to the fact that it has no
    Teleblock spell, meaning the ooponent cant teleport away. There are a few ways
    to attemp to get by this. Some people will keep their life semi-low to attract
    a Pker to attack them. With Ancient Magicks and the element of surprise, you
    can kill them quickly and unsuspectingly. Another attaempt would be in a multi-
    combat zone with a person who has normal magic with the ability to cast
    Teleblock. All you have to do is get your partner to Teleblock the enemy and
    you can do the rest. The reason Ancients are so useful is the fact that some
    ice spells hit multiple enemies, meaning you can get a large amount of kills
    with just a few attacks. Some groups may pack all of the members into a few
    squares to make it look like there isnt alot of people. This is effectively
    using the element of surprise, but if it's a muti-combat zone and there's a
    Pker with Ancient Magicks....it may not be too pretty for them. when Pking with
    Ancients, you will have no choice but to carry a large amount of runes due to
    the large amounts needed to cast a spell. The downside, is your enemy: the
    archers. They will do alot of damage on you, even with ancients, so watch out
    when you're fighting them.
    That's about all you need to know. Have fun Pking!
    ---------------------------------Leveling Up-----------------------------------
    These are a few ways you can level up your magic. These are just suggestions so
    it's best to find what works best for you.
    -Starting Off
    Level 1- Not many choices, either use Wind Strike or do a few quests. A few
    easy quests give a low amount of magic xp, so you may want to do those. This
    includes quests such as "Witch's Potion" or "Imp Catcher."
    Level 9-You can start training with with Earth Strike. I do not recommend Fire
    Attacks for training due to the need for the extra airs, which may waste time.
    Level 17-You can start training with Wind Bolt, but I do not recommend this
    unless you have the money to buy Chaos Runes, as making them is a pain. If you
    do train with Chaos spells, I recommend waiting til you are able to cast Earth
    or Fire Bolt.
    Level 19-You can start training with Curse. It is recommended you cast in a
    location you cannot be attacked in. Once an enemy has been hit by this spell,
    you cannot cast the spell on him/her until later on. The Barbarian Longhall is
    a good place, as you can hide behind tables/chairs, and the barbarians are
    constantly killed, meaning not much waiting will occur.
    -Becoming an Accomplished Mage
    *Somewhere along these levels, it is highly advised you get strong mage robes
    Level 41-You can start training with Death Rune spells, but I don't recommend
    this unless you have tons of cash to burn, as making them takes a long time and
    they aren't one of the cheaper runes. If you do train with Deaths, I suggest
    waiting until you can cast earth or fire.
    Level 45-Camelot Teleport is a great spell to train with, as it is the spell
    that gives the most xp per law. You can do Law Running to get laws to use, and
    then just keep teleporting for xp.
    Level 50-You can use Magic Dart(lvl 55 Slayer) to train Slayer or go to Barrows
    and try to profit there. I recommend this spell more than using the Blast
    spells, as this spell is powerful and can be a money-maker.
    Level 55-High Level Alchemy is one of the best ways to get xp. You can use this
    spell to make money, train mage, or do both at the same time. Alch stuff for
    cash if you think you should. Go to the Mage Training Arena if you have alot of
    Natures to burn. Make and alch Steel Plates or other things for money and xp.
    -Going Further
    *If you have the stats and money, get Ahrims if you want it.
    Level 50+-If you have completed "Desert Treasure", Ancients can be used for
    training. I do not recommend you train with this unless you use the multi-
    target spells at places like Castle Wars or Pest Control, to get your money's
    worth, as these spells can be expensive.
    Level 62-You can start training with Blood Runes, but unless you have alot of
    money, don't do this. If you do train on Bloods, wait until you can cast Fire.
    Level 65+-You can start training with Lunar Magicks, but they don't give much
    xp, so I don't recommend it. It's your choice if you want to. If you do, keep a
    stock of Astrals in your bank.
    Level 75-If you have the money, buy Soul Runes and Teleother your friends. You
    can also do this at later lvls, when you can Teleother Falador/Camelot.
    -Other Possible Ways
    *Casting "Charge" gives good xp, but only do it if you dont mind using Bloods
    *High Level curse spells can be used, but the cost per spell may bother you
    *Jagex for making the game(and for a bit of info in the knowledge base).
    *Gamefaqs for hosting the site.
    *Runehq for a decent amount of useful information.
    *Zybez for some great info.
    This may not be reporduced under any circumstances except personal, private
    use. It may not be placed anywhere else except on Gamefaqs. Violating this, is
    a violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    Copyright 2006-2008 Ultimasaber

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