Magic

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Magic

Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required Runes in their Bank and the desired spell unlocked.

Mechanics

Magic skill level increases Magic Accuracy Rating and Maximum Hit (0.5% per level) when using spells and Magic Evasion Rating when defending from spells. Raising Magic to Magic Level 99 will unlock the Magic Skillcape for purchase from the Shop, which doubles the rune cost reduction of items when equipped. Raising Magic to Magic Level 120 will unlock the Superior Magic Skillcape for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment.

Attack Styles

There are two Magic attack styles: Magic and Defensive.

When using the Magic attack style, the player receives 0.4 Magic XP per point of damage dealt, and a hidden bonus of +6 to the player's Magic level. This affects both Magic Accuracy Rating and Magic Evasion Rating.

When using the Defensive attack style, the player instead receives 0.2 Magic XP and 0.2 Defence XP per point of damage dealt, and +3 hidden bonuses to both Magic and Defence. The Defence bonus affects all Evasion Ratings.

Rune Preservation

Rune preservation is a bonus which applies whenever a spell is cast, and provides a chance that the spell will be cast without any runes being consumed. Alt. Magic benefits from both these and its own preservation bonuses. The chance to preserve runes is capped at 80%.

Alternative Magic

Alternative Magic (Alt. Magic) is an alternative method to train Magic using non-combat spells. It is still the same skill as Magic - all XP is shared.

Equipment

Staves

Elemental staves can be crafted from elemental runes and logs with Runecrafting or looted from monsters. When equipped, staves reduce the need to use Air, Water, Earth, or Fire runes, depending on the staff type.

Advanced staves can be crafted beginning at Runecrafting level 100. When equipped, they reduce the need to use Poison, Infernal, or Lightning runes, depending on the staff type. The Meteorite Staff can also be crafted at Runecrafting level 115, which allows the casting of Meteor Shower when equipped.

The Nature's Call Staff and Nature's Wrath Staff can be created by upgrading monster drops. When equipped, these staves allow the casting of Nature's Call and Nature's Wrath respectively. Additionally, both staves reduce the Nature Rune cost of spells by 1.

The Cloudburst Staff, Lightning Coil 2H Staff, and Ethereal Staff are the only staves that cannot be crafted.

All staves are two-handed.

Staff
Tier
Magic
Level
Runecrafting Level
Air Water Earth Fire
Staff 1 1 5 9 14
Battlestaff 30 30 35 39 44
Mystic Staff 40 70 75 79 84
Nature's Call Staff 40 N/A
Nature's Wrath Staff 65 N/A
Cloudburst Staff 85 N/A
Poison Staff 100 100
Infernal Staff 102 105
Lightning Staff 105 110
Meteorite Staff 106 115
Lightning Coil 2H Staff 110 N/A
Ethereal Staff 115 N/A

Wands

Wands are one-handed, meaning they can be used with off hand equipment. Magic imbued wands can be crafted through Runecrafting using Magic Wand (Elite). When equipped, Magic imbued wands reduces the amount of Air, Water, Earth, or Fire runes needed to cast a spell by 3, depending on the wand type.

Advanced wands can be crafted beginning at Runecrafting level 108, and reduce the amount of Despair, Archaic, or Calamity runes needed to cast a spell by 5, depending on the wand type.

Ocean Song and the Slicing Maelstrom Wand can be created by upgrading 100 Ocean Song Fragments and Slicing Maelstrom Wand Shards, respectively. When equipped, the Slicing Maelstrom Wand allows the casting of Slicing Maelstrom.

Magic Level Wand Tier Rune Discount
1 Basic 0
30 Powerful 0
60 Elite 0
70 Magic Imbued Wand 3
90 Ocean Song 4
105 Despair Wand 5
110 Archaic Wand 5
115 Calamity Wand 5
120 Slicing Maelstrom Wand 0

Robes

Wizard Robes can be acquired through a few different sources:

A full list of the stats for each set of Wizard Robes can be found on the Equipment page.

