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Dofus Wiki

Up to date as of January 31, 2010

From Dofus

A spell is a type of skill that a character can use to cause certain effects during combat.

Contents

Spell types

See also Category:Spell for a list of all spell pages.

Level

Each time a character reaches a new level they receive 1 spell point. These spell points are used to boost spells to a higher level, with level 6 being the maximum.

  • It costs 1 spell point to get a skill from level 1 to level 2.
  • It costs 2 spell points to get a skill from level 2 to level 3.
  • It costs 3 spell points to get a skill from level 3 to level 4.
  • It costs 4 spell points to get a skill from level 4 to level 5.
  • It costs 5 spell points to get a skill from level 5 to level 6.

You cannot boost a spell to the 6th level until your character level is high enough. The formula for class spell is 100 + [the character level required to first learn the spell]. For example, with a spell that you gained when your character reached level 20, your character will need to reach level 120 before you can boost that spell to the 6th level. With the other spell types (see list above) there is no formula but you need to be at least level 100.

Characteristics

Each spell has several characteristics which affect how the spell can be used and how the spell performs. These characteristics are:

Critical hit probability

This is the probability that the spell will be a critical hit. Not all spells have critical hit effects.

Failure probability

This is the probability that the spell will be a critical failure. When this occurs, the spell fails to work at all and your turn may end. Not all spells have failure probability.

Number of casts per turn

This is the number of times you are allowed to cast the spell each turn. For most spells, there is no limit. (You are of course limited by the amount of AP you have available.)

Number of casts per turn per player

This is the number of times you are allowed to cast the spell each turn on a particular target. For example, Punitive Arrow can be cast several times in one turn, but only on different targets. For most spells, there is no limit.

Number of turns between two casts

This is the number of turns you must wait before casting the spell again. This applies mainly to spells with duration effects. Some spells may only be cast once per battle. For most spells, however, there are no restrictions. Commonly referred to as Cooldown.

Boosted range

Spells with this property can have their range either increased or decreased by equipment and other spells. Spells without this property will always have the same range.

Line of Sight

Spells with this property must have a clear line of sight between the caster and the target. Spells without this property will ignore obstacles.

Linear

Spells with this property can only be cast in a straight line. An example is the spell Attraction used by Sacriers.

Free squares

Spells with this property must target an unoccupied square. This applies primarily to movement spells and summons. Spells without this property may target either an unoccupied square or a square occupied by a player or monster. (It is helpful to be aware of this characteristic with spells like Mistake or Divine Sword that do damage and buff the caster: if you are not close enough to an opponent you can target the spell on an unoccupied square and give yourself the buff.)

Area of effect

Spells with this property have an effect on more than one square.

Forgetting a spell

You can get your spell points back that you have spent on a spell by doing the Otomai Island dungeons or by utilizing the Doploon and Dopple system.

Monster spells

Monsters can also cast spells, though some monsters may share class spells, most will have their own individual spells.


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

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Skill types

Spell: "A skill that results in a one-time effect, such as damage, healing, Energy loss or gain." [1]

Spells are skills particular to Monks, Mesmers, Necromancers, Elementalists, Assassins, Ritualists and Dervishes which vary widely in effect and target. They all have activation times, but some do not have recharge times.

"Spell" is a major subset of skills, and includes sub-types such as the following, which don't have the immediate effect that a simple spell has:

Related articles

  • Skill - All spells are skills, and so fall under this definition as well.
  • Category:Spells contains all spells available.

This article uses material from the "Spell" article on the Guild Wars 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.

Tibia

Up to date as of February 05, 2010
(Redirected to Instant Spells article)

From TibiaWiki

Overview

Spells are magical syntaxes that, once cast, will consume some mana in order to produce the desired effect.

All spells require a certain amount of mana every time they are used, and also have a minimum level requirement. In addition to these restrictions, some spells can only be used by certain vocations.

You cannot use spells too rapidly, as the client will tell you that you are exhausted if you cast spells too quickly in a short period of time. Note that you will not get muted for quickly casting spells, but you cannot cast spells while muted.


