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 involved with the Magic skill.
Magic also involves use of enchantment spells on jewellery made by the Crafting skill, indirectly involved as well.

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.

The way combat magic spells grant you xp is the same as for range and melee: you gain 80 xp per hit. You will not gain any magic experience if you splash or hit zero with a magic spell. You will not get extra experience for casting a higher leveled combat spell, but a higher level spell will be able to hit more, thus granting you more experience than a low level spell.

Image Spell Type Runes Magic level Magic experience Description
Home Teleport icon.png Home teleport Teleportation spell None 1 0 Teleports you to your home location
Wind Strike icon.png Wind strike Weak combat spell 1 Air, 1 Mind 1 80
Confuse icon.png Confuse Combat status spell 3 Water, 2 Earth, 1 Body 3 75 Reduces target's Attack by 5%
Water Strike icon.png Water strike Weak combat spell 1 Water, 1 Air, 1 Mind 5 80
Enchant level 1 jewellery icon.png Lvl-1 Enchant Enchantment spell 1 Air, 1 Cosmic 7 18 Enchants Sapphire jewelry and Bolts
Earth Strike icon.png Earth strike Weak combat spell 2 Earth, 1 Air, 1 Mind 9 80
Weaken icon.png Weaken Combat status spell 3 Water, 2 Earth, 1 Body 11 97 Reduces target's Strength by 5%
Fire Strike icon.png Fire strike Weak combat spell 3 Fire, 2 Air, 1 Mind 13 80
Wind Bolt icon.png Wind bolt Combat spell 2 Air, 1 Chaos 17 80
Curse icon.png Curse Combat status spell 2 Water, 3 Earth, 1 Body 19 123 Reduces target's Defence by 5%
Bind icon.png Bind Combat status spell 3 Water, 3 Earth, 2 Nature 20 80 Binds your target for 10 seconds
Low level alchemy icon.png Low Level Alchemy Alchemy spell 3 Fire, 1 Nature 21 312 Convert an item into gold
Water Bolt icon.png Water bolt Combat spell 2 Water, 2 Air, 1 Chaos 23 80
Varrock Teleport icon.png Varrock teleport Teleportation spell 3 Air, 1 Fire, 1 Law 25 25 Teleports you to Varrock square
Enchant level 2 jewellery icon.png Lvl-2 Enchant Enchantment spell 3 Air, 1 Cosmic 27 37 Enchants Emerald jewelry and Bolts
Earth Bolt icon.png Earth bolt Combat spell 3 Earth, 2 Air, 1 Chaos 29 80
Lumbridge Teleport icon.png Lumbridge teleport Teleportation spell 1 Air, 3 Earth, 1 Law 31 25 Teleports you to Lumbridge castle
Fire Bolt icon.png Fire bolt Combat spell 4 Fire, 1 Air, 1 Chaos 35 80
Falador Teleport icon.png Falador teleport Teleportation spell 1 Water, 3 Air, 1 Law 37 25 Teleports you to Falador square
Crumble Undead icon.png Crumble undead Combat spell 2 Earth, 2 Air, 1 Chaos 39 80 Effective against all Undead monsters, can be autocast with Slayer's staff
Teleport to House icon.png Teleport to house Teleportation spell 1 Earth, 3 Wind, 1 Law 40 0 Teleports you to your house
Wind Blast icon.png Wind blast High combat spell 3 Air, 1 Death 41 80
Superheat item icon.png Superheat item Skill spell 4 Fire, 1 Nature 43 173 Smelting bars and Rune essence without a furnace
Camelot Teleport icon.png Camelot teleport Teleportation spell 3 Air, 1 Law 45 25 Teleports you to Camelot
Water Blast icon.png Water blast High combat spell 3 Water, 3 Air, 1 Death 47 80
Enchant level 3 jewellery icon.png Lvl-3 Enchant Enchantment spell 5 Fire, 1 Cosmic 49 59 Enchants Ruby jewelry and Bolts
Iban Blast icon.png Iban blast Combat spell 5 Fire, 1 Death 50 Requires Iban's staff to cast and autocast
Snare icon.png Snare Combat status spell 4 Earth, 4 Water, 3 Nature 50 80 Binds your target for 15 seconds and does some damage, experience based on 1 damage point
Magic Dart icon.png Magic dart Combat spell 4 Mind, 1 Death 50 Requires Slayer's staff to cast and autocast
Ardougne Teleport icon.png Ardougne teleport Teleportation spell 2 Water, 2 Law 51 25 Teleports you to Ardougne square
