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EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

A prefix title awarded to summoners who complete their intelligence AA line.


This article uses material from the "Magician" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Magician may refer to:


This article uses material from the "Magician" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

eWrestling

Up to date as of February 01, 2010

From the eWrestling Encyclopedia.

Magician
[[Image:|{{{image_width}}}px|Image of Magician]]
Statistics
Real name {{{realname}}}
Ring Names Magician
Height 6'8"
Weight 265lbs
Date of birth
Place of birth
Date of death {{{death_date}}}
Place of death {{{death_place}}}
Resides {{{resides}}}
Billed from New York City, New York, USA
Trainer
Current
federation(s)
{{{current_efeds}}}
Previous
federation(s)
{{{previous_efeds}}}
Handled by {{{handler}}}
Win/Loss Record {{{winloss_record}}}
Debut
Retired {{{retired}}}

Magician, also known simply as Magic, is an American wrestler currently signed to Championship Rasslin' Federation. He is a two-time world champion with CRF, having held the CRF Carnage World Championship on two separate occasions, and is noted as the winner of the first match ever promoted by the company. During his time in CRF he has been the leader of the factions Bloodbath and the Ruff Ryders, as well as a member of the dominant stable eXtinction. He is also known for being undefeated in steel cage singles matches, with the steel cage often considered his signature match.

Contents

Early Career

Magician's past is mysterious, with little known other than that he hails from New York City. His first appearance as a wrestler was with the World Wrestling Federation where he was tipped for big things, but after only four months he was released due to a bad attitude, and injuring main event stars in backstage fights. Following his release, he signed with the nascent Championship Rasslin' Federation in search of fresh blood, and was booked in the first ever match held under the CRF banner, which he won. He quickly became one of CRF's biggest stars, and went on to compete in a battle royale to crown the inaugural CRF Heavyweight Champion at CRF's first pay-per-view, Halloween Horror 2005. Although he was unsuccessful, the following month's Thanksgiving Thunder event saw him defeat Raven and Diablo in a ladder match to become the first ever CRF Hardcore Champion. He would prove to be the winner of both the first ever Three Stage of Hell and Four Stages of Hell match in CRF's existence.

Established In CRF

Magic spent much of 2006 feuding with Vayne over multiple championships. Vayne defeated Magic in a ladder match at Defiance 2006 to crown the inaugural CRF Intercontinental Champion, but Magic would gain revenge later in the year once Vayne was the CRF Carnage World Champion, defeating his old adversary at Slaughter 2006 to win his first World title. He later lost the title to Big Bad John, but competed for it at Showdown 2006 against Vayne and Jake Jones in a steel cage, a match which saw Jones coming off the ultimate victor. Magician also teamed up with Diablo during 2006 as the tag team Hell's Angels, and was a member of Fighter-X's powerful stable eXtinction. When CRF Judgement was introduced, Magician was drafted to it as one of the show's top stars, and represented the brand when he challenged for the honour of being the first ever CRF Champion at Domination 2007, with T-Roc and Lethal representing CRF Carnage and CRF Mayhem respectively. In the Four Levels of Hell match, Lethal won the first round (triple threat), T-Roc won the second round (Hell in a Cell), Magic won the third round (steel cage) and finally T-Roc won the deciding TLC final. In one of Magic's biggest feuds on Judgement, he faced CRF Judgement World Champion Ice in a last man standing match for the title. Although Ice won the match, the injuries sustained at Magic's hands would force him to relinquish the title. However Magic did not manage to capture the championship before CRF's closure in August 2007.

