Magic

From Melvor Idle
(Redirected from Archaic Magicks)
This page was last updated for (v1.2.2).
This article is about the Magic skill. For training the skill, see Magic/Training.
Magic

Magic is a Combat skill. Magic uses damaging spells, debuffing Curses, and self-buffing Auroras to dispatch enemies, all of which consume Runes per cast. It can also be used outside of combat to cast Alt. Magic spells with various item-transmuting effects.

Players using Magic will gain Combat Triangle bonuses against monsters that use Melee and penalties against monsters that use Ranged.

Mechanics

Active Spells and Runes

Like other combat styles, the player must have a Magic weapon (such as a wand or staff) equipped to use Magic. Unlike other combat styles, however, a specific spell must also be selected. This damage-dealing spell will be used for all player attacks, and can optionally be supplemented by a Curse and/or an Aurora. Curses are cast every three turns and debuff the enemy. Auroras are cast with every player attack and buff the player. Ancient Magicks and Archaic Magicks are special damage-dealing spells with specific unlock requirements that can be used instead of a standard damage spell.

Spells must be unlocked to be selected. All spells require a certain minimum Magic level, which is the only requirement for many spells, including lower-level Curses and Auroras. Other spells have special unlock requirements such as equipping a certain item or clearing a specific Dungeon a certain number of times.

Each cast of any spell consumes Runes, which are stored in the Bank and are not equipped. Runes can be created in Runecrafting or obtained by killing monsters. Many spells have an alternate Rune cost, which can be selected by checking "Use Combination Runes" when selecting a spell. You can see how many of each Rune is stored in your Bank, as well as which Runes are being consumed by your active spells, with the "View My Runes" panel in the Combat UI.

Rune costs can be mitigated with Rune Preservation, which provides a chance to consume no Runes when casting any spell, and Rune Cost Reduction bonuses that reduce the usage costs of specific Runes.

Attack Styles

There are two Magic attack styles: Magic and Defensive. Both attack styles use the player's Magic skill, which increases Magic Accuracy Rating and Maximum Hit with each level. Magic and Defence determine the player's Evasion Rating against monsters using the Magic combat style.

0.4 Magic XP is earned per point of damage dealt by Magic spells. When using the Magic attack style, this XP is applied directly to the Magic skill. When using the Defensive style, the XP is split evenly between Magic and Defence. This XP only considers damage dealt directly to a monster; if a spell causes indirect damage through an effect like Poison or Burn, that extra damage does not reward XP.

In addition to affecting how experience is distributed, each Magic attack style has a special bonus:

  • Magic: +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
  • Defence: +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion

Alt. Magic

- Main article: Alternative Magic

Alternative Magic (Alt. Magic) is a non-combat skill that can be used to train Magic with various transmutation spells. It uses the same Magic skill as combat, and all Magic XP is shared.

