Created - 13.05.2024 Updated - 15.11.2024
Magic in Runescape 3 is one of the essential combat and utility skills, offering a variety of spells which will immensely help you on your journey playing Runescape 3. There are multiple spell books which contain a variety of spells that can be used in a variety of different scenarios. Spells like teleports will help you traverse through the massive world that is Runescape 3, combat spells will help you kill monsters and exploit their weaknesses and utility spells such as high-level alchemy will be handy in many different situations. Before diving into the gear and perks let's take a look at the spellbooks.
Spellbooks
There are 3 spellbooks in the game, which are:
Standard/Modern
Ancient
Lunar
Standard and ancient books contain a lot of combat, teleport and utility spells whereas the lunar only has teleports and a variety of different utility spells.
Standar/Modern Spellbook
Automatically unlocks at the beginning of the game.
Has great combat spells.
Great for traversing the game.
Has good utility spells that can make you money.
Contains 76 spells.
Ancient Magicks
Unlocked after the completion of the quest “Desert Treasure”.
Contains offensive spells that can hit an area all-together.
Offensive spells have additional effects. Blood spells will lifesteal, ice spells will freeze, shadow spells will reduce the target's damage and smoke spells will reduce the target's chance to hit.
These offensive spells are also considered as elemental spells. Ice, blood, shadow and smoke are considered as water, fire, earth and air respectively.
Has niche teleports.
Has the best skilling spells that will boost your experience. These skills can be unlocked after the completion of the quest “The Light Within”.
Lunar Spells
Least useful spellbook.
Contains mostly defensive and utility spells that aids skilling.
Unlocked after completing the “Lunar Diplomacy” quest.
Additional spells can be unlocked after completing the “Dream Mentor” quest and through the “Livid Farm” minigame.
For combat you can use either Standard Magic Book or Ancient Spell Book.
Magic Weapons & Perks
There are two types of weapon styles for magic:
Two handed weapons hit harder than the dual-wield weapons but dual-wield weapons are faster than the two handed weapons. Just like any other combat style you should choose your weapons based on its cost and its passive effects. It is good to note that two-handed weapons have better effects and DPS overall and are preferred over dual-wield weapons. However this also makes dual-wield weapons cheaper. There is a lot to talk about regarding weapons in magic so let's jump right into it!
For two handed, Armadyl battlestaff → Attuned crystal staff → Noxious staff/Staff of Sliske → Fractured Staff of Armadyl / Inquisitor’s staff against every melee classed enemy.
For dual-wield: Virtus wand & book → Cywir elders wand & orb → Wand of the praesul & Imperium core
Two-Handed
Tier | Weapon | Cost | Notes |
70 | Crystal Staff | 320K | |
70 | Blisterwood staff | - | |
75 | Staff of light | 5.6M | |
75 | Greater runic staff | 25K Runespan points | Also requires level 90 Runecrafting. You can store 1,000 casts of a spell in this staff, this is not limited to combat spells.
|
77 | Armadyl battlestaff | 120M | Provides an unlimited amount of air runes when worn. It is the second most accurate non-degrading staff. Increases the damage of the Storm of Armadyl spell by 10%, but this only affects auto attacks so it doesn’t matter much when you are using abilities. Has a special attack that costs 50% adrenaline.
|
78 | Sunspear | - | Requires the completion of the quest “River of Blood”. This spear can actually change combat styles so in this case it is on magic style. It has 15,000 charges and costs 600K to repair. If lost can be reclaimed for 600K.
|
78 | Zuriel’s staff | 17M | This staff has 100,000 charges but it degrades into dust after it has been used. Has a special attack that consumes 100% adrenaline and 100 charges on the staff.