Earth Blast icon.png Earth blast High combat spell 4 Earth, 3 Air, 1 Death 53 80
High Level Alchemy icon.png High Level Alchemy Alchemy spell 5 Fire, 1 Nature 55 736 Convert an item into more gold
Enchant Level 4 Jewellery icon.png Lvl-4 Enchant Enchantment spell 10 Earth, 1 Cosmic 57 67 Enchants Diamond jewelry and Bolts
Fire Blast icon.png Fire blast High combat spell 4 Fire, 3 Air, 1 Death 59 80
BonesToPeaches.png Bones to peaches Survival spell 2 Nature, 4 Water, 4 Earth 60 92 Turns any kind of bones into peaches.
Saradomin Strike icon.png Saradomin strike Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Saradomin staff to cast, cannot be autocast
Claws of Guthix icon.png Guthix claws Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Guthix staff to cast, cannot be autocast
Flames of Zamorak icon.png Zamorak flames Combat spell 4 Fire, 1 Air, 2 Blood 60 Requires Zamorak staff to cast, cannot be autocast
Trollheim Teleport icon.png Trollheim teleport Teleportation spell 2 Fire, 2 Law 61 0 Teleports you to Trollheim
Wind Wave icon.png Wind wave Very high combat spell 5 Air, 1 Blood 62 80
Vulnerability icon.png Vulnerability Combat status spell 5 Water, 5 Earth, 1 Soul 66 303 Reduces target's Defence by 10%
Water Wave icon.png Water wave Very high combat spell 7 Water, 5 Air, 1 Blood 65 80
Enchant Level 5 Jewellery icon.png Lvl-5 Enchant Enchantment spell 15 Water, 15 Earth, 1 Cosmic 66 78 Enchants Dragonstone jewelry and Bolts
Earth Wave icon.png Earth wave Very high combat spell 7 Earth, 5 Air, 1 Blood 70 80
Enfeeble icon.png Enfeeble Combat status spell 8 Water, 8 Earth, 1 Soul 73 337 Reduces target's Strength by 10%
Teleother Lumbridge icon.png Tele-other Lumbridge Teleportation spell 1 Earth, 1 Soul, 1 Law 74 0 Teleports your target to Lumbridge castle, target has to accept it first
Fire Wave icon.png Fire wave Very high combat spell 7 Fire, 5 Air, 1 Blood 75 80
Entangle icon.png Entangle Combat status spell 5 Water, 5 Earth, 4 Nature 79 80 Binds your target for 20 seconds and deals some damage, experience based on 1 damage point
Stun icon.png Stun Combat status spell 12 Water, 12 Earth, 1 Soul 80 411 Reduces target's Attack by 10%
Wind Surge icon.png Wind Surge Very high combat spell 7 Wind, 2 Death, 2 Blood 81 80
Charge icon.png Charge Combat status spell 3 Fire, 3 Air, 3 Blood 80 159 Temporarily increases the power of the 3 God spells for 20 minutes
Teleother Falador icon.png Tele-other Falador Teleportation spell 1 Water, 1 Soul, 1 Law 82 0 Teleports your target to Falador square, target has to accept it first
Tele Block icon.png Teleblock Combat status spell 1 Chaos, 1 Death, 1 Law 85 33 Blocks your target from teleporting for 5 minutes: only works in PvP
Water Surge icon.png Water Surge Very high combat spell 10 Water, 7 Wind, 2 Death, 2 Blood 86 80
Enchant Level 6 Jewellery icon.png Lvl-6 Enchant Enchantment spell 20 Earth, 20 Fire, 1 Cosmic 87 178 Enchants Onyx jewelry and Bolts
Earth Surge icon.png Earth Surge Very high combat spell 10 Earth, 7 Wind, 2 Death, 2 Blood 89 80
Teleother Camelot icon.png Tele-other Camelot Teleportation spell 2 Soul, 1 Law 90 0 Teleports your target to Camelot, target has to accept it first
Fire Surge icon.png Fire Surge Very high combat spell 10 Fire, 7 Wind, 2 Death, 2 Blood 93 80

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

Ancient spellbook

Players can switch their current spellbook to the Ancient spellbook by talking to the Dark mage in Draynor village or in Edgeville. 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 all of them have additional effects other than the damage they deal (if the effect is successful the spell will display an extra animation effect around the target).

