osrsmath

Magic Training from Imp Catcher to Ice Barrage

Magic is the one combat skill you can train almost entirely without fighting, and the cost ranges from free to very expensive. The method table below lists every training spell with XP per cast and today's cost or profit per cast from rune and item prices. Start by finishing Witch's Potion and Imp Catcher, then filter the table to spells at or below your level.

Magic training route

Time to 9954 hr +some steps have no typical rate
XP still to gain13,034,431from level 1
Average rate240K xp/hr8 steps left
LevelsMethodXP/hrXP neededHours
1–10Quests: Witch's Potion and Imp Catcher1,200 Magic XP–1,154–
10–14Strike spells on crabs or weak monstersWatchtower needs 14 Magic during the quest–953–
14–31Watchtower quest15,250 Magic XP–12,726–
31–49Lvl-2 Enchant on emerald ringsSmall profit per cast59,20076,8881.3 hr
49–55Lvl-3 Enchant on ruby jewellery94,40074,91548 min
55–70High Level AlchemyTele-alching reaches about 144,60078,000570,9917.3 hr
70–94Ice Burst in multi-combat (maniacal monkeys or Slayer tasks)Needs Desert Treasure I250K7,206,98729 hr
94–99Ice Barrage in multi-combat320K5,089,81716 hr
Total13,034,43154 hr

