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For the Free-to-play guide, see Free-to-play Magic training.
This article is about training Magic using pay-to-play methods. For Magic, the skill, see Magic.
Magic

This guide is for pay-to-play Magic training and aims to help players find the most effective and efficient methods of Magic training.

Magic is a very useful combat skill and is used for many bosses and combat in general. When using Magic in combat, you can change it so you gain experience solely for Magic, Defence, or both at once.

This guide aims to offer training methods for any level. Note that some lower level sections may also be included within the free to play magic training guide due to the easy availability and limited methods at these levels.

While ranges are given, many methods are cost effective across many levels. These ranges are only a suggestion and player preference should decide from the given information which methods will be more enjoyable in typical gameplay. For example, many players choose to strictly use High Level Alchemy from level 55 to level 99. This involves hours of idle play, but may be more comfortable for casual players than combat methods.

Training tips[]

Potions can be useful to players, as they can boost a player's experience per hour rates. There are several potions and spells that can boost a player's magic level: There are super magic potions, as well as regular magic potions and extreme magic potions.

A vecna skull has an unlimited amount of uses and temporarily boosts your Magic level by 2 + 10% of your magic level (rounded down). The downside is that once it is used, the cooldown period is hard-set to 6 minutes. The skull currently has a cost of 124871 coins, and it is up to the player whether or not this cost is justifiable.

When training magic with combat, use the monster's elemental magic weakness to your advantage. It will work better than using a different elemental spell. It will also increase your experience rate as well, not to mention saving some runes.

If you intend to be a Magic pure do not attempt any combat spells as these will also give Constitution experience.

Equipment[]

Elemental staves are always recommended for all levels for their ability to eliminate costs. The weapon you choose will depend on your level and intended training method. The air version of multi-elemental staves has been used, but it may be swapped for any element as they all share stats. Staves are ordered from most practical to least in obtaining and upkeep with combat in mind.

Staves are generally two-handed and have higher stats, but one-handed wand and book/orb combinations typically have faster casts. If you prefer combat and wands, it is recommended that you upgrade your wand when an upgrade is available to increase your damage and kills per trip. However, after tier 70 many magic weapons begin degrading and thus have limited lifetimes. Thus, the initial investment may need to be repeated depending on the level of use.

Players at level 1 should start The Blood Pact quest and then use Caitlin's staff to kill monsters. Players should kill the troll shaman for the rare mindspike drop.

Level 1 Typical weapons
Wizard robes (blue) female equipped Staff
Caitlin's staff
Mindspike (air)
Staff of air
Avernic wand
Wizards robes
Levels required
1 Magic Magic
Level 10 Typical weapons
Imphide robes (female) equipped Mindspike
Imp horn wand
and imphide book
Imphide robes
Levels required
10 Magic Magic
10 Defence Defence
Level 20 Typical weapons
Spider silk equipment equipped (male) Spider wand
and spider orb
Spider silk robes
Levels required
20 Magic Magic
20 Defence Defence
Level 30 Typical weapons
Batwing equipment equipped (male) Air battlestaff
Bat wand
and bat book
or batwing shield
Batwing robes
Levels required
30 Magic Magic
30 Defence Defence
Level 40 Typical weapons
Splitbark armour equipped Mystic air staff
Splitbark equipment
Levels required
40 Magic Magic
40 Defence Defence
Level 50 Typical weapons
Blue mystic robes equipped Ancient staff
Iban's staff
Mystic wand
and Mystic orb
Mystic equipment
Levels required
50 Magic Magic
50 Defence Defence
Level 60 Typical weapons
Grifolic armour equipped Toktz-mej-tal
God Staves
Grifolic equipment
Levels required
60 Magic Magic
60 Defence Defence
Level 70 Typical weapons
Ahrim the Blighted's equipment male equipped Ahrim's staff
Ahrim's wand
and Ahrim's book of magic
Ahrim the Blighted's equipment
Levels required
70 Magic Magic
70 Defence Defence
Level 75 Typical weapons
Robes of subjugation set equipped Staff of light(75 Magic)
Polypore staff (75 Magic)
Abyssal wand (75 Magic)
Abyssal orb (75 Magic)
Armadyl battlestaff (77 Magic)
Robes of subjugation
Levels required
70 Defence Defence
Level 75 Typical weapons
Ganodermic armour equipped Staff of light
Polypore staff
Abyssal wand
Abyssal orb
Armadyl battlestaff
Ganodermic armour
Levels required
75 Magic Magic
75 Defence Defence
Level 80 Typical weapons
Anima Core of Seren armour equipped Chaotic staff
Attuned crystal staff
Attuned crystal wand
and Attuned crystal orb
Virtus wand and Virtus book
Anima Core of Seren
Levels required
80 Magic Magic
80 Defence Defence
Level 80 Typical weapons
Virtus armour equipped Chaotic staff
Attuned crystal staff
Attuned crystal wand
and Attuned crystal orb
Virtus wand and Virtus book
Virtus equipment
Levels required
80 Magic Magic
80 Defence Defence
Level 85 Typical weapons
Seasinger's robes equipped Staff of darkness
Seasinger kiba
and Seasinger makigai
Wand of the Cywir elders
and Orb of the Cywir elders
Seasinger's equipment
Levels required
85 Magic Magic
85 Defence Defence
Level 90 Typical weapons
Tectonic armour equipped Noxious staff
Seismic wand
and Seismic singularity
Wand of the praesul
and Imperium core
Staff of Sliske
Tectonic armour
Levels required
90 Magic Magic
90 Defence Defence

