OSRS Magic Calculator
Level 19 to 99 in 47 hrs, or 15 hrs from level 94 on Ice Barrage maniacal monkeys. Free-to-play skill.
OSRS Magic Calculator. 8 Magic methods are listed below, level 19 (Curse splashing) through 94 (Ice Barrage maniacal monkeys). Enchant diamond bolts at 270,000 XP/hr is the best of the 6 rows open at level 70. 46 hrs at 10 hrs a week, 183,535 casts, 12,296,804 XP - change any input above and all three recompute.
Magic goal
The damage
Total cost ≈ 86.1M gp
Enchant diamond bolts at 270,000 XP/hr is what you can run today; Ice Barrage maniacal monkeys at level 94 raises that to 330,000.
Magic methods and rates
Rates here are what an ordinary Magic session produces, from Curse splashing up to Ice Barrage maniacal monkeys.
| Method | Lvl | XP/hr | GP/XP | To goal | Hours |
|---|---|---|---|---|---|
| Curse splashing afk Wear ~-65 magic attack gear so every cast splashes; one click per 20 min keeps you going. Works in F2P. · 29 xp/cast | 19 | 33,000 | -0.6 | 424,028 | 373 hrs |
| Superheat Item Smelts a bar every 1.8s with no furnace and adds free Smithing xp; iron ore keeps the gp loss tiny. · 53 xp/bar | 43 | 85,000 | -1 | 232,016 | 145 hrs |
| High Level Alchemy f2p The F2P classic; alch GE items that resell near the nature rune cost and it is close to free. Second-monitor friendly. · 65 xp/cast | 55 | 65,000 | — | 189,182 | 189 hrs |
| Enchant diamond bolts fastest Fastest practical xp; each cast enchants 10 bolts at the bank. Onyx bolts at 87 push 400k+/hr for more gp per xp. · 67 xp/cast | 57 | 270,000 | -7 | 183,535 | 46 hrs |
| Charge Air Orbs profit Run unpowered orbs to the Edgeville obelisk; charged orbs sell well. Wilderness route, so carry nothing risky. · 76 xp/orb | 66 | 30,000 | +25 | 161,801 | 410 hrs |
| Ice Burst maniacal monkeys The mid-level meta: burst monkey stacks in Kruk's Dungeon (MM2) with Protect from Melee; xp per cast scales with damage. | 70 | 250,000 | -3 | — | 49 hrs |
| Plank Make afk Lunar spell that auto-repeats through your inventory (~1 click per 90s); mahogany planks usually resell above input cost. · 90 xp/plank | 86 | 100,000 | +3 | — | 94 hrs (86+) |
| Ice Barrage maniacal monkeys fastest The 2026 endgame meta at maniacal monkeys or stacked slayer tasks (dust devils); freezes up to 9 targets per cast. | 94 | 330,000 | -5 | — | 15 hrs (94+) |
About training Magic
Magic is unusual among combat skills because nearly every cast pays out a fixed chunk of xp whether the spell lands or not, so you can level it at a bank booth, a lectern, or in a monkey-filled tunnel. Budget players ride utility spells like High Alchemy and Superheat Item almost for free, while gp-rich players Ice Burst or Barrage stacked maniacal monkeys in the MM2 tunnels for 250k-330k xp an hour. It is also one of the only skills trainable while genuinely AFK, by deliberately splashing spells in negative magic-bonus gear.
How this Magic estimate is built
5,089,817 XP separates level 94 from Magic 99, out of 13,034,431 total. 15 hrs is the gap over 330,000 XP/hr on Ice Barrage maniacal monkeys; 0 is the same gap over 0 XP per cast. No per-action XP for Ice Barrage maniacal monkeys, so the action tile stays blank and the hours carry the estimate. Ice Burst maniacal monkeys, Ice Barrage maniacal monkeys report no countable unit, and features in hours only for that reason. 11 nights at 1.4 hrs a day covers 15 hrs of Magic. 47 hrs from level 1, if you switch at 19/43/55/57/66/70/86/94.
5,089,817 XP: Ice Barrage maniacal monkeys converts it in 15 hrs, Ice Burst maniacal monkeys in 20 hrs - 32% more clock. The faster row costs more: 25.4M gp against 15.3M gp for the same 5,089,817 XP. Low attention instead: Plank Make at 100,000 XP/hr.