Spells

Standard Magic

Spell Requirements Spell Dmg Description Runes
Wind Strike Wind Strike Magic Level 1 20 Combat spell with a max hit of 20 2 Air Rune, 1 Mind Rune
Water Strike Water Strike Magic Level 3 45 Combat spell with a max hit of 45 1 Air Rune, 1 Mind Rune, 1 Water Rune
OR
1 Mist Rune, 1 Mind Rune
Earth Strike Earth Strike Magic Level 6 70 Combat spell with a max hit of 70 1 Air Rune, 1 Mind Rune, 1 Earth Rune
OR
1 Dust Rune, 1 Mind Rune
Fire Strike Fire Strike Magic Level 10 95 Combat spell with a max hit of 95 1 Air Rune, 1 Mind Rune, 1 Fire Rune
OR
1 Smoke Rune, 1 Mind Rune
Wind Bolt Wind Bolt Magic Level 14 90 Combat spell with a max hit of 90 4 Air Rune, 1 Chaos Rune
Water Bolt Water Bolt Magic Level 16 105 Combat spell with a max hit of 105 2 Air Rune, 1 Chaos Rune, 2 Water Rune
OR
2 Mist Rune, 1 Chaos Rune
Earth Bolt Earth Bolt Magic Level 19 120 Combat spell with a max hit of 120 2 Air Rune, 1 Chaos Rune, 3 Earth Rune
OR
2 Dust Rune, 1 Chaos Rune
Fire Bolt Fire Bolt Magic Level 23 135 Combat spell with a max hit of 135 3 Air Rune, 1 Chaos Rune, 4 Fire Rune
OR
3 Smoke Rune, 1 Chaos Rune
Wind Blast Wind Blast Magic Level 28 130 Combat spell with a max hit of 130 6 Air Rune, 1 Death Rune
Water Blast Water Blast Magic Level 30 145 Combat spell with a max hit of 145 3 Air Rune, 1 Death Rune, 4 Water Rune
OR
3 Mist Rune, 1 Death Rune
Earth Blast Earth Blast Magic Level 33 160 Combat spell with a max hit of 160 3 Air Rune, 1 Death Rune, 4 Earth Rune
OR
3 Dust Rune, 1 Death Rune
Fire Blast Fire Blast Magic Level 37 175 Combat spell with a max hit of 175 4 Air Rune, 1 Death Rune, 5 Fire Rune
OR
4 Smoke Rune, 1 Death Rune
Nature's Call Nature's Call Magic Level 40
Nature's Call Staff Equipped
210 Cast a spell that does 100% of your normal damage. On a hit has a 15% chance to apply one of the following: applies stun for 1 turn; or gives the enemy +15% Attack Interval for 2 of the enemy's turns. 2 Air Rune, 2 Water Rune, 2 Earth Rune, 2 Fire Rune, 2 Nature Rune
OR
2 Steam Rune, 2 Dust Rune, 2 Nature Rune
Wind Wave Wind Wave Magic Level 43 170 Combat spell with a max hit of 170 10 Air Rune, 1 Blood Rune
Water Wave Water Wave Magic Level 45 185 Combat spell with a max hit of 185 5 Air Rune, 1 Blood Rune, 7 Water Rune
OR
5 Mist Rune, 1 Blood Rune
Earth Wave Earth Wave Magic Level 48 200 Combat spell with a max hit of 200 5 Air Rune, 1 Blood Rune, 7 Earth Rune
OR
5 Dust Rune, 1 Blood Rune
Fire Wave Fire Wave Magic Level 52 215 Combat spell with a max hit of 215 5 Air Rune, 1 Blood Rune, 7 Fire Rune
OR
5 Smoke Rune, 1 Blood Rune
Wind Surge Wind Surge Magic Level 57 210 Combat spell with a max hit of 210 10 Air Rune, 1 Ancient Rune
Water Surge Water Surge Magic Level 61 225 Combat spell with a max hit of 225 7 Air Rune, 1 Ancient Rune, 10 Water Rune
OR
7 Mist Rune, 1 Ancient Rune
Earth Surge Earth Surge Magic Level 64 240 Combat spell with a max hit of 240 7 Air Rune, 1 Ancient Rune, 10 Earth Rune
OR
7 Dust Rune, 1 Ancient Rune
Nature's Wrath Nature's Wrath Magic Level 65
Nature's Wrath Staff Equipped
320 Cast a spell that does 100% of your normal damage. On a hit has a 25% chance to apply one of the following: applies freeze for 1 turn; inflicts Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s; gives the enemy Frostburn for 2 of the enemy's turns; or applies sleep for 1 turn. 4 Air Rune, 4 Water Rune, 4 Earth Rune, 4 Fire Rune, 4 Nature Rune
OR
4 Steam Rune, 4 Dust Rune, 4 Nature Rune
Fire Surge Fire Surge Magic Level 68 255 Combat spell with a max hit of 255 7 Air Rune, 1 Ancient Rune, 10 Fire Rune
OR
7 Smoke Rune, 1 Ancient Rune

Curses

Curses inflict the enemy with debuffs, making them weaker in a variety of ways. They are automatically cast alongside the active damage-dealing spell every three attack turns, and do not take any extra time to cast (but do consume Runes). Curses can be used with Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks.

The Miolite Sceptre allows Curses to be cast while using the Melee combat style, and the Voodoo Trinket allows Curses to be cast with any combat style.

