Magic: Difference between revisions
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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. <br> | |||
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. | |||
Magic | |||
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. | |||
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 | |||
The runes that are required to cast any spell can be obtained from the rune shop [[Rune Emporium]] or created with the Runecrafting skill. | |||
Normal spellbook | 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. | |||
{| class="wikitable" | |||
! scope="col" | Spell | |||
! scope="col" | Type | |||
! scope="col" | Runes | |||
1 Air, 1 Mind | ! scope="col" | Magic level | ||
! scope="col" | Magic experience | |||
|- | |||
1 | | Wind strike || Weak combat spell || 1 Air, 1 Mind || 1 || | ||
|- | |||
| Confuse || Combat status spell || 3 Water, 2 Earth, 1 Body|| 3 || 75 | |||
|- | |||
| Water strike || Weak combat spell || 1 Water, 1 Air, 1 Mind || 5 || | |||
|- | |||
| Lv-1 Enchant (sapphire) || Enchantment spell || 1 Air, 1 Cosmic|| 7 ||0 | |||
|- | |||
| Earth strike || Weak combat spell || 2 Earth, 1 Air, 1 Mind || 9 || | |||
|} | |||
3 Water, 2 Earth, 1 Body | |||
3 | |||
75 | |||
Water strike | |||
1 Water, 1 Air, 1 Mind | |||
5 | |||
Enchantment spell | |||
1 | |||
7 | |||
0 | |||
Earth strike | |||
2 Earth, 1 Air, 1 Mind | |||
9 | |||
Weaken | Weaken |
Revision as of 01:11, 31 October 2014
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.
Spell | Type | Runes | Magic level | Magic experience |
---|---|---|---|---|
Wind strike | Weak combat spell | 1 Air, 1 Mind | 1 | |
Confuse | Combat status spell | 3 Water, 2 Earth, 1 Body | 3 | 75 |
Water strike | Weak combat spell | 1 Water, 1 Air, 1 Mind | 5 | |
Lv-1 Enchant (sapphire) | Enchantment spell | 1 Air, 1 Cosmic | 7 | 0 |
Earth strike | Weak combat spell | 2 Earth, 1 Air, 1 Mind | 9 |
Weaken
Affects combat
3 Water, 2 Earth, 1 Body
11
97
Decreases the foe's Strength by 5%
Fire strike
Combat spell
3 Fire, 2 Air, 1 Mind
13
Varies
Weak attacking spell: autocast possible
Wind bolt
Combat spell
2 Air, 1 Chaos
17
Varies
Medium attacking spell: autocast possible
Curse
Affects combat
2 Water, 3 Earth, 1 Body
19
123
Decreases the foe's Defence by 5%
Bind
Affects combat
3 Earth, 3 Water, 2 Nature
20
33
Stuns your target for 5 seconds
Low level alchemy
Alchemy spell
3 Fire, 1 Nature
21
78
Converts items into a few gold
Water bolt
Combat spell
2 Water, 2 Air, 1 Chaos
23
Varies
Medium attacking spell: autocast possible
Varrock teleport
Teleportation spell
3 Air, 1 Fire, 1 Law
25
25
Teleports you to Varrock square
Lvl-2 enchant
Enchantment spell
3 Air, 1 Cosmic
27
37
Enchant emerald jewellery
Earth bolt
Combat spell
3 Earth, 2 Air, 1 Chaos
29
Varies
Medium attacking spell: autocast possible
Lumbridge teleport
Teleportation spell
1 Earth, 3 Air, 1 Chaos
31
25
Teleports you to Lumbridge castle
Fire bolt
Combat spell
4 Fire, 1 Air, 1 Mind
35
Varies
Medium attacking spell: autocast possible
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
Varies
Effective against undead; autocast with Slayer's staff
Wind blast
Combat spell
3 Air, 1 Death
41
Varies
High attacking spell: Autocast possible
Superheat item
Skill spell
4 Fire, 1 Nature
43
Smelting bars and Rune essence without a furnace
Camelot
Combat spell
3 Air, 1 Law
45
25
Teleports you to the entrance of Camelot Castle
