Magic is a versatile skill in HighSpell, primarily used for combat but also offering valuable utility spells like global teleportation and item-to-coin conversions (see: Aurum Majora and Aurum Minor). Offensive Magic spells typically deal elemental damage and require various scrolls to cast, which are created through Enchanting.

In combat, Magic allows you to attack enemies from a distance, often while avoiding damage using obstacles or "safe-spotting"—a tactic shared with Range. This makes Magic a highly effective method for training against stronger enemies without heavy food consumption.

Magic plays a key role in the "combat triangle":

  • Magic tends to counter melee users, who often wear heavy armor with poor resistance to spells.
  • However, Magic is weak against Range users, as a high Range bonus also increases magic defense.

Equipment Requirements

The items listed below require a certain level of Magic to equip. If an item provides a bonus to Magic but is not listed here, it can be assumed that it does not have a Magic requirement. For a list of items that increase your Magic stat, see the Magic Equipment section further down.

Magic can be temporarily boosted using a Potion Of Magic to meet the requirements for equipping higher-level gear. Once equipped, items will remain worn even after the potion's effects expire, allowing players to continue using the gear until it's manually unequipped.

Base Level Equipment Unlocked Boostable At
40     Equip Blue Wizard's Clothing   36
40     Equip Staff of Fire   36
40     Equip Staff of Water   36
40     Equip Staff of Nature   36
50     Equip Blood Clothing   45
50     Equip Magician's Cape   45
70     Equip Damogui's Staff   63

Magic Equipment

The lists below includes all armor and weapons that provide a bonus to Magic. If you're looking for items that require a certain Magic level to equip, see the Equipment Requirements section. Items not listed there are assumed to have no Magic level requirement.

Magic Armor

▼ Click to expand ▼

Magic Weapons

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Item Accuracy Strength Range Magic Defense Speed
  Staff +2   +2   +4   +4   6 Ticks (3.6s)
  Ember Staff +2   +2   +10   +4   6 Ticks (3.6s)
  Forest Staff +2   +2   +10   +4   6 Ticks (3.6s)
  Hydro Staff +2   +2   +10   +4   6 Ticks (3.6s)
  Damogui's Staff +10   +10   +17   +4   6 Ticks (3.6s)

Magic Spells

Below is a complete list of all spells currently usable by players in the Magic skill[1].

Inventory Spells

Inventory spells are spells that use items in the player's inventory. Currently, the only type of inventory spells are alchemy spells.

Aurum Minor and Aurum Majora allow players to convert unwanted items into Coins. This provides a solid method for training Magic while also offering a profitable way to earn extra gold. It's often better to hold onto items until you can eventually alchemize, rather than selling them to a General Store for a lower return.

Find out how much profit or loss you can make by using our Aurum profit calculator!

Level Spell Scrolls Required Base XP
20     Aurum Minor

1 ×   Alchemy Scroll

2 ×   Fire Scroll

30   XP
60     Aurum Majora

1 ×   Alchemy Scroll

4 ×   Fire Scroll

70   XP

Combat Spells

Combat spells are offensive abilities used to damage and defeat enemies. Most available spells target a single enemy, but Outburst is an exception; it deals area-of-effect (AOE) damage to multiple targets. Casting Outburst requires Damogui's Staff and consumes a significant number of scrolls, making it a costly but powerful option.

Combat spells can be set to auto-cast by right-clicking on the spell icon.

Level Spell Scrolls Required Base XP Max Damage
1     Water's Fury

1 ×   Fury Scroll

1 ×   Water Scroll

4   XP  2
6     Nature's Fury

1 ×   Fury Scroll

1 ×   Nature Scroll

8   XP  4
15     Fire's Fury

1 ×   Fury Scroll

1 ×   Fire Scroll

12   XP  6
18     Water's Rage

1 ×   Rage Scroll

3 ×   Water Scroll

15   XP  8
25     Nature's Rage

1 ×   Rage Scroll

3 ×   Nature Scroll

18   XP  10
32     Fire's Rage

1 ×   Rage Scroll

3 ×   Fire Scroll

21   XP  12
59     Water's Blood

1 ×   Blood Scroll

5 ×   Water Scroll

30   XP  14
65     Nature's Blood

1 ×   Blood Scroll

5 ×   Nature Scroll

33   XP  16
71     Fire's Blood

1 ×   Blood Scroll

5 ×   Fire Scroll

37   XP  18
70     Outburst
Must have   Damogui's Staff equipped to cast.

10 ×   Fire Scroll

4 ×   Fury Scroll

3 ×   Rage Scroll

2 ×   Blood Scroll

50   XP  30

Status Spells

Status spells can be cast on enemies to weaken their defenses or abilities. They are particularly effective against high-level enemies that take longer to defeat, and are especially valuable in boss encounters like Damogui.

