Gielinor's Ledger

Magic Training Guide

The most efficient methods to train Magic, from early-game quests to high-level bursting and barraging.

Getting Started: Core Concepts
Understand the different approaches to training Magic effectively.
"Magic training" redirects here. For the free-to-play guide, see Free-to-play Magic training. For the minigame, see Mage Training Arena.

Magic can be trained passively while training other skills. The passive training methods can be tedious or expensive before High Level Alchemy becomes available, so consider low-effort or cheaper alternatives to get through the early levels.

At higher levels, Magic can be trained much faster through casting multi-target burst or barrage spells on Ancient Magicks. An efficient way to do this is on Slayer tasks, as certain Slayer monsters (such as dust devils and Greater Nechryael) can be bursted or barraged for fast Slayer experience.

In terms of macro-efficiency, defensive attack style may be used to gain more overall experience (1 Defence XP + 1.33 Magic XP on defensive vs 2 Magic XP on standard) when training via combat. Defensive casting is a viable way to train Defence at lower levels while melee training prioritises Strength and Attack to meet Warrior's Guild entry requirements. However, standard casting offers the highest pure magic experience, which might be preferable to players seeking to minimise costs.

Levels 1–55: Starting Off

Levels 1–10/34: Questing
Skip the earliest levels entirely by completing simple quests.

Early levels can be skipped by completing quests that give Magic experience. Completing Witch's Potion and Imp Catcher gives a total of 1,200 Magic XP, which is enough to get from level 1 to 10. Both quests are very short and have no requirements.

To get to level 34 by questing, completing Fairytale I - Growing Pains or The Grand Tree allows Watchtower to be completed. Completing all three and the Lumbridge Guide subquest of Recipe for Disaster grants an additional 20,900 XP, reaching level 34.

Levels 4–55/99: Enchanting bolts
A fast but very expensive method for early Magic levels.

Enchanting gem-tipped bolts using the Enchant Crossbow Bolt spell is one of the fastest ways to train Magic and can be done while running or doing other activities. Each cast enchants a set of 10 bolts, and is automatically done every 3 ticks for 10 sets. With accurate timing, players can speed up the process by holding down the space bar and rapidly clicking on the spell, casting it every tick and significantly increasing experience rates.

Since bolts and runes are stackable, this method is easily paired with other activities like questing, Agility training, or simply running. Additionally, casting the spell does not interrupt other actions.

However, this method can be very expensive, so it is only recommended for players who wish to progress through early levels as fast as possible and are willing to invest large amounts of GP. Players who plan to train Magic passively while doing other activities are advised to switch to Low Level Alchemy at level 21, as this is much cheaper. At level 55, it is recommended to switch to High Level Alchemy, which provides higher XP per cast and is often profitable.

Experience rates and costs are shown in the table below. Note that the prices may be inaccurate due to low trade volumes and some options may not be viable due to low supply.

LevelEnchantmentRunesXP/CastCost/CastProfit/CastXP/hrGP/XP
4
2Air rune
1Cosmic rune
9364-26449,500-29.33
7
1Water rune
1Cosmic rune
1Mind rune
171,046-89693,500-52.71
24
2Water rune
1Cosmic rune
291,174-1,074159,500-37.03
27
3Air rune
1Cosmic rune
1Nature rune
371,552-1,252203,500-33.84
49
5Fire rune
1Blood rune
1Cosmic rune
592,620-1,640324,500-27.80
57
10Earth rune
1Cosmic rune
2Law rune
673,206-1,256368,500-18.75
68
15Earth rune
1Cosmic rune
1Soul rune
789,056-4,246429,000-54.44
87
20Fire rune
1Cosmic rune
1Death rune
9786,073587533,5006.05

1. Assumes an elemental staff is used in place of basic elemental runes.

2. Assumes manual casting with occasional errors (~5,500 casts/hr). Tick-perfect manual casting can reach 6,000 casts/hr, while automatic casting is about 2,000 casts/hr.

Levels 7–21: Lvl-1 Enchant
A simple method for the very early levels, especially at the Mage Training Arena.