Deals an AoE magic based damage on a 3x3 area. Deals 200% ability damage per target and uses 0.1% charge per target hit. It also reduces the targets attack speed by 0.6 seconds for 15 seconds. Also halves their adrenaline gain for the same duration.
|
80 | Attuned crystal staff | 1x Attuned crystal seed & 2K Harmonic dust | Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”. Also requires 50 Agility. Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%. Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.
|
80 | Chaotic staff | 200K Dungeoneering tokens | Also requires level 80 Dungeoneering. Has 30,000 charges and costs 2M coins to repair or 200K coins and 20K Dungeoneering points.
|
80 | Second-Age staff | 230M | |
80 | Inquisitor staff | 145M | One of the best magic weapons in the game. Has a passive effect that grants +12.5% damage and +10% hit chance against melee classed enemies. Also grants a +5 affinity boost against enemies that are weak to the selected spell type. This effect can be further upgraded, which grants an additional +5% damage boost against melee enemies. Has 60,000 charges and can be repaired for 2M coins.
|
82 | Staff of limitless (elemental) | 3.3M | Unlimited amount of runes for the corresponding element. Has 60,000 charges and can be repaired for 1.5M.
|
85 | Staff of darkness | 20M | Has 12.5% chance to negate the rune cost for your spell. Has a special attack that consumes 100% adrenaline and reduces all incoming damage by 25% and reflects 25% of it back for 19 seconds. Has 60,000 charges and can be repaired with 2 staffs of light. Solid staff but too much repair cost.
|
85 | Camel staff | 36M | Has a damage over time effect. Reduces your targets accuracy by 5%. Provides infinite fire runes. Has 30,000 charges and costs 4.1M to repair. Can be used if you do not have better options.
|
87 | Obliteration | 2M | Has 60,000 charges and costs 4.5M to repair. Good for PvP and decent for PvM due to it being incredibly cheap but if you have money to spare, it is not recommended.
|
88 | Superior Zuriel’s staff | 17M | |
90 | Noxious staff | 284M | Has 60,000 charges and costs 4.8M to repair. Has a special attack that consumes 100% adrenaline. This summons a spider for 10 seconds that reduces the damage you receive for 50% and deflect it back to the attacker. This spider has 10k health. Great end game staff.
|
92 | Staff of Sliske | 215M | Summons a clone that attacks your target 5 times. Deals a total of 325% ability damage in total. This clone ignores your target's defences and will always hit.
|
95 | Fractured Staff of Armadyl | 1.2B | Best two-handed staff in the game currently. Has 60,000 charges and costs 4.8M to repair. Has a special attack that costs 50% adrenaline.
|
Main-Hand
Tier | Weapon | Cost | Notes |
75 | Abyssal wand | 132K | |
80 | Attuned crystal wand | 1 Attuned crystal weapon seed & 1K Harmonic dust | Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”. Also requires 50 Agility. Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%. Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.
|
80 | Virtus wand | 8.5M | |
85 | Seasinger kiba | 100 chi 50 koi scales 1 Gemstone kaseki | Also requires level 92 Runecrafting. Obtained from PoP. Has 30,000 charges and costs 3.7M to repair. Not recommended since it takes a while to get.
|
85 | Wand of the Cywir elders | 12.5M | This weapon actually has the damage of a tier 80 weapon but has the accuracy of a tier 90 weapon. Has 60,000 charges and costs 2.7M to repair. Solid mid-tier weapon and pretty cheap.
|
88 | Elite Seasinger kiba | Seasinger kiba 1 weapon upgrade kits 10 Chi | Also requires level 92 Runecrafting. Upgraded version of the regular seasingers. Untradable. Has 60,000 charges and costs 3.7M to repair. Not recommended since it is annoying to obtain.
|
90 | Seismic wand | 109M | |
92 | Wand of the praesul | 577M | |
Off-Hand
Tier | Weapon | Cost | Notes |
70 | Crystal orb | 334K | |
70 | Blisterwood Orb | - | |
75 | Abyssal orb | 1M | |
80 | Attuned crystal orb | 1 Attuned crystal weapon seed 1K Harmonic dust | Requires the completion of the quests “The Eyes of Glouphrie” and “Plague’s End”. Also requires 50 Agility. Has a chance to deal +25% damage, the chance of this happening scales with your Agility level. At level 99 it is 12%. Has 50,000 charges and can be repaired by Eluned or Islwyn for 200K.
|
80 | Virtus book | 9M | |
85 | Seasinger makigai | 50 chi 25 koi scales 1 gemstone kaseki | Also requires level 92 Runecrafting. Obtained from PoP. Has 30,000 charges and costs 3.7M to repair. Not recommended since it takes a while to get.
|
85 | Orb of the Cywir elders | 13M | Has tier 80 damage and tier 90 accuracy. Does not affect ability accuracy. Performs the same as a virtus book, so the cheaper is preferred.
|
88 | Elite seasinger makigai | 5 Chi 1 seasinger makigai 1 upgrade kit | |
90 | Seismic singularity | 223M | Solid end game orb. Has no special effects.
|
92 | Imperium core | 422M | |
Ammunition
Make sure to always use a rune pouch with the runes that are required.
