Magic - Battle Spells



Introduction



Without doubt, the most common use of Magic in RuneScape is to smite your foes from afar. To this end, mages have developed a number of delightful spells designed to hurl various magical energies at their enemies.

Unlike other spells, battle spells will not always succeed. Your ability to cast spells of this type is judged through a combination of your Magic skill and your Magic attack bonuses (these depend on what you are wearing).

Certain items (such as rune platebodies) will lower your magical attack bonus and therefore your chance of successfully casting this type of spell is also decreased.

It should also be noted that the amount of experience listed in the tables below is merely the base number of points you receive upon successfully casting any listed spell. You will gain additional experience (and not just in Magic) once your spell has actually damaged its target.

Please note that if a spell has (m) after its name, it is Members Only.


Elemental Magic


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Wind Strike
1 [Image: Magic] [image]
Mind rune
x1 [image]
Air rune
x1 20 5.5
[image]
Water Strike
5 [Image: Magic] [image]
Mind rune
x1 [image]
Air rune
x1 [image]
Water rune
x1 40 7.5
[image]
Earth Strike
9 [Image: Magic] [image]
Mind rune
x1 [image]
Air rune
x1 [image]
Earth rune
x2 60 9.5
[image]
Fire Strike
13 [Image: Magic] [image]
Mind rune
x1 [image]
Air rune
x2 [image]
Fire rune
x3 80 11.5


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Wind Bolt
17 [Image: Magic] [image]
Chaos rune
x1 [image]
Air rune
x2 90 13.5
[image]
Water Bolt
23 [Image: Magic] [image]
Chaos rune
x1 [image]
Air rune
x2 [image]
Water rune
x2 100 16.5
[image]
Earth Bolt
29 [Image: Magic] [image]
Chaos rune
x1 [image]
Air rune
x2 [image]
Earth rune
x3 110 19.5
[image]
Fire Bolt
35 [Image: Magic] [image]
Chaos rune
x1 [image]
Air rune
x3 [image]
Fire rune
x4 120 21.5


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Wind Blast
41 [Image: Magic] [image]
Death rune
x1 [image]
Air rune
x3 130 25.5
[image]
Water Blast
47 [Image: Magic] [image]
Death rune
x1 [image]
Air rune
x3 [image]
Water rune
x3 140 28.5
[image]
Earth Blast
53 [Image: Magic] [image]
Death rune
x1 [image]
Air rune
x3 [image]
Earth rune
x4 150 31.5
[image]
Fire Blast
59 [Image: Magic] [image]
Death rune
x1 [image]
Air rune
x4 [image]
Fire rune
x5 160 34.5


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Wind Wave (m)
62 [Image: Magic] [image]
Blood rune
x1 [image]
Air rune
x5 170 36
[image]
Water Wave (m)
65 [Image: Magic] [image]
Blood rune
x1 [image]
Air rune
x5 [image]
Water rune
x7 180 37.5
[image]
Earth Wave (m)
70 [Image: Magic] [image]
Blood rune
x1 [image]
Air rune
x5 [image]
Earth rune
x7 190 40
[image]
Fire Wave (m)
75 [Image: Magic] [image]
Blood rune
x1 [image]
Air rune
x5 [image]
Fire rune
x7 200 42.5


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Wind Surge (m)
81 [Image: Magic] [image]
Blood rune
x1 [image]
Death rune
x1 [image]
Air rune
x7 220 75
[image]
Water Surge (m)
85 [Image: Magic] [image]
Blood rune
x1 [image]
Death rune
x1 [image]
Air rune
x7 [image]
Water rune
x10 240 80
[image]
Earth Surge (m)
90 [Image: Magic] [image]
Blood rune
x1 [image]
Death rune
x1 [image]
Air rune
x7 [image]
Earth rune
x10 260 85
[image]
Fire Surge (m)
95 [Image: Magic] [image]
Blood rune
x1 [image]
Death rune
x1 [image]
Air rune
x7 [image]
Fire rune
x10 280 90



More Battle spells

Not every spell useful in combat is elemental, of course, and cunning wizards have devised other, specialised spells.

Spell Description
Crumble Undead: Providing useful training for a mage of level 39, you will find that the crumble undead spell can hit up to 150 points of damage on undead creatures (zombies, skeletons, etc.).
Magic Dart: Requiring an experienced Slayer of at least level 55 to use, you will find the power of the magic dart can defeat even the toughest enemies with ease. It is also useful if you want to use Magic to kill turoths and kurasks.
Iban Blast: After completion of the Underground Pass you can possess the Iban Staff and hence cast 'Iban blast'- an incredibly powerful spell. Be warned, the staff will run out of charges and you will have to visit the Zamorak well, deep in the Underground pass, to get it recharged.