The Reopening

When CRF reopened, Magic was among the first to return to the company where he made his name. He faced old adversary Vayne in a Three Stages of Hell match at Showdown 2008 for the vacant Carnage World Championship after then-champion Darkness vacated it, but ultimately lost the encounter. However he went on to defeat Vayne in a Three Strikes at Payback 2009 to capture his second Carnage World Championship. Magic is recognised as the final CRF Carnage World Champion, as all four of CRF's World singles titles were unified into the CRF World Championship at Vengeance 2009. As the Carnage World Champion, Magician competed in an elimination chamber alongside CRF Mayhem World Champion Livewire, CRF Judgement World Champion Gary Phoenix, CRF Tag Team Champions Vayne and Jake Jones, and CRF Champion Darkness. Jones would prove to be the winner, but Magic, Livewire and others would reform the old dominant stable eXtinction in support of the ousted Fighter-X, to oppose Jones, Vayne and power-abusing CRF owner Draven. In September 2009, Magic won the first CRF Charity Royal Rumble, personally scoring the three final eliminations, over Eric Omega, Ice and Baby Dogg respectively. As the winner of the first of two rumbles, he and the winner of the second rumble - Magic's old eXtinction stablemate Fighter-X - would face Jones and Monster for the Tag Team Championship. However, Fighter-X is unable to challenge for titles in CRF due to a contract stipulation.

Signature & Finishing Moves

  • Armtrap crossface
  • Superkick
  • Shut Em Down - Unprettier

Championships & Accomplishments

Advertisements

Championship Rasslin' Federation

  • CRF Hall of Fame
  • CRF Legend
  • Charity Royal Rumble I winner

Catchphrases

  • "Welcome to the Magic show!"

This article uses material from the "Magician" article on the eWrestling wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010

From Lostpedia

Magician
Magician
Portrayed by
{{{AltCasting}}}
First seen
{{{First}}}
Last seen
{{{Last}}}
Appeared in
"316"
Mentioned in
{{{Mentioned}}}
Episode count
{{{Count}}}
Centric episode(s)

{{{Centric}}}
Name
Unknown
Also known as
{{{AKA}}}
Date of birth
Date of death
({{{DeathEp}}})
Origin
{{{Place}}}
Profession
Magician
In Australia...
{{{ReasonAus}}}
On the plane...
{{{ReasonTrip}}}
On the island...
{{{IslandReason}}}
Family members
{{{Family}}}
Connection
{{{Link}}}
Season(s)

S1 - S2 - S3 - MP - S4 - S5 - S6

[[:Category:{{{Images}}}|Images]]


The Magician is an entertainer who was performing at the assisted-living facility that housed Ray Shephard, when Jack came to see his grandfather after another failed escape. The magician did a trick with a white rabbit.("316")


This article uses material from the "Magician" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Magician disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help


This article uses material from the "Magician" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Magic article)

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the magic skill. For information on training magic, see magic training.
"Spells" redirects here. For a comprehensive overview of all spellbooks, see List of spells.
A detailed image of the Magic icon.
Magic

Magic is a versatile skill that uses elemental energy released from runes for a variety of subjects such as combat, enchantments for certain items, teleporting, and to turn items into money via alchemy spells. While it is possible to play the game without being skilled in Magic, it is a considerable advantage to be able to use many spells, especially high level alchemy and various teleports. Magic can also be used by many different monsters in the game.

Players who employ the tactics of Magic as their primary arsenal are often referred to as "Magicians" or more commonly, "mages". Once skilled, they will be able to access the Wizards' Guild that is located in Yanille.

The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Magic is level 52.

As with all guides in the Skills section, members-only items are in italics.

Contents

Jack, one of the first humans on Gielinor experiments with Fire and Air runes

Spells

Main article: List of spells

Magic is used almost exclusively through casting spells on another player or non-player character, on oneself (reflexively), or on an item.

A player fights using Ancient Magicks (Ice Blitz).

There are three kinds of Magic in RuneScape: standard (commonly called "modern" or "regular"), Ancient Magicks, and Lunar Spells. Each has a different spellbook and typically only one can be used at once (for an exception to this rule, see Spell Book Swap). The special spellbooks are only available on member worlds, with the completion of their respective quests.

To cast a spell, a player must choose the wanted spell from their spellbook. To access the activated spellbook, click on the spellbook icon (File:Spellbook.png) in the game's interface.

Ancient Magicks

Main article: Ancient Magicks

The Ancient Magicks contain some of the most dangerous offensive spells. These spells can only be used after completing the fiendish and long Desert Treasure quest. These consist of the following types of spells: Ice, Smoke, Blood, Shadow, Miasmic, and Teleportation.