Cost per xp of every method

Open the Magic calculator
ActionLevelXP eachProfit eachGP/XP
Wind Strike F2PCheapestCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
15.5−10−1.8
Confuse F2PCurses and binds
313−36−2.8
Enchant opal boltsEnchanting · Enchants 10 bolts per cast.
49−124−13.8
Water Strike F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
57.5−16−2.1
Arceuus Library TeleportTeleports · Arceuus spellbook.
69.5−126−13.3
Enchant sapphire boltsEnchanting · Enchants 10 bolts per cast.
717.5−292−16.7
Lvl-1 Enchant (sapphire amulet) F2PEnchanting
717.5−16−0.9
Lvl-1 Enchant (sapphire ring) F2PEnchanting
717.5+374+21.4
Earth Strike F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
99.5−22−2.3
Weaken F2PCurses and binds
1121−36−1.7
Fire Strike F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
1311.5−34−3.0
Bones to Bananas F2PUtility · Turns every bone in the inventory into a banana.
1525−156−6.2
Basic ReanimationArceuus · Plus an ensouled head.
1632−288−9.0
Draynor Manor TeleportTeleports · Arceuus spellbook.
1716−126−7.9
Wind Bolt F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
1713.5−110−8.1
Curse F2PCurses and binds
1929−36−1.2
Bind F2PCurses and binds
2031−300−9.7
Low Level Alchemy F2PAlchemy · Returns coins equal to the item's low alchemy value; profit is on the alchemy page.
2131−150−4.8
Battlefront TeleportTeleports · Arceuus spellbook.
2319−126−6.6
Water Bolt F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
2316.5−122−7.4
Enchant pearl boltsEnchanting · Enchants 10 bolts per cast.
2429−384−13.2
Varrock Teleport F2PTeleports
2535−138−3.9
Enchant emerald boltsEnchanting · Enchants 10 bolts per cast.
2737−1,072−29.0
Lvl-2 Enchant (emerald amulet) F2PEnchanting
2737+198+5.4
Lvl-2 Enchant (emerald ring) F2PEnchanting
2737+145+3.9
Mind Altar TeleportTeleports · Arceuus spellbook.
2822−122−5.5
Earth Bolt F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
2919.5−128−6.6
Enchant topaz boltsEnchanting · Enchants 10 bolts per cast.
2933.5−1,844−55.0
Lumbridge Teleport F2PTeleports
3141−138−3.4
Respawn TeleportTeleports · Arceuus spellbook.
3427−428−15.9
Fire Bolt F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
3522.5−140−6.2
Falador Teleport F2PTeleports
3748−138−2.9
Crumble Undead F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
3924.5−122−5.0
Salve Graveyard TeleportTeleports · Arceuus spellbook.
4030−742−24.7
Teleport to HouseTeleports
4030−126−4.2
Adept ReanimationArceuus · Plus an ensouled head.
4180−734−9.2
Wind Blast F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
4125.5−172−6.7
Superheat Item F2PAlchemy · Also gives the bar's Smithing xp; ore and coal not listed.
4353−156−2.9
Camelot TeleportTeleports
4555.5−144−2.6
Water Blast F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
4728.5−190−6.7
Fenkenstrain's Castle TeleportTeleports · Arceuus spellbook.
4850−434−8.7
Kourend Castle TeleportTeleports
4858−240−4.1
Enchant ruby boltsEnchanting · Enchants 10 bolts per cast.
4959−1,134−19.2
Lvl-3 Enchant (ruby amulet) F2PEnchanting
4959−15−0.3
Lvl-3 Enchant (ruby ring) F2PEnchanting
4959−218−3.7
Magic DartCombat spells · Needs a slayer's staff. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5030−170−5.7
Smoke RushCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5030−516−17.2
Snare F2PCurses and binds · Snare gives 60 xp if it splashes.
5061−444−7.3
Ardougne TeleportTeleports
5161−240−3.9
Shadow RushCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5231−824−26.6
Earth Blast F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5331.5−196−6.2
Civitas illa Fortis TeleportTeleports
5464−240−3.8
Paddewwa TeleportTeleports · Ancient spellbook.
5464−240−3.8
High Level Alchemy F2PAlchemy · Returns coins equal to the item's high alchemy value; profit is on the alchemy page.
5565−162−2.5
Blood RushCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5633−806−24.4
Charge Water OrbUtility · Cast on the water obelisk.
5666+123+1.9
Enchant diamond boltsEnchanting · Enchants 10 bolts per cast.
5767−2,390−35.7
Lvl-4 Enchant (diamond amulet) F2PEnchanting
5767+184+2.7
Lvl-4 Enchant (diamond ring) F2PEnchanting
5767−336−5.0
Ice RushCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5834−516−15.2
Watchtower TeleportTeleports
5868−240−3.5
Fire Blast F2PCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
5934.5−208−6.0
Bones to PeachesUtility · Unlocked at the Mage Training Arena.
6035.5−312−8.8
Charge Earth OrbUtility · Cast on the earth obelisk.
6070+132+1.9
Senntisten TeleportTeleports · Ancient spellbook.
6070−542−7.7
Trollheim TeleportTeleports
6168−240−3.5
West Ardougne TeleportTeleports · Arceuus spellbook.
6168−856−12.6
Smoke BurstCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
6236−724−20.1
Wind WaveCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
6236−332−9.2
Charge Fire OrbUtility · Cast on the fire obelisk.
6373+265+3.6
Ape Atoll TeleportTeleports
