Free-to-play Magic training

Training magic in free-to-play is rather tedious and requires attention, but experience can be gained relatively quickly. Magic training is, for the most part, not extremely expensive, and training up to level 59 can allow a player to use many common and useful non-member spells, including Varrock Teleport, Falador Teleport, Superheat Item, High level alchemy, and Fire blast.

Quests With Magic Experience
It is suggested that you finish these quests before training magic, as it results in some quick magic experience at low levels if necessary items are bought. None of the quests have any skill requirement.


 * The Blood Pact (100 Magic Experience) (Note: This quest also gives 100 experience in Attack, Strength, Defence, and Ranged, which may make this quest undesirable for magic pures.)
 * Witch's Potion (This is no longer a quest but a miniquest for its reward of 325 Magic Experience.)
 * Imp Catcher (875 Magic Experience)
 * Swept Away (getting the Experience from the Goulash)
 * Rune Mysteries an easy quest that gives you a free Tower mindspike, 250 Magic XP, and 70 Mind Runes.

Doing these quests gives a total of 1550(+Experience of Goulash) magic experience, which brings a player's magic level to level 11, with only 34 EXP required to reach level 12.

Dungeoneering
Players can use magic in combat to gain magic experience in Daemonheim. This magic experience will come as an added bonus to the Dungeoneering experience. As with the Fist of Guthix activity, this method of training magic experience is somewhat slower than methods of powertraining magic listed below, but comes with extra rewards (both Dungeoneering experience and rewards).

In general, players who wish to train magic in Dungeoneering should bind a Catalytic staff and/or fire staff, and perhaps magic armour such as a Bryll robe top. Players with high Runecrafting can craft many runes quickly, and may find the Catalytic staff more effective, while players with low Runecrafting may find the fire staff more effective. If a player binds the Magical Blastbox, which is an ammo item, will allow the player to cast unlimited fire spells (the blastbox provides unlimited air runes) until either item is destroyed.

Buying Magic Dungeoneering rewards is also an effective way to train Magic. Dungeoneering Stave Rewards, a Tome of Frost, and Arcane Necklaces are useful as well.

Available F2P Dungeoneering Rewards are:
 * Arcane pulse necklace
 * Arcane blast necklace
 * Tome of Frost
 * Nature Staff
 * Law Staff
 * Gravite Staff

Air Spells
With the Evolution of Combat, air spell now only require air runes to be cast. Using Caitlin's staff (recommended over a staff of air) will you allow you to train magic free of cost.

Recommended Weapons
The Tome of Frost only requires 48 Dungoneering to wield, but the tokens to purchase it require level 64. Similarly, the Gravite Staff only requires 45 Dungeoneering to wield, but the tokens to purchase it require level 64.

Recommended Spell Table
The following table presents a list of monsters which are weak to magic. Depending on your level, you may wish to replace a spell of the monster's weakness with a higher level spell or an air spell for free training.

Ruby Enchanting
At level 49, you can buy ruby amulets, cosmic runes, and a fire staff/fire runes. Cast Enchant Level 3 Jewellery to turn the amulets into Amulets of Strength, then resell them to the GE for a slight gain. This is an underrated method of gaining magic exp, as it is possible to make around 100 coins per amulet. This is likely to change soon with the GE price.

The enchanting sound effect has three "rings" of sound. To make sure you don't enchant too quickly and skip over a few amulets, only enchant the next amulet after you hear the third "ring" from enchanting the previous amulet. With a bit of practice, you can enchant up to 1700 amulets per hour.