Ancient Magick spells are capable of bringing in some of the best experience for Magic; however, the high price of Runes used in Ancient Magick spells makes this a very expensive way to train. This is comparable to using Chinchompas for Ranged.

A player casting Humidify from the Lunar Spells.

Lunar spells

Main article: Lunar spells

The Lunar Spells are useful for helping training your noncombat skills and other players for example in PvP situations (with the exceptions of Vengeance and Vengeance Other), and require the Lunar Diplomacy quest before being usable. A spellbook extension becomes available after completion of the Dream Mentor quest.

Many of these spells make other skills easier to train; for example, the Plank Make spell provides an alternate, faster way of making planks rather than using the sawmill.

Standard spells

File:magicicon.pngThe standard spells are activated on any new character's account and they are available on all worlds. There is no prerequisite to using the standard spellbook, although some spells are only available on member worlds and others require completion of certain quests or tasks. As with other skills, new capabilities require higher skill levels.

All spells yield their associated amount of experience when cast; combat spells give additional experience directly related to the amount of damage caused to the opponent(s).

In the standard spellbook, spells fall into one of several categories: combat, curse, teleportation, alchemy, and enchantment.

Teleportation spells

Main article: Teleportation spells

Teleportation spells are divided into two categories: the Teleother and personal Teleport spells. The latter is most popular with all players, free and member alike, as teleportation spells save lots of time when travelling around the world.

A player teleporting using the Basic spellbook.

Combat spells

Main article: Combat spells

The maximum hit using a combat spell in the standard spellbook is 39 (with Claws of Guthix used in conjunction with Extreme magic potion or Overload potion, the Charge spell, and a Void Knight Mace). For a long while the max hit from the Standard Spellbook was 30 (with the God Spells along with charge) although the recent update has increased the possible maximum hit.

Splashing while using Superheat Item.

Combat spells will occasionally splash upon contact with a target (i.e. they will do no damage). When splashing, the caster will receive only the base experience for that spell and no additional experience. As a result, there is no physical difference between splashing with a spell and hitting a 0 with the same spell. The splash rate depends on eight things:

  • The caster's Magic level
  • The Magic attack bonus of the equipment the caster is wearing
  • Any Magic prayers the caster has activated.
  • The target's Magic level
  • The target's Defence level
  • The Magic defence bonus of the equipment the target is wearing
  • Any Magic prayers the target has activated (including Protect from Magic)
  • Any Defence prayers the target has activated.

Curses

Main article: Curses

A curse spell is any spell that causes a negative effect to its target other than damage, usually reducing a stat.

Alchemy

Main article: Alchemy

All alchemy spells use nature runes to transform items into coins, or ores into bars. Particularly note High Alchemy in this section, as it is probably the most widely used spell in the game, but is usually considered a somewhat expensive training method at higher levels because of the accumulated money lost.

Enchantments

Main article: Enchantment spells

All Enchantment spells uses Cosmic Runes to improve an items abilities.

Standard spellbook

On the 27 January 2009, the way you could order your spells was altered. You could have teleportation spells first, combat spells, or just the normal level orders. The way you could change the order was by clicking on one of the three icons in the bottom right corner of the spellbook (File:Spellbook Icons.png).

Spell Components

Runes

Main article: Runes
A selection of runes and elemental staves

All spells (except Home Teleport) require the use of runes as a consumed resource. It's recommended to craft your own runes rather than buying it unless you can find a good way to make money. Runes are commonly traded stackable items which are obtained by various methods. For hints on obtaining runes, see Runes: Obtaining runes.

Elemental staves

Main article: Elemental staff

The requirement for n a spell can be removed if the player wields an Elemental staff corresponding to an elemental rune. As an example, wielding a Fire staff allows a player to cast High Level Alchemy using only one Nature rune.

Players who are lucky enough may obtain a combination staff. This is a staff with more than one rune's power. So far, the only existing combination staffs are the lava battlestaff (which is fire and earth), mud battlestaff (which is water and earth), and the steam battlestaff (which is water and fire), and their mystic counterparts.