From level 7 to 21, you can enchant sapphire or opal jewellery using the Lvl-1 Enchant spell. Each cast gives 17.5 XP and can be performed every 3 ticks.

This method can yield up to 32,000 XP/hr. It takes 250 casts to get from level 7 to 21. Alternatively, casting this spell in the Mage Training Arena will yield much greater experience and Pizazz points.

Levels 21–55: Low Level Alchemy
A classic, low-effort method that can be done alongside other activities.

At level 21, casting Low Level Alchemy converts items into coins. Each cast provides 31 XP and can be done every 3 ticks, making it suitable for training during other activities like Agility.

Use the spell on noted items or stacks bought from the Grand Exchange. Consult a low alchemy calculator to find cheap items, as using items with a high value will result in a loss. This method will likely result in a small loss overall.

Players can gain up to 60,000 XP/hr if standing still, though rates are lower when multitasking. It takes approximately 5,214 casts to get from level 21 to 55. This spell also provides good experience and points in the Mage Training Arena.

Levels 1–55: Other Early Training Methods

Levels 1–55: Killing Crabs
An AFK combat-based method for low-level Magic training.

Killing crabs with combat spells requires very little attention. Use the highest-level spell available for the best damage. For a cheaper alternative, Fire Strike remains effective. Wearing Chaos gauntlets with Fire Bolt provides excellent damage for its cost.

Crabs have high Hitpoints, low Defence, and become aggressive for 10 minutes. To reset their aggression, run about a minimap's length away and return.

A Defence level of 30+ is recommended. Equip an elemental staff to save on runes, and upgrade to a smoke battlestaff at level 30 Magic/Attack for a 10% damage and accuracy boost.

Levels 1–55: Exploiting Elemental Weaknesses
Increase damage and accuracy by targeting specific monster weaknesses.

Targeting an elemental weakness increases both accuracy and damage, making for efficient Magic training. This method is more active than killing crabs but offers better XP rates.

A 100% weakness doubles the spell's damage, allowing Strike spells to hit up to 16 and Bolt spells to hit up to 24 (or 30 with Chaos gauntlets).

Equip an elemental staff to save on runes, and upgrade to a smoke battlestaff at level 30 Magic/Attack for a 10% damage and accuracy boost.

Levels 1–55: Splashing Combat Spells
A highly AFK method with very low experience rates.

Splashing involves attacking an NPC while having a Magic attack bonus of -64 or lower. This guarantees your spells will never hit, but you still gain the base experience for casting.

This method is extremely low-effort, only requiring you to interact with the game every 20 minutes to avoid logging out. Experience rates vary from 6,600 to 37,800 XP/hr depending on the spell. See the full splashing guide for details.

Levels 43–55: Superheat Item
Train both Magic and Smithing simultaneously, with potential for profit.

Casting Superheat Item smelts ores into bars, providing 53 Magic XP and Smithing XP per cast. The spell can be cast every 3 ticks.

With good focus, you can achieve up to 97,000 Magic XP/hr. It takes 2,195 casts to get from level 43 to 55. Costs can vary, so check the main Superheat Item page for a profitability table.

Levels 45–55: Camelot Teleport
A fast but costly method using teleportation spells.

Repeatedly casting Camelot Teleport offers around 80,000 XP/hr, providing 55.5 XP per cast. Training from level 45 to 55 requires 1,895 law runes, costing around -210,345 GP assuming a staff of air is equipped.

Passive Training Methods

From level 55 onwards, Magic can be trained passively while focusing on other activities. These methods may offer slow real-time experience, so players seeking faster gains should consider more active methods.

Level 55+: High Level Alchemy
A profitable and passive way to train Magic alongside other activities.

At level 55, High Level Alchemy ("alching") converts items into coins, granting 65 XP per cast. The spell can be cast every 5 ticks. This is one of the best passive training methods as many items can be alched for a profit.

Cast the spell on noted items bought from the Grand Exchange. Use an alchemy calculator to find profitable items. Having enough capital to buy items and nature runes in bulk is recommended.

