Magic is a combat-based skill in which you cast spells which aid you through the game. Unlike all the other combat-based skills (the ones that raise your combat level), it is the only combat skill in which non-combat activities take a major part. To cast any spell, you will need 'Runestones', normally abbreviated to 'Runes'. When casting a spell, a set of runes is used. To find out which types of runes exist and where to get them, refer to the section on runes below.

Combat spells are used to deal damage on your target, hold them from moving/teleporting and to affect their in combat stats a negative way. As your magic level gets higher your spells will be a lot more accurate and you will be able to cast more damaging spells, not to mention that you'll have higher defence against the offensive spells that are casted on you by foes. Robes and armours may be equipped to enhance the accuracy of your spells, but take into account that they will leave you exposed to ranged attacks.

Non-combat spells are used to convert them into gold pieces, aid others around you and to teleport around the game, which will help cut down amounts of time wasted walking.
For members, there are two additional spell books called Lunar magic and Ancient magicks that can be activated after completing certain quests. You can find the guide for Ancient magicks here.

Guide links:

The Runes

Runes play a vital part in Magic - they let you cast spells. You need a set of runes for each spell cast, meaning that each time you cast a spell, the runes needed for that certain spell will be used up.

Every single spell in the normal book except the Slayer Dart require at least one elemental rune to cast, making them the most used runes in the game. Refer to the section below for information about how to obtain the runes.

Picture Name Minimum level Type Other information
Air rune Air rune 1 Elemental The most used of the four Elemental runes
Water rune Water rune 3 Elemental One of the four Elemental runes, commonly used for stat reduction spells.
Earth rune Earth rune 3 Elemental One of the four Elemental runes, commonly used for stat reduction spells.
Fire rune Fire rune 13 Elemental The highest of the four Elemental runes.
Mind rune Mind rune 1 Missile Used to cast Strike spells and Slayer Dart.
Body rune Body rune 3 Curse Used to cast lower level Stat Reduction spells.
Cosmic rune Cosmic rune 4 Non-combat Used for all enchantment spells, and commonly used in the Lunar book (m).
Chaos rune Chaos rune 17 Missile Used to cast Bolt spells and Crumble Undead.
Nature rune Nature rune 15 Non-combat One of the most used runes in the game; used for all sorts of purposes.
Death rune Death rune 41 Missile Used to cast Blast spells and Slayer Dart.
Law rune Law rune 25 Non-combat Used for all teleports.
Blood rune Blood rune 49 Missile Used to cast Wave and God-related spells.
Astral rune Astral rune 65 Non-combat Used for all Lunar Spells.
Soul rune Soul rune 66 Curse Used to cast higher level Stat Reduction spells.

Obtaining Runes

Runes can be obtained through a number of ways. These are:
  • Crafting them yourself
    The most XP-efficient way. Refer to our Runecrafting guide for more information.
  • Looting the spawns throughout the game
    Not an efficient method as you can easily make the money back in the time you would waste waiting for the spawn, but this is preferred by some of the players. For information about the respawn points of each rune, see the item database entry for the rune.
  • Buying from shops
    This is the least time-expensive way to get runes, but is the most expensive.
  • Buying from players
    Cheaper than buying from shops, but some runes takes a while to buy from the Grand Exchange.
In the table below, the prices for Varrock, Port Sarim and Mage Arena shop is listed. If you want to see the prices in the Wizards' Guild, refer to our Wizards' Guild Guide.

Picture Name Varrock Port Sarim Mage Arena Members only
Air rune Air rune 4-24 4-24 7-27
Water rune Water rune 4-24 4-24 7-27
Earth rune Earth rune 4-24 4-24 7-27
Fire rune Fire rune 4-24 4-24 7-27
Mind rune Mind rune 4-18 4-18 6-20
Body rune Body rune 4-18 4-18 6-20
Cosmic rune Cosmic rune NFS NFS 28-58
Chaos rune Chaos rune 60-90 4-90 30-73
Death rune Death rune 60-180 4-180 90-117
Nature rune Nature rune NFS NFS N/A
Law rune Law rune NFS NFS N/A
NFS = Not For Sale

Combination Runes Members only

Combination runes are a combination of two elemental runes, and they can only be obtained through Runecrafting or from other players. These are also members only. Below there is information about all combination runes, and their most useful uses.