6474−305−4.1
Shadow BurstCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
6437−1,334−36.1
Bake PieUtility · Lunar spellbook; also gives the pie's Cooking xp. Pies not listed.
6560−151−2.5
Harmony Island TeleportTeleports · Arceuus spellbook.
6574−560−7.6
Water WaveCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
6537.5−374−10.0
Charge Air OrbUtility · Cast on the air obelisk.
6676+380+5.0
Kharyrll TeleportTeleports · Ancient spellbook.
6676−530−7.0
VulnerabilityCurses and binds
6676−374−4.9
NPC Contact (Astral Contact)Utility · Lunar spellbook; the spell was renamed Astral Contact.
6763−231−3.7
Blood BurstCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
6839−1,304−33.4
Enchant dragonstone boltsEnchanting · Enchants 10 bolts per cast.
6878−3,126−40.1
HumidifyUtility · Lunar spellbook; fills every empty vial, jug, bucket or bowl in the inventory.
6865−121−1.9
Lvl-5 Enchant (dragon necklace)Enchanting
6878+534+6.8
Lvl-5 Enchant (dragonstone amulet)Enchanting
6878+27+0.3
Lvl-5 Enchant (dragonstone ring)Enchanting
6878+1,211+15.5
Moonclan TeleportTeleports · Lunar spellbook.
6966−320−4.8
DegrimeUtility · Arceuus spellbook; cleans every grimy herb in the inventory and gives half the usual Herblore xp.
7083−288−3.5
Earth WaveCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
7040−374−9.3
Ice BurstCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
7040−724−18.1
Cemetery TeleportTeleports · Arceuus spellbook.
7182−730−8.9
Ourania TeleportTeleports · Lunar spellbook.
7169−344−5.0
Expert ReanimationArceuus · Plus an ensouled head.
72138−1,326−9.6
Lassar TeleportTeleports · Ancient spellbook.
7282−252−3.1
Waterbirth TeleportTeleports · Lunar spellbook.
7271−314−4.4
EnfeebleCurses and binds
7383−410−4.9
Smoke BlitzCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
7442−936−22.3
Barbarian TeleportTeleports · Lunar spellbook.
7576−440−5.8
Fire WaveCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
7542.5−374−8.8
Shadow BlitzCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
7643−1,552−36.1
Spin FlaxUtility · Lunar spellbook; spins 5 flax per cast.
7675+439+5.9
Superglass MakeUtility · Lunar spellbook. About 1.6 glass per sand if you pick up the overflow; also gives 180 Crafting xp.
7778+1,871+24.0
Dareeyak TeleportTeleports · Ancient spellbook.
7888−258−2.9
Khazard TeleportTeleports · Lunar spellbook.
7880−446−5.6
Tan Leather (black dragonhide)Utility · Lunar spellbook; tans 5 hides per cast.
7881+1,464+18.1
Tan Leather (blue dragonhide)Utility · Lunar spellbook; tans 5 hides per cast.
7881+1,244+15.4
Tan Leather (green dragonhide)Utility · Lunar spellbook; tans 5 hides per cast.
7881+1,199+14.8
Tan Leather (red dragonhide)Utility · Lunar spellbook; tans 5 hides per cast.
7881+919+11.3
EntangleCurses and binds
7989−588−6.6
Blood BlitzCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8045−1,516−33.7
String JewelleryUtility · Lunar spellbook; xp is per amulet strung.
8083−301−3.6
StunCurses and binds
8090−458−5.1
Wind SurgeCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8144.5−342−7.7
Ice BlitzCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8246−930−20.2
Barrows TeleportTeleports · Arceuus spellbook.
8390−1,158−12.9
Carrallanger TeleportTeleports · Ancient spellbook.
8494−856−9.1
Fishing Guild TeleportTeleports · Lunar spellbook.
8589−693−7.8
Water SurgeCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8546.5−402−8.6
Plank Make (mahogany)Utility · Lunar spellbook. Also costs 1,050 coins per plank (not listed).
8690+1,346+15.0
Smoke BarrageCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8648−1,268−26.4
Catherby TeleportTeleports · Lunar spellbook.
8792−693−7.5
Enchant onyx boltsEnchanting · Enchants 10 bolts per cast.
8797+2,364+24.4
Lvl-6 Enchant (onyx amulet)Enchanting
8797−247K−2,542
Lvl-6 Enchant (onyx ring)Enchanting
8797−1.03M−10,614
Shadow BarrageCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
8849−2,186−44.6
Ice Plateau TeleportTeleports · Lunar spellbook.
8996−681−7.1
Annakarl TeleportTeleports · Ancient spellbook.
90100−832−8.3
Ape Atoll Teleport (Arceuus)Teleports · Arceuus spellbook.
90100−1,460−14.6
Earth SurgeCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
9048.2−402−8.3
Master ReanimationArceuus · Plus an ensouled head.
90170−2,388−14.0
Blood BarrageCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
9251−2,138−41.9
Lvl-7 Enchant (zenyte amulet)Enchanting
93110−1.52M−13,814
Lvl-7 Enchant (zenyte bracelet)Enchanting
93110−3.63M−32,970
Lvl-7 Enchant (zenyte necklace)Enchanting
93110−2.73M−24,840
Lvl-7 Enchant (zenyte ring)Enchanting
93110−4.66M−42,360
Ice BarrageCombat spells · Ancient Magicks. Base xp per cast; you also get 2 Magic xp per point of damage dealt.
9452−1,256−24.2
Fire SurgeCombat spells · Base xp per cast; you also get 2 Magic xp per point of damage dealt.
9550.5−402−8.0
Ghorrock TeleportTeleports · Ancient spellbook.
96106−276−2.6

