Dmg's Table For Improvising Damage

This article is about the maximum hit with Magic. For other uses, see Maximum hit.

There are also two tables in the 5th Edition Player's Handbook that are also useful for a dungeon master to have on hand. These are the 'Wild Magic Surge' table on page 104 and the 'Trinkets' table on page 160 and 161 of the Player's Handbook. It's worth keeping these referenced as well and both can be found in the random table index PDF. This is a list of the champions and their base attack damage at level 1, attack damage growth and attack damage at level 18. No abilities passive, active or innate are included in this list. Item-gained damage is not included.

The staff of the dead gives a 15% boost to magic damage.

Magic Damage is an equipment statistic that functions as a damage multiplier that increased the damage of magic spells. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic damage: +x%).

Damages

Both players and non-player characters can utilise magic damage, although when casting Monster Examine on an attackable NPC, their magic damage is instead labelled as 'Magic str bonus'.

There are various methods by which players can increase their potential maximum Magic damage. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic damage: +x%).

Temporarily increasing your Magic level only increases your accuracy, but not damage (with the exception of Magic Dart, salamanders, trident of the seas/swamp and sanguinesti staff).

Dmg's Table For Improvising Damages

  • 2Special circumstances

Damage-boosting equipment[edit | edit source]

EquipmentDamage
boost
Levels
required
Shows
in Stats
Conditions/Notes
Ahrim's equipment30%70Attack
70Magic
70Defence
NoOnly has a 25% chance to occur. Both the set and amulet must be worn to get the damage boost. Does not include staff's 5% damage bonus.
Amulet of the damned
Castle wars bracelet20%NoneNoOnly applies in Castle Wars against a bearer of a flag. Must be worn before the game starts, not during the game.
Tormented bracelet5%75HitpointsYesNone.
Staff of the dead15%75Attack
75Magic
YesCan cast Slayer Dart and auto-cast Flames of Zamorak.
Has a 12.5% chance of negating runes being used for that spell.
Toxic version can inflict venom.
The staff of light has the same abilities as the staff of the dead, but has the ability to cast Saradomin Strike in place of Flames of Zamorak.
Toxic staff of the dead15%
Staff of light15%
Ancestral hat2%75Magic
65Defence
YesNone.
Ancestral robe top2%
Ancestral robe bottom2%
Slayer helmet (i)15%40Combat
20Strength
10Defence
YesOnly works against monsters assigned as a Slayer task. Does not stack with salve amulet(ei).
Black mask (i)15%40Combat
20Strength
Salve amulet(ei)20%NoneYesRequires completion of Lair of Tarn Razorlor and access to the Nightmare Zone.
Only works against undead.
Does not stack with slayer helmet (i) or black mask (i).
Occult necklace10%70MagicYesNone.
Smoke battlestaff10%30Attack
30Magic
NoOnly affects spells in the standard spellbook.
Chaos gauntlets+3NoneNoRequires completion of Family Crest.
Only affects bolt spells.
Tome of fire50%50MagicNoMust be charged with burnt pages. Only affects fire spells. Also provides unlimited fire runes.
Kodai wand15%75MagicYesAlso has a 15% chance of negating runes being used for that spell and provides unlimited water runes.
Ahrim's staff5%70Attack
70Magic
YesNone.
Elite Void Knight
equipment
2.5%42Attack
42Strength
42Defence
42Magic
42Hitpoints
42Ranged
22Prayer
NoRequires completion of Hard Western Provinces Diary
Also increases magic accuracy by 45%.
Imbued god capes2%75MagicYesRequires completion of The Mage Arena II.
  • It is important to note that items with a magic attack bonus such as the Ahrim's robetop do not boost your max hit, just your accuracy. Similarly, items with a magic defence bonus, such as the black d'hide body don't affect the maximum damage you will take from spells, just your opponent's accuracy.
  • Prayers such as Mystic Will, Mystic Lore, Mystic Might, and Augury only increase accuracy, not max hit.

Special circumstances[edit | edit source]

Charge[edit | edit source]

Charge is a spell which temporarily increases the maximum damage of the three God spells by 10 (providing the player is wearing the corresponding god cape). The spell requires a Magic level of 80.

Magic Dart[edit | edit source]

Magic Dart is a spell that increases in damage the higher the player's Magic level is. At 50, the base maximum hit is 15 and at 99 it is 19 (20 if boosts are used). However, it can only be cast by a slayer's staff, its enchanted version or a (toxic) staff of the dead.

The damage is significantly increased if an enchanted Slayer's staff is used to cast the spell while on task. At 75 (the minimum to wield the enchanted staff), the base maximum hit is 25, and at 99 it is 29, up to 31 if an imbued heart boosts from 99 to 108.