330,000 XP/hr is Ice Barrage maniacal monkeys over a session, 445,500 on a perfect tick. An hour of Ice Barrage maniacal monkeys burns about 1.6M gp in supplies. 5 GP/XP is dated 16 October 2026 - the next supply update moves it, the rate usually does not.
Magic, level 94 to 99
5,089,817 XP - 39% of a whole 99 - explained twice. Same target, same 5,089,817 XP; the Magic rate is the only difference.
| Method | Rate | Actions | Active hours | GP/XP estimate |
|---|---|---|---|---|
| Ice Barrage maniacal monkeys | 330,000 XP/hr | no action unit | 15 hrs | -25.4M gp |
| Ice Burst maniacal monkeys | 250,000 XP/hr | no action unit | 20 hrs | -15.3M gp |
Ice Barrage maniacal monkeys saves 4.9 hrs over Ice Burst maniacal monkeys, which is 32% of the slower total.
Magic rates re-checked 16 October 2026 against Magic training on the OSRS Wiki; XP thresholds follow the game's own curve. Data sources.
A practical Magic route
3 stages, 1-55 to 70+: each names the Magic method to switch to and what the switch buys.
- 1-55Quest rewards and utility casts
Use teleport, alchemy and combat unlocks to level while progressing the account instead of buying every early rune.
- 55-70Alch, burst or splash
High Alchemy is predictable, bursting is combat-linked and splash is low attention; choose according to supplies and target XP.
- 70+Unlock the useful spellbook
Ancient, Lunar and Arceuus spells have different XP and utility; plan around 70, 77, 80 and 94 unlocks before 99.
Magic by goal
What changes the choice
- Fastest: Multi-target bursting can win on XP, but its rune and potion burn is much higher than alchemy or teleport loops.
- Profit: High Alchemy can be near break-even with the right items; use current margins and include the cost of nature runes.
- Account utility: Teleport and spellbook training may be slower but unlock travel, raids and skilling benefits while you level.
Requirements and caveats
- Spellbook, runes, staves, gear and target grouping determine the method's real rate.
- Combat Magic XP depends on damage and spell choice; utility casts use a different XP/action model.
- Using a burst rate without the quest, spellbook or multi-combat target required to stack monsters.
- Calling alchemy profitable without counting nature runes and the item's buy/sell spread.
3 Magic switches, reviewed 2026-10-16. Magic training on the OSRS Wiki.
Magic FAQ
How long does 99 Magic take in OSRS?
Roughly 47 hours of play, assuming you move to each faster Magic method as soon as its requirement is met. At two hours a night: 24 sessions.
How many casts do you need for 99 Magic?
About 191,511 casts at 67 XP each on Enchant diamond bolts, from level 57 to 99.
Which Magic method is fastest?
Ice Barrage maniacal monkeys, from level 94, at about 330,000 XP/hr. The 2026 endgame meta at maniacal monkeys or stacked slayer tasks (dust devils); freezes up to 9 targets per cast.
What is a practical Magic training route?
1-55: Quest rewards and utility casts - Use teleport, alchemy and combat unlocks to level while progressing the account instead of buying every early rune. 55-70: Alch, burst or splash - High Alchemy is predictable, bursting is combat-linked and splash is low attention; choose according to supplies and target XP. 70+: Unlock the useful spellbook - Ancient, Lunar and Arceuus spells have different XP and utility; plan around 70, 77, 80 and 94 unlocks before 99.
Is Magic profitable?
Yes - Charge Air Orbs earns roughly 25 gp per XP, and Plank Make earns roughly 3 gp per XP. All of them are slower than Ice Barrage maniacal monkeys at 330,000 XP/hr.
Magic method choice: what matters?
Spellbook, runes, staves, gear and target grouping determine the method's real rate. Combat Magic XP depends on damage and spell choice; utility casts use a different XP/action model. Common mistakes include Using a burst rate without the quest, spellbook or multi-combat target required to stack monsters. Calling alchemy profitable without counting nature runes and the item's buy/sell spread.
Is Ice Barrage maniacal monkeys worth it over Ice Burst maniacal monkeys?
4.9 hrs is what Ice Barrage maniacal monkeys saves you over Ice Burst maniacal monkeys across 5,089,817 XP, once level 94 is behind you.
All 24 skill calculators, closest in hours first
Magic sits at 11 of 24 by active hours to 99. Crafting takes 36 hrs, Thieving 51 hrs. Open the hub table: Charge Air Orbs is the only Magic row that pays, at 25 GP/XP.