Pay-to-play Magic training

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This article is about the pay-to-play guide. For the free players' guide, see Free-to-play Magic training.
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Efficient ways of training Magic are typically mundane and usually involve repetitive clicking. However, many players find achieving the appropriate levels for teleports, high-level jewellery enchantments, combat spells, and improved magic defences well worth the time and monetary investment. Magic is relatively easy to train, but can be time consuming and expensive. This article will go over community favourites and efficient methods.

Starting off[edit | edit source]

Level 1–19 – Combat[edit | edit source]

Cast the basic elemental spells on monsters such as goblins, cows, and other weak creatures. You can also head to the Edgeville Monastery to train on Monks, as they heal themselves and do negligible damage.

Alternatively, 'splashing' Confuse or Weaken (-65 or less magic bonus) can be an effective option. This allows the spell to be cast repetitively without having to wait for the draining effect inflicted on the enemy to wear off, though it cannot be autocast. One recommended target for this strategy is the Monk of Zamorak behind Varrock Castle's staircase.

Players can complete the Imp Catcher and Witch's Potion quests for a total reward of 1,200 Magic experience. This allows players to quickly reach level 10 Magic without spending coins on runes.

Using Fire Strike on monsters is an effective and cheap training method. Make sure to equip either a fire or air staff, since they can autocast spells and negate some of the rune costs.

Alternatively, if wealth is not an issue, a player can simply use the best available bolt spell.

Good options for training include:

Level 19–43 – Splashing Curse[edit | edit source]

Starting at level 19, one could repeatedly 'splash' Curse to gain Magic experience. It should be noted, however, that this method cannot be autocast. Note: If Curse lands on an enemy, it cannot be recast on that enemy until the effects wear off. 'Splashing' bypasses this timer, as the spell never landed on the enemy in the first place. Recommended equipment includes Staff of earth (or alternatively a Mud battlestaff) with armour that provides negative magic bonuses (ex. Iron armour or Dragonhide with metal shoes). A magic bonus of -65 or lower is strongly recommended. Good spots to train with Curse include the skeletons at level 1 Wilderness, the caged Monk of Zamorak at Varrock Palace, or the caged Lesser demon inside Wizards' Tower, though with a magic bonus of -65, any monster that can be safespotted is suitable. If you cannot reach the -65 bonus, then places where a large number of enemies can be safespotted, can be used to keep up constant casting, even if Curse does not splash. One example is the Barbarian Encampment, where you can stand in the middle of the rocks and cast Curse on the many Barbarians in the area.

To avoid killing your target, you can bring runes for Fire Strike and set it to autocast. Using a Smoke battlestaff is recommended for this method. This method allows you to train on weak monsters without safespotting, and it also allows you to temporarily idle while still gaining a small amount of experience, though less magic XP is earned for the money spent on runes.

Each cast of Curse yields 29 experience; this yields a maximum of 34,000 experience per hour.

Level 43–55 – Superheat Item[edit | edit source]

Use Superheat Item to create bars. Selling the bars could allow you to break even, take a loss, or make a little bit of money depending on the prices of Nature runes and bars. This is a favourable option if you need to also train your Smithing skill. Optimal utilisation of this method yields around 97,000 magic experience per hour. It will take about 2,195 casts of Superheat Item to reach level 55. See the Superheat Item page for a table with the cost/xp for each type of bar.

Level 45–55 – Camelot Teleport[edit | edit source]

Equip a Staff of air and hold about 1,895 law runes, then repeatedly cast Camelot Teleport. Players receive 55.5 experience per cast, which will give you about 80,000 experience per hour.

  • 197 per law rune
  • -197 per law rune per cast
  • -3.5 cost per XP
  • -373,315 from 45 to 55, or 105,124 experience (1895 casts)
  • -283,964 aproximate cost per hour

Zero time methods[edit | edit source]

From level 55 onwards Magic can be feasibly trained while doing other activities, meaning that the skill is considered passive and can be trained in "zero time". Passive training methods offer slow Magic experience per hour in real time, however, and players who wish to actively gain Magic experience should consider using faster methods below.

Level 55+ – High Level Alchemy[edit | edit source]

Casting High Level Alchemy (commonly known as "alching") on various items while doing other activities is one of the best methods to train Magic from level 55 onwards. Players receive 65 experience per cast. This method earns a maximum of 78,000 experience per hour if standing still, but for the best efficiency it is best to cast High Level Alchemy while training other skills, such as training Agility, low-level Hunter, some Slayer tasks or doing farming runs.