Level Robe Tier Notes
1 Green
1 Slayer (Basic) +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
1 Air Acolyte +5 minimum damage when using Air Spells per piece
5 Water Acolyte +5 minimum damage when using Water Spells per piece
9 Earth Acolyte +5 minimum damage when using Earth Spells per piece
10 Blue
14 Fire Acolyte +5 minimum damage when using Fire Spells per piece
30 Red
30 Slayer (Strong) +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
35 Air Adept +15 minimum damage when using Air Spells per piece
39 Water Adept +15 minimum damage when using Water Spells per piece
40 Miolite
43 Earth Adept +15 minimum damage when using Earth Spells per piece
48 Fire Adept +15 minimum damage when using Fire Spells per piece
50 Black
60 Slayer (Elite) +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece.
Only two pieces (Hat and Robe).
65 Air Expert +20 minimum damage when using Air Spells per piece
69 Water Expert +20 minimum damage when using Water Spells per piece
70 Ancient +5 Minimum Damage when using any elemental spell per piece
73 Earth Expert +20 minimum damage when using Earth Spells per piece
78 Fire Expert +20 minimum damage when using Fire Spells per piece
80 Slayer (Master) +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
85 Glacia God Unlike most other robe sets, also includes a pair of Gloves.
+25 minimum damage with Air, Water, Earth, or Fire spells per piece.
100 Poison Master +5% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
100 Infernal Master +5% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
100 Lightning Master +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
100 Slayer (Legendary) +45% bonus Slayer XP, +4% chance to receive double loot, +25% Slayer Area Effect Negation, +6% damage to Slayer Tasks, and +6% per piece.
Only two pieces (Hat and Robe).
105 Poison Legendary +10% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
105 Infernal Legendary +10% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
105 Lightning Legendary +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
110 Poison Mythical +15% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
110 Infernal Mythical +15% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
110 Lightning Mythical +15% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
110 Slayer (Mythical) +50% bonus Slayer XP, +5% chance to receive double loot, +30% Slayer Area Effect Negation, +8% damage to Slayer Tasks, and +8% Slayer Coins per piece.
Only two pieces (Hat and Robe).
120 Vorloran Devastator Unlike most other robe sets, also includes a pair of Gauntlets.

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
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
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
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
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

Curses

Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns.

Spell Requirements Description Runes
Blinding I Blinding I Magic Level 10 Enemies are inflicted with:
-5% Global Accuracy
2 Mind Rune, 1 Body Rune
Soul Split I Soul Split I Magic Level 15 Enemies are inflicted with:
-5% Magic Evasion
1 Mind Rune, 1 Body Rune, 1 Chaos Rune
Weakening I Weakening I Magic Level 20 Enemies are inflicted with:
-5% Max Hit
3 Mind Rune, 1 Body Rune
Anguish I Anguish I Magic Level 30 Enemies are inflicted with:
+5% more Damage taken
2 Body Rune, 1 Death Rune
Blinding II Blinding II Magic Level 30 Enemies are inflicted with:
-10% Global Accuracy
3 Mind Rune, 1 Body Rune
Soul Split II Soul Split II Magic Level 35 Enemies are inflicted with:
-10% Magic Evasion
2 Mind Rune, 2 Body Rune, 1 Chaos Rune
Weakening II Weakening II Magic Level 40 Enemies are inflicted with:
-10% Max Hit
3 Mind Rune, 1 Body Rune
Confusion Confusion Magic Level 45 Enemies are inflicted with:
+3% of Remaining Hitpoints taken as damage on a succesful attack
3 Mind Rune, 2 Body Rune, 1 Chaos Rune
Anguish II Anguish II Magic Level 50 Enemies are inflicted with:
+10% more Damage taken
3 Body Rune, 2 Death Rune
Blinding III Blinding III Magic Level 50 Enemies are inflicted with:
-15% Global Accuracy
4 Mind Rune, 2 Body Rune, 2 Havoc Rune
Soul Split III Soul Split III Magic Level 55 Enemies are inflicted with:
-15% Magic Evasion
3 Mind Rune, 3 Body Rune, 2 Chaos Rune, 1 Havoc Rune
Weakening III Weakening III Magic Level 60 Enemies are inflicted with:
-15% Max Hit
3 Mind Rune, 1 Body Rune, 2 Havoc Rune
Anguish III Anguish III Magic Level 70 Enemies are inflicted with:
+15% more Damage taken
4 Body Rune, 3 Death Rune, 2 Havoc Rune
Decay Decay Magic Level 80 Enemies are inflicted with:
-10% Global Evasion
+2% of Maximum Hitpoints taken as damage on a succesful attack (once per turn)
2 Havoc Rune, 1 Death Rune, 3 Blood Rune
Madness Throne of the Herald Expansion Madness Magic Level 105
25 Cursed Forest Clears
Enemies are inflicted with:
-25% Global Accuracy
-5% Damage Reduction
5 Decay Rune, 6 Despair Rune
Torment Throne of the Herald Expansion Torment Magic Level 110
50 Cursed Forest Clears
Enemies are inflicted with:
-25% Global Evasion
+10% more Damage taken
6 Decay Rune, 7 Despair Rune, 3 Soul Rune
Despair Throne of the Herald Expansion Despair Magic Level 115
100 Cursed Forest Clears
Enemies are inflicted with:
+3% of Remaining Hitpoints taken as damage on a succesful attack
+3% of Maximum Hitpoints taken as damage on a succesful attack (once per turn)
8 Despair Rune, 8 Soul Rune

Auroras

Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with Melee while the Miolite Sceptre is equipped. Tier 3 Auroras may only be cast while the Book of Eli is equipped. Tier 4 Auroras may only be cast while the Book of the Ancients is equipped.

