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Magic

“Spellcasting: every cast spends runes from the bank, and a good staff makes the spells hit harder. Your stance keeps the lesson for Magic or shares part with Defence, and Hitpoints grows alongside.”

Every skill uses the same XP table: 951,207,314 XP for level 99. Past 99 the XP keeps counting.

How it works

Pick Magic as your skill and a monster to fight. Every input is one attack: there is no attack speed, one press is one swing or cast. A hit that lands gives XP for the damage it did, shared out by your stance, and Hitpoints always gets its own share. A miss gives nothing. The full rules are on Combat.

Stances

StanceTrains
StandardMagic + Hitpoints
DefensiveMagic (half), Defence (half) + Hitpoints

Stances only decide where the XP goes; they don't change your hits.

Salamanders

A caught salamander is a weapon for all three styles at once. It needs Attack, Ranged and Magic at its level, burns one tar per attack instead of arrows or runes, and fights with different stats in each style. See Black Salamander, Cobalt Salamander, Orange Salamander, Red Salamander, Swamp Salamander.

Spells

Each cast uses the spell's runes from your bank, hit or miss, but 30% of casts cost nothing. A staff adds its attack bonus to your accuracy and its strength bonus to the spell's max hit. Your Magic level only raises accuracy, except for Magic Dart, whose max hit grows with it. A battlestaff wielded in your Magic loadout stands in for two runes on every spell, Spellcraft included: Dust Battlestaff, Mist Battlestaff.

Passive spells

A passive spell runs alongside whatever you fight with: Melee, Ranged or Magic. It costs its runes on every combat input (with no free casts) and gives +3 Magic XP each time; when the runes run out it switches off.

LevelSpellRunes per inputEffect
20ConfuseThe monster's defence counts as ×0.67 when you attack, in any style.
40EmpowerYour max hit ×1.25, in any style.
54VengeanceWhen a monster hurts you, it takes 50% of the damage back.
60SiphonHeals you 7 HP every combat input.

Spellcraft

Away from combat, Magic has a crafting side. Pick one of these and every Magic input works on it like any other recipe: enchanting jewellery and bolts, alchemy (an item into gold: Low Alchemy pays what the shop would buy it for, High Alchemy one and a half times that, but never more than the shop's own price for an item you can buy), Superheat (smelts a bar without a furnace: the same ore, coal and Smithing level, and you get its Smithing XP too) and turning bones into fruit.

Staves

StaffMagicAccuracyMax hit
Oak Staff1+5+4
Willow Staff15+9+7
Maple Staff30+15+10
Marrow Staff30+35+24
Yew Staff50+24+16
Magic Staff70+35+24
Elder Staff85+50+35

Every number on this wiki is read from RuneClick 3.3.0's own game files, so it matches what the game does. It updates itself when a new version ships. Spot something off? Tell us on the Discord.