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1–99 Magic Training Guide in Old School RuneScape
Magic is one of the most versatile skills in Old School RuneScape, blending combat DPS mechanics with highly profitable skilling spells. Unlike melee and ranged, Magic training can be optimized for experience, profit, or multitasking efficiency depending on your goals. Because many high-level methods-such as bursting, barraging, or Lunar spellbook utility spells-require a steady GP investment for runes and supplies, some players choose to buy OSRS gold to fund faster progression and maintain optimal XP rates. This guide walks through combat fundamentals, early quest boosts, and the most effective training pathways from level 1 to 99-plus strong alternatives if you prefer variety.
Magic Combat Fundamentals
When casting combat spells on NPCs, your damage per second (DPS) depends on three variables:
· Accuracy (Magic level + Magic attack bonus from gear)
· Max hit (spell base damage + modifiers)
· Attack speed (fixed per spell or powered staff)
Magic accuracy is influenced by your Magic attack bonus visible in the equipment stats interface and your target’s Magic defense. Max hits vary by spell tier. On the Standard spellbook, early elemental spells scale within their tier-unlocking Water Strike increases Wind Strike’s max hit, for example-but tiers do not scale infinitely upward.
Gear contributes primarily to accuracy early on. Magic damage % bonuses appear later (e.g., Bloodbark, Occult necklace, Tome of Fire) and significantly improve XP rates during burst/barrage training.
Early Quest Boost (Recommended)
Before training from level 1, complete:
· Witch's Potion
· Imp Catcher
These quickly push you to level 10 Magic.
Additional strong options:
· The Grand Tree
· Fairytale I - Growing Pains
· Watchtower (15k Magic XP reward)
While optional, these quests significantly reduce early grind time.
Levels 1–13: Strike Spells (Lumbridge Cows)
Use Wind Strike with an Air staff and mind runes at Lumbridge cows. Basic Wizard robes and an Amulet of Magic are sufficient.
This phase is brief-roughly 1.8k XP to level 13.
Levels 13–55: Fire Spells on Ice Giants
At 13 Magic, unlock Fire Strike. Move to Ice Giants at White Wolf Mountain and safe-spot them. They are weak to fire, improving XP efficiency.
Gear progression:
· Zamorak robes (early)
· Xerician robes at 20 Magic (10 Defense required)
· Mystic robes at 40 Magic / 20 Defense
· Chaos gauntlets (from Family Crest) for +3 max hit on bolt spells
· Tome of Fire at 50 Magic (boosts fire spell damage)
Fire Bolt with Chaos gauntlets becomes especially efficient.
Levels 55–High 60s: High Alchemy + Splashing
High Alchemy offers ~70k XP/hour and can be profit-neutral or profitable depending on item margins. Rune items, dragonhide bodies, battlestaves, and certain mystic pieces are commonly viable.
To maximize XP:
· Splash Curse/Weaken/Stun while alching.
· Maintain −64 Magic attack bonus to guarantee splashes.
· At 80 Magic, use Stun for higher XP rates.
This method is click-intensive but highly flexible and can be extended to 99 if desired.
Levels 62–99: Bursting and Barraging
After completing Desert Treasure, unlock Ancient Magicks.
Burst spells (Smoke/Ice Burst) hit all NPCs in a 3×3 radius in multi-combat areas, producing massive XP drops.
Top locations:
· Maniacal Monkeys (requires Monkey Madness II)
· Dust Devils / Nechryael in the Catacombs of Kourend (Slayer required)
Gear upgrades:
· Bloodbark armor (60 Magic)
· Mage Arena I cape
· Occult necklace (70 Magic, +5% damage)
At 86 Magic, upgrade to Smoke Barrage for higher base max hits and top-tier XP rates. Bursting/barraging remains one of the fastest 99 methods in the game.
Lunar Spellbook Alternatives
Unlocked via Lunar Diplomacy.
Spin Flax (76 Magic)
~100k Magic XP/hour + ~100k Crafting XP/hour. Low margin but strong dual-skill efficiency.
Plank Make (86 Magic, requires Dream Mentor)
Converts logs to planks at 70% sawmill cost.
AFK version: ~90–100k XP/hour.
Click-intensive: up to 160k XP/hour.
Often profitable, especially with mahogany or sailing-era planks.
Humidify (68 Magic)
Turns clay into soft clay. Moderate XP and ~600k GP/hour depending on margins.
Superglass Make (77 Magic)
With giant seaweed: ~45k Magic XP + ~100k Crafting XP/hour and up to ~1M GP/hour profit. Highly click-intensive but extremely efficient overall.
Tan Leather (78 Magic, Fremennik Hard Diary)
One of the strongest profit methods in Magic training-often 1M–2M GP/hour while exceeding 100k XP/hour. Diary requirements are the primary barrier.
String Jewellery (80 Magic)
AFK-friendly. Jade and red topaz amulets commonly profit. Strong mid-to-high level alternative with respectable XP.
Splashing (AFK Option)
Maintain −64 Magic attack bonus to guarantee zero damage. You still gain base XP per cast. Rates range 6k–60k XP/hour depending on spell tier. Not efficient, but extremely low effort.
Final Thoughts
Magic training in Old School RuneScape offers unmatched flexibility. If you want raw speed, burst and barrage spells dominate. If you prefer profit, Tan Leather, Plank Make, and Superglass Make excel. If you value multitasking, High Alchemy and String Jewellery are excellent. Since many of the fastest methods require a significant rune investment, some players look for cheap OSRS gold to help sustain high-intensity training without interrupting their XP flow.
Spam spells consistently, choose methods aligned with your goals (speed vs. profit vs. AFK), and you’ll reach 99 efficiently.
Good luck on your Magic gains.
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