Various magical staves are available in RuneScape. In the list below are all the free-to-play staves, which can all be obtained at Zaff's Superior Staffs! store in Varrock. The main effect of a staff or magic staff is to boost magic attack and defence, while elemental staves provide unlimited amounts of their elementary rune in addition to the boosts provided by a magic staff. There are many members-only staves such as battlestaves, mystic staves, the Slayer staff, the Lunar staff, the Ancient staff, and God staves.

Some members magic staves can increase the power of combat spells by 10% if they are wielding it. The staves which fall into this category are: Ahrim's staff, Ancient staff, Master wand, Void Knight Mace, Zuriel's staff and Corrupt Zuriel's staff.

Item Attack Defence Strength
Crush Magic Stab Slash Crush Magic
File:Staff.png Staff 7 4 2 3 1 4 3
File:Magic staff.png Magic staff 10 10 2 3 1 10 7
File:Staff of Air.png Staff of air 7 10 2 3 1 10 3
File:Staff of water.png Staff of water 7 10 2 3 1 10 3
File:Staff of earth.png Staff of earth 9 10 2 3 1 10 5
File:Staff of fire.png Staff of fire 9 10 2 3 1 10 6

Robes and armour

A player wearing Zuriel's equipment.
Main article: Armour

Most mages wear robes, although some light armour is available that is made from special material and does not hinder the wearer's ability to perform magic attacks. For the different sets of armour and detailed information on each piece, see the Armour: Magic armour article.

A player's maximum magic attack bonus is +152, and the maximum magic defence bonus is +196.

Best Magic armour

Best Magic Attack Bonus

Item Bonus Requirements
Table: View Edit
Zuriel's hood[1][2] +8 78 Magic, 78 Defence (20 Magic, 20 Defence for Corrupt version)
Zuriel's robe top[1] +35 78 Magic, 78 Defence (20 Magic, 20 Defence for Corrupt version)
Zuriel's robe bottom[1] +25 78 Magic, 78 Defence (20 Magic, 20 Defence for Corrupt version)
Master wand +20 60 Magic
Arcane spirit shield[3] +20 65 Magic, 75 Defence, 70 Prayer, completed Summer's End
Barrows gloves +6 Completed Recipe for Disaster
Infinity boots +5 50 Magic, 25 Defence
God capes +10 60 Magic, completed the Mage Arena
Third age amulet[4] +15 65 Magic, 30 Defence
Seer's ring (i) +8 Mobilising Armies Rank of 300
Total
+152 65/78 Magic, 75/78 Defence, 70 Prayer, completed Recipe for Disaster, Summer's end, and the Mage Arena, and a Mobilising Armies Rank of 300.
  1. ^ a b c All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.
  2. ^ A Third age mage hat also gives +8 magic attack and requires 65 Magic with 30 Defence, but is much more expensive.
  3. ^ A Mage's book only gives +15 magic attack and requires 60 Magic, but is much less expensive
  4. ^ Both the Amulet of glory and the Amulet of fury give only +10 magic attack but have no requirements to use and are much less expensive

Best Magic Attack Bonus Without PvP Armour

Item Bonus Requirements
Table: View Edit
Third age mage hat[1] +8 65 Magic, 30 Defence
Ahrim's robetop +30 70 Magic, 70 Defence
Ahrim's robeskirt +22 70 Magic, 70 Defence
Master wand +20 60 Magic
Arcane spirit shield[2] +20 65 Magic, 75 Defence, 70 Prayer, completed Summer's End
Barrows gloves +6 Completed Recipe for Disaster
Infinity boots +5 50 Magic, 25 Defence
God capes +10 60 Magic, completed the Mage Arena
Third age amulet[3] +15 65 Magic, 30 Defence
Seer's ring (i) +8 Mobilising Armies Rank of 300
Total
+144 70 Magic, 75 Defence, 70 Prayer, completed Recipe for Disaster, Summer's end, and the Mage Arena, and a Mobilising Armies Rank of 300.
  1. ^ Ahrim's hood, Farseer helms, Healer hats, and Infinity hats all give +6 magic and are all much cheaper.
  2. ^ A Mage's book only gives +15 magic attack and requires 60 Magic, but is much less expensive
  3. ^ Both the Amulet of glory and the Amulet of fury give only +10 magic attack but have no requirements to use and are much less expensive

Best Free-to-Play Magic Attack Bonus

The maximum hit with magic in a non member world is 16, using Fire Blast.

