Magic

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Introduction

Magic is the skill of using spells, aimed at combat situations, teleportation or skilling. The Magic skill uses runes to cast these spells, and that's why Runecrafting is one of the most common skills that involved with the Magic skill.
Magic also involves use of enchantment spells on jewellery made by the Crafting skill, indirectly involved aswell.

There are many spells that grant Magic experience. Most combat spells that directly inflict damage on a foe also give Hitpoints experience, just like every other combat skill. Enchantment spells and other spells that do not affect combat, like alchemy, do not give Hitpoints experience.

As one's Magic level increases, he/she will be able to cast more spells and do more magical damage. Players will also be able to wear more powerful wands, staffs and better magic equipment when their Magic level increases.

The runes that are required to cast any spell can be obtained from the rune shop Rune Emporium or created with the Runecrafting skill.

There are currently three magic spellbooks available in Emps-World: the Normal spellbook, the Ancient spellbook and the Lunar spellbook.

Normal spellbook

The normal spellbook is the standard spellbook of Emps-World. It contains spells of any type: combat spells, teleportation and skill spells alike. Just like you receive experience for each damage point done, you will also get more base experience for casting higher leveled spells.

All combat spells of the normal spellbook can also be autocast with most normal staves, like a Water staff.

If you fail a spell or hit zero, you will gain 33 experience for every cast. However, combat status spells will always grant you the same experience for succeeding or failing. You will gain much more experience when you do damage with a combat spell. The higher the combat spell is, the more experience you will receive for it.

Spell Type Runes Magic level Magic experience Description
Wind strike Weak combat spell 1 Air, 1 Mind 1
Confuse Combat status spell 3 Water, 2 Earth, 1 Body 3 75 Reduces Attack by 5%
Water strike Weak combat spell 1 Water, 1 Air, 1 Mind 5
Lv-1 Enchant Enchantment spell 1 Air, 1 Cosmic 7 0 Enchants sapphire jewellery
Earth strike Weak combat spell 2 Earth, 1 Air, 1 Mind 9
Weaken Combat status spell 3 Water, 2 Earth, 1 Body 11 97 Reduces Strength by 5%
Fire strike Weak combat spell 3 Fire, 2 Air, 1 Mind 13
Wind bolt Combat spell 2 Air, 1 Chaos 17
Curse Combat status spell 2 Water, 3 Earth, 1 Body 19 123 Reduces Defence by 5%
Bind Combat status spell 3 Water, 3 Earth, 2 Nature 20 123 Binds your target for 10 seconds
Low level alchemy Alchemy spell 3 Fire, 1 Nature 21 78 Convert an item into gold
Water bolt Combat spell 2 Water, 2 Air, 1 Chaos 23
Varrock teleport Teleportation spell 3 Air, 1 Fire, 1 Law 25 25 Teleports you to Varrock square
Lv-2 Enchant Enchantment spell 3 Air, 1 Cosmic 27 37 Enchants emerald jewellery
Earth bolt Combat spell 3 Earth, 2 Air, 1 Chaos 29
Lumbridge teleport Teleportation spell 1 Air, 3 Earth, 1 Law 31 25 Teleports you to Lumbridge castle
Fire bolt Combat spell 4 Fire, 1 Air, 1 Chaos 35
Falador teleport Teleportation spell 1 Water, 3 Air, 1 Law 37 25 Teleports you to Falador square
Crumble undead Combat spell 2 Earth, 2 Air, 1 Chaos 39 Effective against all undead, can be autocast with Slayer's staff
Wind blast High combat spell 3 Air, 1 Death 41
Superheat item Skill spell 4 Fire, 1 Nature 43 173 Smelting bars and Rune essence without a furnace
Camelot teleport Teleportation spell 3 Air, 1 Law 45 25 Teleports you to Camelot
Water blast High combat spell 3 Water, 3 Air, 1 Death 47
Lv-3 Enchant Enchantment spell 5 Fire, 1 Cosmic 49 59 Enchants ruby jewellery
Iban blast Combat spell 5 Fire, 1 Death 50 Requires Iban's staff to cast and autocast
Magic dart Combat spell 4 Mind, 1 Death 50 Requires Slayer's staff to cast and autocast
Ardougne teleport Teleportation spell 2 Water, 2 Law 51 25 Teleports you to Ardougne square
Earth blast High combat spell 4 Earth, 3 Air, 1 Death 53
High level alchemy Alchemy spell 5 Fire, 1 Nature 55 184 Convert an item into more gold
Lv-4 Enchant Enchantment spell 10 Earth, 1 Cosmic 57 67 Enchants diamond jewellery
Fire blast High combat spell 4 Fire, 3 Air, 1 Death 59
Saradomin strike Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Saradomin staff to cast, cannot be autocast
Guthix claws Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Guthix staff to cast, cannot be autocast
Zamorak flames Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Zamorak staff to cast, cannot be autocast
Wind wave Very high combat spell 5 Air, 1 Blood 62
Vulnerability Combat status spell 5 Water, 5 Earth, 1 Soul 66 303 Reduces Defence by 10%
Water wave Very high combat spell 7 Water, 5 Air, 1 Blood 65
Lv-5 Enchant Enchantment spell 15 Water, 15 Earth, 1 Cosmic 66 78 Enchants dragonstone jewellery
Earth wave Very high combat spell 7 Earth, 5 Air, 1 Blood 70
Enfeeble Combat status spell 8 Water, 8 Earth, 1 Soul 73 337 Reduces Strength by 10%
Tele-other Lumbridge Teleportation spell 1 Earth, 1 Soul, 1 Law 74 0 Teleports your target to Lumbridge castle
Fire wave Very high combat spell 7 Fire, 5 Air, 1 Blood 75
Entangle Combat status spell 5 Water, 5 Earth, 4 Nature 79 66 + 80 x damage Binds your target for 20 seconds and deals some damage
Stun Combat status spell 12 Water, 12 Earth, 1 Soul 80 411 Reduces Attack by 10%
Charge Combat status spell 3 Fire, 3 Air, 3 Blood 80 159 Temporarily increases the power of the 3 God spells
Tele-other Falador Teleportation spell 1 Water, 1 Soul, 1 Law 82 0 Teleports your target to Falador square
Teleblock Combat status spell 1 Chaos, 1 Death, 1 Law 85 33 Blocks your target from teleporting for 5 minutes: only works in PvP
Lv-6 Enchant Enchantment spell 20 Earth, 20 Fire, 1 Cosmic 87 178 Enchants onyx jewellery
Tele-other Camelot Teleportation spell 2 Soul, 1 Law 90 0 Teleports your target to Camelot