This method usually breaks even or profits slightly, but it requires a sizable amount of capital to buy the items. Leaving offers on the Grand Exchange for long periods of time is productive to get the items cheaper if the player can afford not having the cash required available for the time being. Popular items include those that other players massively generate through monster drops or skilling, such as adamant, rune or dragon items, dragonhide bodies, battlestaves and yew or magic longbows. Buying limits and high prices limit the practicality on some of these.

Cast High Level Alchemy on noted items whenever possible. Not only will this allow you to alch without constantly having to bank, but it also eliminates the risk of accidentally alching your worn equipment if you left-click 'wield' on an item you were trying to alch. Furthermore, it means that there is only one place in the inventory that you need to click. Place the noted items in the third or fourth row, all the way to the right, to eliminate the need of moving the mouse.

Level 82+ – Magic Imbue[edit | edit source]

At level 82, a player unlocks Magic Imbue on the Lunar spellbook. The benefit of this spell is that it only requires one inventory space for astral runes and an equipped steam battlestaff (or an elemental staff with water runes and a tome of fire) to be cast, and it does not interrupt any actions such as fishing. The downside of this spell is that it may only be cast once every 21 ticks (12.6 seconds), costs money, and is by itself very slow experience. A player can cast it for example when crafting lava runes, training Fishing or Agility.

Players can gain up to 20,000–24,000 passive Magic experience per hour casting Magic Imbue, and it currently costs -3.7 per experience when using a steam battlestaff.

Level 70/94+ – Slayer[edit | edit source]

Using Ice Barrage or Ice Burst on Greater nechryael, dust devils, and smoke devils when training Slayer is by far the most efficient method to train Magic. It is not only efficient for Slayer, but is very fast Magic experience and can break even and sometimes turn a profit.

7–99: Profit-only method (slower, but always profits)[edit | edit source]

While it may be beneficial to find a consistent money maker and then train Magic with the faster but more expensive methods, it's possible to train magic without any loss, and doing so can bring millions in profit if done all the way to 99. There's no way to profit up to level 7, so for new players interested in training Magic as soon as possible, it's suggested to do the Imp Catcher quest after obtaining the money for the beads from the Stronghold of Security. Always check the jewellery Calculator to ensure you're enchanting the most profitable item, and check the page of each spell to see the currently profitable items to use them on before buying anything. Also note that some of these spells require additional quests or tasks to use; be sure that you can use a spell before buying materials for it, and that you know the mechanics of the spell itself before casting it in order to not waste materials.