Invention Perks
Here are the perks that you need to know:
Precise: Your minimum damage is increased by 1.5%, this number goes up with each rank.
Ruthless: Whenever you kill an enemy your damage will increase by 0.5%, this effect stacks up 5 times.
Aftershock: After dealing 50K damage, this perk will deal an additional 40+ ability damage to the area, this damage increases with rank.
Eruptive: This perk increases your ability damage by 0.5%, this number goes up with rank.
Caroming: Increases the target count of AoE abilities by 1 per rank.
Basic Perks
End-Game Perks
As you can see, getting the best in slot weapons and perks for those said weapons on Runescape 3 requires a lot of gold, which takes a lot of time to earn. If you want to skip this entire annoying hurdle, consider buying gold on our website here.
Magic Armours & Perks
Just like all the other combat styles, Magic also has 2 types of armour. One being the tank armour, the other power armour. Tank armour allows you to tank more damage and will negate more damage, whereas power armours will allow you to deal more damage due to having offensive bonuses. Generally speaking you should always consider going for a power armour rather than a tank armour, unless you are not familiar with the content and you want a safeguard to prevent you from dying as much.
Recommended armours: Robes of Subjugation → Virtus Armour → Cryptbloom armour → Elite tectonic armour
Tier | Armour | Cost | Notes |
70 | Robes of subjugation | 28M | |
70 | Ahrim the Blighted’s euipment | 10m | Tank armour. Has a set effect that lowers your enemies strength levels. Requires full set (including weapon) to trigger. Has 100,000 charges and costs 450K to repair.
|
75 | Ganodermic armour | 3.1M | |
80 | Virtus armour | 62M | |
80 | Anima core of seren | 54M | |
85 | Superior Seasinger’s robes | 240 Chi | |
85 | Refined anima core armour | 112M | Power armour. Can be made by combining the regular anima core armour with god essences. The prices of the essences come out to be 50M. Has 100,000 charges and repair cost is the same as the crafting cost which is 50M worth of materials.
|
88 | Superior Zuriel’s equipment | 33M | |
90 | Achto Primeval equipment | - | Tank armour. Uncommon drop from the bosses in Liberation of Mazcab. Has 100,000 charges and costs 4M to repair all pieces.
|
90 | Cryptbloom armour | 624M | With at least 2 pieces, it reduces the incoming magic damage by 12% and melee damage by 8%. With 3 pieces, this effect increases to 18% magic damage reduction and 12% melee damage reduction. This can be further increased if your auto-cast selection is set to any earth spell. With an earth spell this effect becomes 24% magic and 16% melee reduction. With 4 pieces, whenever you take damage there is a chance to infect your opponent. This infection increases your damage dealt against them from behşind by 10% for 15 seconds. With 5 pieces, whenever you fall below 20% of your max health a shield will spawn to protect you for 15 seconds. This effect has a 2 minute cooldown.
|
90 | Tectonic armour | 60M | |
92 | Elite tectonic armour | 486M | |
Invention Perks
Perks that you need to know:
Crackling: Deal 50% of your ability damage to a creature per rank. 60 second cooldown.
Biting: Adds 2% critical strike chance to your weapon per rank.
Invigorating: Increases adrenaline gainage with auto-attacks.
Enhanced Devoted: Grants a chance to make protection prayers reduce the damage to 1.
Relentless: Grants a chance to not use adrenaline when using, threshold, ultimate and special attack abilities.
Devoted: Grants a chance to trigger the effects of devotion.
Impatient: 9% chance per rank to add 3% extra adrenaline when using basic abilities.