Spell Requirements Description Runes
Blinding I Blinding I Magic Level 10 2 Mind Rune, 1 Body Rune
Soul Split I Soul Split I Magic Level 15 1 Mind Rune, 1 Body Rune, 1 Chaos Rune
Weakening I Weakening I Magic Level 20 3 Mind Rune, 1 Body Rune
Anguish I Anguish I Magic Level 30 2 Body Rune, 1 Death Rune
Blinding II Blinding II Magic Level 30 3 Mind Rune, 1 Body Rune
Soul Split II Soul Split II Magic Level 35 2 Mind Rune, 2 Body Rune, 1 Chaos Rune
Weakening II Weakening II Magic Level 40 3 Mind Rune, 1 Body Rune
Confusion Confusion Magic Level 45 3 Mind Rune, 2 Body Rune, 1 Chaos Rune
Anguish II Anguish II Magic Level 50 3 Body Rune, 2 Death Rune
Blinding III Blinding III Magic Level 50 4 Mind Rune, 2 Body Rune, 2 Havoc Rune
Soul Split III Soul Split III Magic Level 55 3 Mind Rune, 3 Body Rune, 2 Chaos Rune, 1 Havoc Rune
Weakening III Weakening III Magic Level 60 3 Mind Rune, 1 Body Rune, 2 Havoc Rune
Fatigue Fatigue Magic Level 65
Cursed Arcana Equipped
3 Mind Rune, 3 Body Rune, 2 Havoc Rune
Anguish III Anguish III Magic Level 70 4 Body Rune, 3 Death Rune, 2 Havoc Rune
Decay Decay Magic Level 80 2 Havoc Rune, 1 Death Rune, 3 Blood Rune
Petrified Petrified Magic Level 90
Cursed Arcana Equipped
5 Body Rune, 3 Death Rune, 3 Havoc Rune
Madness Madness Magic Level 105
Complete Cursed Forest 25 times
5 Decay Rune, 6 Despair Rune
Torment Torment Magic Level 110
Complete Cursed Forest 50 times
6 Decay Rune, 7 Despair Rune, 3 Soul Rune
Despair Despair Magic Level 115
Complete Cursed Forest 100 times
8 Despair Rune, 8 Soul Rune

Auroras

Auroras provide the player with buffs, enhancing their abilities in combat. They are automatically cast on every attack turn, and consume Runes but do not take any extra time to cast. Auroras can be used with any damage-dealing spell, but Auroras that modify a spell's damage will have no effect on Ancient Magicks.

Tier 3 Auroras can only be cast while the Book of Eli is equipped, and Tier 4 Auroras can only be cast while the Book of the Ancients is equipped. The Miolite Sceptre allows Auroras to be cast while using the Melee combat style.