Image Spell Type Runes Magic level Magic experience Description
Smoke rush Weak combat spell 1 Fire, 1 Air, 2 Chaos, 2 Death 50 80 Poisons the target with 2 damage if successful
Shadow rush Weak combat spell 1 Soul, 1 Air, 2 Chaos, 2 Death 50 80 Reduces your target's prayer points by 2% of your hit
Paddewa teleport Teleportation spell 1 Fire, 1 Air, 2 Law 54 43 Teleports you to Edgeville
Blood rush Weak combat spell 1 Blood, 2 Chaos, 2 Death 56 80 Heals you for 5% of your damage dealt if successful
Ice rush Weak combat spell 2 Water, 2 Chaos, 2 Death 58 80 May freeze your target for 5 seconds
Senntisten teleport Teleportation spell 1 Soul, 2 Law 60 56 Teleports you to Canifis
Smoke burst Multi-combat spell 2 Fire, 2 Air, 4 Chaos, 2 Death 62 80 Poisons the target(s) with 4 damage if successful
Shadow burst Multi-combat spell 2 Soul, 4 Chaos, 2 Death 64 80 Reduces your target's prayer points by 4% of your hit
Kharyrll teleport Teleportation spell 2 Blood, 2 Law 66 63 Teleports you near Varrock slayer dungeon
Blood burst Multi-combat spell 2 Blood, 4 Chaos, 2 Death 68 80 Heals you for 5% of your damage dealt if successful
Ice burst Multi-combat spell 4 Water, 4 Chaos, 2 Death 70 80 May freeze your target for 10 seconds
Lassar teleport Teleportation spell 4 Water, 2 Law 72 64 Teleports you near Dark warriors' fortress
Smoke blitz High combat spell 2 Fire, 2 Air, 2 Death, 2 Death 74 80 Poisons the target(s) with 6 damage if successful
Shadow blitz High combat spell 2 Soul, 2 Air, 2 Death, 2 Death 76 80 Reduces your target's prayer points by 6% of your hit
Dareeyak teleport Teleportation spell 3 Fire, 2 Air, 2 Law 78 64 Teleports you east in the Wilderness, level 21
Blood blitz High combat spell 2 Death, 4 Blood 80 80 Heals you for 5% of your damage dealt if successful
Ice blitz High combat spell 3 Water, 2 Death, 4 Blood 82 May freeze your target for 10 seconds
Cardanian teleport Teleportation spell 2 Soul, 2 Law 84 78 Teleports you to high Wilderness, at the Mage arena
Smoke barrage High multi-combat spell 4 Fire, 4 Air, 4 Death, 2 Blood 86 80 Poisons the target(s) with 8 damage if successful
Shadow barrage High multi-combat spell 3 Soul, 4 Air, 4 Death, 2 Blood 88 80 Reduces your target's prayer points by 8% of your hit
Abyss teleport Teleportation spell 2 Blood, 2 Law 90 93 Teleports you to the Abyss
Blood barrage High multi-combat spell 1 Soul, 4 Death, 4 Blood 92 80 Heals you for 5% of your damage dealt if successful
Ice barrage High multi-combat spell 6 Water, 4 Death, 2 Blood 94 80 May freeze your target for 20 seconds
Ghorrock teleport Teleportation spell 2 Soul, 2 Law 96 Teleports you to the smokey well in the Kharidian desert, the entrance of the Smoke dungeon.

Lunar spellbook

The Lunar spellbook contains only spells directed at skills and teleportation spells. 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, Falador or Edgeville.