Water blast
Combat spell
3 Water, 3 Air, 1 Death
47
Varies
High attacking: autocast possible
Lvl-3 enchant
Enchantment spell
5 Fire, 1 Cosmic
49
59
Enchant ruby jewellery
Iban blast
Combat spell
5 Fire, 1 Death
50
Varies
Attacking spell; requires Iban's staff: autocast possible
Magic dart
Combat spell
4 Mind, 1 Death
50
Varies
Attacking spell; requires Slayer's staff: autocast possible
Ardougne teleport
Teleportation spell
2 Water, 2 Law
51
25
Teleports you to Ardougne square
Earth blast
Combat spell
4 Earth, 3 Air, 1 Death
53
Varies
High attacking spell: autocast possible
High level alchemy
Alchemy spell
5 Fire, 1 Nature
55
184
Converts items into more gold
Lvl-4 enchant
Enchantment spell
10 Earth, 1 Cosmic
57
67
Enchant diamond jewellery
Fire blast
Combat spell
4 Fire, 3 Air, 1 Death
59
Varies
High attacking spell: autocast possible
Saradomin strike
Combat spell
4 Fire, 1 Air, 2 Blood
60
Varies
Requires Saradomin staff; cannot be autocasted
Guthix claws
Combat spell
4 Fire, 1 Air, 2 Blood
60
Varies
Requires Guthix staff; no autocast
Zamorak flames
Combat spell
4 Fire, 1 Air, 2 Blood
60
Varies
Requires Zamorak staff; no autocast
Wind wave
Combat spell
5 Air, 1 Blood
62
Varies
Very high attacking spell: autocast possible
Vulnerability
Affects combat
5 Earth, 5 Water, 1 Soul
66
303
Decreases your foe's Defence with 10%
Water wave
Combat spell
7 Water, 5 Air, 1 Death
65
Varies
Very high attacking spell: autocast possible
Lvl-5 enchant
Enchantment spell
15 Water, 15 Earth, 1 Cosmic
66
78
Enchant dragonstone jewellery
Earth wave
Combat spell
7 Earth, 5 Air, 1 Blood
70
Varies
Very high attacking spell: autocast possible
Enfeeble
Affects combat
8 Water, 8 Earth, 1 Soul
73
337
Decreases your foe's strength with 10%
Tele-other Lumbridge
Teleportation spell
1 Earth, 1 Soul, 1 Law
74
0
Teleports your target to Lumbridge castle
Fire Wave
Combat spell
7 Fire, 5 Air, 1 Blood
75
Varies
Very high attacking spell: autocast possible
Entangle
Affects combat
5 Water, 5 Earth, 4 Nature
65
66 + 80*hit
Stuns your target for 15 seconds, also deals little damage
Stun
Affects combat
12 Water, 12 Earth, 1 Soul
80
411
Decreases your foe's Attack with 10%
Charge
Affects combat
3 Fire, 3 Air, 3 Blood
80
159
Temporarily increases the power of the 3 arena spells
Tele-other Falador
Teleportation spell
1 Water, 1 Soul, 1 Law
82
0
Teleports your target to Falador
Teleblock
Affects combat
1 Chaos, 1 Death, 1 Law
85
33
Blocks your target from teleporting: only works in pvp
Lvl-6 enchant
Enchantment spell
20 Earth, 20 Fire, 1 Cosmic
87
178
Enchant onyx jewellery
Tele-other Camelot
Teleportation spell
2 Soul, 1 Law
90
0
Teleports your target to Camelot castle
Note: All spells that are not in the table above, do not work.
- If you fail with a spell or hit zero, you will gain 33 experience for every cast. However, combat affecting spells will always grant you the same experience for succeeding or failing.
Ancients spellbook
Players can switch their current spellbook to the Ancients spellbook by talking to the Dark mage in level 22 of the Wilderness. The Ancients spellbook only contains combat spells and teleportation spells.
The combat spells are very useful because some of them can attack multiple targets at once, very handy in multizones and training. The Ancient staff, sold by Zaff's Superior Staffs!, is the only staff that you can use to autocast Ancient combat spells.