Levels Icon Method and info Xp per cast Xp/hour Investment required per cast Profit per cast
7–27 Lvl-1 Enchant icon.png Using Lvl-1 Enchant to enchant Sapphire jewellery. Assuming you have all the materials, you can enchant approximately 1,600 items an hour, although selling finished products on the Grand Exchange to buy more runes and rings will bring this number down. Training from 7-27 will take 519 casts and bring a net profit of 88,230, and should take about 20 minutes, not including buying and selling materials. 17.5 28k 792 170
27–49 Lvl-2 Enchant icon.png Using Lvl-2 Enchant to turn Emerald rings into Rings of Dueling. Assuming you have all the materials, you can enchant approximately 1,600 rings an hour, although selling finished products on the Grand Exchange to buy more runes and rings will bring this number down. Training from 27-49 will take 2,126 casts and bring a net profit of 114,804, and should take about 80 minutes, not including buying and selling materials. 37 59.2k 879 54
Bonus: 43–49 Superheat item icon.png Superheating is a faster way of training, but rarely brings in profit; check the pages of ores and bars, and if the cost of a bar and is more than the value of a nature rune higher and its required ores, it can be superheated for profit. Refer to the calculator provided for more information. Training from 43-49 will take 781 casts and should take about 29 minutes, not including buying and selling materials. 53 84.8k See this page See this page
49–55 Lvl-3 Enchant icon.png Using Lvl-3 Enchant to enchant Ruby or Topaz jewellery. This level is more volatile and can require significantly more investment; keeping with Emerald rings may be preferred, as Lvl-3 Enchant can sometimes result in a loss. Assuming you have all the materials, you can enchant approximately 1,600 rings an hour, although selling finished products on the Grand Exchange to buy more runes and rings will bring this number down. Training from 49-55 will take 1,270 casts and bring a net profit of 340,360 and should take about 48 minutes, not including buying and selling materials. 59 94.4k 4,815 268
55 High Level Alchemy icon.png Casting High level alchemy. You can cast High level alchemy up to 1,200 times an hour, and there are many tools and calculator available that you can use to ensure the items you alchemise bring you profit. Check the calculator provided, and always test a single item before buying in bulk. From level 55 forward, there's no single most effective way to train, so pick from below which one works best for you. 65 78k Various; see this calculator Various; see this calculator
Bonus: 55–99 High Level Alchemy icon.png Some players decide to keep doing high level alchemy all the way to level 99. Doing so will take 165 hours, but can bring millions of profit depending on the items chosen. It will take 197,966 casts to reach level 99. 65 78k Various; see this calculator Various; see this calculator
56 Charge Water Orb icon.png Casting charge water orb can bring good profit per hour, but requires running through the Taverley Dungeon. Use a staff of water to save on rune costs. With 80 Agility, about 505 water orbs can be made per hour, down to 450 orbs an hour at 70 agility, or 280 with no agility shortcuts. 66 33.3k 762 605
57 Lvl-4 Enchant icon.png Using Lvl-4 Enchant to enchant Diamond jewellery. A significant investment tends to be required for Diamond jewellery, making orbs more efficient. Nonetheless, it's still possible to turn a profit, and with enough cash to invest, one can expect rates of over 100,000 magic experience an hour. 67 111.3k 2,268 21
60 Charge Earth Orb icon.png Casting charge earth orb can bring good profit per hour, but being in the Wilderness brings the risk of being PKed. Use a staff of earth to save on rune costs. About 525 earth orbs can be made per hour. 70 36.5k 762 443
63 Charge Fire Orb icon.png Casting charge fire orb can bring good profit per hour, but requires running through the Taverley Dungeon. Use a staff of fire to save on rune costs. With 80 Agility, about 525 fire orbs can be made per hour, down to 450 at 70 agility, and 280 with no agility shortcuts. 73 38k 762 585
66 Charge Air Orb icon.png Casting charge air orb can bring good profit per hour, but requires running through the Edgeville dungeon, through the Wilderness. Use a staff of air to save on rune costs. It's highly advised to only bring 81 cosmic runes per trip, in the event you get killed by another player. 76 40k 762 477
68 Lvl-5 Enchant icon.png Using Lvl-5 Enchant to enchant Dragonstone jewellery. At this level, players without the gold to invest tens of millions of GP will find enchanting jewellery to be impractical. 78 124.8k 12,193 50
71 Hunter Kit icon.png Hunter kit can bring a decent profit as long as a staff of earth is used. 70 52k 322 409
76 Spin Flax icon.png Spin Flax can be used to gain magic and crafting xp. Use an Air staff for the lowest rune cost. 75 77.6k 599 366
77 Superglass Make icon.png Use a smoke battlestaff and seaweed for the lowest rune cost. Converts a full inventory; use 13 seaweed and 13 bucket of sand for each cast. 78 34k 1,479 1,123.6
78 Tan Leather icon.png Use a staff of fire for the lowest rune cost. Tans up to 5 hides per cast. 81 97.2k 15,941 116.8
80 String Jewellery icon.png Use a mud battlestaff for the lowest rune cost. 83 150k 4,873 203
86 Plank Make icon.png Use a staff of earth for the lowest rune cost. 90 166.6k 1,968 240
87 Lvl-6 Enchant icon.png Using Lvl-6 Enchant to enchant Onyx jewellery. Due to buy limits and the vast amount of gold required to invest, it's highly impractical to train with Onyx jewellery, and as such most players are suggested to go with lower level enchant spells. 97 155.2k See the Lvl-6 Enchant page See the Lvl-6 Enchant page
89 Recharge Dragonstone icon.png Use a staff of water for the lowest rune cost. 97.5 35.1k 318,625 4,581
93 Lvl-7 Enchant icon.png Using Lvl-7 Enchant to enchant zenyte jewellery. Due to buy limits and the vast amount of gold required to invest, it's highly impractical to train with zenyte jewellery, and as such most players are suggested to go with lower level enchant spells. 110 176k See the Lvl-7 Enchant page See the Lvl-7 Enchant page

Other methods[edit | edit source]

Level 4–87/99: Enchant Crossbow Bolts (alternative)[edit | edit source]

The costs below have been calculated assuming that an elemental staff is used for each cast to replace the need of basic runes.