Spell Requirements Description Runes
Surge I Surge I Magic Level 15 -0.1s Attack Interval
+5% Ranged Evasion
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% Lifesteal
+5% Melee Evasion
3 Earth Rune, 1 Light Rune
Surge II Surge II Magic Level 40 -0.2s Attack Interval
+10% Ranged Evasion
4 Air Rune, 2 Light 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% Lifesteal
+10% Melee Evasion
4 Earth Rune, 2 Light Rune
Surge III Surge III Magic Level 65
Book of Eli Equipped
-0.3s Attack Interval
+15% Ranged Evasion
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% Lifesteal
+15% Melee Evasion
5 Earth Rune, 3 Light 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 Throne of the Herald Expansion 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 Throne of the Herald Expansion Fervor IV Magic Level 105
Book of the Ancients Equipped
+20% Lifesteal
+25% Melee Evasion
8 Earth Rune, 5 Light Rune, 8 Blood Rune
Charged IV Throne of the Herald Expansion Charged IV Magic Level 110
Book of the Ancients Equipped
+100 Minimum Hit 8 Fire Rune, 5 Light Rune, 8 Soul Rune
Surge IV Throne of the Herald Expansion Surge IV Magic Level 112
Book of the Ancients Equipped
-0.4s Attack Interval
+25% Ranged Evasion
8 Air Rune, 5 Light Rune, 8 Calamity Rune

Ancient Magicks

Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as Surge II for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by Equipment, Prayer, or Potions, although accuracy rating is. Curses and Special Attacks cannot be used with Ancient Magicks.

Spell Requirements Description Runes
Slicing Winds Slicing Winds Magic Level 70
100 Volcanic Cave Clears
Attack 3 times for 175 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
100 Volcanic Cave Clears
Attack 5 times for 170 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
Ignite Ignite Magic Level 82
100 Volcanic Cave Clears
Attack once dealing 680 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
100 Air God Dungeon Clears
Attack 4 times dealing 200 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
100 Water God Dungeon Clears
Attack once dealing 750 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
100 Earth God Dungeon Clears
Attack 2 times dealing 540 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
Incinerate Incinerate Magic Level 98
100 Fire God Dungeon Clears
Attack 14 times dealing 63 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 in place of Standard Magic or Ancient Magicks. Unlike with Ancient Magicks, damage modifiers from Equipment, Prayer, and Potions will apply to Archaic Magicks. Curses and damage modifying Auroras can also be used, though Special Attacks still will not work.

Spell Requirements Spell Dmg Description Runes
Poison Pods Throne of the Herald Expansion Poison Pods Magic Level 100
1 Ancient Sanctuary Clears
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 Throne of the Herald Expansion Giant Fireball Magic Level 102
1 Underground Lava Lake Clears
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 Throne of the Herald Expansion Thunder Strike Magic Level 104
1 Lightning Region Clears
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 Throne of the Herald Expansion 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 Throne of the Herald Expansion 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 Throne of the Herald Expansion Natures Bloom Magic Level 110
100 Ancient Sanctuary Clears
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 Throne of the Herald Expansion Infernal Power Magic Level 112
100 Underground Lava Lake Clears
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 Throne of the Herald Expansion 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 Throne of the Herald Expansion Dragon Storm Call Magic Level 118
100 Lightning Region Clears
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 Throne of the Herald Expansion 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

Skillcape

The Skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Magic Level 99.

The Superior Skillcape can be purchased from the store for Coins.svg 10,000,000 after the player reaches Magic Level 120.

Skillcape Name Requirements Effect
Magic Skillcape Magic Skillcape Magic Level 99 Rune providing items provide 2x as many runes
Superior Magic Skillcape Throne of the Herald Expansion Superior Magic Skillcape Magic Level 120 +5% Magic Damage Bonus from Equipment
Rune providing items provide 4x as many runes

Pet

The pet can be unlocked by doing any action that provides Magic XP, including Alt. Magic.

Pet Name Effect
Salem Salem +5% Rune Preservation

Magic Equipment Stats

Weapons

Helmets

Bodies

Legs

Boots

Gloves

Shields

Capes