Spell
Type
Required runes
Required Magic level
Magic experience*
Description
Smoke rush
Combat spell
1 Fire, 1 Air, 2 Chaos, 2 Death
50
Varies
Weak attacking spell, poisons the target
Shadow rush
Combat spell
1 Soul, 1 Air, 2 Chaos, 2 Death
52
Varies
Weak attacking spell
Paddewwa teleport
Teleportation spell
1 Fire, 1 Air, 2 Law
54
Varies
Teleports you to Edgeville
Blood rush
Combat spell
1 Blood, 2 Chaos, 2 Death
56
Varies
Weak attacking spell, 25% of your damage adds up to your Hitpoints
Ice rush
Combat spell
2 Water, 2 Chaos, 2 Death
58
Varies
Weak attacking spell, freezes your foe
Senntisten teleport
Teleportation spell
1 Soul, 2 Law
60
Varies
Teleports you to Canifis
Smoke burst
Multi-combat spell
2 Fire, 2 Air, 4 Chaos, 2 Death
62
Varies
Average multi-target spell, poisons your target(s)
Shadow burst
Multi-combat spell
2 Soul, 2 Air, 4 Chaos, 2 Death
64
Varies
Average multi-target spell
Kharyrll teleport
Teleportation spell
2 Blood, 2 Law
66
Varies
Teleports you to the crossroads between Varrock, Al-Kharid and Lumbridge
Blood burst
Multi-combat spell
2 Blood, 4 Chaos, 2 Death
68
Varies
Average multi-target spell, 25% of your damage adds up to your Hitpoints
Ice burst
Multi-combat spell
4 Water, 4 Chaos, 2 Death
70
Varies
Average multi-target spell, freezes your foe(s)
Lassar teleport
Teleportation spell
4 Water, 2 Law
72
Varies
Teleports you to the Dark warriors' castle in the Wilderness
Smoke blitz
Combat spell
2 Fire, 2 Air, 2 Death, 2 Blood
74
Varies
High attacking spell, poisons the target
Shadow blitz
Combat spell
2 Soul, 2 Air, 2 Death, 2 Blood
76
Varies
High attacking spell
Dareeyak teleport
Teleportation spell
3 Fire, 2 Air, 2 Law
78
Varies
Teleports you to the eastern part of the Wilderness
Blood blitz
Combat spell
2 Death, 4 Blood
80
Varies
High attacking spell, 25% of your damage adds up to your Hitpoints
Ice blitz
Combat spell
3 Water, 2 Death, 2 Blood
82
Varies
High attacking spell, freezes your foe
Ghorrock teleport
Teleportation spell
2 Soul, 2 Law
84
Varies
Teleports you to high Wilderness, at the Mage arena
Smoke barrage
Multi-combat spell
4 Fire, 4 Air, 4 Death, 2 Blood
86
Varies
Very high multi-target spell, poisons your foe with 8
Shadow barrage
Multi-combat spell
3 Soul, 4 Air, 4 Death, 2 Blood
88
Varies
Very high multi-target spell
Abyss teleport
Teleportation spell
2 Blood, 2 Law
90
Varies
Teleports you to the Abyss
Blood barrage
Multi-combat spell
1 Soul, 4 Death, 4 Blood
92
Varies
Very high multi-target spell, 25% of your damage adds up to your Hitpoints
Ice barrage
Multi-combat spell
3 Soul, 4 Air, 4 Death, 2 Blood
92
Varies
Very high multi-target spell, freezes your target(s)
Note: All spells that are not in the table above, do not work.
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. For more info see the following page: Astral runes 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.
If a Group teleport is used, the target(s) have to accept this teleport first before they will be teleported.