Note: All spells that are not in the table above, do not work.

Ancients spellbook

Players can switch their current spellbook to the Ancients spellbook by talking to the Dark mage in Draynor village. The Ancient spellbook only contains combat spells and teleportation spells. The Ancient spellbook starts off at 50 Magic, rather than having spells at level 1 available.
The combat spells are very useful because some of them can attack multiple targets at once, very handy in multizones and training, and most of them have additional effects other than the damage they deal. The Ancient staff, sold by Zaff's Superior Staffs!, is the only staff that you can use to autocast Ancient combat spells.

Spell Type Runes Magic level Magic experience Description
Smoke rush Weak combat spell 1 Fire, 1 Air, 2 Chaos, 2 Death 50 Poisons the target with 3 damage if successful
Shadow rush Weak combat spell 1 Soul, 1 Air, 2 Chaos, 2 Death 50
Paddewa teleport Teleportation spell 1 Fire, 1 Air, 2 Law 54 Teleports you to Edgeville
Blood rush Weak combat spell 1 Blood, 2 Chaos, 2 Death 56 10% of dealt damage will heal you
Ice rush Weak combat spell 2 Water, 2 Chaos, 2 Death 58 May freeze your target
Senntisten teleport Teleportation spell 1 Soul, 2 Law 60 Teleports you to Canifis
Smoke burst Multi-combat spell 2 Fire, 2 Air, 4 Chaos, 2 Death 62 Poisons the target(s) with 6 damage if successful
Shadow burst Multi-combat spell 2 Soul, 4 Chaos, 2 Death 64
Kharyrll teleport Teleportation spell 2 Blood, 2 Law 66 Teleports you near Varrock slayer dungeon
Blood burst Multi-combat spell 2 Blood, 4 Chaos, 2 Death 68 15% of dealt damage will heal you, halved for multi-target
Ice burst Multi-combat spell 4 Water, 4 Chaos, 2 Death 70 May freeze your target
Lassar teleport Teleportation spell 4 Water, 2 Law 72 Teleports you near Black knights' fortress
Smoke blitz High combat spell 2 Fire, 2 Air, 2 Death, 2 Death 74 Poisons the target(s) with 6 damage if successful
Shadow blitz High combat spell 2 Soul, 2 Air, 2 Death, 2 Death 76
Dareeyak teleport Teleportation spell 3 Fire, 2 Air, 2 Law 78 Teleports you east in the Wilderness
Blood blitz High combat spell 2 Death, 4 Blood 80 20% of dealt damage will heal you
Ice blitz High combat spell 3 Water, 2 Death, 4 Blood 82 May freeze the target
Ghorrock teleport Teleportation spell 2 Soul, 2 Law 84 Teleports you to high Wilderness, at the Mage arena
Smoke barrage High multi-combat spell 4 Fire, 4 Air, 4 Death, 2 Blood 86 Poisons the target(s) with 8 damage if successful
Shadow barrage High multi-combat spell 3 Soul, 4 Air, 4 Death, 2 Blood 88
Abyss teleport Teleportation spell 2 Blood, 2 Law 90 Teleports you to the Abyss
Blood barrage High multi-combat spell 1 Soul, 4 Death, 4 Blood 92 25% of dealt damage will heal you, halved for multi-target
Ice barrage High multi-combat spell 6 Water, 4 Death, 2 Blood 94 May freeze your target for 20 seconds

Lunar spellbook

The Lunar spellbook contains only spells directed at skills and teleportation spells and is only available to Donator members. There are a few spells that can affect combat, like Vengeance and Potion share, but they do not directly inflict damage.
Every Lunar spell requires some Astral runes, special runes that cannot be bought or created in the common ways.