Picture Name Combination of Used for
Mist rune Mist rune Air & Water Water Missile Attacks
Dust rune Dust rune Air & Earth Earth Missile Attacks, Crumble Undead
Mud rune Mud rune Water & Earth Binding spells, low level curse spells
Smoke rune Smoke rune Air & Fire Fire Missile Attacks, God Spells, Charge
Steam rune Steam rune Water & Fire Lunar Spells
Lava rune Lava rune Earth & Fire None at all

The Spells

The figure to the right shows what you would see if you opened up the Magic interface in the game.

Damaging spells such as Blasts, Waves, Surges or Slayer Darts have a base experience, and 0.2 extra XP will stack on it for each life points' damage you deal to your target. So if you hit 50 in one spell, you will get the base XP + 10XP. Also, you will get 1/3 XP to your Constitution for each damage that you inflict. If you use the defensive autocast, you will receive 1/3 defence XP for each damage dealt, and will get less magic XP. In other spells that don't deal any damage, there is a standard XP that is the same all the time.

Here is a table of all spells in the normal spell book. It shows the experience earned for each spell cast and the runes needed.

Pic. Spell Name Needed level Earned XP
(max hit)
Lumbridge Home Port - 0 This spell takes a while to cast, and takes 30 minutes to recharge. May also be interupted by combat.
Wind Rush 1 2.7 A very weak air missle
Wind Strike 1 5.5 (2) A basic Air Missile
Confuse 3 13 Reduces your opponents attack by 5%
Water Strike 5 7.5 (4) A basic Air Missile
Enchant lvl-1 Jewelry 7 17.5 For use on Sapphire Jewelry
Earth Strike 9 9.5 (6) A basic Earth Missile
Mobilising Armies Teleport 10 19 Teleports you to Mobilising Armies
Weaken 11 20.5 Reduces your opponents strength by 5%
Fire Strike 13 11.5 (8) A basic Fire Missile
Bones to bananas 15 25 Converts any normal bones in your inventory into bananas
Wind Bolt 17 13.5 (9) A low level Air Missile
Curse 19 29 Reduces your opponents defence by 5%
Bind 20 30 Holds your opponent for 5 seconds
Low Level Alchemy 21 31 Converts an item into gold
Water Bolt 23 16.5 (10) A low level Water Missile
Varrock Teleport 25 35 Teleports you to Varrock
Enchant lvl-2 Jewelry 27 37 For use on Emerald Jewelry
Earth Bolt 29 19.5 (11) A low level Earth Missile
Lumbridge Teleport 31 41 Teleports you to Lumbridge
Bounty Locate 32 45 Teleports you to your target in Bounty Hunter
Telekinetic Grab 33 43 Take an item that you can see, but can't reach
Fire Bolt 35 22.5 (12) A low level Fire Missile
Falador Teleport 37 47 Teleports you to Falador
Crumble Undead 39 49 (15) Hits Skeletons, Ghosts & Zombies hard
Wind Blast 41 22.5 (13) A medium level Air Missile
Superheat Item 43 53 Smelt an ore without furnace
Camelot Teleport 45 55.5 Teleports you to Camelot
Water Blast 47 28.5 (14) A medium level Water Missile
Enchant lvl-3 Jewelry 49 59 For use on Ruby Jewelry
Iban Blast 50 42.5 (25) Summons the Wrath of Iban
Snare 50 60.5 Holds your opponent for 10 seconds
Magic Dart 50 30 (18) A magic dart of slaying
Ardougne Teleport 51 61 Teleports you to Ardougne
Earth Blast 53 31.5 (15) A medium level Earth Missile
High Level Alchemy 55 65 Converts an item into more gold
Charge Water Orb 56 66 Needs to be cast on a Water Obelisk
Enchant lvl-4 Jewelry 57 67 For use on Diamond Jewelry
Watchtower Teleport 58 68 Teleports you to the Watchtower
Fire Blast 59 34.5 (16) A medium level Fire Missile
Bones to Peaches 60 35.5 Converts any normal bones in your inventory into peaches
Charge Earth Orb 60 70 Needs to be cast on an Earth Obelisk
Saradomin Strike 60 35 (30) Summons the power of Saradomin
Claws of Guthix 60 35 (30) Summons the power of Guthix
Flames of Zamorak 60 35 (30) Summons the power of Zamorak
Trollheim Teleport 60 68 Teleports you to Trollheim
Wind Wave 62 36 (17) A high level Air Missile
Charge Fire Orb 63 73 Needs to be cast on a Fire Obelisk
Ape Atoll teleport 64 74 Teleports you to Ape Atoll
Water Wave 65 37.5 (18) A high level Water Missile
Charge Air Orb 66 76 Needs to be cast on an Air Obelisk
Vulnerability 66 76 Reduces your opponents defence by 10%
Enchant lvl-5 Jewelry 68 78 For use on Dragonstone Jewelry
Earth Wave 70 40 (19) A high level Earth Missile
Enfeeble 73 83 Reduces your opponents strength by 10%
Teleother Lumbridge 74 84 Teleports target to Lumbridge
Fire Wave 75 42.5 (20) A high level Fire Missile
Entangle 79 91 Holds your opponent for 15 seconds
Stun 80 90 Reduces your opponents attack by 10%
Charge 80 185 Temporarily increases the power of the three God Spells
Wind Surge 81 75 (22) A very high level Wind Missile
Teleother Falador 82 92 Teleports target to Falador
Teleport Block 85 80 Stops target from teleporting for 5 minutes.
Water Surge 85 80 (24) A very high level Water Missile
Enchant lvl-6 Jewelry 87 97 For use on Onyx Jewelry
Earth Surge 90 85 (26) A very high level Earth Missile
Teleother Camelot 90 100 Teleports target to Camelot
Fire Surge 95 90 (28) A very high level Fire Missile

