OSRS Cheap Magic Training Guide – 1-99

OSRS Cheap Magic Training Guide – 1-99

Low-level magic grinding (0-20)

From 1-10 do Witch’s potion quest and the imp catcher:

Lvl-1 enchant one of the first good spells you can use for early game leveling. In the early game, there will be some really tough enemies that you’ll have to take on, so you’ll be using this spell anyway. It requires that you’re level 7 and has the required runes for each spell, giving you 17.5 experience for each casting. Each casting requires a cosmic rune and water rune, so casting these spells can be very profitable if you have both.

The enchanting bolt spells you can use under level 20 also give you a lot of experience and could even allow you to gain a lot of gold in the process. Doing the Jade enchantment spell will get you 19 experiences per casting, which is very good, but it does take up some good runes that you may not see often. This also requires that you be a member, which you are likely already doing if you sink your time into OSRS.

Level 21-40

One of the better methods of leveling up your magic early on has been to cast fire strikes on Lava dragons which is easy as long as you have fire runes, air runes, and mind runes. You unlock the spell at level 18 and probably already been using that spell in your casual playing for a while. If you have some magic items such as staff or robes that benefit the usage of fire spells, you can level up easily and even make hundreds of thousands of gold every hour.

Alchemy spells are also a great choice when leveling up your avatar very fast. Alchemy has one of the highest ratios of XP per cast of any spell in Runescape. At this level range, you’re only able to use low-level alchemy, but later on, you’re going to be able to cast higher-level alchemy that can return a ton of cold and level you up very fast. Getting nature runes and fire runes for this magic binge is recommended to make the process of leveling up as optimal as possible.

Teleportation spells also offer you some of the best XP you can ask for. These spells are commonly used because you came out of a huge battle and are looking to recoup the damage of the previous battle you just came out of. You may also do this for training or to take on other quests that you may not have thought of before. There isn’t an exact amount of gold you’ll get for this, but it can be up to 100K if you optimize it properly. You also get 48 experiences per cast and only need law runes, water runes, and air runes.

Mid-game magic grinding (41-60)

High-level alchemy is one of the better spells to get experience at a higher level. This spell is good even in the late game and is practical when preparing for large quests or marathon dungeon sessions. It will take more experience to reach higher levels and more experience in this spell. You will need a lot of nature runes and fire runes; precisely, every nature rune requires 5 fire runes. But if you meet these prerequisites, you have a lot in store.

Enchantment spells are also more than a solid option for taking on many of the dungeons you go on and providing a good amount of experience in the process. You’ll get exactly 67 experiences for LVL-4 enchanting as well as enchanting diamond crossbow bolts. This is just good practice for big fights because you get the XP from the monster each time you decide to cast one of these spells. By this point in the game, you should have a lot of Earth runes, law runes, and cosmic runes, which will be consumed very fast when casting these spells.

Some spells don’t involve you in combat, which may be a bit more practical if you want to prepare for grinding sessions where you’ll be casting many spells for XP. An example of this could be the Bones to peaches spell. Even early game, you’re going to be finding a ton of bones that can be sold or used for many other purposes but can be helpful if you decide to save them. Every time you cast this spell, you’ll receive 65 XP, which is just a practical spell for recovering health in general.

Late game magic grinding (61-80)

When you get to level 61, you can use the Trollheim teleport spell, which takes up 2 law runes and 2 fire runes. You will have many of these by now and net you 68 experiences per usage. There’s also the Teleport to Ape Atoll Spell, which can net you slightly more experience at 74 XP for every user that decides to have it. However, using that spell will require the player to have a banana, a fire rune, a water rune, and 2 law runes.

By this point in the game, you will have gotten access to lunar spells. Using Bake Pie or Cure plant from their farms gives a healthy amount of experience at 65. Many of the spells used for farming can be one of the best methods of producing crops and gold, as well as some XP on the side. Some teleportation and curing spells can be pretty helpful outside of combat, but those won’t net you gold.

Lunar spells will also help some of the party members you choose to travel with. There are spells such as cure group, which will heal everyone within a certain radius and give you some XP. You could potentially be a healer for a player willing to pay you a fixed amount of gold so that you’re getting more money. This means you don’t even have to throw yourself into combat to gain experience and can be very helpful for ensuring that newer players don’t perish.

Endgame magic grinding (81-99)

By this point in the game, you would’ve had a lot of options for tackling experience points anywhere on the map in Runescape. Not only do you have access to every teleportation spell at this point, but you can also use the best utility spells the player can access.

Barrage/Burst spells are also some of the best options you can ask for at this point.