How to Gain Fast Magic XP Through Spells in Old School RuneScape

How to Gain Fast Magic XP Through Spells in Old School RuneScape

Ever stared at that glowing rune pouch in your inventory and wondered how to turn it into a maxed Magic cape? Man, I remember my first time fumbling through the Wizards Tower, trying to cast a simple Wind Strike without splashing it everywhere. As someone whos sunk thousands of hours into Old School RuneScape, grinding out that 99 Magic felt like a rite of passage. Its not just about the levels, its the satisfaction of freezing a boss mid-fight or alching a stack of runes for profit. If youre here to boost your Magic XP using spells, youre in the right spot. Well dive into everything from beginner casts to high-level bursts, all while keeping things real and straightforward.

Lets kick things off with the basics. Magic in OSRS isnt some abstract thing, its your ticket to teleporting across Gielinor, enchanting gear that makes you unstoppable, and hurling fireballs at anything that moves. But heres the kicker: every spell you cast pumps XP into your Magic level, and the smarter you choose them, the faster you climb. Ive botched plenty of sessions early on, wasting runes on low-yield spells, but once you nail the right ones, it clicks.

Picture this: youre deep in the Wilderness, a PKer hot on your tail, and you flick a quick Teleport to Lumbridge. Thats Magic saving your hide. Or imagine safe-spotting the King Black Dragon with Ice Barrage, raking in Slayer XP while your Magic ticks up effortlessly. As an OSRS vet, I can tell you Magic isnt just a skill, its a game-changer for quests, bosses, and even money-making. But training it? It can feel like herding cats at first, especially if youre low on cash or time.

The real draw is the versatility. Unlike Melee, where youre stuck swinging a sword, spells let you multitask. Cast a utility spell while questing, or splash combat ones for AFK gains. And the XP? Combat spells give you base XP per cast, plus two Magic and 1.33 Hitpoints per damage point dealt. Splash em (miss the hit), and you still snag the base XP without killing your target. I once splashed Wind Strikes on Lumbridge cows for hours, barely paying attention, and woke up to level 20. Lazy? Maybe. Effective? Absolutely.

What about you? Are you a F2P grinder or a P2P whale with bond money to burn? Either way, spells are your path to 99. The total XP needed? A whopping 13,034,431 for level 99. Sounds daunting, but break it down, and its doable in weeks if you play smart.

Quick Start: Quests for Free Magic XP

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Before you burn through your rune stack, hit up some quests. Theyre like cheat codes for early levels, handing out XP without the grind. I always start new accounts this way, it saves so much headache.

Heres a short list of must-dos:

  • Witchs Potion: No requirements, nets 325 Magic XP. Quick chat with a witch, mix some ingredients. Boom, level 2.
  • Imp Catcher: Grab four colored beads (buy em on GE if youre lazy), turn em in for 875 XP. Gets you to level 10 easy.
  • Restless Ghost: Simple ghost-hunting, rewards 1,125 XP. Plus, you unlock a skull for Prayer later.

For members, add Fairy Tale I – Growing Pains (2,000 XP lamp you can dump into Magic) and The Grand Tree (7,150 XP, but requires level 25). Total from these? Over 10,000 XP, skipping the slog from 1 to 15. I did this on my ironman once, and it felt like stealing. No runes wasted, just pure gains.

Question: Ever skipped quests and regretted it? I have. Dont be me.

The Magic XP Ladder: Hitting Key Milestones

Grinding levels feels endless until you map it out. Heres a table of those sweet milestones, with XP needed and why they matter. I pulled this from my own session notes, cross-checked with the wiki for accuracy.

Level Total XP Needed Why It Rocks
15 2,411 Unlocks basic bolts; time to splash seriously.
20 4,470 Fire Strike online; combat training picks up.
30 13,363 Blast spells; safer spots like hill giants.
40 37,224 Waves unlocked; gear starts mattering.
50 101,333 Halfway vibes; alch prep begins.
55 147,573 High Alchemy drops, profit mode activates.
60 273,742 Bursts tease; quests like Desert Treasure loom.
70 737,627 Ice Burst; multi-target madness.
80 1,986,068 Barrage eligible; endgame spells.
92 6,517,253 Half the XP to 99; celebrate with a beer.
99 13,034,431 Cape time; teleport swaps for days.

See level 55 in bold? Thats when things shift. I hit it during a late-night session, alched my first rune full helm, and watched the gold roll in. From there, 99 isnt a dream, its a plan.

Early Game Spells: Levels 1-55 for Cheap XP

Alright, youre past quests, sitting at level 10 or so. Time to cast. Early on, focus on combat spells theyre rune-cheap and give steady XP. Grab an Air Staff from the GE (saves on air runes forever), and head to Lumbridge.

Start with Wind Strike (level 1, 5.5 XP per cast, 1 air + 1 mind rune). Its weak, but splashing on cows or chickens nets 6,600-10,000 XP/hour AFK. Wear full iron armor for that -64 Magic bonus, click the spell, then the target, and let it fail gloriously. No damage, no aggro, just XP drops.

Upgrade as you level:

  • Water Strike (level 5, 7.5 XP, add 1 water rune).
  • Earth Strike (level 9, 9 XP, earth staff helps).
  • Fire Strike (level 13, 10 XP, fire weakness on some mobs).