Spell information

There are many different types of spells, and in this section, you will find information about each type.

Missile Spells (Damaging Spells)

The missile spells are most likely the most common use of magic in RuneScape. They are used in direct combat to damage your opponent, but can in some cases fail to deal any damage in the same way as Ranged or melee combat. There are several types of missile spells:
God Spells
Crumble Undead
Magic Dart

Strike, Bolt, Blast, Wave and Surge are elemntal spells that use air, water, earth and fire for wind, water earth and fire spells, respectively, and work like arrows used in ranged. Wave and Surge spells are members only.You no longer need a staff to auto cast a spell. All you need to do is simply select the spell you wish to use, a little white box will appear around the spell you selected and away you go. To stop auto casting just select the same spell and that little white box will disappear.
Crumble undead is used against undeads: zombies, shades, skeletons and so on. It will hit harder than normal spells, but the only staff you can use auto-attack with, is the slayer staff, which requires level 55 Slayer and level 50 Magic and it's members only.

Magic dart is used in kill Turoths and Kurasks, two slayer creatures and it is heavily used in Barrows. To use this spell, you must wield the slayer staff.

Curse Spells

These spells are not the most interesting, nor the most used. They lower the target's attack, defence or strength level depending on the spell used. High level curse spells are members only.

  • Low level Curse spells:

  • High level Curse spells:

Jewelry Enchanting

Using the jewelry enchanting spells, you can enchant rings, amulets and necklaces of all gems. These items must first be crafted, and the enchanted items all have different uses.

Picture Before After Needed level Earned XP Effect Uses
Sapphire ring Sapphire ring Ring of Recoil* 7 17.5 Gives the opponent 50% of the damage you get 400 life points
Sapphire necklace Sapphire necklace Games Necklace* 7 17.5 Rub it to teleport to Burthorpe Games Room 8
Sapphire amulet Sapphire amulet Amulet of Magic 7 17.5 +10 Magic Attack Unlimited
Emerald ring Emerald ring Ring of Dueling* 27 37 Teleports you either to Duel Arena or Castle Wars 8
Emerald necklace Emerald necklace Necklace of Binding* 27 37 100% success when making combination runes in Runecrafting 15
Emerald amulet Emerald amulet Amulet of Defence 27 37 +7 to all Defence bonuses Unlimited
Ruby ring Ruby ring Ring of Forging* 49 59 100% success when smelting iron ores 140
Ruby amulet Ruby amulet Amulet of Strength 49 59 +10 strength bonus Unlimited
Diamond ring Diamond ring Ring of Life* 57 67 Teleports you to Lumbridge if your health drops below 10%** 1
Diamond amulet Diamond amulet Amulet of Power 57 67 +6 to all attack and defence, +6 to strength, +1 prayer Unlimited
Dragonstone ring Dragonstone ring* Ring of Wealth* 68 78 Higher chance for good drops from monsters and gems while mining Unlimited
Dragonstone amulet Dragonstone amulet* Amulet of Glory* 68 78 +6 all attack, +3 all defence, +6 strength, +3 prayer. More gems while mining if charged Rechargeable at Heros' Guild 4 teleports, unmlited stats
* Members only
    • If your health is 1-10% of max, you will be teleported. If you have 11%+ and you get 0% in one hit, you will die and the ring will have no effect.