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 66 732 Displays Combat level, Hitpoints and max hit of a creature. Interface resets when you move or open another tab.
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 68 192 Fills empty containers 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 71 888 Cures everyone of poison in a 3x3 square and yourself
Stat spy Support spell 5 Body, 2 Cosmic, 2 Astral 75 912 Displays the levels of a player, does not require Aid on
Pollnivneach teleport Teleportation spell 4 Water, 2 Law, 2 Astral 77 80 Teleports you to Pollnivneach, in the Kharidian Desert.
Tele-group Pollnivneach Teleportation spell 8 Water, 2 Law, 2 Astral 79 80 Teleports everyone in a 3x3 square and yourself to Pollnivneach
Dream Support spell 5 Body, 1 Cosmic, 2 Astral 79 984 You fall asleep, swiftly restoring Hitpoints. Lasts until your hitpoints are full. Can not be cast with a weapon or shield equipped, or with full hp.
Stat restore pot share Support spell 10 Water, 10 Earth, 2 Astral 79 1008 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 1056 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 89 Teleports you to the Dagannoth cave
Tele-group Dagannoth Teleportation spell 14 Water, 3 Law, 3 Astral 86 1169 Teleports you and target(s) in a 3x3 square around you to the Dagannoth cave, after target(s) accept
Plank Make Support spell 15 Earth, 1 Nature, 3 Astral 86 1,080 Turns logs in your inventory into planks, up to 13 per cast
Catherby teleport Teleportation spell 10 Water, 3 Law, 3 Astral 87 92 Teleports you to Catherby
Tele-group Catherby Teleportation spell 15 Water, 3 Law, 3 Astral 88 1208 Teleports you instantly and target(s) in a 3x3 square around you to Catherby, after target(s) accept
Ice plateau teleport Teleportation spell 8 Water, 3 Law, 3 Astral 89 99 Teleports you to the Wilderness agility course in the high Wilderness, after accepting a warning
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 2156 You will counter 3/4th of the next damaging hit you will take, 30 second cooldown
Heal group Support spell 3 Blood, 6 Law, 4 Astral 95 0 Transfer a maximum of 75% of your current Hitpoints to everyone in a 3x3 square around you
Spellbook swap Support spell 2 Cosmic, 1 Law, 3 Astral 96 0 Allows you to cast one spell from the Ancient spellbook or the Normal spellbook. Consumes runes even if you cancel the spell.

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

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
      22-64.png
Donator abyssal staff 1 Can be upgraded with a crystal. Scales with your Magic level up to 70.
10199.png Dragon staff 1 Scales with your Magic level up to 70.
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.
3054.png Mystic lava 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.
4170.png Slayer's staff 50 55 Slayer Can autocast Crumble undead and Magic dart.
4675.png Ancient staff 50 Can autocast ancient spells.
2416.png 2417.png 2415.png God staves 60 Can autocast the God spells Saradomin strike, Guthix claws, and Zamorak flames with the respective staff
6526.png Toktz-mej-tal 60 Obtained from Abyssal demons or the Tokkul exchange
8841.png Void knight mace 60 60 Attack Obtained from Pest control
4710.png Ahrim's staff 70 70 Attack
      22-64.png
Abyssal staff 70 Can be upgraded with a crystal
      18-64.png
Elemental staff 70 Infinite supply of all basic elemental runes.
6914.png Master wand 72
18355.png Chaotic staff 72 72 Slayer Increases damage and accuracy on Slayer tasks by 10%
15486.png Staff of light 75 Has a 35% chance of preserving runes on cast.
13867.png Zuriel's staff 78 Has its own multicombat magical attack that does not require runes, but degrades and has to be repaired with Ancient energy.
      22-64.png
Elemental staff (fire) 80 Infinite supply of all basic elemental runes.
      22-64.png
Elemental staff (thunder) 80 Infinite supply of all basic elemental runes.
      22-64.png
Elemental staff (ice) 80 Infinite supply of all basic elemental runes.
      22-64.png
Elemental staff (nature) 80 Infinite supply of all basic elemental runes.
21777.png Rod of Ivandis 80 Has its own magical attack that does not require runes, but degrades until it has to be repaired with Bob.
23160.png Demon wand 85 Holds 30,000 charges before it transforms into a broken state. Can be repaired at any state by Bob or by using a Repair bench.
23180.png Demon orb 85 Holds 30,000 charges before it transforms into a broken state. Can be repaired at any state by Bob or by using a Repair bench.

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 45 45 Defence, 45 Strength, 45 Range
11663.png Void mage helm 45 45 Defence
13864.png Corrupt Zuriel's robes 40 20 Defence
3755.png Farseer helm 45 45 Defence
3385.png Splitbark armour 45 45 Defence, 45 Prayer
6918.png Infinity robes 50
10452.png God robes 50 25 Prayer, 30 Defence
21478.png Necromancer robes 60
4708.png Ahrim's robes 70 70 Defence
21467.png Trickster armour 72 72 Range, 72 Defence
21462.png Templar armour 72 72 Attack, 72 Defence, 25 Prayer
12866.png Battle robes 75 75 Defence
13742.png Elysian spirit shield 75 75 Defence
13864.png Zuriel's robes 78 78 Defence
10344.png Third-age amulet 80 80 Defence
      20-64.png
Ragefire gloves 80 80 Defence
21793.png Ragefire boots 80 80 Defence
10342.png Third-age mage armour 80 80 Defence
20163.png Virtus robes 82 82 Defence