For maximum efficiency, alch while doing other activities like Agility, combat, or farm runs. Standing still can yield up to 78,000 XP/hr, while multitasking typically results in 20,000 to 50,000 XP/hr.

Level 65+: Bake Pie
Train both Cooking and Magic using the Lunar spellbook.
Requires completion of Lunar Diplomacy to access the Lunar spellbook.

The Bake Pie spell on the Lunar spellbook provides a low-effort way to train Cooking while gaining passive Magic XP. However, this method can be expensive due to the low supply of uncooked pies.

Players can gain up to 113,000 passive Magic XP/hr. For more details on costs and Cooking experience, see the Cooking training guide.

Level 82+: Magic Imbue
A useful utility spell that provides slow, passive Magic experience.
Requires completion of Lunar Diplomacy to access the Lunar spellbook.

The Magic Imbue spell is primarily used while training Runecraft to create combination runes without talismans. It can also be cast during other activities for passive experience.

The spell doesn't interrupt actions but can only be cast every 12.6 seconds. This results in slow rates of 20,000–24,000 passive Magic XP/hr. It costs approximately -1.40 GP/XP when using a steam battlestaff.

Levels 62–99: Bursting & Barraging

After completing Desert Treasure I, you unlock Ancient Magicks. Its burst and barrage spells hit multiple targets in multi-combat areas, offering the fastest Magic experience in the game. This method can be expensive.

The first spell, Smoke Burst, is available at level 62. However, many players wait until level 70 to use the stronger Ice Burst.

For the best experience, use a weapon that can autocast Ancient Magicks. The best-in-slot is the Kodai wand (15% damage boost, 15% rune saving). Good alternatives include the Nightmare staff (15% damage) and Ancient sceptre (5% damage, 10% effect boost).

Slayer Training
The most efficient way to train both Magic and Slayer simultaneously.
Main article: Slayer training

Many Slayer monsters can be killed with burst or barrage spells on-task for fast Slayer experience. This method is often profitable or breaks even.

Commonly bursted/barraged tasks include dust devils, Greater Nechryaels, Warped Jellies, and smoke devils.

For optimal Slayer training, it's recommended to reach level 94 Magic first to use Ice Barrage from the start. However, starting at level 70 with Ice Burst is also a viable strategy, as you will gain the necessary Magic levels passively through Slayer.

Killing Maniacal Monkeys
The fastest viable way to train Magic in real time, but costly.

Killing maniacal monkeys in Kruk's Dungeon offers the best Magic XP rates. This method requires partial completion of Monkey Madness II. The monkeys spawn in large numbers and have low Magic defence, making them ideal for bursting and barraging.

Your gear should prioritize Magic damage bonuses first, then Prayer bonus. Since the monkeys have low Magic defence, accuracy is less important than your max hit. Using alternate accounts to stack the monkeys can make this method significantly more AFK.

  • Ice Burst (70+): Up to 310,000 XP/hr
  • Ice Barrage (94+): Up to 400,000 XP/hr
Bandits (Bandit Camp)
An AFK-friendly method using the healing effect of blood spells.

Killing bandits in The Big Heist Lodge provides a low-input training method. By wearing a Saradomin or Zamorak item, the bandits will remain aggressive indefinitely, automatically stacking themselves for your area-of-effect spells.

Using Blood Burst or Blood Barrage is recommended, as the healing effect will out-heal the damage taken, making it very safe. This method is expensive as the drops do not cover the rune costs.

  • Blood Burst: Up to 150,000 XP/hr, costing ~-1,116,000 GP/hr.
  • Blood Barrage: Up to 230,000 XP/hr, costing ~-2,066,400 GP/hr.

Rates can be increased to ~305,000 XP/hr by using defensive autocasting.

Other Bursting/Barraging Locations
Alternative spots for players without access to maniacal monkeys.

Lunar Spells

Requires completion of Lunar Diplomacy to access the Lunar spellbook.

The Lunar spellbook offers many utility spells that provide great experience, often while processing materials or training other skills.

Level 71+: Cure Me
An extremely fast but very expensive tick-manipulation method.