Binding Spells

These spells prevent the target from moving. This is particularly useful in PvP situations, such as Bounty Hunters or Castle Wars, where you can use magic spells on another player that uses melee. You can also use these spells when you are trying to escape.

  • Bind
    Prevents your target from moving in 5 seconds
  • Snare (members only)
    Prevents your target from moving in 10 seconds
  • Entangle (members only)
    Prevents your target from moving in 15 seconds


Alchemy Spells

Alchemy is a spell that converts items into gold. A certain amount of money has been assigned to each item; however some items cannot be alched. To find out which items you can perform these spells on check our Item Database. Obviously High Level Alchemy will yield more money than Low Level Alchemy. High Level Alchemy is one of the most used spells in both F2P and P2P.

Teleportation Spells

Teleport spells are one of the most useful spells. Using these spells, you can teleport to a specific location from anywhere if you have the required level and the runes to do so. However, these spells can not be used in Wilderness level 20 and above. All teleport spells need one or two law runes, which can be a little expensive for some players. However, other players would never walk from Varrock to Falador, they would just use the teleport spell.

Teleother spells are very similar to Teleport, but you won't teleport yourself. When you cast this on a player, inside or outside the Wilderness, a pop-up will appear on the target's screen, asking the player if he wants to teleport or not. If he declines, he will stay where he was, and if he accept, he will be teleported to the location you chose. You will get XP in both cases. These are members only.

Telekinetic grab allows you to take an item that you can see, but can't reach. If you are fighting a monster behind a fence or on an isle, you can get the items using this spell. When you cast it on an item, you will grab it magically, without having to move. So if you for instance fight the Lesser Demon in the top of Wizards' Tower south of Draynor, and it drops a rune med helm, you can just use telekinetic grab to get it!
Also, this spell is useful in the Dragon Slayer quest, since you don't need to pay 10K to the goblin with the map (refer to our Dragon Slayer quest guide for more details).

Superheat item

Superheat Item

This spell allows you to smelt an ore without a furnace. This means that you could stay in the bank wielding a fire staff, with some nature runes the ore in your inventory, and then you just smelt it in the bank. This is a very useful spell, and you will get both Magic and Smithing XP when using it. However, this spell cannot be used on bars, such as silver bars, gold bars and steel bars. Also, you must have the required smithing level to smelt the ore.

Iban Blast and God Spells

All of these spells needs a staff in addition to a rune. Iban blast will need the Iban staff, Claws of Guthix will need a Guthix staff and so on. To get the Iban staff, you will have to do the Underground Pass quest. To get one of the god staves, you will need 60 magic, enter the Mage Arena in the deepest Wilderness, get the staff of your choice, and cast the spell 100 times in the arena. When you have done this, you will be able to use it outside the arena.

Charge Orbs

When making battlestaves (refer to our Crafting guide for more information about this), you will need to enchant the orbs before you attach them to the staves. This can only be done by going to the obelisk that corresponds to the orb you want to charge, and use the correct charge orb spell. You simply have to cast it on the obelisk to charge the orb.

Other Spells

In addition to the spells above, there are some other spells too:
  • Bones to Bananas and Bones to Peaches
    This is a quite useless spell, but can save your life if you're in a need of life points (bananas heal 10)
  • Charge (members only)
    This spell gives a lot of experience, and is a good way to get quick experience if you have the money required for the runes. This spell will increase the power of the god spells. Also, if you are very rich, this is the fastest way to train magic. You need to wear a god cape to cast this spell.
  • Teleport Block (members only)
    This spell prevents the target from being able to teleport for 5 minutes. It is useful for player killers to disabling their target's ability to teleport away. Note that you can only use this spell in pvp worlds and you cannot cast it on monsters.


There are many different staves, and they have different effects. They are only useful if you use magic spells, as their melee stats are quite low compared to other weapons.

We'll start with the basic staves, which can be bought from Zaff in Varrock. Also, members can buy battlestaves and the elemental staves in the Wizards' Guild.