The tome of frost only requires 48 Dungeoneering to wield, but the tokens to purchase it requires level 64. Similarly, the gravite staff only requires 45 Dungeoneering to wield, but the tokens to purchase it requires level 64.

Note that some weapons will also have external requirements including quests and other skill levels. Most weapons will also require an associated Attack level to wield them. Further, some Dungeoneering weapons will require a lower level to wield than you will need to acquire enough tokens to buy them.

Combat training methods[]

Levels 1-30[]

Image Monster name Combat Level Life Points Life points Experience Drops
Troll brute Troll brutes 1 50 30 (and 9.9 Constitution experience) Nothing noteworthy
Advantages Disadvantages
  • Gives good experience when compared to the difficulty of killing them.
  • Can usually be 1-hit, leading to a very high amount of experience per hour.
  • Easily accessible in a cave north of the Burthorpe lodestone.
  • Can be very boring and most of their drops are worthless.
  • Can be killed fast enough by even a single player that you will have to wait for them to respawn

Levels 30-40[]

Image Monster name Combat Level Life Points Life points Experience Drops
Ice Warrior Ice warriors 54 1,950 99.3 (and 32.7 Constitution experience) Clue scroll (medium)
Advantages Disadvantages
  • Aggressive to players under 108 combat

Levels 40-60[]

Image Monster name Combat Level Life Points Life points Experience Drops
Ghoul Ghouls 64 2,300 138.3 (and 45.6 Constitution experience) None
Advantages Disadvantages
  • Many group around the player allowing for abilities like Chain and Dragon Breath to damage multiple enemies at once
  • Very close to a bank and the Canifis lodestone
  • No drops
Image Monster name Combat Level Life Points Life points Experience Drops
Ankou Ankous 60 4,300 179 (and 59 Constitution experience) Coins, Pure essence, Mystic cloth, lots of grimy herbs and herb seeds
Advantages Disadvantages
  • Far away from a bank
  • Can hit hard on lower level players
Image Monster name Combat Level Life Points Life points Experience Drops
Ogre Ogres 67 4800 227.7 (and 75.1 Constitution experience) Various seed drops, though uncommon
Advantages Disadvantages
  • Drops are uncommon and not valuable

Levels 60-70[]

Image Monster name Combat Level Life Points Life points Experience Drops
Earth warrior Earth warriors 78 2,800 221.7 (and 73.1 Constitution experience) Many grimy herbs and herb seed drops, which can be beneficial for ironmen.
Advantages Disadvantages
  • Very low defence
  • Low HP for their level, allowing the player to get a lot of kills per hour

Levels 70-75+[]