You can change your current spellbook to the Lunar spellbook by talking to Meteora in Al-Kharid. When your member days run out, your Lunar spellbook automatically switches back to the Normal spellbook.

Be aware of the fact that if you cast a Support spell or a Group teleport from the Lunar spellbook, your target(s) must have Aid on in their Settings.
If a Group teleport is used, the target(s) have to accept this teleport first before they will be teleported.

Spell Type Runes Magic level Magic experience Description
Monster examine Support spell 1 Cosmic, 1 Mind, 1 Astral 66 Displays Combat level, Hitpoints and Max hit of a creature
Cure other Support spell 10 Earth, 1 Law, 1 Astral 68 Cures your target's poison
Humidify Skill spell 3 Water, 1 Fire, 1 Astral 68 Fills empty vials in your bag
Cure me Support spell 2 Cosmic, 1 Law, 2 Astral 71 828 Cures your poison
Cure group Support spell 2 Cosmic, 2 Law, 2 Astral 71 Cures everyone in a 3x3 square and yourself
Stat spy Support spell 5 Body, 2 Cosmic, 2 Astral 75 Displays the Combat level and other stats of a player, does not require Aid on
Pollivneach teleport Teleportation spell 4 Water, 2 Law, 2 Astral 77 Teleports you to Pollivneach, in the Kharidian Desert
Tele-group Pollivneach Teleportation spell 8 Water, 2 Law, 2 Astral 79 Teleports everyone in a 3x3 square and yourself to Pollivneach
Dream Support spell 5 Body, 1 Cosmic, 2 Astral 79 You fall asleep, restoring Hitpoints 10 times as fast as normal
Stat restore pot share Support spell 10 Water, 10 Earth, 2 Astral 79 When you activate this spell and drink any restoration potion afterwards, everyone in a 3x3 square will gain the same effect
Boost potion share Support spell 10 Water, 12 Earth, 3 Astral 84 When you activate this spell and drink any boosting potion afterwards, everyone in a 3x3 square will gain the same effect
Dagannoth teleport Teleportation spell 7 Water, 3 Law, 3 Astral 85 Teleports you to the Dagannoth cave
Tele-group Dagannoth Teleportation spell 14 Water, 3 Law, 3 Astral 86 Teleports you and everyone in a 3x3 square around you to the Dagannoth cave
Catherby teleport Teleportation spell 10 Water, 3 Law, 3 Astral 87 Teleports you to Catherby
Tele-group Catherby Teleportation spell 15 Water, 3 Law, 3 Astral 88 Teleports you and everyone in a 3x3 square around you to Catherby
Ice plateau teleport Teleportation spell 8 Water, 3 Law, 3 Astral 89 Teleports you to the Wilderness agility course in the high Wilderness
Tele-group Ice plateau Teleportation spell 16 Water, 3 Law, 3 Astral 90 Teleports you and everyone in a 3x3 square around you to the Wilderness agility course
Energy transfer Support spell 1 Nature, 2 Law, 3 Astral 91 Transfer a maximum of 10 points of your hp and your running energy to another player
Heal other Support spell 1 Blood, 3 Law, 3 Astral 92 Transfer a maximum of 75% of your Hitpoints to another player
Vengeance other Support spell 10 Earth, 2 Death, 3 Astral 93 Allows another player to counter 3/4th of the next damaging hit he will take
Vengeance Support spell 10 Earth, 2 Death, 4 Astral 94 812 You will counter 3/4th of the next damaging hit you will take, 1 minute cooldown
Heal group Support spell 3 Blood, 6 Law, 4 Astral 95 Transfer a maximum of 75% of your Hitpoints to everyone in a 3x3 square around you
Spellbook swap Support spell 2 Cosmic, 1 Law, 3 Astral 96 Allows you to cast one spell from the Ancient spellbook or the Normal spellbook

