Damage per second/Magic
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See also: OSRS Wiki DPS calculator
This article is about calculating magic damage output, not to be confused with the Equipment stat Magic Damage.
Magic damage is affected by the spell used, equipment, prayer, skill boosts and the monster being attacked.
There are various methods by which players can increase their potential Magic damage. The effects of most equipped items can be seen in the stats window (labelled as Magic: +x and Magic damage: +x%).
Calculating your magic damage output
Step one: Calculate the maximum hit
Maximum hit is affected only by damage boosting equipment and the base max hit of the spell used[1].
See maximum magic hit for the information on calculating the maximum hit for a specific setup.
Step two: Calculate the effective level
Effective level is affected by your current level multiplied by prayers used and skill level boosts.
To calculate your effective level:
- (Magic level + Magic level boost) * prayer bonus
- Round down to nearest integer
- Multiply by 1.45 if using Void Magic
- +3 if using Accurate on powered staves, or +1 if using Longrange instead on powered staves
- +8
- Round down to nearest integer
Magic Level boost:
| Boost | Level increase |
Visibility | Other info | |
|---|---|---|---|---|
| Magic cape | 1 | Visible | Players may use the cape to change to any spellbook that they already have unlocked up to five times per day. | |
| Steamforge brew | 1 | Visible | ||
| Oldak | ±2 | Visible | Requires completion of Death to the Dorgeshuun. | |
| Kraken ink stout | 2 | Visible | When onboard in a keg, it increases the likelihood of ocean encounters by 4%. | |
| Wizard's mind bomb | 2 or 3 | Visible | Available to free players. | |
| Magic essence | 3 | Visible | Used during the Fairytale II - Cure a Queen quest. | |
| Magic essence mix | 3 | Visible | Requires Barbarian training. | |
| Mature Wizard's mind bomb | 3 or 4 | Visible | ||
| Magic potion | 4 | Visible | Allows for the use of higher level magical spells. | |
| Magic mix | 4 | Visible | Requires Barbarian training. | |
| Divine magic potion | 4 | Visible | Acts as a magic potion. Passive stat draining for Magic is disabled for 5 minutes, meaning the player's Magic will stay fully boosted. After the 5 minutes are over, Magic level will be restored to its base level. | |
| Battlemage potion | 4 | Visible | Acts as a magic and super defence potion in one dose. | |
| Divine battlemage potion | 4 | Visible | Acts as a battlemage potion. Passive stat draining for Magic is disabled for 5 minutes, meaning the player's Magic will stay fully boosted. After the 5 minutes are over, Magic level will be restored to its base level. | |
| Bandages (Theatre of Blood) | 4 | Visible | ||
| Spicy stew (red spice) |
±0-5 | Visible | Depending on type of stew, any skill except Hitpoints can be boosted or reduced by 0 to 5 levels randomly. | |
| Ancient brew | 2-6 | Visible | ||
| Forgotten brew | 3-10 | Visible | ||
| Castlewars brew | 1-10 | Visible |
Only usable within the Castle Wars Minigame. | |
| Imbued heart | 1-10 | Visible | Only usable once every 7 minutes. | |
| Smouldering heart | ?-11 | Visible | The boost is reapplied continuously for 2 minutes, after which it starts decaying naturally. This stat boost scales at an unknown rate with level and the listed one is the boost received at level 99. | |
| Saturated heart | 4-13 | Visible | Passive stat draining for magic is disabled for 5 minutes, meaning the player's Magic will stay fully boosted. After the 5 minutes are over, Magic level will be restored to its base level. Only usable once every 5 minutes. | |
| Kodai (-) | 4-13 | Visible | Only usable within the Chambers of Xeric. | |
| Overload (-) | 4-13 | Visible | Acts as an elder (-), twisted (-), and kodai (-) potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Kodai potion | 5-17 | Visible | Only usable within the Chambers of Xeric | |
| Overload (Chambers of Xeric) | 5-17 | Visible | Acts as an elder, twisted, and kodai potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Potion of power | 5-19 | Visible | Only usable within the Soul Wars minigame. | |
| Super magic potion | 5-19 | Visible | Only usable within the Nightmare Zone. | |
| Overload (Nightmare Zone) | 5-19 | Visible | Acts as a super combat, super ranging, and super magic potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Nightmare Zone. | |
| Kodai (+) | 6-21 | Visible | Only usable within the Chambers of Xeric. | |
| Overload (+) | 6-21 | Visible | Acts as an elder (+), twisted (+), and kodai (+) potion in one dose. The boost is reapplied every 15 seconds for 5 minutes. (This lost health is refunded after the overload ends). Only usable within the Chambers of Xeric. | |
| Smelling salts | 11-26 | Visible | Restores run energy by 25%. The boost is reapplied every 15 seconds for 8 minutes. Only usable within the Tombs of Amascut. | |
Note that temporarily increasing your Magic level only increases your accuracy, but not max hit, with the exception of Magic Dart, salamanders, trident of the seas/swamp and sanguinesti staff.
Prayer Multiplier:
| Prayer | |
|---|---|
| Mystic Will | 1.05 |
| Mystic Lore | 1.10 |
| Mystic Might | 1.15 |
| Augury | 1.25 |
Step three: Calculate the equipment bonus
Equipment bonus is equal to the Magic Attack stat in the Equipment stats window. Wearing magic gear will increase your equipment bonus.
See here for a full list of all stat-boosting gear, or here for a list magic armour.
Add up the Magic Attack of each piece of equipment worn to find your equipment bonus.
Step four: Calculate the accuracy roll
To calculate your accuracy roll:
- Effective level * (Equipment bonus + 64)
- Multiply by 1.15 if wearing a slayer helm on task or killing undead monsters with an imbued salve amulet.
- Round down to nearest integer
Step five: Calculate the hit chance
If Accuracy Roll > Defence roll:
Else
Step six: Calculate the magic damage output
To calculate the Damage Per Second, divide the Damage Per hit by the attack speed of the spell in seconds.
Spells from the Standard and Ancient spellbook have attack speed of 3 seconds, while tridents and staves that cast their own spells have an attack speed of 2.4
If bursting/barraging, multiply the DPS by the amount of targets getting hit (Note that maximum amount of targets for every AOE spell is 9).
References
| Combat | |
|---|---|
| Maximum hit | |
| Damage per second | |
| Mechanics | |
| Other | |