The following armour gives the highest possible magic attack bonus for non-members:

Item Image Magic
attack
bonus
Requirements to wear/use
Runecrafter hat

[1]

File:Runecrafter hat.gif +3 50 Runecrafting
Combat robe top-100[2] File:Combat robe top.gif +7 20 magic and 10 defence
Combat robe bottom-100[2] File:combat robe legs.gif +6 20 magic and 10 defence
Any elemental staff[3] File:Staff of Air.png +10 None
Runecrafter gloves

[4]

File:Runecrafter gloves.gif +2 None
Amulet of Magic File:sapphire amulet.png +10 None
Explorer's ring

[5]

File:Explorer's ring (1).png +1 Completed all Beginner tasks in the Lumbridge and Draynor Diary
Total +39 20 magic, 10 defence, 50 Runecrafting, and completed all Beginner tasks in the Lumbridge and Draynor Diary.
  1. ^ The Combat hood and the Druidic mage hood offer the same magic attack bonus as the Runecrafter hat, however the runecrafter hat has better defensive bonuses and doesn't degrade.
  2. ^ a b Combat robes offer the same magic attack bonuses as Druidic mage robes.
  3. ^ Any of the four elemental staves give the same bonus as a magic staff.
  4. ^ Any colour runecrafter gloves may be used.
  5. ^ Explorer's ring 1, 2, and 3 give the same bonus.

Additional note: The anti-dragon shield and the Wooden shield also give a defence bonus without damaging magic attack bonus, unlike other melee based shields, but the anti-dragon shield is slightly better, so is often used with the above equipment. Many mages also make the mistake of wearing the boots found in the stronghold of security. These boots may look colorful and "mage-like" but they actually reduce magic attack.

Combat

How to successfully fight as a mage

A player who is a mage is weak against Ranged and strong against Melee fighters. When attacking others, a mage should use a combination of curse spells (Bind, Snare, Entangle, Ice spells in Ancient Magicks) and highly damaging combat spells such as Fire Surge, or the Mage Arena spells. Curses tend to be underused, but do not underestimate them. When fighting monsters, using battle tactics helps, such as staying in a safe spot. Most undead creatures and demons are weak to magic attacks. This will provide an advantage over these creatures. One should take note of a monster's weakness to a particular element (wind, water, earth, or fire).

A little known fact about Magic is that as a player's Magic skill level increases, so does their defence against magical attacks. Magical defence is calculated from 70% of a player's Magic level and 30% of their defence level. Thus, even if a player doesn't care to use Magic too often, having a high Magic skill can help to protect them.

Training magic

Generally, the fastest way to obtain runes is to buy them. If money is tight, it is recommended that a player uses the Runecrafting skill to make runes for magic training. Alternatively, a player can play Fist of Guthix for free runes, although these cannot be taken from the arena. Using magic this way is the fastest and cheapest way to use magic, while also gaining the Fist of Guthix tokens to purchase items. You could also make teleport tablets, gaining money and experience at the same time.

Certain locations such as the prison in Port Sarim and the demon's cage atop the Wizards' Tower can prove to be useful when training magic because of the safespot which leaves enemies unable to retaliate.

Organising your spells into the proper category may maximise your training and lower the amount of time needed to cast each spell.

Finishing the beginner and easy tasks of the Lumbridge and Draynor achievement diary gives you a silver Explorer's ring, giving you the power to make 30 low level alchemies a day. This is easy experience, that if you take a few minutes each day to do it, you can level up your magic very quickly. The easiest but not the most profitable way to level your magic up using this method is to head to a field of crops (ex. potatoes, cabbage) and pick up 30 of them and then using the ring power of low level alchemy on them all. Each cast is 31 experience, so for one day, you can get 930 experience in a few minutes. It may not be a lot, but it literally takes minutes, even though you must wait a day to repeat it. One of the most effective methods is using the Woodcutting Skill to obtain and sell logs, to buy runes (or you can mine Essence and craft your own runes{you are on your way to self sufficiency}), With the recent drop in price on fires and mind runes, fire spells are strongly recommended, in conjunction with a staff of air. The bandits West of the Grand Exchange can be killed from behind the safety of the small stone wall there. The Dark Wizards by Varrocks South entrance can also be killed with the chance of rune drops, Beware low level players will want food as the Dark Wizards are potentially fatal.

