Pay-to-play Magic training

This guide aims to teach players the most effective and efficient methods of Magic training. Magic can be tedious and costly but in the long run can be very worthwhile. Use any of these tips to get from 1 to 99 and any level in between.

Training tips
Any of the stat requirements listed here can be met with the aid of a Wizard's Mind Bomb or Magic potion. This however is not recommended for long periods of training, due to the constant need to use the drink/potion. The Vecna skull has an unlimited amount of uses and boosts your Magic level by 6 temporarily; the downside is that once it is used, the cooldown period is hardset to 6 minutes (roughly the same amount of time it takes for the boost to wear off, plus whatever leftover ticks there are as the skull observes real time rather than the stat ticks), regardless of how your stats change after you've used it. Therefore, usage of the skull is recommended once the spell's level is within four or less levels of yours, as a wider gap will leave a considerable amount of waiting time and much less time actually spent being able to cast the desired spell. The skull also has a cost of coins, and it is up to the player whether or not this cost is justifiable. Many high level players may consider this to be worth it since they have already paid a comparable, if not larger sum for the runes to train magic, and the skull's nondegrading nature allows it to be resold if necessary.

Find the right training method for you. Some people get bored after minutes of one activity while others can stick at it until level 99. Try different methods to see which works best for you to get to your desired level.

Some spells can be trained at the same time. For instance, you can alternate between casts of stun and high alchemy. This can significantly increase training speed because you can cast the second spell immediately after the first, whereas when casting only 1 spell you must wait a certain amount of game ticks before casting it again. Note that the amount of game ticks must still pass before you cast either spell a second time. This click pattern will also be significantly more complicated, but helps to make more experience points. If you intend to be a magic pure, do not attempt any combat spells, which will give Constitution experience as well.

Activities at all levels
The below training ideas can be used at any magic level, as they just require elemental spells to cast, also making these all combat type activities. As different elemental spells give different amounts of experience, it is impossible to say how much experience will be gained per hour.

Magic Training Methods
All the methods detailed are those that people have used and feel that others would benefit from. This is not strictly a guide, just advice, and nearly all the methods listed need each and everyone's little tweaks to make them work for you so use all the methods listed wisely and plan them out carefully.

Levels 1+
Wind Rush is the only combat spell that does not require any catalytic runes. By equipping a platebody, some platelegs and a kiteshield of any metal, plus a staff of air, one can achieve 1-99 magic by casting Wind rush on the Monk of Zamorak in Varrock Castle, Blue Dragon in Taverly Dungeon, or the Lesser Demon in the Wizard Tower in less than 3 months, gaining 9720xp an hour. This is the cheapest method of magic-training, as you only use about 1100gp up to lvl 99, but it is the longest method.

Levels 7-29
At level 7, Enchant Level 1 Jewellery can be made in a Player-owned house. You will need soft clay and the specific runes depending on which spell you would like to create. For profit per tablet analysis, see Calculators/Tablet. It requires access to a player-owned house, so go to World 31 (House Party) if you don't have one for whatever reason. The Yanille house portal has the closest bank to a portal. If you don't want to take the hassle of buying often expensive soft clay, try blasting the lesser demon at the Wizards' Tower.

At level 19, you may want to try casting Curse on monsters with -65 magic attack bonus, as this will prevent it from hitting, while still giving experience, and allowing it to be cast again instantly. The Monk of Zamorak caged under the stairs in Varrock Palace and the lesser demon caged on the top floor of the Wizards' Tower are good targets, as they cannot move. It is advised not to try this method on monsters that can fight back, as you may risk death. This method can get you roughly 26,000 XP per hour.

Once level 20 or above has been reached, go to the Lumbridge Catacombs and use magic on the Skeletons there. This can use up a lot of runes very fast though, but it is a very fast way to level up.

Also for people of high combat level who are doing the Holy Grail quest, its a good idea to train with the Black Knight Titan, from level 1-25.

Levels 30-39
At level 30, cast Earth Bolt to level 33. At level 33, you can use Telekinetic Grab in the basement of west Varrock bank and take the gold ore, the gold necklace, the gold bar, the brass necklace, and all of the coins. This method doesn't require combat and offers some things to sell. Alternatively, one may also choose to collect Wine of Zamorak, as this is highly valued by high-level herblorists. Again, you can use Telekinetic grab in the Telekinetic Theatre of the Mage Training Arena for Pizazz points, which can be traded for Infinity robes if the player has also earned points in the other rooms. This can easily save you lots of time when you plan to earn pizazz points in the future, as this particular way of training involves lots of clicking and can be very long. Also, you can go to the top floor of the Wizards Tower where people often train on the lesser demon trapped there and seldom bother with the loot. Use telegrab to grab some of the more valuable loot like ashes, herbs, chaos/death runes and some of the more expensive melee equipment.

Once you have reached level 39, you may choose to use Crumble Undead on Skeletons in the Varrock Sewers, Taverley Dungeon, or Shilo Village or the Shades in Shades of Mort'ton (activity) or the Stronghold of Security. The experience you get is higher than from a Fire bolt, which needs a Chaos rune too. Word of warning, this is a combat method and can risk death.

Levels 40-69
After reaching level 40, you may use the Sacred Clay robes and/or magic staff rewards obtained from Stealing Creation to double the experience received from casting any combat spell. This works with curse/stun training very well as it does with Ancient Magicks. However, each Stealing Creation game is 20 minutes, so this method could take some time.

At 40+ you may want to try Conquest if you do not want to sit and click and do the same thing for a while, you can try out your own setup to see what works best. You can also use the points you get for pieces of void armor and the void mace or level up, attack, strength, range, or prayer along with magic. You can also make money doing this by staking [but its not recommended till you know what you're doing] but overall its seems to go by faster than regular training.

Upon reaching level 43, you may try to purchase all ores required at the Grand Exchange to smith Steel, Mithril, Adamantite, or Runite bars; equip a Fire staff; and use the spell Superheat Item to smelt into bars. This is the fastest way to train Magic and Smithing simultaneously, with relatively little cost to small profit. A profit can be made when smelting mithril/rune bars. When Smithing Steel bar it is advised to set magic book to teleport spells first and do not show miscellaneous, for (with nature runes in top left of inventory and 9 iron withdrawn first)then it is possible to convert all ores to bars without moving the mouse. This requires no minimum Smithing level, but level 30 Smithing minimum is advised for making a Steel Bar.

At level 45 you may want to try repeatedly cast Camelot Teleport. By using an Air staff, only one Law rune will be used for this popular training method. This spell can be cast at a relatively fast rate, with a gain of 55.5 magic experience per spell. Alternatively, using a lectern in either your own or another player's house allows you to make Camelot Teleport Tablets. Using the lectern method makes a considerable profit (200k+ per 1,000 tabs made) but is 25-33% slower than casting the spell repeatedly.

Levels 90-99
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