Level Spell Scrolls Required Base XP
10     Musculor Reduction

1 ×   Energy Scroll

2 ×   Fire Scroll

15   XP
16     Oculus Reduction

1 ×   Energy Scroll

2 ×   Nature Scroll

15   XP
23     Armada Reduction

1 ×   Energy Scroll

2 ×   Water Scroll

15   XP

Teleport Spells

Teleport spells are incredibly useful and worth unlocking early. Even the first two, Hedgecastle Teleport and Celadon Teleport, significantly speed up world travel.

Blood Teleport stands out from other Magic spells. It doesn't require scrolls; instead, it consumes 50% of the player's health and transports them to a random location on the map. Use with caution, as it often places you in the Wastelands, a PvP-heavy zone where you may be at risk of being killed by other players.

Teleport spells, except Blood Teleport, cannot be used to teleport out of the Wastelands if you are more than 20 levels deep.

Level Spell Scrolls Required Base XP
1     Blood Teleport
Sacrifices half of the player's maximum HP to teleport to a random location.
None None
24     Hedgecastle Teleport

1 ×   Warp Scroll

1 ×   Water Scroll

25   XP
28     Celadon Teleport

1 ×   Warp Scroll

2 ×   Energy Scroll

30   XP
30     Dragonsmoke Teleport
Must have completed the Dragonsmoke Island quest.

1 ×   Warp Scroll

5 ×   Fire Scroll

30   XP
35     Ictirine Teleport

1 ×   Warp Scroll

1 ×   Nature Scroll

35   XP
40     Water Obelisk Teleport

1 ×   Warp Scroll

10 ×   Water Scroll

40   XP
40     Nature Obelisk Teleport

1 ×   Warp Scroll

10 ×   Nature Scroll

40   XP
40     Fire Obelisk Teleport

1 ×   Warp Scroll

10 ×   Fire Scroll

40   XP
40     Fury Obelisk Teleport

1 ×   Warp Scroll

10 ×   Fury Scroll

40   XP
40     Energy Obelisk Teleport

1 ×   Warp Scroll

10 ×   Energy Scroll

40   XP
40     Rage Obelisk Teleport

1 ×   Warp Scroll

10 ×   Rage Scroll

40   XP
40     Wizard's Obelisk Teleport

1 ×   Warp Scroll

10 ×   Magic Scroll

40   XP
42     Highcove Teleport

1 ×   Warp Scroll

2 ×   Water Scroll

40   XP
47     Anglham Teleport

1 ×   Warp Scroll

5 ×   Nature Scroll

45   XP
55     Portal Obelisk Teleport

10 ×   Warp Scroll

55   XP
55     Golden Obelisk Teleport

1 ×   Warp Scroll

10 ×   Alchemy Scroll

55   XP
55     Blood Obelisk Teleport

1 ×   Warp Scroll

10 ×   Blood Scroll

55   XP

Training To Level 40

To save you from doing the math yourself, here's exactly how many casts you'll need to reach level 40 Magic—the requirement for most teleportation spells. These values assume only the base experience per cast (without bonus experience from dealing damage), so they're the maximum casts required. In reality, you'll likely need fewer, especially if you hit higher damage. Plan for some leftover scrolls, or consider stocking a bit less than listed.

At level 36, you can use a Potion Of Magic to temporarily boost your Magic level to 40, allowing you to equip the Ember Staff (as well as Blue Wizard's clothing, if you have it). This staff provides unlimited Fire Scrolls when equipped, lowering the cost of training.

Casts Required

Levels Spell Casts Required Scrolls Required Base XP
1-6     Water's Fury 156

156 ×   Fury Scroll

156 ×   Water Scroll

4   XP
6-15     Nature's Fury 295

295 ×   Fury Scroll

295 ×   Fire Scroll

8   XP
15-18     Fire's Fury 116

116 ×   Fury Scroll

116 ×   Fire Scroll

12   XP
18-25     Water's Rage 361

361 ×   Rage Scroll

1,083 ×   Water Scroll

15   XP
25-32     Nature's Rage 603

603 ×   Rage Scroll

1,809 ×   Nature Scroll

18   XP
32-40     Fire's Rage 1,257

1,257 ×   Rage Scroll

3,771 ×   Fire Scroll

21   XP
  Fire's Rage with   Ember Staff

1,257 ×   Rage Scroll

1,515 ×   Fire Scroll

Total Scrolls Required

Scroll Amount
  Water Scroll 1,239
  Nature Scroll 2,104
  Fire Scroll 3,887
2,111
  Fury Scroll 567
  Rage Scroll 2,221

Want to calculate things yourself? Use our handy Experience Calculator!

References

  1. The Confusion spell is not castable by the player.