At the moment, Curse splashing is one of the fastest exp gainers in the game, as you gain 29 experience per cast, and it is relatively cheap.

Minimum
level
Members? Combat? Details
1 No Yes Cast any attack spell in Clan Wars. The higher the magic level, the better, so that a player can cast higher level spells.
1 No Yes Cast elemental spells at Spiders in Lumbridge's cellar with melee armour on. The spell will splash which leads to a long bout of magic casting with minimal input required. Do not leave your keyboard while doing this as it can result in being banned!
1 No Yes The Dark Warriors' Fortress has respawns of Air, Earth, Fire, Water, Body, Mind and Chaos runes to use on the level 8 Dark Warriors.
1 No Yes The Fist of Guthix minigame gives free runes that can be used only within the game. Training here can save lots of money, considering spells that require death runes are very expensive. If you intend to get Fist of Guthix Tokens, it is recommended that your combat level is at least 30.
19 No No Cast curse on the magic training dummies in Lumbridge. A Mud battlestaff supplies water and earth runes making casts cheaper. However, a Staff of earth or a Staff of water is a cheap alternative if you cannot afford or equip a Mud battlestaff (30 magic and attack). With a Mud battlestaff, a player can get to 99 magic from level 30 magic with less than 5 million gp. The dummies can be cursed again, even if the spell hits. Equipping sacred clay armour doubles the rate of xp and makes it even faster.
33 No No Use Telekinetic Grab in the west Varrock bank to get the gold ore inside of the vault, then sell the ore for about a 100gp profit. Buy another law rune, and repeat. One may also choose to collect Wine of Zamorak, as this is highly valued by high level herblorists. Another way to profit from using Telekinetic grab is buying law runes for 300 each, and telegrabbing the nature runes North-east of Rellekka. There are two in a stack, which can sell for a total of 600 coins, for a 300 gp profit. However, this stack takes approximately one minute to respawn. A player could grab the nearby sapphire in this time. Even though these are cost effective methods, they are very slow and can hardly be compared to cursing. Alternatively, if a member, use telegrab at the Mage training arena for pizzazz points, which can be traded for Infinity robes as well as extra experience.
39 No Yes Use Crumble Undead on Skeletons in the Varrock Sewers or Shilo Village or the Shades in Shades of Mort'ton (minigame), the xp you get are higher than from a Fire bolt which needs a chaos rune, too. Even on higher levels this is a fast and cheap way to train your magic.
40 Yes Yes Use the Sacred Clay robes and/or magic staff rewards obtained from Stealing Creation to double the experience received from casting any combat spell.
41 Yes No If completed Biohazard and Gertrude's Cat: This method of training magic mainly revolves around raising Kittens into Cats and selling them to the West Ardougne Civilians for 100 Death Runes per Cat. After obtaining enough Death Runes, the easiest way to train magic is to buy an Air Staff and use Wind Blast. Wearing the Ardougne cloak 3 at the time of the trade doubles the amount of death runes you receive.
43 No No Requires level 50 Smithing minimum. Purchase all ores required at the Grand Exchange to smith a Mithril, Adamantite, or Runite bar(s), equip a Fire Staff, and use spell Superheat Item to smelt into bars. Fastest way to train Magic/Smithing simultaneously, with relatively little cost to small profit. See the Superheat Item calculator to check profits and losses. Gives 53 magic exp per cast.
45 Yes No Repeatedly cast Camelot Teleport. By using an air staff, only one law rune will be used. This spell can be cast at a relatively fast rate, with a gain of 55.5 magic experience per spell. Law runes can be bought for around 300 gp each in bulk, or one can do Law running for free law runes.