The skills of the magic user have a direct impact upon the effectiveness of most spells and runes. While the magic level has the largest impact upon the effect of spells, it is also effected by the experience level to a lesser degree.

Spells are useful for many different things. With spells, you can do almost anything from summoning a horde of skeletons to fight by your side, to generating magical light to illuminate your path.


Image:spellbook.gifIf you are interested in a developed study of spellwords, take time to check the Magic Syllables page.

List of Spells

Image:Desintegrate.gifFor rune spells, go to the runes page.

Name Words Prem Mana Level Price Type Effect
Antidote exana pox no 30 10 150 Healing Cures poison.
Berserk exori yes 115 35 2500 Attack Image:Physical Damage Icon.gif Attacks all players and/or creatures standing on any of the eight squares surrounding the Knight who casts it. And also under the casting player.
Blood Rage utito tempo yes 290 60 8000 Support Increases your melee attack skill (fist fighting, axe fighting, club fighting and sword fighting) by 35% for 10 seconds. It only increases the skill for the weapon type you are using when casting the spell, or increases fist skill if you don't wield any weapon. Concentrating on his attack, a knight will neglect his defense.
Cancel Invisibility exana ina yes 200 26 1600 Support Makes invisible creatures/players visible again.
Challenge exeta res yes (requires promotion) 30 20 2000 Support Makes all Creatures nearby change their target to the caster.
Charge utani tempo hur yes 100 25 1300 Support Increases your speed by 90% for 5 seconds.
Conjure Arrow exevo con no 100 13 450 Supply Creates 10 Arrows.
Conjure Bolt exevo con mort yes 140 17 750 Supply Creates 5 Bolts.
Conjure Explosive Arrow exevo con flam no 290 25 1000 Supply Creates 8 Burst Arrows.
Conjure Piercing Bolt exevo con grav yes 180 33 850 Supply Creates 5 Piercing Bolts.
Conjure Poisoned Arrow exevo con pox no 130 16 700 Supply Creates 7 Poison Arrows.
Conjure Power Bolt exevo con vis yes 700 59 2000 Supply Creates 10 Power Bolts.
Conjure Sniper Arrow exevo con hur yes 160 24 800 Supply Creates 5 Sniper Arrows.
Creature Illusion utevo res ina "creature" no 100 23 1000 Support Turns you into a certain creature for three minutes.
Death Strike exori mort yes 20 16 Attack
Divine Caldera exevo mas san yes 160 50 3000 Attack Image:Holy Damage Icon.gif Instant area spell (like Groundshaker) dealing holy damage.
Divine Healing exura san Yes 210 35 2100 Healing Heals the user with holy powers.
Divine Missile exori san yes 20 40 1800 Attack Image:Holy Damage Icon.gif Causes Holy Damage focused on the square directly in front of the caster, or hits a target at a distance of up to 4 square meters away.
Enchant Party utori mas sio yes Varies 32 4000 Support The Enchant Party spell enables sorcerers to raise the magic level of themselves and their party members by 1, it lasts for 2 minutes.
Enchant Spear exeta con yes 350 45 2000 Supply Turns one ordinary Spear into an Enchanted Spear. You need to have 1 spear in your hand to make it work (not more than 1).
Enchant Staff exeta vis yes (requires promotion) 80 41 2000 Supply Enchants a Staff (10/25) to an Enchanted Staff (39/45) for 60 seconds.
Energy Beam exevo vis lux no 40 23 1000 Attack Image:Electrified Icon.gif Shoots a 5 tile long beam in front of the caster.
Energy Strike exori vis yes 20 12 Attack
Energy Wave exevo vis hur no 170 38 2500 Attack Image:Electrified Icon.gifShoots an energy attack in a large area in the direction the caster is looking.
Eternal Winter exevo gran mas frigo yes 1200 60 8000 Attack Image:Freezing Icon.gif Causes ice damage to enemies around the caster.
Ethereal Spear exori con yes 25 23 1100 Attack Image:Physical Damage Icon.gif Attacks the monster targeted with an Ethereal Spear.
Fierce Berserk exori gran yes 340 70 5000 Attack Image:Physical Damage Icon.gif Just like the regular berserk spell but stronger.
Find Person exiva "NAME" no 20 8 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Fire Wave exevo flam hur no 25 18 850 Attack Image:Burned Icon.gif Shoots a fire attack in the shape of a cone in the direction the caster is looking.
Flame Strike exori flam yes 20 14 Attack
Food (Spell) exevo pan no 120 14 300 Supply Creates various kinds of food.
Great Energy Beam exevo gran vis lux no 110 29 1800 Attack Image:Electrified Icon.gif Shoots a strong beam 8 squares infront of caster.
Great Light utevo gran lux no 60 13 500 Support Has greater illumination range compared to Light.