Spell
Type
Required runes
Required Magic level
Magic experience*
Description
Monster examine
Undefinied
1 Cosmic, 1 Mind, 1 Astral
66
0
Displays Combat level, Hitpoints and Max hit of a creature
Cure other
Support spell
10 Earth, 1 Law, 1 Astral
68
0
Cures a poisoned player, and grants him/her immunity temporarily
Humidify
Skill spell
3 Water, 1 Fire, 1 Astral
68
0
Fills all your empty vials
Cure me
Support spell
2 Cosmic, 1 Law, 2 Astral
71
0
Cures yourself
Cure group
Support spell
2 Cosmic, 2 Law, 2 Astral
74
0
Cures everyone in a 3x3 square and yourself
Stat spy
Undefinied
5 Body, 2 Cosmic, 2 Astral
75
0
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
0
Teleports you to Pollivneach
Tele group Pollivneach
Teleportation spell
8 Water, 2 Law, 2 Astral
79
0
Teleports everyone in a 3x3 square and yourself, must all have Aid on
Dream
Support spell
5 Body, 1 Cosmic, 2 Astral
79
0
You fall asleep, restoring Hitpoints 10 times as fast as normal
Stat restore pot share
Support spell
10 Water, 10 Earth, 2 Astral
79
0
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
0
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
0
Teleports you to the Dagannoth cave
Tele group Dagannoth
Teleportation spell
14 Water, 3 Law, 3 Astral
86
0
Teleports everyone in a 3x3 square and yourself
Catherby teleport
Teleportation spell
10 Water, 3 Law, 3 Astral
87
0
Teleports you to Catherby
Tele group Catherby
Teleportation spell
15 Water, 3 Law, 3 Astral
88
0
Teleports everyone in a 3x3 square and yourself
Ice plateau teleport
Teleportation spell
8 Water, 3 Law, 3 Astral
89
0
Teleports you to the Wilderness agility course
Tele group Ice plateau
Teleportation spell
16 Water, 3 Law, 3 Astral
90
0
Teleports everyone in a 3x3 square and yourself
Energy transfer
Support spell
1 Nature, 2 Law, 3 Astral
91
0
Transfer a maximum of 10 points of your hp and running energy to another player
Heal other
Support spell
1 Blood, 3 Law, 3 Astral
92
0
Transfer a maximum of 75% of your Hitpoints to another player
Vengeance other
Support spell
10 Earth, 2 Death, 3 Astral
93
0
Allows another player to counter 3/4th of damage to an opponent
Vengeance
Support spell
10 Earth, 2 Death, 4 Astral
94
812
You will counter 3/4th of a hit to your opponent, 1 minute cooldown
Heal group
Support spell
3 Blood, 6 Law, 4 Astral
95
0
Transfer a maximum of 75% of your Hitpoints to everyone in a 3x3 square around you
Spellbook swap
Undefinied
2 Cosmic, 1 Law, 3 Astral
96
0
Allows you to cast one spell from the Ancient spellbook or the Normal spellbook
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.
Image
Item
Required Magic level
Other requirements
Beginner wand
1
Staff of air
1
Staff of water
1
Staff of earth
1
Staff of fire
1
Air battlestaff
1
30 Attack
Water battlestaff
1
30 Attack
Earth battlestaff
1
30 Attack
Fire battlestaff
1
30 Attack
Apprentice wand
22
Mystic air staff
30
Mystic water staff
30
Mystic earth staff
30
Mystic fire staff
30
Teacher wand
47
Iban's staff
50
Ancient staff
50
God staves
60
Toktz-mej-tal
60
Void knight mace
60
60 Attack
Ahrim's staff
70
70 Attack
Dragon staff
70
70 Attack
Master wand
72
Magical armour
A list of all robes and other armour that require a certain Magic level to use.
Image
Item
Required Magic level
Other requirements
Wizard robes
1
Ghostly robes
25
Enchanted robes
40
20 Defence
Mystic robes
40
20 Defence
Skeletal armour
40
40 Defence
Farseer helm
45
45 Defence
Splitbark armour
45
45 Defence and 45 Prayer
Void knight
45
45 Defence, 45 Strength and 45 Range
Infinity robes
50
Saradomin robes
50
30 Defence and 25 Prayer
Guthix robes
50
30 Defence and 25 Prayer
Zamorak robes
50
30 Defence and 25 Prayer
Ahrim's robes
70
70 Defence
Void mage hood
75
45 Defence
3rd age mage
80
80 Defence
Trivia
• The Lunar spellbook was released on the 7th of March, 2012.
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Category: •Skills