Spell Requirements Description Runes
Surge I Surge I Magic Level 15 +5% Ranged Evasion
-0.1s Attack Interval
3 Air Rune, 1 Light Rune
Fury I Fury I Magic Level 25 +5% Magic Evasion
+25 Max Hit
3 Water Rune, 1 Light Rune
Fervor I Fervor I Magic Level 35 +5% Melee Evasion
+5% Lifesteal
3 Earth Rune, 1 Light Rune
Surge II Surge II Magic Level 40 +10% Ranged Evasion
-0.2s Attack Interval
4 Air Rune, 2 Light Rune
Crystallization Crystallization Magic Level 40 +10% Magic Max Hit 3 Nature Rune, 3 Light Rune, 3 Body Rune
Charged I Charged I Magic Level 45 +10 Minimum Hit 2 Chaos Rune, 2 Death Rune, 1 Light Rune
Fury II Fury II Magic Level 50 +10% Magic Evasion
+50 Max Hit
4 Water Rune, 2 Light Rune
Fervor II Fervor II Magic Level 60 +10% Melee Evasion
+10% Lifesteal
4 Earth Rune, 2 Light Rune
Surge III Surge III Magic Level 65
Book of Eli Equipped
+15% Ranged Evasion
-0.3s Attack Interval
5 Air Rune, 3 Light Rune
Charged II Charged II Magic Level 70 +20 Minimum Hit 3 Chaos Rune, 3 Death Rune, 2 Light Rune
Fury III Fury III Magic Level 75
Book of Eli Equipped
+15% Magic Evasion
+75 Max Hit
5 Water Rune, 3 Light Rune
Fervor III Fervor III Magic Level 85
Book of Eli Equipped
+15% Melee Evasion
+15% Lifesteal
5 Earth Rune, 3 Light Rune
Crystal Sanction Crystal Sanction Magic Level 85 -2% Attack Interval
+15% Global Evasion
5 Nature Rune, 4 Spirit Rune, 4 Ancient Rune
Charged III Charged III Magic Level 95
Book of Eli Equipped
+40 Minimum Hit 4 Chaos Rune, 4 Death Rune, 3 Light Rune
Fury IV Fury IV Magic Level 102
Book of the Ancients Equipped
+25% Magic Evasion
+125 Max Hit
5 Air Rune, 5 Earth Rune, 5 Fire Rune, 5 Light Rune, 3 Infernal Rune
Fervor IV Fervor IV Magic Level 105
Book of the Ancients Equipped
+25% Melee Evasion
+20% Lifesteal
8 Earth Rune, 5 Light Rune, 8 Blood Rune
Charged IV Charged IV Magic Level 110
Book of the Ancients Equipped
+100 Minimum Hit 8 Fire Rune, 5 Light Rune, 8 Soul Rune
Surge IV Surge IV Magic Level 112
Book of the Ancients Equipped
+25% Ranged Evasion
-0.4s Attack Interval
8 Air Rune, 5 Light Rune, 8 Calamity Rune

Ancient Magicks

Ancient Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. These spells deal fixed damage and ignore many of the usual spellcasting rules; they can't be used with Curses or equipment-based Special Attacks, and Max Hit modifiers from any source will have no effect. Auroras can be used with Ancient Magicks, but any damage-modifying effects will be ignored. Any modifiers to Attack Interval or Accuracy Rating still apply, and some Ancient Magicks will always hit if the player's Accuracy Rating exceeds a certain threshold.

In addition to the usual Magic level requirement, each Ancient Magick spell requires that the player clear a specific Dungeon a certain number of times.

Spell Requirements Description Runes
Slicing Winds Slicing Winds Magic Level 70
Complete Volcanic Cave 100 times
Attack 3 times for 1750 damage each. If your Accuracy Rating is higher than 20k then this attack can't miss.
(0.30s delay between attacks. 0.60s total duration.)
20 Air Rune, 5 Ancient Rune
Icicle Volley Icicle Volley Magic Level 74
Complete Volcanic Cave 100 times
Attack 5 times for 1700 damage each (Can miss). On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns.
(0.20s delay between attacks. 0.80s total duration.)
20 Water Rune, 5 Ancient Rune
Crushing Waves Crushing Waves Magic Level 78
Ancient Arcana Equipped
An avoidable attack that deals 3000 3 times over 0.8s. On a hit, has a 5% chance to apply stun for 1 turn.
(0.40s delay between attacks. 0.80s total duration.)
10 Air Rune, 10 Water Rune, 5 Ancient Rune
Ignite Ignite Magic Level 82
Complete Volcanic Cave 100 times
Attack once dealing 6800 damage (Can miss). On a hit, has a 10% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. 20 Fire Rune, 5 Ancient Rune
Gust Gust Magic Level 86
Complete Air God Dungeon 100 times
Attack 4 times dealing 2000 damage each. Has a 10% chance to apply stun for 1 turn on a hit. If your Accuracy Rating is higher than 20K then this attack can't miss.
(0.50s delay between attacks. 1.50s total duration.)
25 Air Rune, 5 Ancient Rune, 5 Havoc Rune
Frostbite Frostbite Magic Level 90
Complete Water God Dungeon 100 times
Attack once dealing 7500 damage (Can miss). Has a 30% chance to apply freeze for 2 turns on a hit. 25 Water Rune, 6 Ancient Rune, 6 Havoc Rune
Quake Quake Magic Level 94
Complete Earth God Dungeon 100 times
Attack 2 times dealing 5400 damage each (Can miss). On a hit, gives the enemy +50% Attack Interval for 1 of the enemy's turn.
(0.40s delay between attacks.)
25 Earth Rune, 7 Ancient Rune, 7 Havoc Rune
Whirlpool Whirlpool Magic Level 96
Ancient Arcana Equipped
Perform 6 avoidable attacks over 3s that deal 18000 damage on the 1st attack, and damage equal to 2% of the enemy's max hitpoints on the subsequent attacks. On a hit, gives the enemy +20% Attack Interval for 1 of the enemy's turns.
(0.60s delay between attacks. 3.00s total duration.)
15 Air Rune, 15 Water Rune, 10 Ancient Rune, 10 Havoc Rune
Incinerate Incinerate Magic Level 98
Complete Fire God Dungeon 100 times
Attack 14 times dealing 630 damage each. If your Accuracy Rating is higher than 20K then this attack can't miss.
(0.15s delay between attacks. 1.95s total duration.)
30 Fire Rune, 10 Ancient Rune, 10 Havoc Rune