Salamanders[edit | edit source]

Salamanders can be used to attack using Magic. The maximum hit increases with the player's Magic level. black salamanders, the strongest salamander, has a base maximum hit of 17 at 70, and at 99 it is 24, up to 27 if an imbued heart boosts from 99 to 108.

Trident of the seas/swamp[edit | edit source]

Tridents work differently to other staves. The damage is dependent on the player's Magic level, like Magic Dart.

At level 75 Magic, the base damage is 20, this increases up to 28 at level 99 (29 if boosted). Likewise, stat-reductions will lower the damage, but the minimum max hit will never fall below 20; even if the player's Magic level is reduced below 75.

The table below assumes you are only using the trident without any Magic damage bonuses.

Magic LevelSeas
max hit
Swamp
max hit
75-772023
78-802124
81-832225
84-862326
87-892427
90-922528
93-952629
96-982730
99-1012831
102-1042932
105-1073033
108+3134

Maximum Magic hit[edit | edit source]

old
Due to an update, the information in this article may be out-of-date.
Reason: Fire Surge can hit higher than Fire Wave
You can help improve it by updating the information.
  • Calculation order [1]:
    1. Base damage
    2. * gear dmg% (if salve amulet, ignore step 6)
    3. Floor ANS
    4. * Slayer
    5. Floor ANS
    6. * Tome of fire
    7. Floor ANS
    8. * cw
    9. Floor ANS
    10. Max hit
  • Ice BarragePvP
    • wep 15 + cape 2 + neck 10 +2 hat + 2 top + 2 bottom + 5 torment
    • 30 * 138% = 41
    • Ahrim's set with amulet of the damned is capable of hitting 42 (one spell in four only).
  • Speed of 5 (single target)
    • Slayer
      • Fire Surge max hit 54 (52 with smoke battlestaff) w/ tome of fire
        • 2% cape + 15% helm + 10% neck + 15% wep (or 10%) + 2% top + 2% bottom + 5% bracelet
    • Castlewars (Note: possibly wrong. Floor(base*36%)*20% cw brace not additive? Max 57)
      • Fire Surge max hit 56 (54 w/ smoke): 24 base damage (or 36 with tome of fire)
        • 2% imbued god cape + 10% occult + 15% sotd (or 10% if smoke battlestaff autocast) + 2% ancestral top + 2% ancestral bottom + 20% castlewar bracelet + 5% tormented bracelet = 56% or 51%
    • Other
      • Fire Surge max hit 49 (47 with smoke battlestaff) w/ tome of fire
        • 2% cape + 2% hat + 10% neck + 15% wep (or 10%) + 2% top + 2% bottom + 5% bracelet = 38%
      • Fire Surge: Ahrim's set with amulet of the damned and tome of fire is capable of hitting 51 (1/4 hits)
  • Speed of 6 (trident only)
    • Slayer
      • 44
      • 2% cape + 15% helm + 10% neck + 2% top + 2% bottom + 5% bracelet = 36%
      • 105+ magic base 33 with toxic trident (if toxic trident has a cap of 33 base dmg)
    • Undead (no slayer task)
      • 43
      • 2% cape + 2% hat + 20% neck + 2% top + 2% bottom + 5% bracelet = 33%
    • Castlewars (note: possibly wrong. Floor(base*36%)*20% cw brace not additive? Max 52)
      • 51 (base damage * 156%)
        • 2% cape + 10% neck + 15% wep + 2% top + 2% bottom + (20% + 5%) bracelet = 56%
    • Other (ex. barrows)
      • 40
        • 2% cape + 2% hat + 10% neck + 2% top + 2% bottom + 5% bracelet = 23%
  • Outside of minigames, it is possible to hit a maximum of 46 by casting Ice Barrage, Flames of Zamorak with Charge, or Fire Wave with a charged tome of fire with the staff of the dead, occult necklace, tormented bracelet, ancestral robe top and bottom, and a slayer helmet (i) on a Slayer task.
Dmg
  • The maximum total theoretical damage from one spell is 368, achieved by hitting nine targets with Ice Barrage for 48 damage to the flag bearer and surrounding players for 40 damage each during a Castle Wars game.
  • While using the trident of the swamp, occult necklace, tormented bracelet, ancestral robe top and bottom, and slayer helmet (i) on a Slayer task, and a Magic level boosted to at least 108, one can hit up to a maximum of 47 with the trident's built-in spell.

References[edit | edit source]

Dmg's Table For Improvising Damage Video

  1. Bitterkoekje. 'Combat Formulas.' 10 March 2015. RuneScape Forums.
Combat Mechanics
Combat
Maximum hit
Mechanics
Other
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Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

Dmg's Table For Improvising Damage 2017

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.


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Dmg's Table For Improvising Damage 2017

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