RS3 Magic Guide,1-99 and Beyond Magic Training Methods
23.09.2023 - 12:04:53
Game Guides , Runescape
General Knowledge
Magic is one of the 3 combat styles that focuses on utility spells which can boost other skills and combat spells which are really effective against certain monsters. You can train your magic by either engaging in magical combat or by continuously casting said utility spells.
If you want to take the utility route, it will take longer but you will not gain any Constitution or defence experience. You can safely do this method near any bank, with the appropriate amount of runes and items.
If you are looking to train your magic with combat you will need to have magical weapons and armour, food to heal and magical boosting potions or items to help you boost your magic. You can use super magic potions, vecna's skull or if you have the level for it overloads to boost your magic.
You can use your combat options menu to choose whether you want to gain only magic experience or defence experience, of course you can choose to train both at the same time as well. You should always train on monsters that have a weakness to magic attacks, as they will take a lot more damage compared to other monsters when hit by magic attacks. They can be weak to a specific element so choose your spells accordingly.
Equipment
When training your magic, you should always use the highest tier equipment that is available to you if possible. For weapons you can choose to wear either a 2 handed staff or a wand and an off hand. 2 handed staffs are slower but have higher overall stats while the wands and off hands are faster but have lower stats. Keep in mind that all the armours listed below have a Defence level requirement as well as a Magic level requirement. Here is a list of items and weapons that you should use:
Level (Defence & Magic) | Armour Set | Weapons |
1 | Wizards robes | Staff/Caitlin's staff/Mindspike/Staff of air/Avernic wand |
10 | Imphide robes | Mindspike/Imp horn wand & Imphide book |
20 | Spider Silk robes | Spider wand & Spider orb |
30 | Batwing robes | Air battlestaff/Batwing wand & book |
40 | Splitbark equipment | Mystic air staff/Splitbark wand & orb |
50 | Mystic equipment | Ancient staff/Iban's staff/Mystic wand & orb |
60 | Grifolic equipment | Toktz-mej-tal/God staves |
70 | Ahrim the Blighted's equipment | Ahrim's staff/Ahrim's wand & book of magic |
75 Magic, 70 Defence | Robes of subjugation (power armour) | Staff of light/Polypore staff/Abyssal wand & orb/Armadyl battlestaff |
75 | Ganodermic armour (tank armour) | Staff of light/Polypore staff/Abyssal wand & orb/Armadyl battlestaff |
80 | Anima core of Seren Armour | Chaotic staff/Attuned crystal staff/Attuned crystal wand & orb/Virtus wand & book |
80 | Virtus equipment | Chaotic staff/Attuned crystal staff/Attuned crystal wand & orb/Virtus wand & book |
85 | Seasinger's equipment | Staff of darkness/Seasinger kiba & makigai/Wand & orb of the Cywir elders |
90 | Tectonic armour | Noxious staff/Seismic wand & singularity/Wand of the praesul & Imperium core/Staff of Sliske |
Relic Powers
These powers are unlocked through the Archaeology skill, and when activated, provide the player with a passive effect.