High Level Alchemy
High Level Alchemy allows one to convert items into Coins. Most players owe their high level of Magic to this spell, at 65 magic experience per casting, using a fire staff so as to only consume 1 Nature rune per spell. To find recommended items for this method please refer to Grand Exchange Market Watch/Alchemy. It is advised that you alch items in noted form and use the action bar to cast the spell, while keeping your mouse over your inventory. If you do not have much cash, alchemise Steel equipment. This is one of the few spells that you can get a profit from. You can increase your profit by telegrabbing jugs of Wine of Zamorak while alching. Bringing your noted item, a fire staff and nature runes in conjunction with normal telegrabbing equipment you can cast high level alchemy 7 times between each telegrab. Hardleather Bodies are a great way to make money while levelling up your Magic. They sell for 51gp, but when you use high alchemy on them they turn into 102gp (but only if you kill cows, take their cowhide, tan it into hard leather and craft it into hardleather bodies).

(Note that if Explorer's Ring 4 is in your possession you can use it to do 15 High Level Alchemy casts per day that cost no runes)

You will need 12,867,795 XP to go from 55 to level 99. This means you will have to cast High Level Alchemy 197,967 times to get from 55 to 99. You can also use Superheat Item to help you make profit too, it can be used to help make armour which could be used for High Level Alchemy.

(Note that if Explorer's Ring 4 is in your possession you can use it to do 27 Superheat Item casts per day that cost no runes)

It gives 65 - 78k experience but, all profitable items on free-to-play can only have 100 items bought every 4 hours and this is if you do this repeatedly. High level alchemy requires less attention than Superheat Item but Superheating gives good Smithing xp and good profit if you superheat Steel, Mithril, Adamant or Rune.

Magic Pure Training Guide
If you are a pure who just wants magic without levelling other skills, this guide will describe how to train magic without training constitution.

Note: You will need a significant amount of coins.

Note: Doing the Imp Catcher quest and the Witch's Potion and Stronghold of Player Safety (using the reward lamps for magic experience) miniquests will bring your Magic level up to 14 without any Constitution experience.

Levels 1-3
Cast Wind strike on any monster; you will need between 19 and 32 casts per level. Due to the Evolution of Combat, mind runes are no longer needed. Purchasing a staff of air, or using a Caithlin's Staff is recommended. Note that you *will* gain constitution experience.

One alternative is to buy Wizard's mind bombs to boost your level to 3 and cast Confuse to skip this section. This alternative will gain no Constitution experience.

The other alternative is to use the quests suggested above or other experience rewards to gain Magic Experience.

Levels 3-7
37 Mind runes needed to cast Confuse, though more may be required due to splashing. Do not equip an air staff or else you may risk killing lower level targets. Use Safe-spotting.

Levels 7-15/21
Cast Level 1 enchant on Saphire amulet until reaching Bones to Banana or Low alchemy.

Level 15/21-43
Starting point will vary depending on player preferences as both spells can be performed at banks. (Bones to Bananas will require accessing the bank more often to withdraw a single set of Bones to convert.)

At Level 21, cast Low alchemy.

Levels 43-55
This may require a high smithing level (see Superheat Item for details).

Purchase all ores required at the Grand Exchange to smith iron, steel, mithril, adamant, or rune bars, equip a Fire staff, and use spell Superheat Item to smelt into bars. This is the fastest way to train Magic/Smithing simultaneously, generally breaking even. Superheat item gives 53 experience per cast, plus additional smithing XP (based on which kind of metal bar you are smelting).

The experience needed to level from 43 to level 55 is 139,163. This will mean you will have to cast Superheat Item 2,626 times to get to level 55. This used to give a small profit (from steel bars), but since the price of coal has risen, it doesn't any more. Instead it costs around 31gp per bar. When focused, it is possible to gain 70-80k exp per hour with this method (with steel bars).

However if mithril bars are Super Heated it is possible to get both your experience up and make a small profit.

Superheating is currently the most effective way to gain magic experience in F2p, if you cast it on iron ore which is around 100 gp loss/cast.

Levels 55+
High level alchemy - A constantly updated list of items that yields profit can be found on Grand Exchange Market Watch/Alchemy, which High level alchemy is cast with assistance of Staff of fire, so save the cost of the spell. Players are recommended to double check the immediate market price of items to prevent loss of coins.