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.
| Levels | Method | XP/hr | Notes |
|---|---|---|---|
| 1-10 | Witch's Potion, Imp Catcher | Quest XP | 1,200 XP |
| 10-14 | Strike spells on crabs or weak monsters | Low | Just enough for Watchtower |
| 14-31 | Watchtower quest | Quest XP | 15,250 XP |
| 31-49 | Lvl-2 Enchant on emerald rings | 59,200 | Pays you a little per cast |
| 49-55 | Lvl-3 Enchant on ruby jewellery | 94,400 | Profit swings with prices |
| 55-70 | High Level Alchemy | 78,000 | Up to about 144,600 tele-alching |
| 70-94 | Ice Burst in multi-combat | 250,000 | AFK at maniacal monkeys; more on Slayer |
| 94-99 | Ice Barrage | 320,000 | Same 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:
| Level | Spell | XP/hr | Why use it |
|---|---|---|---|
| 76 | Spin Flax | 77,600 | Profitable, use a staff of air |
| 77 | Superglass Make | 46,800 | Profitable, also trains Crafting |
| 78 | Tan Leather | 132,000 | Profitable; needs the hard Fremennik diary |
| 80 | String Jewellery | 150,000 | Low effort, small profit |
| 86 | Plank Make | 166,000 | Profitable; 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.