Basic Perks
End Game Perks
Capes
Cape | Style Bonus | Notes |
Obsidian cape | 13.4 Hybrid | |
Cape of legends | 17.3 Hybrid | |
Spirit cape | 17.3 Hybrid | Requires 50 Defence, Summoning, Dungeoneering. Costs 45K Dungeoneering tokens. Reduces the familiar’s special moves cost by 20%.
|
Skill Cape | 21.6 Hybrid | |
Max cape | 31.5 Hybrid | |
Tokhaar-Kal-Mej | 33.5 Magic | |
Igneous Kal-Mej | 43 Magic | Requires 90 crafting to make. The crafting materials can be obtained only from beating TzKal-Zuk without using checkpoints. Adrenaline cost of Omnipower is reduced by 60%. Makes it so that omnipower hits the target four times, each hit deals 90-180% ability damage.
|
Igneous Kal-Zuk | 43 Hybrid | |
Pocket Slot
Pocket Item | Style Bonus | Cost | Hourly Cost | Notes |
Scrimshaw of elements | None | 831K | 272K | Requires level 80 Magic. Grants +5% damage. Untradable once activated and lasts for 3 hours. Requires 92 Fletching to make. There is a superior untradable version that has more powerful effects and lasts longer.
|
Scrimshaw of magic | None | 845K | 287K | Requires level 85 Magic. Grants +2% Magic accuracy. Untradable once activated and lasts for 3 hours. Requires level 95 Fletching to craft. There is a superior untradable version that has more powerful effects and lasts longer.
|
Holy wrench | None | N/A | N/A | |
Adrenaline urn | None | N/A | N/A | Obtained as a drop from Kal'gerion demons, this item accumulates charges when the player's adrenaline surpasses 100%. Upon exiting combat, these charges are utilized from the urn instead of draining the player's adrenaline. Notably, this functionality operates from both the pocket slot and the inventory.
|
Blood essence | None | 312,109 - 376,648 | Varies | |
God book | 5 | 57,907 - 392,051 | 16,885 - 117,096 | Requires level 30 Prayer and completion of Horror from the deep. Created by filling a damaged book with corresponding god pages. When charged with pages, it grants special effects.
|
Illuminated god book | 7 | 57,907 - 392,051 | 16,885 - 117,096 | |
Erethdor's grimoire | 7 | 217,539,374 | 6,239,072 | |
Scripture | 8 | 23,059,797 - 320,732,953 | 13,032 - 999,100 | |
Necklaces
Necklaces | Style Bonus | Cost | Hourly Cost | Notes |
Saradomin’s hiss | 36.8 Magic | 217K | - | Requires level 70 Magic. Very cheap.
|
Reaper Necklace | 36.8 Hybrid | 56M | 37K | After every effective strike, you gain a bonus of 0.1% to your chance of hitting, capped at a maximum of 3%. This bonus persists for up to 54 seconds following your most recent strike. Once equipped, the item becomes untradable. It wears down over time and requires onyxes for recharging. It can be upgraded by an ornament kit, this increases the style bonus by 2.
|
Arcane stream necklace | 44.1 magic | - | - | Requires level 80 Magic and 70 Dungeoneering. You can create this necklace by combining a saradomin’s hiss with a chaotic remnant which costs 100K Dungeoneering tokens. You can also attach a blood necklace shard to it.
|
Amulet of Souls | 46.3 Hybrid | 56M | 37K | Has a 50% chance to increase soul split heals for 25-50%. Protection prayers block 10% more damage. Repairs with onyxes. Can be further upgraded with an ornament kit, this increases the style bonuses by 2.
|
Essence of Finality amulet | 56 Hybrid | 258M | 512K | Has the effects of amulet of souls and reaper necklace. After sacrificing your weapon, you can special attack whilst using any weapon of the same style. Becomes permanently untradable. Must be repaired with alchemical hydrix dust. Can be upgraded with the essence of finality ornament kit. This increases the bonuses by 3.
|
Rings
Rings | Style Bonus | Cost | Hourly Cost | Notes |
Ring of vigour | 12 Hybrid | 50K Dungeoneering token | - | Requires level 62 Attack and Dungeoneering. When an ultimate ability or a special attack is used, it consumes 90% of the adrenaline instead of 100%.