Image Monster name Combat Level Life Points Life points Experience Drops
Abyssal guardian Abyssal monsters (Legacy Mode) 72, 77, 79 2,600, 2,750, 2,850 183 (and 60.3 Constitution experience) 211.5 (and 69.7 Constitution experience) 233.1 (and 76.9 Constitution experience) Water Talismans
Advantages Disadvantages
  • Aggressive and quickly surround the player, making the Ancient Magicks spells extremely effective here
  • Very fast experience
  • Extremely afk
  • Requires going through the Wilderness to access
  • Runes can get expensive when casting spells like Blood Barrage in legacy
Image Monster name Combat Level Life Points Life points Experience Drops
Exiled kalphite guardian Exiled kalphites 98 7,000 661 (and 218.1 Constitution experience) Various alchable items, grimy herbs and herb seeds
Advantages Disadvantages
  • Can hit hard on lower level players (if they are not safe spotting)

Levels 75-80+[]

Image Monster name Combat Level Life Points Life points Experience Drops
Gargoyle Gargoyles 93 6,700 569.7 (and 188 Constitution experience) Granite maul, Gems, many alchable items
Advantages Disadvantages
  • Requires 75 Slayer to kill
  • Very inefficient until the 'learn how to deliver killing blows quicker' ability is bought from a slayer master

Levels 80-99[]

Image Monster name Combat Level Life Points Life points Experience Drops
Abyssal demon Abyssal demons 98 8,500 661 (and 218.1 Constitution experience) Abyssal whip, abyssal wand/orb (only while on a Slayer assignment), gems, many alchable items
Advantages Disadvantages
  • Requires 85 Slayer to kill and 70 Agility to access the preferred training spot
  • Often crowded
Image Monster name Combat Level Life Points Life points Experience Drops
Waterfiend Waterfiends 107 8,000 934.2 (and 308.2 Constitution experience) Crimson charms, water orbs, raw sharks, raw lobsters, many alchable items
Advantages Disadvantages
  • Good source of crimson charms
  • Located in the Ancient Cavern very close to a Fairy ring
  • High amount of experience per kill
  • Can often hit hard against players using magic
  • High defence
Image Monster name Combat Level Life Points Life points Experience Drops
Force muspah Muspahs 150 20,000 1,069.8 (and 353 Constitution experience) Muspah spines, various dragon items and alchables
Advantages Disadvantages
  • Ancient Magicks spells do double damage
  • Aggressive to the player and spawn quickly
  • Very good source of money
  • Instanced, so no time is wasted looking for an open world
  • Requires Fate of the Gods to access
  • Without Soul Split players may find it difficult to survive for long periods of time without banking

Level 90-99[]

Image Monster name Combat Level Life Points Life points Experience Drops
General Graardor God Wars Dungeon Bosses (excluding Nex) Generals
  • K'ril Tsutsaroth - 650
  • Kree'arra - 580
  • Commander Zilyana - 596
  • General Graardor - 624
40,000 to 55,000 4,430 to 5,630 XP Bandos equipment, robes of subjugation, Saradomin sword, Armadyl crossbow, off-hand Armadyl crossbow, many other assorted supplies and noted drops
Advantages Disadvantages
  • Drops can be very valuable.
  • At high levels, the bosses are entirely soloable.
  • Using an instance can create very fast kills (provided that the spawn setting is on fast/fastest).
  • A killcount hampers exp gain, as it takes time between banking trips.
Image Monster name Combat Level Life Points Life points Experience Drops
Glacor Glacors 112 40,000 3,979.8 (and 1,313.3 Constitution experience) Pure essence, shards of Armadyl (for Armadyl battlestaff) glaiven boots, ragefire boots, and steadfast boots, lots of grimy herbs
Advantages Disadvantages
  • Can be difficult to kill if inexperienced with the Glacor's mechanics
  • High defence
  • Requires Ritual of the Mahjarrat to access
Image Monster name Combat Level Life Points Life points Experience Drops
Ganodermic Beast Ganodermic beasts 112 12,500 1,085.4 (and 358.1 Constitution experience) Ganodermic flake, ganodermic boots and gloves, tree seeds
Advantages Disadvantages
  • Very low max hit
  • Easily accessible with a Fairy ring near the entrance to the Polypore Dungeon
  • Often not very crowded
  • Very good source of money
  • Requires 95 Slayer to kill

Level 99+[]