From level 71 Magic (or 65 with boosts), casting Cure Me can achieve phenomenal experience rates. The method involves getting venomed by Araxytes in the Morytania Spider Cave and then casting the spell once per game tick (every 0.6 seconds).

This method is highly click-intensive and requires a significant investment in runes and Prayer potions. It is the fastest possible Magic XP, but comes at a very high cost.

  • XP Rate: Up to 414,000 XP/hr
  • Cost: ~-2,274,000 GP/hr (excluding Prayer potions)

Getting from level 71 to 99 with this method would cost approximately -67,120,900 GP and take about 29.5 hours. At level 74, Cure Group can be used with an alt account for even higher XP rates at an increased cost.

Level 81+: Potion Share
A moderately fast, click-intensive method using Lunar utility spells.

From level 81, casting Stat Restore Pot Share can yield up to 140,000 XP/hr. This method requires a second player to cast on and costs around -257,025 GP/hr when using a Mud battlestaff to save runes.

At level 84, you can switch to Boost Potion Share using cheap Attack potions. This provides a slight increase to ~145,000 XP/hr but costs more at -315,675 GP/hr.

Levels 80–99: String Jewellery
A low-effort way to train Magic and Crafting simultaneously.

The String Jewellery spell strings an entire inventory of unstrung amulets with a single click. Each amulet provides 83 Magic XP and 4 Crafting XP.

This semi-AFK method can yield up to 150,000 Magic XP/hr and 6,265 Crafting XP/hr. Using a mud battlestaff is recommended to reduce rune costs.

Levels 86–99: Plank Make
An idle and potentially profitable method for high-level Magic.
Requires completion of Dream Mentor to cast.

The Plank Make spell turns logs into planks. Auto-casting on mahogany logs is an idle method that generates around 90,000 Magic XP/hr and often results in a small profit.

For faster rates, manually casting the spell yields ~166,000 XP/hr. For maximum efficiency, weaving a Magic Imbue cast between every 7 manual casts of Plank Make can achieve over 180,000 XP/hr.

This method can require significant starting capital for mahogany logs. Consider using Managing Miscellania to acquire logs at a discount.

Other Methods

Levels 7–99: Profitable Methods
An overview of ways to train Magic without losing money.

While it's often more time-efficient to use a consistent money maker to fund faster training methods, it is possible to train Magic profitably. For new players, completing Imp Catcher is a great way to skip the initial levels.

Use the jewellery enchanting calculator to find profitable items. Always check the GE prices before buying materials, as the market can fluctuate. Ensure you have the required quests and level for a spell before investing in supplies.

LevelsMethodXP/CastXP/hrCost/CastProfit/Cast
7-2717.528,000606279
27-493759,200791-156
49-555994,4003,828851
55+6578,000Profitability Calculator
56+6633,30045611
77+7846,8001,1701,220
78+81132,00013,8831,387
80+83150,0002,982749
86+90
166,000
AFK: 90,000
1,590345
Levels 55–80: Tele-alching
A high-intensity method combining High Alchemy and teleportation for fast XP.

"Tele-alching" involves casting High Level Alchemy followed immediately by a teleport spell. By using F-keys to quickly switch tabs, it's possible to cast both spells in the same 5-tick (3-second) window, granting experience for both.

This method works best with teleports that are close to the High Alchemy spell icon in the spellbook, such as the Civitas Illia Fortis Teleport (requires Twilight's Promise). You can filter combat spells from the spellbook to minimize mouse movement.

  • Camelot Tele-alch: Up to 144,600 XP/hr.
  • Ardougne Tele-alch: Up to 151,200 XP/hr.
Levels 80–99: Stun-alching
An even more click-intensive method combining splashing Stun with High Alchemy.

At level 80, you can combine High Alchemy with the Stun spell. To do this, you must equip gear that gives a Magic attack bonus of -65 or lower, which guarantees you will splash the Stun spell. This allows you to continuously cast it on a safespotted NPC. A mud battlestaff is recommended to reduce rune costs.

With this setup, experience rates of 184,000 XP/hr are possible. For maximum intensity, a teleport spell can be added to the rotation, pushing rates up to 256,000 XP/hr, although this is immensely click-intensive.