50 Yes Yes The guide to the Barrows covers this in more detail, but the Barrows can be extremely good magic experience, mainly because large amounts of runes are a common reward from the chest. Magic dart and ice burst are effective against the brothers. It is also profitable to train magic here, provided one knows what he/she is doing.
50 Yes Yes If 50 attack and done Underground Pass: Go into the underground pass and bring 1k+ death runes and 5k+ fire runes. Go all the way to the paladins and cast Iban blast on them, or some other nearby monster. Recharge the staff at the well nearby if necessary.
55 No No High Level Alchemy allows one to convert items into Coins. Most players owe their high level of Magic to this spell, at 65 magic experience per casting, using a fire staff so as to only consume 1 Nature rune per spell. See the High Level Alchemy article for detailed information on training with it effectively, as well as the High alchemy calculator which lists a profit analysis for this spell.
57 Yes No Enchant Crossbow Bolt (Diamond) Turns Diamond bolts into Enchanted diamond bolts, and is one of the few ways to gain magic experience while making money as well. This gains the player 67 magic experience per cast, and typically manages to net the player 1-2 gold per bolt (10-20 gold per cast). While this may not seem like much, done on a large scale (say, several thousand bolts), it can be a very fast, profitable method of training magic. This can also be combined with a player's fletching ability to both make the bolts and enchant them.
60 Yes No Using Bones to Peaches at the Mage Training Arena is good experience as well as making a profit by buying and selling infinity robes. A Mud battlestaff is recommended.
66 Yes No Crafting Air orbs. This yields a reasonable amount of experience and sometimes even some profit. Buying unpowered orbs and Cosmic runes is recommended for the fastest experience possible with this method. Some food is recommended for lower levels because of the aggressive monsters in Edgeville Dungeon
68 Yes No Cast Humidify. Astral runes, fire runes, a steam staff (or a water staff however this requires a fire rune), and a bucket are required. Keep filling the bucket and emptying it. With a steam staff, the spell only requires 1 astral rune but gives 65 Magic experience. Doing this is convenient near Baba Yaga's rune shop. Additionally, you can cast humidify on empty vials and sell the full vials for a modest profit. An even better method to train magic efficiently would be to cast humidify using an empty fishbowl. Fill it with the spell, then empty and repeat. The advantage of using a fishbowl is that it has a left click empty option. Use the F1 and F4 keys to get to your inventory and spellbook faster.
68 Yes No Casting Enchant Level 5 Jewellery in the Mage Training Arena while wielding a Mud staff is quick experience, and can help make a profit with Infinity robes. Keep in mind enchanting within the Mage Training Arena provides only 75% of the normal experience.
70 Yes Yes Using Ancient Magicks is a quick, yet expensive way to train magic. The way many players train with ancients is through Ice Burst. Utilise a multicombat area, the Tzhaar Fight Pits, or a combat ring in a player owned house to hit many enemies at once for more experience per cast. Alternatively, casting  Ice Burst using a safespot in the Shadow dungeon can be a good training spot because there are many monsters that are weak to magic.
80 Yes No Casting Stun on the magic training dummies in Lumbridge can bring very fast magic experience, but at a high cost. A Mud battlestaff is a necessity for this method. Equipping sacred clay armour doubles the rate of xp and makes it even faster.
86 Yes No Casting Plank Make on Mahogany logs is one of the fastest methods of training magic. Players will lose 150-300gp per cast if they buy all the required materials.
87 Yes No Casting Enchant Level 6 Jewellery in the Mage Training Arena while wielding a Lava staff yields up to 75K xp/h, and can help make a profit through Infinity robes. Keep in mind enchanting within the Mage Training Arena only provides 75% of the normal experience, which reduces Enchant Level 6 Jewellery to only 72.8 exp.