Archaic Magicks

Archaic Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. Unlike Ancient Magicks, the only restriction on Archaic Magicks is that they cannot be used with equipment-based Special Attacks. Curses, Auroras, and any Max Hit modifiers can be used as normal.

In addition to the usual Magic level, each Archaic Magick spell has a unique unlock requirement. Some Archaic Magicks can only be cast while a specific Magic weapon is equipped.

Spell Requirements Spell Dmg Description Runes
Poison Pods Poison Pods Magic Level 100
Complete Ancient Sanctuary
100 You hurl large pods filled with poisonous gas at the enemy that burst open into a noxious cloud of gas that deals damage equal to 100% of your max hit 10 times over 4.5s. On a hit, inflicts Poison that deals 10% of the enemy's max hitpoints as damage over 10s. Avoidable.
(0.50s delay between attacks. 4.50s total duration.)
10 Poison Rune, 5 Archaic Rune
OR
5 Mist Rune, 5 Mud Rune, 5 Archaic Rune
Giant Fireball Giant Fireball Magic Level 102
Complete Underground Lava Lake
290 You fire an enormous fireball at the enemy dealing damage equal to 100% of your max hit. On a hit, has a 25% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. 10 Infernal Rune, 5 Archaic Rune
OR
5 Dust Rune, 5 Lava Rune, 5 Archaic Rune
Thunder Strike Thunder Strike Magic Level 104
Complete Lightning Region
310 You summon a bolt of lightning from the skies that strike the enemy, dealing damage equal to 100% of your max hit. On a hit, has a 15% chance to apply stun for 1 turn. Avoidable. 10 Lightning Rune, 5 Archaic Rune
OR
5 Mist Rune, 5 Steam Rune, 5 Archaic Rune
Meteor Shower Meteor Shower Magic Level 106
Meteorite Staff Equipped
90 You summon a swarm of small meteors in the sky which shower down upon the enemy, dealing damage equal to 100% of your max hit 6 times over 2s. On a hit, has a 30% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable.
(0.40s delay between attacks. 2.00s total duration.)
10 Infernal Rune, 5 Archaic Rune, 5 Calamity Rune
OR
5 Dust Rune, 5 Lava Rune, 5 Archaic Rune, 5 Calamity Rune
Tsunami Tsunami Magic Level 108
100 Twin Sea Dragon Serpent Kills
190 You conjure immense waves that crash into the enemy, dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. Avoidable.
(0.30s delay between attacks. 0.60s total duration.)
25 Water Rune, 5 Archaic Rune, 5 Calamity Rune
Natures Bloom Natures Bloom Magic Level 110
Complete Ancient Sanctuary 100 times
70 You wrap yourself in protective leaves that lash out at the enemy dealing damage equal to 100% of your max hit 8 times over 3.5s. Damage is doubled if the enemy is poisoned. On a hit, has a 50% chance to inflict Poison that deals 10% of the enemy's max hitpoints as damage over 10s. On use, gives Regen that heals 30% of your current hitpoints over 5s. Avoidable.
(0.50s delay between attacks. 3.50s total duration.)
16 Poison Rune, 5 Archaic Rune, 5 Calamity Rune
OR
8 Mist Rune, 8 Mud Rune, 5 Archaic Rune, 5 Calamity Rune
Infernal Power Infernal Power Magic Level 112
Complete Underground Lava Lake 100 times
90 You create fractures in the earth that pursue the enemy and unleash lava from below. Deals damage equal to 100% + 100% if the enemy is burning of your max hit 4 times over 1.2s. On a hit, has a 50% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable.
(0.40s delay between attacks. 1.20s total duration.)
16 Infernal Rune, 5 Archaic Rune, 5 Calamity Rune
OR
8 Dust Rune, 8 Lava Rune, 5 Archaic Rune, 5 Calamity Rune
Soulash Soulash Magic Level 115
Ethereal Staff Equipped
225 You create ghostly tendrils that lash out at the enemy dealing damage equal to 100% of your max hit 4 times over 1.8s. On a hit, has a 30% chance to apply stun for 1 turn. Avoidable.
(0.60s delay between attacks. 1.80s total duration.)
20 Soul Rune, 5 Archaic Rune, 5 Calamity Rune
Dragon Storm Call Dragon Storm Call Magic Level 118
Complete Lightning Region 100 times
175 You summon a dragon made of dark clouds that crackles with thunder. It discharges lightning onto the enemy dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, has a 20% chance to apply stun for 1 turn. Avoidable.
(0.30s delay between attacks. 0.60s total duration.)
16 Lightning Rune, 5 Archaic Rune, 5 Calamity Rune
OR
8 Mist Rune, 8 Steam Rune, 5 Archaic Rune, 5 Calamity Rune
Slicing Maelstrom Slicing Maelstrom Magic Level 120
Slicing Maelstrom Wand Equipped
235 You conjure a maelstrom that slices through the enemy's armor. It performs 3 avoidable attacks that deal 100% of your max hit. On a hit, inflicts Bleed that deals 200% of the damage dealt as damage over 10s and gives the enemy +20% Attack Interval for 3 of the enemy's turns.
(0.15s delay between attacks. 0.30s total duration.)
20 Lightning Rune, 20 Water Rune, 5 Archaic Rune, 5 Calamity Rune

