OSRS Magic Money Making Guide

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Making money with magic can genuinely profitable if you do it right. Mastering magic will do wonders for you in OSRS, but it is an expensive skill to train. In this guide, we will go over a couple of methods recommended, we will discuss each one, and hopefully, you will find one that works for you the best.

Enchanting Jewelry

This is a very low requirement money maker with enchanting jewelry. You need a minimum of 7 magic to start enchanting sapphire and opal jewelry, and the requirement for each enchantment includes 1 cosmic rune and one water rune.

Rings of Recoil, which are made from enchanting a sapphire, are commonly traded so they will leave you a good profit most of the time. Opal bracelets and opal necklaces also have good demand and a fair profit margin.

Once you hit level 27, you will be able to enchant Emeralds and Jade jewelry. Your best options would be Emerald Rings to Dueling Rings, and Jade Amulets to Amulets of Chemistry. You will need 1 Cosmic and 3 Air for each.

At level 43, you will unlock Rubies and Red Topaz. This last one has a good range of options, including burning amulets and bracelets of slaughter. As expected, these will give you a better profit margin and better XP rates.

It is important to note that when you are enchanting jewelry, you can whether work on each piece manually or let your player autocast, just keep mind that this last feature tends to be a lot slower.

Creating Teleport Tabs

To make a teleport tab, you will need to have a lectern in your player’s own home, which adds some construction requirements. You could use somebody else’s, but it won’t quite as efficient as with your own Butler.

That aside, this is also a low requirement method that will need little cash to get you started.

To make a tele tab, you will need runes and soft clay. Making the tabs is fairly AFK, which is a nice bonus for magic training. House tabs tend to have the most profit since they are used more often, but they only give 30 XP per spell, which is lower compared to other teleports.

The profit for each tab is around 340 coins, which would come together for a grand total of 475 KGP an hour, which being honest, is not bad at all for an AFK method with such low requirements.

You can go for other teleports such as Varrock or Falador, which have both even lower magic requirements, you are going to increase your XP rates, but there isn’t a significant difference in profit.

Spinning Flax

Turning flax into bowstrings is a good moneymaker alone without the use of magic, but there is a spin flax spell on the lunar spellbook which can spin five flaxes at a time.

If you are an ironman, this option is going to work really well for you. You are going to need 76 magic to use the spell and lunar diplomacy.

Each spell requires two nature runes, one astral rune, and five air runes. Overall the spell costs around 720 coins, which is a little above average.

The major benefit is profiting while making over 90K in both magic and crafting XP, and in general, these are skills that are going to cost you a lot to train. You should be making around 36k per hour.

Superglass Spell

The spell to make super glass requires 77 magic, and it can make molten glass without having to use a furnace. For each spell, you will need two astral runes, six fire runes, and ten air runes.

To make molten glass, the items that you are going to need include buckets of sand and giant seaweed. Each piece of giant seaweed needs about six buckets of sand and makes a varying amount of molten glass, averaging around nine glasses per 6 buckets. We recommend 3 giant seaweed and 18 buckets of sand.

You will only need to make the spell once, and it will create all of the molten glass possible with the items on your inventory, so it won’t use all that many runes in the long run.

You are going to get different XP rates if you use fewer materials, but your magic XP should generally stay the same. What is going to have the biggest variation is your crafting XP, which will obviously depend on how many molten glasses you end up making.

Using three giant seaweed, you will be looking at around 34K in magic and 80K crafting XP per hour, so that’s a profit of about 550K an hour. The magic XP is a little slower than bowstrings, but as you can see, the profit is way better.

Tan Leather Spell

Although you can profit from tanning leather without magic, using this spell while doing it gives magic XP, and the task is done way faster overall.

The spell requires 78 magic and can be found on the lunar spellbook. For each spell, you are going to need two astral runes, one nature rune, and five fire runes. This is a good ratio considering that astral runes are fairly cheap.

You can tan regular cowhides, but dragon hides are strongly recommended since they will make you a lot more money. Black dragonhide makes the most profit, but green, blue, and red are still great choices.

Using 1,600 spells per hour is a reasonable pace, which will allow you to tan around 8,000 hides. The profit for 4-5 hides circulates around 720 coins. Over an hour, you will be looking at up to 1 million.

The only problem with doing this in the long-run has to buy all those hides; 8,000 hides can cost you up to 24 million depending on which kind you buy.

The benefits from grinding out this spell are pretty decent, though, because you get really good XP rates at 130K an hour, and of all the methods previously mentioned, this is the one that will give you the best profit.

Charging Orbs

Another good method is charging orbs in the wilderness. For this you need 3 cosmic runes + 30 of the elemental orb you decide to create. You can make between 500-800k gp per hour while getting 35-40k magic exp per hour.