Relic Power | Effect | Archeology Level |
Font of Life | Increases maximum health by 500. | 5 |
Berserker's Fury | Increases your damage, the lower your health is. This effect can go up to +5.5% damage increase. This does not stack with Dharok's armour set. | 56 |
Death Ward | Reduces the damage you take by 5% when your life points are below 50%, this effect increases to 10% damage reduction when your health is below 25%. | 81 |
Fury of the Small | All of your basic abilities generate 1% more adrenaline. | 97 |
Persistent Rage | Your adrenaline will not drain outside of combat. | 98 |
Heightened Senses | Your maximum adrenaline is increased by 10%. | 105 |
Conservation of Energy | After using an ultimate ability, regain 10% of your adrenaline back. | 118 |
Inspire Awe | 2% exp boost to your combat skills. | 119 |
1-99 and Beyond Magic Training
Slayer
You can do slayer assignments all the way to 200M experience, it is in fact the preferred method as you will be benefiting from the passive effect of the slayer helmet, which greatly boosts your magic attack and damage. If you don't want to train Slayer, here is a list of monsters that you can train on:
Training on Monsters
Levels | Monster | EXP | Notes |
1-35 | Troll brutes | 12 Combat & 4 Constitution | Weak to air spells. |
35-40 | Ice warriors | 99 Combat & 32 Constitution | Weak to fire spells. |
40-50 | Crocodiles | 215 Combat & 71 Constitution | Weak to air spells. |
40-50 | Ankous | 179 Combat & 59 Constitution | Can be safe spotted in the Stronghold of Security. |
50-60 | Ogres | 240 Combat & 79 Constitution | Weak to air spells. |
60-70 | Might banshees | 344 Combat & 113 Constitution | Requires the completion of the quest "Smoking Kills". |
60-70 | Earth Warriors | 221 Combat & 73 Constitution | Weak to water spells. |
70-75+ | Abyssal monsters (3 variants) | 183,211,233 Combat & 72,77,79 Constitution | AFK & Fast experience. Ancient magicks are extremely effective. |
70-75+ | Exiled kalphites | 350 Combat & 115 Constitution | Can be safe spotted at the bend of the path in the Exiled kalphite hive. |
75-80+ | Gargoyles | 567 Combat & 188 Constitution | Requires level 75 Slayer. Must have "learn how to deliver killing blows quicker". |
80-99 | Abyssal demons | 661 Combat & 218 Constitution | Good source of money. Very fast & AFK experience. |
80-99 | Corrupted scorpions | 462 Combat & 152 Constitution | Very fast & AFK experience. Requires level 88 Slayer. Requires feather of Ma'at for each kill. |
80-99 | Waterfiends | 934 Combat & 308 Constitution | High experience per kill. |
Non-Combat Training Methods
Levels 7-21+ Enchanting Sapphire
At level 7 Magic you can start enchanting sapphire jewellery. Turning sapphire necklaces into game necklaces will provide you with 251 gp profit per cast.
EXP/H: 48K
Levels 21-27 Low Level Alchemy
This will make you lose quite a bit of gold. If you want to have maximum efficiency you can combine your alch casts with another skill such as Fishing or Woodcutting.
EXP/H: 62K
Levels 27-43 Enchanting Emerald
Enchanting emerald rings into rings of duelling will yield 37 experience per cast.
EXP/H: 80K
Levels 43-55 Superheating/Camelot Teleport
This spell trains your Smithing and Magic simultaneously. 30 Smithing is recommended for this method to make steel bars. With 50 smithing you can make rune bars for more smithing experience.
After reaching level 45 you can start casting teleport to Camelot spell, buy a staff of air for this. You will gain 111K Experience per hour.
Levels 55-58/99 High Level Alchemy
Some players prefer to cast high level alchemy all the way up to level 99 magic. It is a very simple method that can yield good profits. You can check this page to see the best items to alch for profit.
EXP/H: 65K-78K
Levels 58-66 Watchtower Teleport
EXP/H: 136K
Levels 66-71 Charging Air Orbs
This is more of a money making method than a magic training method as it is very slow. Keep in mind that the air obelisk is in the Wilderness.
EXP/H: 40K
Levels 71-77 Hunter Kit
For this method you need to have access to the Lunar Spellbook.
EXP/H: 100K-200K
Levels 77-80 Superglass Make
Another slow method that yields a profit.
EXP/H: 40K
Levels 80-86 String Jewellery
This method also yields Crafting experience.
EXP/H: 130K
Levels 86-99 Plank Make Mahogany Logs
For this quest you need to have access to the Lunar Spellbook and you need to have the quest "Dream Mentor" completed.
EXP/H: 150K
This is the end of our Magic guide, hope you found it useful and may you get your desired stats using it! Please leave feedback to help us improve.