The adventurer's handbook

Magic Guide

Your route from first steps to mastery.

Combat · Both worlds

Master Magic

Magic offers damage, travel, enchantments and item conversion. Combat spells train damage-related skills too, while utility spells provide a supply-driven alternative.

World 1: 50× normal XP. World 2: 100× normal XP. Reference values below show base XP and the normal world-scaled amount, before any activity-specific modifiers.

Before you begin

  • Runes for your chosen spell and a suitable staff
  • Magic equipment with a usable accuracy bonus
  • Quest access for restricted spellbooks and utility spells

Click the skill in your in-game Skills tab to inspect its guide. Check equipment, quests and supplies before leaving the bank.

Your training route

From first steps to mastery

These level bands are recommendations, not extra unlock requirements. Where an option unlocks partway through a band, keep using the earlier method until you reach it.

  1. Levels1–19

    Strike spells and early utility spells

    Cast spells you can sustain on low-defence targets. An elemental staff can save its matching elemental runes. Check rune costs in your spellbook.

  2. Levels19–43

    Curses, combat spells and utility training

    Choose spells shown as available in your current spellbook. Negative magic accuracy from heavy melee armour makes combat casts unreliable.

  3. Levels43–55

    Superheat Item and combat spells

    Superheat can combine Magic with Smithing when you have the correct ore, coal, runes and Smithing level. Compare the cost against simply casting combat spells.

  4. Levels55–75

    High Level Alchemy or combat

    Alchemy suits banked supplies and trains Magic without combat damage. Calculate the rune cost and alchemy return before committing to a large batch.

  5. Levels75–99

    Higher-tier combat and useful utility spells

    Use unlocked spellbooks and sustainable rune supplies. Combine combat casting with Slayer; utility training remains useful when you do not want Hitpoints XP.

Field notes

  • A spell appearing in a guide does not remove its quest, rune or target requirements.
  • Alchemy and other non-damaging spells do not train Hitpoints.
  • Choose the spellbook and attack style deliberately; defensive casting can affect Defence training.

Requirements & XP

7 entries

Use this reference alongside the training route. A level requirement alone does not replace the correct tools, ingredients, location or quest access.

LevelMethod / rewardBase XPDetails
21Low Level Alchemy313 fire runes + 1 nature rune; eligible item.
43Superheat Item534 fire runes + 1 nature rune; ores and Smithing requirement apply.
55High Level Alchemy655 fire runes + 1 nature rune; eligible item.
56Charge water orb66Water obelisk; 3 cosmic runes, 30 water runes, unpowered orb.
60Charge earth orb70Earth obelisk; 3 cosmic runes, 30 earth runes, unpowered orb.
63Charge fire orb73Fire obelisk; 3 cosmic runes, 30 fire runes, unpowered orb.
66Charge air orb76Air obelisk; 3 cosmic runes, 30 air runes, unpowered orb.

XP values checked against Serenity's skill definitions. Success, resource availability and banking time vary; the table does not promise an hourly training rate.

Your next chapter

Level 99 requires 13,034,431 XP. Keep useful supplies for your other skills, track your progress on the highscores and use ::titles to browse mastery titles.