It is possible to do 1900-2150 casts an hour, so the calculations use an average rate of 2000 casts per hour.

Note: this method is not economically viable in most instances. This is due to the Grand Exchange only having a small volume traded and the exchange prices being inaccurate. Do not make large investments here, because while it may seem profitable, the active trading prices are much lower.

Spells[edit | edit source]

Icon Spell Magic Level Runes Required Experience Material Cost(Runes +10 Bolts) Profit \ Loss Xp/hour Gp/XP
Opal bolts 5.png Enchant Crossbow Bolt (Opal) 4 1Cosmic2Air 9 264 -184 18,000 -20.44
Sapphire bolts 5.png Enchant Crossbow Bolt (Sapphire) 7 1Cosmic1Mind1Water 17 1,108 -658 34,000 -38.71
Jade bolts 5.png Enchant Crossbow Bolt (Jade) 14 1Cosmic2Earth 19 Untradeable Untradeable 38,000
Pearl bolts 5.png Enchant Crossbow Bolt (Pearl) 24 1Cosmic2Water 29 804 -734 58,000 -25.31
Emerald bolts 5.png Enchant Crossbow Bolt (Emerald) 27 1Nature1Cosmic3Air 37 1,768 -218 74,000 -5.89
Topaz bolts 5.png Enchant Crossbow Bolt (Red Topaz) 29 1Cosmic2Fire 33 4,524 -4,434 66,000 -134.36
Ruby bolts 5.png Enchant Crossbow Bolt (Ruby) 49 1Blood1Cosmic5Fire 59 3,436 -1,466 118,000 -24.85
Diamond bolts 5.png Enchant Crossbow Bolt (Diamond) 57 2Law1Cosmic10Earth 67 4,258 -1,218 134,000 -18.18
Dragonstone bolts 5.png Enchant Crossbow Bolt (Dragonstone) 68 1Soul1Cosmic15Earth 78 7,820 -2,500 156,000 -32.05
Onyx bolts 5.png Enchant Crossbow Bolt (Onyx) 87 1Death1Cosmic20Fire 97 88,341 -1,991 194,000 -20.53

Level 55+ – Tele-alching[edit | edit source]

"Tele-alching" is a method which combines the two elements of casting High Level Alchemy and Teleporting. To do this cast High Level Alchemy followed by any teleport then wait 3 game ticks (1.8 seconds). Therefore, it is possible to perform a high alchemy and a teleport spell within 5 game ticks.

Tele-alching at Camelot gives up to 144,600 experience per hour and is the cheapest of the two requiring a single law rune per teleport. Tele-alching at Ardougne is at most 151,200 experience per hour, but is a lot more expensive at the cost of an extra law rune per teleport. Additionally, if you have completed Eadgar's Ruse, have fast enough speed and good enough precision, you may consider tele-alching at Trollheim at level 61.

Level 56/60/63/66+ – Charging orbs[edit | edit source]

At these levels, charging water/earth/fire/air orbs becomes an option. While it is slower and more attention intensive than alching and possesses a few small risks, it does not cost money (outside of a small investment to get started) and can even make a profit, as the price of a charged orb is approximately two to three times the combined price of the Cosmic runes and the unpowered orb, returning an approximate 800 of profit for each orb. Remember to use the appropriate elemental staff to eliminate the need for extra runes to save money and inventory space.

It should be noted that the path to the obelisks to charge the orbs are somewhat dangerous, as the path to fire and water obelisks in the Taverley Dungeon requires the player to pass by Blue and Black dragons, Black demons and Poison spiders, and the path to earth and air obelisks requires the player to go through low-level Wilderness in Edgeville Dungeon (player killers are common in this area) and a couple of Black demons. Due to this, a decent Defence level and a lightweight shield is recommended. When using the Taverley Dungeon, a crossbow with a mith grapple is recommended for easier banking at Catherby and going back to the dungeon, and when using the Wilderness obelisks, it's recommended to keep a few charged amulets of glory in the bank and use them to teleport back to Edgeville. When low on health, the player could eat some food while banking. Weight-reducing gear is also recommended as lots of running is required. One could also equip the Ardougne cloak for a quick trip to the Ardougne Monastery to recharge prayer points before taking an amulet of glory back to Edgeville; this will allow you to have protection prayers on while travelling to the obelisks.