|
Seer’s ring | 17.3 Magic | 7.5M | - | |
Luck of the Dwarves | 17.3 Hybrid | 78M | - | |
Sixth-Age circuit | 21 Hybrid | - | - | |
Asylum Surgeon Ring | 21 Hybrid | - | - | Requires level 85 Defence. Requires the completion of the Broken Home quest and all 3 replay challenges. Grants 10% chance to prevent adrenaline loss when using threshold abilities and 40% chance to save 25% of a special attack’s cost. Can be upgraded with 10k Teci, this increases the bonuses by 2.4.
|
Ring of Death | 25.2 Hybrid | 56M | 37K | Has a 50% chance to restore 5% adrenaline when a target is killed. Instead of dying, you’re teleported to your spawn with all your items when you die. Costs 15% charge. Can be recharged with onyxes. Can be upgraded to with 15K Teci, Increases its style bonuses by 2.5.
|
Reaver’s ring | 27.7 Hybrid | 149M | - | Created by combining 10 Berserk rings and a Heart of the berserker. Requires level 70 Crafting. Has a 5% critical hit chance and -5% accuracy.
|
Channeler's ring | 30.4 Magic | 106M | - | Can be created by combining 10 Seer’s rings and a heart of the seer. This process requires level 70 Crafting. Has a passive effect that provides +4% critical hit chance when using magic channelled abilities. Can also be further upgraded with enchantment of metaphysics.
|
Aura Slot
Aura Slot | Cost | Tiers | Duration | Cooldown | Notes |
Vampyrism aura | 5k Marks of War | 2 | 1 Hour | 3 Hours | |
Dark magic aura | 12.5K Marks of War | 3 | 1 Hour | 3 Hours | |
Maniacal aura | 25K Marks of war | 3 | 30 Minutes | 5 Hours | |
Mahjarrat aura | 1K Reaper points or 3 Bonds | 5 | 1 Hour | 23 Hours | |
Penance Aura | 23K Loyalty points | 2 | 1 Hour | 3 Hours | |
Inspiration aura | 23K Loyalty points | 2 | 1 Hour | 3 Hours | |
Runic accuracy aura | 107K loyalty points | 1-4 | 1 Hour | 3 Hours | |
Invigorate aura | 4.2K-155K Loyalty points | 1-4 | 1 Hour | 3 Hours | |
Action Bar
How you set-up your action bar directly effects your overall DPS. There are also some abilities that you need to unlock via quests or codexes. Here is a simple list of ability bars that you can follows depending on where you are in the game:
Two handed
Basic Bar
No greater abilities.
With sunshine.
Greater abilities unlocked.
Dual-Wield
Basic Bar
No greater abilities.
With sunshine.
With other abilities unlocked.
Familiars
Storage
Spirit terrorbird - 52 Summoning, 12 storage slots.
War tortoise - 67 Summoning, 18 storage slots.
Pack yak - 96 Summoning, special move sends items to your bank, has 30 storage slots.
Pack mammoth - 99 Summoning, has 32 storage slots. It’s special move will heal you using the food stored in his storage.
Damage Enhancer
Blood/Shadow/Smoke/Ice nihil - 87 Summoning
Blood reaver - 73 Summoning, deals damage to the enemy when the player character is healed.
Kal’gerion demon - 90 Summoning, 1% forced critical strike chance.
Ripper Demon - 96 Summoning, Increases your damage by 0-5% depending on your target's lost health. Special move deals 200%-320% of ripper demons max hit to the target. This familiar is the strongest in game even without using the special move scrolls.
Tank
Bunyip - 68 Summoning, passively heals you.
Unicorn stallion - 88 Summoning, special move heals you.
Hellhound - 45 Summoning, tanks 20% of any damage dealt to the player.
Archaeology Relics
Basic
Requires level 70 Archeology.
Shadow’s Grace: Cooldown of Surge, Escape, Bladed Dive and Barge is reduced by 50% but they no longer generate adrenaline.
Berserker’s Fury: Your damage increases up to 5.5% the lower your life points are.
Font of life: Increases maximum health by 500.
Intermediate
Requires level 97 Archaeology.
Advanced
Requires level 120 Archeology.
Best combination is Conservation of energy, Berserker’s fury and Font of life.
Best In Slot Magic Gear
The total cost of this, including the perks and abilities comes out to be around 2.5B. If you just want to get to the end game and enjoy Runescape 3 to its fullest, consider buying gold on our website, with cheap rates!