Temporary boosts

A player wearing a Magic cape (t) and performing the Skillcape emote.

Trivia

  • The Magic Skill Cape is the only skill cape to have gold under the shoulder pads and on the back. On all the rest of the skill capes, they are coloured grey.
  • Magic in RuneScape Classic was very different from its current incarnation:
    • There were two magic skills, Good Magic and Evil Magic. When the current Magic system was released, the player's Magic level was set as whatever their highest old magic level was.
    • Melee armour offered no Magic attack penalties, leading to a massive imbalance in favour of high-level mages.
    • Spells gave the fixed experience using the formula 2 * spell level + 20. Jagex claims that the reduction of Magic experience in RuneScape 2 was due to the fact that runes were easier to obtain on the new version.
    • Spells were sometimes failed, which did not use any runes, but stopped players from using any magic for 20 seconds.
  • Combat spells cast on Dummies do not give Hitpoints experience.
  • Ever since RuneScape HD's release, failed spells will sometimes fly straight up instead of splashing and disappearing as usual.
  • If a player is far enough from their opponent, their spells will take longer to reach their opponent than an attack cycle, leading them to fire another spell before the first spell hit. This sometimes leads to a spell being in the air when the opponent dies.
  • Projectile spells will change directions to hit players that teleport.
  • Before the Autocast update on 9 September 2009, spells could only be autocast if wielding staves, and even then only certain spells could be autocasted.
  • Players can choose the option to train Magic and Defence through selecting Defensive casting.
  • During an update on 17 November 2009 Jagex changed the Magic potion to give a stat bonus of +6 instead of the earlier +4.
  • Runes are not compulsory for certain characters to cast spells when they have reached a certain profiency in Magic, for example, the Mahjarrat or posssibly the elves.
  • The black and white magic system was thought to be a reference to Final Fantasy which there was a black

See also

References

Wikipedia
Wikipedia has an article about:
Mr. Mordaut

Featured article
October 2006

Mr. Mordaut thinks that many things are dumb. However, the editors who wrote this article clearly were not. In fact, it was written so well that it is one of the few selected articles currently featured on the Main page.

This article uses material from the "Magic" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Magic article)

From Wookieepedia, the Star Wars wiki.

Umwak the Dulok shaman and Morag the Tulgah witch.
"It's not the Force, it's magic!"
Adler Roty

Magic was a catchall term referring to any of a number of supernatural techniques outside of conventional Force powers.

Contents

Overview

The exact nature of magic remains in dispute among philosophers, as does its relationship to the Force proper. It is possible that all "magic" traditions were simply different methods of accessing the same Force, or were emanations of different aspects of it. More so than the Force, magic potency could be trapped in artifacts or locations—but again, this may be just due to different methods of accessing and using the Force.

The term was also sometimes mistakenly used by primitives or less-informed people to refer to the Force powers of mainstream Jedi and Sith, who were likely to be called "wizards" and their abilities attributed to "magic." The Rakata for example referred to Revan's powers as magic, much to the dismay of Revan, who tried to explain the difference to them. Han Solo also referred to Obi-Wan Kenobi's powers as "magic."

Derivatives of the word "magic" and words such as "witch" are terms describing dark side users or powers (Witches of Dathomir, Sith Magic, Sith Alchemy, Morag identified as "Witch," Emperor's Mage) which had almost exclusively negative connotations.

Finally, it referred to the non-supernatural stage trickery of entertainers like Wim Magwit.

Behind the scenes

  • Fans generally attribute textual references to "magic" (and for that matter, supernatural phenomena attributed to religions) as simply different interpretations of the Force. The exclusive use of real life occult terms (witch, mage, prophet, warlock, alchemy, cult) to refer to Sith organizations or entities, creates a parallel between an orthodox religion (the Jedi) and a cult (the dark side).
  • In Star Wars RPG Force powers have the role of magic spells of traditional fantasy RPGs. The Force repository is comparable to the "mana pool" of fantasy games.
  • A connection of fantasy magic and the Force has been "attempted" during an April Fools' joke which wanted the midichlorians originate from the "planet Andowyne," the fantasy world of Willow.

See also

Two forms of science are magical in their abilities:

Appearances

  • Tales of the Jedi: Dark Lords of the Sith
  • Tales of the Jedi: The Sith War
  • Star Wars: Knights of the Old Republic (Mentioned only)
  • Star Wars 3: Death Star (First mentioned)
  • Star Wars: Ewoks (First appearance)
  • X-wing Rogue Squadron: Requiem for a Rogue
  • The Courtship of Princess Leia
  • Boba Fett: Bounty on Bar-Kooda (stage illusions)

Non-canon appearances

Sources

I find your lack of sources disturbing.

This article needs to be provided with more sources and/or appearances to conform to a higher standard of article quality.


This article uses material from the "Magic" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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