Image Monster name Combat Level Life Points Life points Experience Drops
The Magister The Magister 899 200,000 30,536.1 (and 10,076.9 Constitution experience) Phylactery, Vital spark, Gloves of passage
Advantages Disadvantages
  • Fast kills can result in a large amount of experience per hour.
  • Potentially lucrative drops such as materials to create tier 92 khopeshes and sigils, which are in high demand for high-level boss encounters.
  • Counts as a Soul devourer on task giving 8,000 Slayer experience, with Tuska's wrath dealing up to 15,000 damage making kills faster as well.
  • For those with required Slayer level, with high combat, Herblore, and equipment, kills can give much higher experience hour than other methods, making it ideal for those going for high virtual levels.
  • Requires 1 Key to the Crossing for every kill which can be expensive, especially when coupled with non-valuable drops.
  • Requires 115 Slayer to kill; this can be boosted, but must last for the whole fight.
  • High intensity and many high level skills are required to achieve maximum experience rates (i.e. Overloads, Turmoil, etc).

Non-combat methods[]

Levels 7-15[]

At level 7, enchant sapphire tablets 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 a profit per tablet analysis, see Calculators/Tablet. It requires access to a player-owned house, so go to World 31 (House Party) if you do not own one. The Prifddinas house portal has the closest bank to a portal, followed by Yanille. If you don't want to take the hassle of buying often expensive soft clay, try blasting the lesser demon at the Wizards' Tower.

Levels 15-21[]

At level 15 players gain the ability to cast bones to bananas, effectively turning bones into food. This may be beneficial if casting spells in an area where damage is taken. Using a staff of earth or a staff of water is beneficial to reduce the amount of runes needed. Using this in combination to combat methods can increase experience over time and add time to trips.

Levels 21-27[]

Low Level Alchemy can be cast from level 21, giving a maximum of 62,000 experience per hour, making it the fastest experience by far until approximately level 40. Players should expect to pay roughly the cost of a nature rune for each cast, making it cost approximately 13.1 gp/xp. Players keen on efficiency may want to make these casts while training gathering skills such as Fishing or Woodcutting to minimise banking time involved with these skills.

Levels 27-33[]

Enchant emerald necklaces (4,068) to make binding necklaces (1,881) once level 27 which grants 37 experience per cast and can be used to make a decent profit when using an air staff to save on casting cost by using just 1 cosmic rune (412) per cast. Make sure to check the prices on runes and both types of necklaces before bulk buying to ensure profit and not loss (currently −2,599). There is a buy limit of 5,000 per 4 hours.

Levels 33-43[]

At level 33, you can use Telekinetic Grab in the basement of the west Varrock bank and take the gold necklace, the gold bar, the brass necklace, and some of the coins. This method doesn't require combat and offers some things to sell. After taking these items, it is recommended to switch worlds and continue. Alternatively, one may also choose to collect Wine of Zamorak, as this is highly valued by high-level herblorists.

Levels 43-55[]

At level 43, Superheat Item can be used to train Magic and Smithing simultaneously. A minimum of level 30 Smithing is recommended for this method in order to make steel bars. Note, however, this method requires an initial investment of purchasing relative ores and coal to create bars. Further, this method also requires the Smithing level needed to make the bar conventionally. Profit is possible, though prices will have to be evaluated daily. If the player has a high smithing level, superheating Runite bars can make considerable profit.

After reaching level 45, Camelot Teleport is a popular method of power training. By using a mystic air staff, only one law rune will be used making it relatively cheap and fast. This spell grants 55.5 Magic experience per spell for 111,000 experience per hour (the fastest possible cast speed is once per 1.8 seconds).

  • 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 but is 25-33% slower than casting the spell repeatedly.

Levels 55-58 (potentially all the way to 99)[]

From level 55 players typically cast High Level Alchemy until level 99 due to its ease and lack of movement. Using a mystic fire staff brings the cost down to a single nature rune per cast, but the High alchemy calculator can help assess the value of its use. The most popular items are the yew shieldbow, magic shieldbow, or any type of elemental battlestaff; however, familiar pouches may also be used. It takes 197,967 casts of High Level Alchemy to reach 99 Magic from 55, which is around 165 hours of constant alching if 1,200 alchs are cast an hour. This method is typically 65,000-78,000 experience per hour. Costs will also depend on the item used.