Groundshaker exori mas yes 160 33 1500 Attack Image:Physical Damage Icon.gif It creates a 36 sqm big field of damage around you, similar in size to Great Fireball.
Haste utani hur yes 60 14 600 Support Increases your Speed for 33 seconds, can also cure paralysis. To determine your speed with this spell, go to the Formula page.
Heal Friend exura sio "name" yes 140 18 800 Healing Heals a specified player. This can also be used on yourself.
Heal Party utura mas sio yes Varies. 32 4000 Support The Heal Party spell will increase the regeneration speed of players on his party to 20 hit points every 2 seconds for a period of 2 minutes.
Hell's Core exevo gran mas flam yes 1200 60 8000 Attack Image:Burned Icon.gif Makes a big explosion around the caster.
Ice Strike exori frigo yes 20 15 Attack
Ice Wave exevo frigo hur no 25 18 850 Attack Image:Freezing Icon.gif Shoots a cone shaped wave in the direction the caster is looking, dealing Ice Damage.
Intense Healing exura gran no 70 11 350 Healing Heals you more than light healing.
Invisible utana vid no 440 35 2000 Support Makes you invisible (to some creatures, not players) for 200 seconds (3 min, 20 sec).
Levitate exani hur up
exani hur down
yes 50 12 500 Support Allows you to magically levitate up or down a level.
Light utevo lux no 20 8 100 Support Makes the screen brighter.
Light Healing exura no 20 9 170 Healing Heals a small amount of HP, can also cure paralysis.
Magic Rope exani tera yes 20 9 200 Support Teleports you up through a hole when you are standing in a rope spot.
Magic Shield utamo vita no 50 14 450 Support All damage received after casting this spell reduces your Mana instead of your Hit Points. The effect will last for 200 seconds (3 minutes 20 seconds).
Mass Healing exura gran mas res yes 150 36 2200 Healing Heals all Players and Creatures around the caster and will also heal the caster.
Protect Party utamo mas sio yes Varies 32 4000 Support The Protect Party spell will raise the shielding by 3 for 2 minutes for every party member standing on one of these fields.
Protector utamo tempo yes 200 55 6000 Support Increases the knight's shielding to 220% for 10 seconds. Concentrating on his protection, the knight will not be able to attack any opponents during this period of time, nor cast spells.
Rage of the Skies exevo gran mas vis yes 650 55 6000 Attack Image:Electrified Icon.gif Calls a huge thunderstorm that causes energy damage, larger than Hell's Core by one sqm in all directions, but weaker.
Sharpshooter utito tempo san yes 450 60 8000 Support Increases the distance skill of Paladins by approximately 50% for 10 seconds.
While this spell is in effect, the paladin's speed is reduced by 70%, they cannot cast any healing, support or supply spells, and they cannot block attacks.
Strong Haste utani gran hur yes 100 20 1300 Support Makes you run faster than with Haste and is slightly less economical on distance given same time and mana, can also cure paralysis It lasts for 22 seconds instead of 33 as with Haste. To determine your speed with this spell, go to the Formula page.
Summon Creature utevo res "creature name" no varies 25 2000 Summon Summons a creature to help you.
Swift Foot utamo tempo san yes 400 55 6000 Support Increases the paladin's speed by 80% for 10 seconds, they however can not attack or use attack spells during this time.
Terra Strike exori tera yes 20 13 Attack
Terra Wave exevo tera hur no 210 38 2500 Attack Image:Poisoned Icon.gif Shoots a wave in the direction the caster is looking dealing Earth Damage in a small area.
Train Party utito mas sio yes Varies 32 4000 Support Raises the Fist Fighting, sword, axe, club and distance fighting skills of party members in a range of 36 square meters around the caster by 3 for 2 minutes.
Ultimate Healing exura vita no 160 20 1000 Healing Heals a large amount of HP.
Ultimate Light utevo vis lux yes 140 26 1600 Support Fills the dark with light.
Undead Legion exana mas mort yes 500 30 2000 Summon Creates a Skeleton from every corpse around you. The area affected is the same size as the Mass Healing Spell.
Whirlwind Throw exori hur (with a target) yes 40 15 800 Attack Image:Physical Damage Icon.gif Attacks the target throwing your weapon like a boomerang. Affects your turn (melee/aggressive spells exhaust).
Wound Cleansing exana mort yes 65 30 300 Healing It heals 60 - 150 % more hp than Exura. Similar to Exura Gran. Spell introduced after Winter Update 2007.
Wrath of Nature exevo gran mas tera yes 770 55 6000 Attack Image:Poisoned Icon.gif Causes earth damage to enemies around the caster.

