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Wilderness Map

Use the following chart to see where to get each rune, listed alphabetically.


Rune
Image
Classification
Spawning Location (s)
Air Elemental On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge
Blood Used for Wave Attacks No spawn point, you need to kill monsters or thieve it
Body Used for Curse Attacks Al Kharid Scimitar Shop, Wilderness
Chaos Used for Bolt Attacks Dark Wizards tower, Wilderness
Cosmic Used for Enchantment Deep Wilderness on the Ice Plateau
Death Used for Blast Attacks Southeast of Yanille surrounded by Grey Wolves
Earth Elemental North Varrock Forest, Varrock Sewers
Fire Elemental Al Kharid Mine, Karamja Dungeon
Law Used for Teleportation and Telekinesis No spawn point, you need to kill monsters
Mind Used for Strike Attacks Lumbridge Castle
Nature Used for Conversion Wilderness, Ardougne (chests)
Soul Used for High Level Curse Attacks Wizard's Guild
Water Elemental Al Kharid Mine

* Members Only Runes


Spells


The following chart will tell you all the spells with the magic level required to cast, how much experience you gain for casting each spell, the runes you need to cast each spell, and of course what the spell actually does.



Spell
Magic Level Required
Experience Gained
Runes Required
Effect
Wind Strike 1 11 1 Air, 1 Mind A strength 1 missile attack
Confuse 3 13 1 Body, 2 Earth, 3 Water Reduces your opponent's attack by 5%
Water Strike 5 15 1 Water, 1 Air, 1 Mind A strength 2 missile attack
Enchant Level 1 Amulet 7 17.5 1 Water, 1 Cosmic Enchant Sapphire amulet
Earth Strike 9 19 1 Air, 1 Mind, 2 Earth A strength 3 missile attack
Weaken 11 21 1 Body, 2 Earth, 3 Water Reduces your opponent's strength by 5%
Fire Strike 13 23 1 Mind, 2 Air, 3 Fire A strength 4 missile attack
Bones to Bananas 15 25 1 Nature, 2 Earth, 2 Water Changes all held bones into bananas
Wind Bolt 17 27 1 Chaos, 2 Air A strength 5 missile attack
Curse 19 29 1 Body, 2 Water, 3 Earth Reduces your opponent's defense by 5%
Low Level Alchemy 21 31 1 Nature, 3 Fire Converts an item into gold
Water Bolt 23 33 1 Chaos, 2 Water, 2 Air A strength 6 missile attack
Varrock Teleport 25 35 1 Fire, 1 Law, 3 Air Teleports you to Varrock
Enchant Level 2 Amulet 27 37 1 Cosmic, 3 Air Enchant Emerald amulet
Earth Bolt 29 39 1 Chaos, 2 Air, 3 Earth A strength 6 missile attack
Lumbridge Teleport 31 41 1 Law, 1 Earth, 3 Air Teleports you to Lumbridge
Telekinetic Grab 33 43 1 Air, 1 Law Take an item you can see but you can't reach
Fire Bolt 35 45 1 Chaos, 3 Air, 4 Fire A strength 8 missile attack
Falador Teleport 37 47 1 Water, 1 Law, 3 Air Teleports you to Falador
Crumble Undead 39 49 1 Chaos, 2 Earth, 2 Air Hit skeletons, ghosts & zombies hard
Wind Blast 41 51 1 Death, 3 Air A strength 9 missile attack
Superheat Item 43 53 1 Nature, 4 Fire Smelt 1 ore without a furnace
Camelot Teleport 45 55 1 Law, 5 Air Teleports you to Camelot
Water Blast 47 57 1 Death, 3 Air, 4 Water A strength 10 missile attack
Enchant Level 3 Amulet 49 59 1 Cosmic, 5 Fire Enchant Ruby Amulet
Iban Blast 50 35 1 Death, 5 Fire A strength 25 missile attack
Ardougne Teleport 51 61 2 Water, 2 Law Teleports you to Ardougne
Earth Blast 53 63 1 Death, 3 Air, 4 Earth A strength 11 missile attack
High Level Alchemy 55 65 1 Nature, 5 Fire Convert an item into more gold
Charge Water Orb 56 66 1 Glass Orb, 3 Cosmic, 30 Water Charges the orb to Water Element
Enchant Level 4 Amulet 57 67 1 Cosmic, 10 Earth Enchant Diamond amulet
WatchtowerTeleport 58 68 2 Law, 2 Earth Teleports you to the watchtower in Yanille
Fire Blast 59 69 1 Death, 4 Air, 5 Fire A strength 12 missile attack
Claws of Guthix 60 72 1 Fire, 4 Air, 2 Blood Summons the power of Guthix
Saradomin Strike 60 72 2 Fire, 4 Air, 2 Blood Summons the power of Saradomin
Flames of Zamorak 60 72 4 Fire, 1 Air, 2 Blood Summons the power of Zamorak
Charge Earth Orb 60 70 1 Glass Orb, 3 Cosmic, 30 Earth Charges the Orb to Earth Element
Wind Wave 62 72 1 Blood, 5 Air A strength 13 missile attack
Charge Fire Orb 63 73 1 Glass Orb, 3 Cosmic, 30 Fire Charges the Orb to Fire Element
Water Wave 65 75 1 Blood, 5 Air, 7 Water A strength 14 missile attack
Charge Air Orb 66 76 1 Glass Orb, 3 Cosmic, 30 Air Charges the Orb to Air Element
Vulnerability 66 76 1 Soul, 5 Earth, 5 Water Reduces your opponent's defense by 10%
Enchant Level 5 Amulet 68 78 1 Cosmic, 15 Earth, 15 Water Enchant Dragonstone Amulet
Earth Wave 70 80 1 Blood, 5 Air, 7 Earth A strength 15 missile attack
Enfeeble 73 83 1 Soul, 8 Water, 8 Earth Reduces your opponent's strength by 10%
Fire Wave 75 85 1 Blood, 5 Air, 7 Fire A strength 16 missile attack
Stun 80 90 1 Soul, 12 Earth, 12 Water Reduces your opponent's attack by 10%

Members Only Spells


Elemental Staffs

There are four kinds of elemental staffs, one for each of the elemental runes. There is no level required to wield any elemental staff. While wielding your Water, Fire, Earth, or Air Staff, you will never have to use a rune, for the respective type. For example, if you are using an Earth Staff and want to cast the "Earth Blast" spell, which uses three Air, one Death, and four Earth runes, you will only have to use the Air and Death runes and won't need to use any Earth runes, thanks to your staff. If you want to buy one of these staffs for 1500 gold coins, just go to Varrock's staff shop. If you can not find the staff shop, you can use the Varrock City Guide (It's number 7).

Wizard's Mind Bomb

Wizards Mind Bomb is used to raise your magic level by 3 levels for a short period of time. This is helpful for some quests in which you have a small shortfall of magic experience. Though your chances of the success in using spells temporarily granted to you using the Wizards Mind Bomb are more often than not unsuccessful.

Magic Guild

The Wizard's Guild is exclusive to the members of Runescape whose magic level is or greater than 66. You can find it west of Yanille's bank. If you don't know where Yanille is, just use the world map.