High level alchemy has several related calculators to establish profit margins and training costs.

However, the repetitiveness can mean an increased risk of repetitive strain injury.

Levels 58-66[]

The Watchtower Teleport is unlocked at level 58 giving 68 experience per cast and is used similarly to the Camelot teleport. This method may yield roughly 100,000 experience per hour with focus.

  • Alternatively, using a lectern in either your own or another player's house allows you to make Watchtower Teleport tablets. Using the lectern method makes a considerable profit but is 25-33% slower than casting the spell repeatedly.
  • Note: Level 67 Construction and a mahogany eagle lectern is required.
  • Use of a mystic earth staff will reduce the costs of casts.

Levels 66-71[]

At level 66 players may charge air orbs near Edgeville for 76 experience per cast. This method is frequently used for profit as air orbs typically sell for more than their components and may be used for significant crafting experience. Each orb requires a charge, but a make-x screen allows for automatic inventory completion giving roughly 40,000 experience per hour.

  • This method is also featured in a money making guide.
  • Note: Using this method involves attention and frequent movement through the Edgeville dungeon and teleporting back to the Edgeville bank.

For those seeking a more idle option after high level alchemy, Humidify may be cast with level 68 after completing Dream Mentor. To power train with this method, an item with a single click empty may be repeatedly filled and emptied offering 65 experience per cast for the cost of the runes. For example, fish bowls may be used as a single item to quickly fill and empty using hotkeys. Simply assign Humidify as key 1 and the fish bowl as key 2.

  • Use of a mystic steam staff will make this method more economical by cutting the need for water and fire runes.

Levels 71-77[]

At level 71, casting Hunter Kit may be used for 70 experience per cast. This method can give up to 100,000-200,000 experience per hour, but is expensive requiring two astral runes per cast. Using mousekeys, four casts can be done in a single animation, giving roughly 1,890 experience per inventory.

Levels 77-80[]

From level 77 players may train magic and crafting simultaneously by casting Superglass Make. This method is best utilised near a bank chest such as the Castle Wars or Clan Camp chests. Players may profit from selling the finished molten glass or use it for Crafting glass items. Using this method players can expect roughly 40,000 experience per hour with focus. However, more experience may be gained by utilising mousekeys and assigning the spell to a key rather than clicking the spell to streamline the banking process and minimise clicks.

  • This method requires prior investment of purchasing or gathering seaweed and sand.
  • Use of a mystic fire staff will reduce the costs of casts.

Levels 80-86[]

For those enjoying skill spells, String Jewellery is another popular method at level 80 for power training taking 48.6 seconds for an inventory. This method offers 83 magic experience and 4 crafting experience per amulet strung. Utilising the make-x feature, this spell will string each amulet in the inventory individually and will consume the required runes for each amulet. Players can expect roughly 130,000 experience per hour with focus.

Players often combine this method with casting Hunter Kit and Magic Imbue while using the tome of frost for faster experience. However, combining these significantly increases the number of clicks required and the costs involved while increasing experience minimally. This method can produce up to 160,000 experience per hour with focus.

Levels 86-94[]

Casting Plank Make on mahogany logs can be an effective way to train magic, yielding to about 150,000 experience per hour if concentrated. However, the player must have completed the Dream Mentor quest to utilize this method.

Levels 94-99[]

Casting the spell Vengeance can be used once every 30 seconds, which can be used in combination with other Lunar spells, such as String Amulet or Plank Make, or even while training another skill, to make experience faster. Vengeance grants 112 experience per cast. Also, this is very afk-able on its own. If used without any other spells, casting vengeance will award the player with around 13,600 experience per hour.

Alternative methods[]

Distractions and Diversions[]

Some D&Ds offer generalised points which may be allocated for experience in any skill. This section will focus on D&Ds which offer experience specifically in the Magic skill without a choice.

Balthazar Beauregard's Big Top Bonanza[]

The circus is a great way to earn easy Magic experience once a week. Players can take part in the magic section, which takes only a few minutes to complete and can give as much as 25,000 experience, although will likely give between 15,000-20,000 experience for mid level players.A high Magic level and Magic boosts will be an advantage.