Basic staves

Picture Name Price Info
Battlestaff Battlestaff 7140 gp Can only be bought on member servers.
Staff Staff 15 gp No special abilities, gives a small increase in magic stats
Magic staff Magic staff 200 gp Slightly higher magic stats than the normal staff
Staff of air Staff of air 1500 gp Gives unlimited of air runes when wielded
Staff of water Staff of water 1500 gp Gives unlimited water runes when wielded
Staff of earth Staff of earth 1500 gp Gives unlimited earth runes when wielded
Staff of fire Staff of fire 1500 gp Gives unlimited fire runes when wielded

Special Staves

In addition to the regular staves, there are special staves, and all of them have special effects. All of these are members only.
Note that elemental battlestaves aren't listed here, since their effect are the same as the Elemental Staves.

Picture Name Info
Dramen staff Dramen staff Have to wield when entering the Lost City of Zanaris
Slayer's staff Allows you to cast Magic Dart, and auto-cast Crumble Undead. Slayer level 55 needed.
Lava battlestaff Lava battlestaff Unlimited earth and fire runes. Obtained by killing Kalphite Queen, Abberant Specters and Infernal Mages.
Mystic lava staff Mystic lava staff Enchant Lava Battle Staff at Thormacs' Tower
Saradomin staff Staff of Saradomin Allows you to cast Saradomin Strike, after doing Mage Arena
Guthix staff Staff of Guthix Allows you to cast Claws of Guthix, after doing Mage Arena
Zamorak staff Staff of Zamorak Allows you to cast Flames of Zamorak, after doing Mage Arena
Iban's staff Iban's staff Allows you to cast Iban Blast, after doing Underground Pass
Ahrim's staff Ahrim's staff Obtained in the Barrows
Ancient staff Ancient staff Allows you to use the Ancient Magicks Spells after completing Desert Treasure

Staff Stats

Below, there is a table where you can see the stats of each staff when wielded. Elemental staves are air, water, earth and fire staves.

Pic. Staff Needed levels Attack Stats Defence Stats Other Bonuses
Attack Magic Stab Slash Crush Magic Range Stab Slash Cruch Magic Range Strength Prayer
Staff Staff 1 1 +0 -1 +7 +4 0 +2 +3 +1 +4 0 +3 0
Magic 1 1 +2 -1 +10 +10 0 +2 +3 +1 +10 0 +7 0
Elemental 1 1 +2 -1 +7 +10 0 +2 +3 +1 +10 0 +3 0
Battlestaff     +2 -1 +7 +10 0 +2 +3 +1 +10 0 +32 0
Elemental Battlestaff 30 30 +2 -1 +25 +10 0 +2 +3 +1 +25 0 +32 0
Mystic Elemental     +10 -1 +40 +10 0 +2 +3 +1 +25 0 +50 0
Dramen staff Dramen 1 1 -1 -1 +10 +10 0 +2 +3 +1 +10 0 +10 0
(55 slayer)
50 50 +7 -1 +25 +12 0 +2 +3 +1 +10 0 +35 0
Lava battlestaff Lava Battlestaff     +2 -1 +25 +10 0 +2 +3 +1 +25 0 +32 0
Mystic lava staff Mystic Lava     +10 -1 +40 +10 0 +2 +3 +1 +10 0 +50 0
God Staves
1 60 -1 -1 +6 +6 0 +2 +3 +1 +6 0 +2 0
Ahrim's staff Ahrim's 70 70     +65 +15 0         0    
Ancient staff Ancient   50 +10 -1 +40 +15 0 +2 +3 +1 +15 0 +50 -1


Mages have a large selection of armour, most of them being members only. They all have their strength and weaknesses, and most of the armour types are listed below.

  • Blue Wizard Robe & Hat
    You can get these by killing normal wizards, from instance in the Wizards' Tower south of Draynor Village.
  • Dark Wizard Robe & Hat
    You can get these by killing dark wizards. These can be found in Wilderness northwest of the Mind Altar
  • Mystic Armour (members only)
    The blue Mystic Armour can be bought in the Wizards' Guild, while black&red and white&gold are a monster drop
  • Splitbark (members only)
    You can get this at the Wizards' Tower
  • Robe of Zamorak (members only)
    This is a monster drop
  • Gnome Hat (members only)
    Can be bought in the Grand Tree
  • Wizards' Boots (members only)
    Reward from Treasure Trails
  • Amulets
    Made in Crafting, read the Enchanting Jewelry section for more information.
  • Farseer Helm (members only)
    Can be bought after doing The Fremmenik Trials.
  • Elemental Shield (members only)
    Can be made & worn after doing Elemental Workshop I.
  • God Capes (members only)
    Can be worn after doing the Mage Arena
  • Chaos Gauntlets (members only)
    When worn, Bolts Spells hits harder. Obtained after completing Family Crest.