By level 17, Wind Bolt kicks in (13 XP base). Switch to it for 20k+ XP/hour on sand crabs. I spent a whole weekend like this on my main, headphones in, playlist blasting. Felt productive without trying.

Short para break: Pro tip? Use the combat options menu to autocast. Saves your mouse finger.

For a bit more action, curse spells from level 19. Curse (29 XP, earth + water runes) splashed gives 34k XP/hour. Low cost, zero risk. But honestly, if youre F2P, stick to strikes till 30.

What if youre burning cash? Fire Wave at 40+ hits 50k XP/hour, but runes add up quick. I tried it once, splashed 2m in a day. Lesson learned: budget first.

Mid-Game Grind: Alching Your Way to Level 70

Level 55 hits, and suddenly High Alchemy changes everything. This spell turns trash into treasure, giving 65 XP per cast while padding your wallet. Buy noted items like rune full helms or dragonhides from GE, overlap em with the spell icon, and spam that hotkey (I use 5).

Expect 70k-100k XP/hour, sometimes profitable if you pick winners. Check alchmate.com for margins ruby amulets are gold. I farmed this method for weeks, funding my first Trident. Tedious? Yeah. But pair it with teleports for “Tele-Alch” 140k XP/hour easy.

Before 55, use Low Alchemy (level 21, 31 XP). Slower, but builds the habit. And dont sleep on enchanting: Level 7s Lvl-1 Enchant on sapphire necklaces gives 17.5 XP and small profits.

Heres a quick comparison table for mid-game options:

Method Level Req XP/Hour Cost/XP (gp) Notes
High Alch 55 70k-100k -2 to +5 Profitable picks key.
Tele-Alch 55 140k Varies Alternate with Varrock Tele.
Lvl-1 Enchant 7 30k-40k -10 AFK on rings.
Fire Blast 59 70k -50 Combat on ice giants.

I leaned heavy on alch during my push to 70. One night, I alched while watching a marathon of bad movies. Woke up to 737k XP total. Worth it.

Ever alched the wrong item and cried? Story of my life.

High-Level Spells: Bursting and Barraging to 99

Now the fun part. Post-Desert Treasure (level 50 Magic req, but grind to 62 first), unlock Ancient Magicks. Ice Burst (level 70) and Ice Barrage (94) are XP machines, hitting multiple targets in multi-combat zones. 310k-400k XP/hour possible, but pricey at -200gp/XP.

Best spots? Dust devils on Slayer tasks, or maniacal monkeys in Ape Atoll tunnels (post-Monkey Madness II partial). I farmed monkeys for 45 hours straight to 99, netting 410k/hour with Barrage. Exhausting, but the cape was sweet.

For Lunar fans (post-Lunar Diplomacy), Plank Make (level 86) turns logs to planks for profit and 105 XP/cast. AFK gold, 100k/hour. Or String Jewellery for 83 XP, multi-enchanting amulets.

List of high-end tips:

  • Gear up: Kodai Wand or Ancient Staff saves runes, boosts accuracy.
  • Slayer synergy: Burst Nechryaels for dual XP.
  • Defensive cast: Swap to defense style for 1.33 Magic + 1 Defense per damage, great for hybrid accounts.
  • Cure Me spam: Level 71+, 30k/hour passive with a friend, but costs -73m to 99.

Long story: My 99 push involved a mix. Bursting for speed, alching for breaks. Hit 92, that half-way mark, and treated myself to a rare pet hunt. Felt epic.

Question: Barrage or bust? If cash flows, go burst. Otherwise, plank it out.

Gear and Runes: Dont Forget the Essentials

No spell slinging without runes. Stock up via Runecrafting (painful) or GE buys. Use pouches for bulk, staves for savings. My go-to setup: Mystic robes for bonus, glory amulet for teleports, and a tome of fire for 50% burn on casts.

For combat, aim for +100 Magic attack. Trident of the Seas? Godsend at 75, 2 XP per damage, no base cast. I charged mine early, never looked back.

Short answer to “best staff?”: Depends. Budget? Air. Endgame? Kodai.

Personal Tales: My Wildest Magic Moments

Let me spill. Early days, I splashed Curse on goblins outside Varrock, full platebody on, feeling like a noob king. Hit level 40, thought I was hot stuff. Then Desert Treasure boss rush humbled me Vespula froze me solid. Quested through tears, emerged with Ancients, and barraged my revenge.

Another time, alching during a clan event. Muted the VC, hotkey mashing, suddenly 1m profit. Bought bonds, felt like a boss. But the real magic? That 99 ding at 3 AM, solo. Tears, man. Pure joy.

OSRS Magic isnt grind, its stories. Whats yours shaping up to be?

Wrapping It Up: Your Spell to 99

There you have it, from strike spells to barrage blasts. Mix methods, stay consistent, and that capes yours. Fastest? Burst monkeys, 500k/hour max. Cheapest? Splash and alch. Me? I blended em all, hit 99 in months.

Grab those runes, cast away. Gielinor awaits your magic. Whats your next spell? Drop a comment, fellow scaper. Safe travels.