Skill Level Unlocks

Increasing the Magic skill provides access to new spells and allows the player to equip more powerful Magic weapons and armour. The player's accuracy and damage with most Magic spells also scale with Magic level. Lua error in Module:SkillUnlocks at line 924: bad argument #1 to 'ipairs' (table expected, got nil).

Skillcapes

The standard and superior skillcapes for this skill can be purchased from the store for 1,000,000GP and 10,000,000GP after the player reaches Magic Level 99 and Magic Level 120, respectively. Reaching Magic Level 120 requires the Throne of the Herald Expansion.

Skillcape Name Requirements Effect
Magic Skillcape Magic Skillcape Magic Level 99 Items that reduce Rune costs are now 2x as effective
Superior Magic Skillcape Superior Magic Skillcape Magic Level 120 Items that reduce Rune costs are now 4x as effective and +5% Magic Damage Bonus from Equipment

Pet

This skill's pet can be unlocked by performing any action that provides Magic XP, including Alt. Magic.

Pet Name Effect
Salem Salem +5% Rune Preservation

Skill Bonuses

Rune Preservation

Rune Preservation provides a chance to consume no runes when casting any spell. Alt. Magic benefits from both overall Rune Preservation and its own preservation bonuses. Rune Preservation is capped at 80% for Combat spells and 100% for Alt. Magic.

Rune Cost Reduction

Rune Cost Reduction reduces the cost of a specific type of Rune in any spell. It is mostly provided by Equipment, especially Staves and Wands. For example, while a Staff of Air is equipped, any spells that use Air Runes will use up to three fewer Air Runes per cast. This bonus can reduce a specific Rune's cost to zero. Rune Cost Reduction from equipment does not apply when equipped in the Combat Passive Slot.

The Magic Skillcape will double any active Rune Cost Reduction while equipped, and the Superior Magic Skillcape will quadruple it.

Magic Equipment Stats

Weapons

Helmets

Bodies

Legs

Boots

Gloves

Shields

Capes