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Crumble Undead
39 [Image: Magic] [image]
Air rune
x2 [image]
Earth rune
x2 [image]
Chaos rune
x1 150 24.5
[image]
Magic Dart (m)
50 [Image: Magic] [image]
Death rune
x1 [image]
Mind rune
x4 [image] Slayer
Staff
190 30
[image]
Iban Blast (m)
50 [Image: Magic] [image]
Death rune
x1 [image]
Fire rune
x5 [image] Iban
Staff
250 30


To start or leave a fight, you may need to trap your opponent on the spot, or use your magical skill to affect their combat related levels, all in an effort to gain the upper hand. To do this, view the below table for a list of hexes and holding spells.

Spell name Levels required Casting requirements Effect Base magic experience gained
[image]
Confuse
3 [Image: Magic] [image]
Water rune
x3 [image]
Earth rune
x2 [image]
Body rune
x1 Reduces opponent's Attack by 5% 13
[image]
Weaken
11 [Image: Magic] [image]
Water rune
x3 [image]
Earth rune
x2 [image]
Body rune
x1 Reduces opponent's Strength by 5% 21
[image]
Curse
19 [Image: Magic] [image]
Water rune
x2 [image]
Earth rune
x3 [image]
Body rune
x1 Reduces opponent's Defence by 5% 29
[image]
Bind
20 [Image: Magic] [image]
Water rune
x3 [image]
Earth rune
x3 [image]
Nature rune
x2 Holds target in place for 5 seconds 30
[image]
Snare (m)
50 [Image: Magic] [image]
Water rune
x4 [image]
Earth rune
x4 [image]
Nature rune
x3 Holds target in place for 10 seconds 60
[image]
Vulnerability (m)
66 [Image: Magic] [image]
Water rune
x5 [image]
Earth rune
x5 [image]
Soul rune
x1 Reduces target's Defence by 10% 76
[image]
Enfeeble (m)
73 [Image: Magic] [image]
Water rune
x8 [image]
Earth rune
x8 [image]
Soul rune
x1 Reduces target's Strength by 10% 83
[image]
Entangle (m)
79 [Image: Magic] [image]
Water rune
x5 [image]
Earth rune
x5 [image]
Nature rune
x4 Holds target in place for 15 seconds. 89
[image]
Stun (m)
80 [Image: Magic] [image]
Water rune
x12 [image]
Earth rune
x12 [image]
Soul rune
x1 Reduces target's Attack by 10% 90
[image]
Charge (m)
80 [Image: Magic] [image]
Air rune
x3 [image]
Fire rune
x3 [image]
Blood rune
x3 Increases the god spells' damage if you are wearing a Mage Arena god cape 180
[image]
Teleport Block
85 [Image: Magic] [image]
Chaos rune
x1 [image]
Law rune
x1 [image]
Death rune
x1 Prevents your enemy from teleporting for 5 minutes 80


The God Spells

All of the god spells are incredibly powerful and can be 'Charged' (level 80 Magic) to increase the damage significantly, provided you are also wearing one of the Mage Arena god capes. To read about the spells and how to unlock them, view the Mage Arena page. Aside from the damage inflicted, each god spell has an alternative effect, described in the table below:

Spell Description
Saradomin Strike: Can temporarily lower the target's Prayer level.
Claws of Guthix: Can temporarily lower the opponent's Defence level.
Flames of Zamorak: Can temporarily lower the target's Magic level.


Spell name Levels required Casting requirements Maximum damage Base magic experience gained
[image]
Saradomin Strike (m)
60 [Image: Magic] [image]
Blood rune
x2 [image]
Fire rune
x2 [image]
Air rune
x4 [image] Saradomin
Staff
200 61
[image]
Claws of Guthix (m)
60 [Image: Magic] [image]
Blood rune
x2 [image]
Fire rune
x1 [image]
Air rune
x4 [image]
[image]
Guthix
Staff
or
Void Knight Mace
200 61
[image]
Flames of Zamorak (m)
60 [Image: Magic] [image]
Blood rune
x2 [image]
Fire rune
x4 [image]
Air rune
x1 [image] Zamorak
Staff
200 61


Click here to view the Magic FAQs

Click here to view the magic spells available in Daemonheim