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

Yugioh

Up to date as of February 05, 2010
(Redirected to Spell Cards article)

From Yu-Gi-Oh!

Spell Cards

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Spell Cards

Lists

Spell Cards (formerly known as Magic Cards until Magician's Force) are green-colored cards that have various effects to alter the play of the game. Often, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. All Spells are Spell Speed 1 (with the exception of Quick-Play Spells (Spell Speed 2). You may play as many Spell Cards as you would like per turn.

Although Spell Cards are often not as powerful as a Trap Card, they have the advantage that they may be played the turn they are drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).

In a typical Deck, Spell Cards occupy a little less than half of the total deck size (around 12-15 cards) and collectively with Trap Cards often have a 1:1 ratio to Monster Cards.

Some very powerful Spell Cards have been banned from tournament play, like "Raigeki". Konami has released new, less-powerful replacements for some of these cards. For instance, "Raigeki" has been replaced in Advanced Format by "Lightning Vortex", which requires a discard and only destroys face-up monsters, or "Flash of the Forbidden Spell" (whose card's title is indicative of a less-powerful replacement to "Raigeki"), which requires that all five of your opponent's monster card zones be filled with monsters in order to activate.

Used properly, a single Spell Card can significantly alter the game in the user's favour. It isn't uncommon for a player to win a Duel with the use of a single Spell Card. Snatch Steal is a common example of a Spell Card that is capable of winning a Duel.

The name Magic Card was likely changed to Spell Card to prevent confusion with the card game Magic: The Gathering, in addition to possible trademark disputes.

Types

A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

Facts about Spell CardsRDF feed

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

YCM

Up to date as of February 06, 2010
(Redirected to Spell Cards article)

From Yu-Gi-Oh Card Maker Wiki

This page needs to be cleaned up to meet this wikia's standards.

Spell Cards (formerly known as Magic Cards) are green-colored cards that have various effects to alter the play of the game. Often, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. All Spells are Spell Speed 1, with the exception of Quick-Play Spells, which are Spell Speed 2. You may play as many Spell Cards as you would like per turn.

Although Spell Cards are often not as powerful as a Trap Card, they have the advantage that they may be played the turn they're drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).

In a typical Deck, Spell Cards occupy a little less than half of the total deck size (around 12-15 cards) and collectively with Trap Cards often have a 1:1 ratio to Monster Cards.

Some very powerful Spell Cards have been banned from tournament play, like "Raigeki". Upper Deck has released new, less-powerful replacements for some of these cards. For instance, "Raigeki" has been replaced in Advanced Format by "Lightning Vortex", which requires a discard and only destroys face-up monsters.

Used properly, a single Spell Card can significantly alter the game in the user's favour.It isn't uncommon for a player to win a Duel with the use of a single Spell Card. "Snatch Steal" is a common example of a Spell Card that is capable of winning a Duel (though it has since been Forbidden).

Types

A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

Example

Image:BladedFin-EN.jpg
Facts about Spell CardsRDF feed

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







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