Profit each and GP/XP use current Grand Exchange mid prices, before the 2% GE tax. Negative numbers are a cost per action or per xp. XP/hr and GP/hr assume a typical efficient player.

A balanced route to 99

This route is cheap early, profitable in the middle and fast at the end. It is what most mains do: quest the opening levels, enchant and alch through the 50s and 60s, then burst and barrage on Slayer tasks or at maniacal monkeys until 99.

LevelsMethodXP/hrNotes
1-10Witch's Potion, Imp CatcherQuest XP1,200 XP
10-14Strike spells on crabs or weak monstersLowJust enough for Watchtower
14-31Watchtower questQuest XP15,250 XP
31-49Lvl-2 Enchant on emerald rings59,200Pays you a little per cast
49-55Lvl-3 Enchant on ruby jewellery94,400Profit swings with prices
55-70High Level Alchemy78,000Up to about 144,600 tele-alching
70-94Ice Burst in multi-combat250,000AFK at maniacal monkeys; more on Slayer
94-99Ice Barrage320,000Same spots, bigger clumps

Rates are at the start of each band. Track runes and casts to your next goal with the magic calculator.

Quests that skip the first 31 levels

Witch's Potion (325 XP) and Imp Catcher (875 XP) get you to 10 in a few minutes. Watchtower is the real skip: 15,250 Magic XP, which moves you from 10 to 31, just 6 XP short of 32. It needs 14 Magic during the quest, so cast a few strikes first. Later on, Desert Treasure I (Ancient Magicks), Lunar Diplomacy (Lunar spellbook, 65 Magic) and Dream Mentor (Plank Make and Hunter Kit) are the quests that change how you train.

Cheapest and most AFK

Combat crabs: cast strikes or bolts on ammonite crabs (after Bone Voyage), sand crabs or rock crabs. Free beyond runes and very relaxed. Get 30 Defence first so the crabs barely touch you.

Splashing: wear gear with a heavily negative magic attack bonus so every spell splashes, and pick a monster that cannot hurt you, so the fight never ends. It needs one click every 20 minutes and gives anywhere from about 6,600 to 75,750 XP/hr depending on the spell. Our splashing calculator works out runes and time to your goal.

Arceuus Library: returning books gives 15 times your Magic level in XP with no runes at all. Combined with alching on the way, it reaches about 200,000 XP/hr at 75 for very little money.

Fastest: spend gold for speed

Enchanting bolts is the fastest early method. Ruby bolts at 49 give about 324,500 XP/hr and diamond bolts at 57 about 368,500, cast manually. It costs a lot per XP, but you can make some of it back by selling the enchanted bolts. Prices for each bolt type sit on the enchanted bolts page.

Tele-alching pairs a High Level Alchemy cast with a teleport every five ticks: Camelot gives up to 144,600 XP/hr and Ardougne up to 151,200. Stun-alching from 80 reaches 184,000 XP/hr, or 256,000 with an Ardougne Teleport added. Both are click-heavy.

Bursting and barraging is how most players finish. Ice Burst unlocks at 70 and Ice Barrage at 94, both after Desert Treasure I. At maniacal monkeys (Monkey Madness II progress), Ice Burst gives up to 310,000 XP/hr active and 250,000 or more AFK; Ice Barrage pushes that to 400,000 active and 320,000 AFK. Slayer tasks such as dust devils and nechryael give strong Magic XP while you also train Slayer, and the drops cover much of the rune cost. Cheaper options include dust devils in the Catacombs and the Wilderness bandits, though the bandits bring the Wilderness with them.

Cure Me from 71 on the Lunar spellbook is the outright fastest at up to 414,000 XP/hr, but it is very expensive per hour and needs a steady supply of potions to keep your Prayer points up while the spiders poison you.

Profitable Magic

Enchanting jewellery is the classic way to earn while training. Lvl-1 Enchant on sapphire jewellery from 7, Lvl-2 on emerald rings from 27 and Lvl-3 on ruby jewellery from 49 all make a small profit per cast at most prices. Charging orbs from 56 is slower but profitable, if you can stand the Wilderness for air and earth orbs.