Minigames[]

Conquest[]

Main article: Conquest

Points may be used to obtain pieces of Void Knight equipment or magic experience. Overall the non-repetitive nature of the mini-game makes the training seem to go by faster than with other popular methods. The recommended level is 40 to effectively play.

Mage Training Arena[]

Main article: Mage Training Arena

This arena is broken into multiple theatres featuring different spells. Activity in these theatres accumulates points which may be redeemed for items benefiting mages, including the infinity robes set. The robe set is typically bought and sold for a profit by those training magic in the arena.

  • Telekinetic Theatre: The minimum level is 33 for Telekinetic Grab. Training with this method involves frequent clicking and can take a long time to accumulate points. Starting at level 33 is recommended to save time later if pursuing infinity robes.
  • Creature Graveyard: Casting Bones to Peaches is good experience, although this spell must already be unlocked by playing within the arena. Bones to Bananas may be used up to this point. A mystic mud staff is recommended to reduce the runes needed to only two nature runes.
  • Enchanting Chamber: Casting Enchant Level 5 Jewellery at level 68 while wielding a mystic mud staff yields up to 60,000 experience per hour. Keep in mind enchanting within the arena provides only 75 percent of the normal experience, which reduces Enchant Level 5 Jewellery to 58.5 experience per cast.
  • Enchanting Chamber: Casting Enchant Level 6 Jewellery at level 87 while wielding a mystic lava staff yields up to 50,000-85,000 experience per hour with focus. Keep in mind enchanting within the arena provides only 75 percent of the normal experience, which reduces Enchant Level 6 Jewellery to 72.8 experience per cast.
    • The maximum amount of Pizazz points a player can earn in the Enchanting Chamber is 16,000. A mid-level mage can earn 16,000 points achieving just a few Magic levels. If the player does not intend to earn points in the other rooms, they can instead talk with the Rewards Guardian upstairs to exchange the points earned just in the Enchanting Chamber for cosmic runes. One cosmic rune is worth five Enchantment Pizazz points. This can work for any enchantment spell, but 68 or 87 is highly recommended.

Stealing Creation[]

Main article: Stealing Creation

Points may be used to obtain sacred clay robes and/or magic staff to gather bonus experience in magic. However, each Stealing Creation game is 15–20 minutes depending on the world, so this method could take some time. Upon draining the items of their bonus experience, the item may still be used as normal gear with level 50 Defence and Magic.

Shattered Worlds[]

Main article: Shattered Worlds

At worlds 50+, Shattered Worlds can be a very good source of experience. In general, each world offers better experience per kill than the one before it until the player no longer has enough resources to continue. In addition to experience, shattered worlds awards the player with Shattered anima for rewards like Bladed Dive and slayer masks that are normally only obtainable from Treasure Hunter. It is recommended that players train around worlds 70-80, bringing their own armour and weapons, for the fastest experience rates.

Abyssal training[]

Training Magic, Melee and Ranged skills in the Abyss is perhaps the best AFK exp/hour in the entire game. The south-west and south-east corners spawn 15+ creatures that are aggressive and will attack the player upon respawn. There is a world-hopping safespot in the far south-west corner behind a tendril. The creatures become non-aggressive after 10 minutes. To reset the aggression timer simply run away and come back. 

549,601.0 XP/h measurements: Magic Air Surge or Blood Barrage (power armour, blood amulet, grand magic potion, Armadyl battlestaff recommended): 549,601.0 exp/hour afk. Use Revolution++ with the following bar: Corruption Blast, Tsunami, Dragon Breath, Chain, Sonic Wave. Blood Barrage is much more expensive than Air Surge (with no rune cost when using an Armadyl battlestaff., but provides 5.6% more exp/hour.

Corruption Blast is recommended for magic training. It increases exp/hour by 28%.

Blood amulet of fury or Bunyip is enough to heal for a complete AFK experience.

Bring a charming imp. Have him eat the abyssal, gold, green charms for easy summoning exp. The monsters drop ludicrous amounts of charms due to the sheer volume of kills per hour.

Quests with Magic experience[]

Quests without skill requirements[]

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.

These total to 2,100 experience. From level 1 this will give a player level 14 with only 311 experience until level 15.

Quests with skill requirements[]

These quests may have other high-level requirements which can be found on their associated page.

These quests total to 591,785 experience.

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