Magical weapons and staves

A list of all weapons and staves that require a certain Magic level to use or grant a user offensive Magic bonus. When wearing any of these weapons the player can select an offensive spell to autocast from any spellbook.

Image Item Magic level Other level requirements Properties
6908.png Beginner wand 1
1381.png Staff of air 1 Player does not consume air runes.
1383.png Staff of water 1 Player does not consume water runes.
1385.png Staff of earth 1 Player does not consume earth runes.
1387.png Staff of fire 1 Player does not consume fire runes.
6910.png Apprentice wand 22
1397.png Air battlestaff 30 30 Attack Player does not consume air runes.
1395.png Water battlestaff 30 30 Attack Player does not consume water runes.
1399.png Earth battlestaff 30 30 Attack Player does not consume earth runes.
6563.png Mud staff 30 Player does not consume water and earth runes.
1393.png Fire battlestaff 30 30 Attack Player does not consume fire runes.
1405.png Mystic air staff 40 Player does not consume air runes.
1403.png Mystic water staff 40 Player does not consume water runes.
1407.png Mystic earth staff 40 Player does not consume earth runes.
1401.png Mystic fire staff 40 Player does not consume fire runes.
6912.png Teacher wand 47
1409.png Iban's staff 50 Can autocast the spell Magic dart
4675.png Ancient staff 50
2416.png 2417.png 2415.png God staves 60 Can autocast the God spells Saradomin strike, Guthix claws, and Zamorak flames
6526.png Toktz-mej-tal 60 Obtained from TzHaar monsters
8841.png Void knight mace 60 60 Attack Obtained from Pest control
4710.png Ahrim's staff 70 70 Attack
19323.png Dragon staff 70 70 Attack Donator item
6914.png Master wand 72
13867.png Zuriel's staff 78
21777.png Rod of Ivandis 80 Has his own magical attack and does not require runes.

Magical armour

A list of all robes and other equipment that require a certain Magic level to use or provide magical bonuses.

Image Item Magic level Other level requirements
579.png Wizard robes 1
6889.png God books 1
6109.png Ghostly robes 25
7400.png Enchanted robes 40 20 Defence
4089.png Mystic robes 40 20 Defence
6137.png Skeletal armour 40 40 Defence
8839.png Void knight armour 42 42 Defence, 42 Strength, 42 Range
3755.png Farseer helm 45 45 Defence
3385.png Splitbark armour 45 45 Defence, 45 Prayer
6918.png Infinity robes 50
10452.png 10454.png 10456.png God robes 50 25 Prayer, 30 Defence
4708.png Ahrim's robes 70 70 Defence
11663.png Void Mage helm 75 45 Defence
12866.png Battle robes 75 75 Defence
13742.png Elysian spirit shield 75 75 Defence
13864.png Corrupt Zuriel's robes 78 20 Defence
13864.png Zuriel's robes 78 78 Defence
21793.png Ragefire boots 80 80 Defence
10342.png 3rd age mage armour 80 80 Defence