Armour Stats

Pic. Name Needed levels Attack Stats Defence Stats Other bonuses
Defence Magic Stab Slash Crush Magic Range Stab Slash Crush Magic Range Strength Prayer
Wizard robe Wizard's Robe 1 1 0 0 0 +3 0 0 0 0 +3 0 0  
Wizard hat (blue) Wizard's Hat 1 1 0 0 0 +2 0 0 0 0 +2 0 0 +3
Black robe Dark Wizard's Robe 1 1 0 0 0 +3 0 0 0 0 +3 0 0  
Wizard hat (black) Dark Wizard's Hat 1 1 0 0 0 +1 0 0 0 0 +2 0 0  
Amulet of magic Amulet of Magic 1 1 0 0 0 +10 0 0 0 0 0 0 0 0
Amulet of power Amulet of Power 1 1 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +1
Amulet of glory Amulet of Glory 1 1 +6 +6 +6 +6 +6 +3 +3 +3 +3 +3 +6 +3
Zamorak robe (top) Robe of Zamorak (top) 1 1 0 0 0 +2 0 0 0 0 +3 0 0 +3
Zamorak robe (bottom) Robe of Zamorak (bottom) 1 1 0 0 0 +2 0 0 0 0 +3 0 0 +3
Gnome Hat 1 1 0 0 0 +3 0 0 0 0 +3 0 0 0
God Capes 1 60 0 0 0 +10 0 +1 +1 +2 +10 0 0 0
Elemental shield Elemental Shield 1 1 0 0 0 0 0 0 0 0 +6 0 0 0
Wizards' Boots 1 20 0 0 0 +4 0 0 0 0 +4 0 0 0
Chaos Gauntlets     +2 +2 +2 0 0 +8 +9 +7 0 0 0 0
Farseer helm Farseer Helm     -5 -5 -5 +6 -5 +8 +10 +12 +6 0 0 0
Mystic hat (blue) Mystic Hat 20 40 0 0 0 +4 0 0 0 0 +4 0 0 0
Mystic robe top (blue) Mystic Robe Top 20 40 0 0 0 +20 0 0 0 0 +20 0 0 0
Mystic robe bottom (blue) Mystic Robe Bottom 20 40 0 0 0 +15 0 0 0 0 +15 0 0 0
Mystic gloves (blue) Mystic gloves 20 40 0 0 0 +3 0 0 0 0 +3 0 0 0
Mystic boots (blue) Mystic boots 20 40 0 0 0 +3 0 0 0 0 +3 0 0 0
Splitbark helm Splitbark helm 40 40 0 0 0 +2 -2 +10 +9 +11 +3 0 0 0
Splitbark body Splitbark body 40 40 0 0 0 +8 -10 +35 +25 +42 +15 0 0 0
Splitbark legs Splitbark legs 40 40 0 0 0 +6 -7 +22 +20 +24 +10 0 0 0
Splitbark gauntlets Splitbark gauntlets 40 40 0 0 0 +1 -1 +3 +2 +4 +2 0 0 0
Splitbark boots Splitbark boots 40 40 0 0 0 +1 -1 +3 +2 +4 +2 0 0 0

Wizard's Mind Bomb and Magic Potion

Wizard's mind bomb
The Wizard's mind bomb temporarily adds 3 levels to your magic level. It can be useful if you want to teleport and your level is 1-3 levels below the required level. It can be bought for only 2gp in Falador Inn and Burthorpe Inn.

Magic potion
The Magic Potion is made in Herblore, and gives temporarily 4 levels to your magic level. It is more expensive than the Wizard's mind bomb, but you can have up to 4 doses in one vial.
Guide credits
Written by: Aliensvortex
Special thanks to: Sk84ever159, [M]ike, Predator, Chokelius, Syntax Error, Deathen Shada
Last update: 13-Oct-2010 22:36 by Deathen Shada
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