High Level Alchemy at 55 gives 65 XP per cast, up to 78,000 XP/hr standing still and 20,000-50,000 if you alch while doing something else. Whether it makes or loses money depends on the item, so pick items from the high alchemy profit list and buy within their limits.

The Lunar spellbook has the best money-making spells:

LevelSpellXP/hrWhy use it
76Spin Flax77,600Profitable, use a staff of air
77Superglass Make46,800Profitable, also trains Crafting
78Tan Leather132,000Profitable; needs the hard Fremennik diary
80String Jewellery150,000Low effort, small profit
86Plank Make166,000Profitable; about 90,000 if you play it AFK

Plank Make with Magic Imbue every seventh cast can pass 180,000 XP/hr. These spells sell real products (planks, leather, glass, strung amulets), so the Lunar spell money makers page shows which one pays best today.

Gear and setup for bursting

For training spells like alching and Lunar casts, gear does not matter: wear a staff that covers one of the runes and nothing heavy. Bursting and barraging are different, because accuracy decides how many monsters in each clump you hit and therefore your XP. Wear the best magic attack bonus you own, use your best magic combat boost, and carry enough potions to keep your Prayer points up on long tasks. A staff that supplies water runes, such as a kodai wand or a mud or steam battlestaff, removes one rune from every cast.

Stack monsters before each cast. Two or three good clumps per minute are worth more than any gear upgrade, and on Slayer tasks with poor drops that is the difference between a cheap trip and an expensive one.

Free-to-play Magic

Free-to-play accounts have strikes and bolts, curses, the first jewellery enchants, low and high alchemy, and Telekinetic Grab. Curse splashing is the usual AFK option, High Level Alchemy is the fastest XP from 55, and it is profitable if you choose items well. There is no bursting, no Lunar book and no bolt enchanting, so free-to-play 99 Magic is mostly alching.

Zero-time Magic

Several methods sit on top of other training. Alching while fletching or running between bank and spot, Magic Imbue while runecrafting, and Bake Pie (65, about 113,000 passive XP/hr) all add Magic XP without taking time away from another skill. Over a long account they add up to a few levels without you noticing.

Spell unlocks along the way

Camelot Teleport at 45, High Level Alchemy at 55, the Lunar book at 65, Ice Burst at 70, Vengeance at 94 and Ice Barrage at 94 are the milestones most players remember. Rune prices drive almost every method above, so keep an eye on the nature rune price if alching is a big part of your plan.

Questions players ask

What is the fastest way to train Magic in OSRS?

Bursting and barraging in multi-combat from 70, at up to 310,000-400,000 XP/hr at maniacal monkeys. Cure Me from 71 is faster at up to 414,000 XP/hr but costs far more per hour. Before 70, enchanting diamond or ruby bolts is quickest.

What is the cheapest way to train Magic?

Quests to 31, then strikes or bolts on crabs, splashing, or the Arceuus Library, which needs no runes and gives 15 times your Magic level per book. All are slow next to bursting, but they cost almost nothing.

What is the best AFK Magic training?

Splashing needs input every 20 minutes. Bursting maniacal monkeys gives 250,000+ XP/hr with little attention once you have Monkey Madness II progress. String Jewellery and Plank Make on the Lunar book are low effort and make a small profit.

How do you make money training Magic?

Enchant jewellery from 7, high alch the right items from 55, and use Lunar spells from 76: Spin Flax, Superglass Make, Tan Leather, String Jewellery and Plank Make all sell their product. Bursting Slayer tasks with good drops also covers its rune cost.

Which quests give Magic XP?

Witch's Potion (325) and Imp Catcher (875) get you to 10. Watchtower gives 15,250 XP and takes you from 10 to 31. Desert Treasure I, Lunar Diplomacy and Dream Mentor give the spellbooks and spells that matter for later training.

Do you need Desert Treasure I to burst?

Yes. Ancient Magicks, including Smoke Burst at 62, Ice Burst at 70 and Ice Barrage at 94, need Desert Treasure I. Without it, the fastest options after 55 are tele-alching, stun-alching from 80, bolt enchanting and the Lunar spells.