Charging air orbs using an amulet of glory to teleport back to Edgeville gives the player 35,000–40,000 experience an hour, while earning a few hundred thousand gold an hour.

Spells[edit | edit source]

These are calculated with Elemental battlestaves in mind.

Icon Spell Magic Level Runes Required Experience Material Cost Orb Price Profit \ Loss
Charge Water Orb icon.png Charge Water Orb 56 3Cosmic + Water battlestaff 66 552 1,367 815
Charge Earth Orb icon.png Charge Earth Orb 60 3Cosmic + Earth battlestaff 70 552 1,205 653
Charge Fire Orb icon.png Charge Fire Orb 63 3Cosmic + Fire battlestaff 73 552 1,347 795
Charge Air Orb icon.png Charge Air Orb 66 3Cosmic + Air battlestaff 76 552 1,239 687

Level 70+ – Killing maniacal monkeys[edit | edit source]

Killing maniacal monkeys with Ice Burst or Ice Barrage on Ape Atoll is the fastest way to train Magic in the game. This requires Ancient Magicks and having started chapter II of the quest Monkey Madness II. Maniacal monkeys frequently drop 1-dose prayer potions which can negate the cost of using Protect from Melee. Players who don't have access to maniacal monkeys can alternatively burst skeletal monkeys in the Ape Atoll Dungeon, however, this is slightly slower and more expensive compared to maniacal monkeys.

This method will grant the player up to 315,000 Magic experience per hour if using Ice Burst, and 410,000 experience per hour with Ice Barrage. The maniacal monkey strategies page covers equipment and recommended inventory setups.

Level 78+ – Tan Leather[edit | edit source]

Nature rune.pngAstral rune.pngCoins 100.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png
Blue dragonhide.pngBlue dragonhide.pngBlue dragonhide.pngBlue dragonhide.png

Players that have access to the lunar spellbook and have completed the Hard Fremennik Diary can use Tan Leather that grants 81 experience points per cast and can tan up to 5 leather. It is suggested to have 25 spaces open for the leather, 2 for the runes, and any item to fill up the last inventory slot to prevent the extra loss of gold from runes. Tanning dragonhide using this method can result in a small or potentially large (1m+) profit per hour depending on current prices. It is recommended to be at the Grand Exchange while doing this technique to constantly buy leather and to sell them. This technique can gain over 120,000 experience per hour or even higher if focused.

Level 80+ – Stun-alching[edit | edit source]

At level 80 Magic, Stun-alching becomes available, but does cost much more than high alchemy which is generally free or low loss. The player is to cast High Alchemy, then cast Stun on an NPC, and repeat until desired. For this, you'll want a mud staff (provides free earth/water runes) and a set of metal armor such as iron (full helm, platebody, platelegs, kiteshield) and a d'hide vambrace to bring your magic attack bonus to -65 or lower, this will allow you to splash your stun spell and continually cast it on the same target without needing to waiting for their stats to restore, then find a suitable NPC to safespot. A good spot is the basement of the Magic Guild in Yanille. Equip a Granite helm, Granite legs, and a Fighter Torso as needed to keep your attack bonus below -65 with a tome of fire and mud staff equipped. Experiences rates of 184,000 per hour are possible.

It is possible to add in a teleport to this rotation without missing any game ticks. Using Ardougne Teleport as your choice keeps you within the range of a guard at all times to stun, and with this experience rates of up to 256,000 per hour are possible. This method is immensely click intensive, so it may not be desirable.

Level 80+ – String Jewellery[edit | edit source]

Alternatively, players who have access to the lunar spellbook can cast String Jewellery. The spell takes 1.8 seconds per amulet strung, or 48.6 seconds for an inventory, and gives 4 Crafting experience and 83 Magic experience per amulet. Once clicked, it will string each amulet one by one in your inventory, giving you experience for each amulet strung. Using a mud battlestaff is recommended.

Experience rates peak up to 150,000 Magic (along with 6,265 Crafting) experience per hour.

Level 86+ – Plank Make[edit | edit source]

One may begin casting Plank Make spell from the Lunar spellbook at level 86 Magic. The spell turns one log at a time in the player's inventory into planks, though coins are also required. To access the spell player must complete Dream Mentor in addition to Lunar Diplomacy, however. With decent concentration, players can achieve 166,000 experience per hour, and using mahogany planks may even yield slight amounts of profit.