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~mastering 99 magic guide~
Heero286

19-Jun-2010 14:25:49
Last edited on 17-Jul-2010 09:13:36 by Heero286
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Hello everyone and welcome to my 99 magic guide! One of the most special and best skills in runescape.
A few months ago, i achieved 99 magic. It took me some time to find out which ways are good to train magic, so i decided to make a guide about it to help you out.;)

EVERYTHING in here is (or at least was) true, all tested by me and some friends.
I didn't put the cost of each spell in my guide because the prices change every day, so compare the prices of (profitable) spells FIRST if you're going to use it. it's always possible that it's not profitable anymore.
I also added some information of every spell, someone with a high level should use that information to make his/her choice for which spell he/she is going to use. It's up to you to decide, but before you pick one out, take a good look at your cash and your levels!

You can use mousekeys for almost every spell, how to use mousekeys is also explained on
page 2.

If you think you see something "wrong" in this guide or if you have a question, you can always ask/tell me. Idem if you want me to add something. :)

NOTE: spells mentioned with "X-99" mean that you can do this all the way to level 99 magic, the choice is yours to do that or not!

Anyways i hope you'll like my guide and i hope it's usefull for you to achieve 99 magic (or a level you want to achieve).
Enjoy! :D


SPECIAL THANKS TO: Graafmanneke and Pip VI




Last updated: 17/07/2010

Comment after you read the guide, please. Thank you. ;)
Heero286

19-Jun-2010 14:25:59
Last edited on 09-Jul-2010 22:32:21 by Heero286
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This is something you should have to use this guide for 100%.

� Items:
- fire (battle)staff
- air (battle)staff
- mystic mud staff (after 30 attack and 30 magic)
- earth (battle)staff (under level 30 magic)

� Levels:
- 30 attack
- 40 defence (for SC armour)
- at least 37 construction is recommended

� Quests:
- Lunar Diplomacy
- Dream Mentor
Heero286

19-Jun-2010 14:26:08
Last edited on 05-Jul-2010 10:02:41 by Heero286
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Page 1:

� Post 1: Introduction
� Post 2: Requirements
� Post 3: Table of Contents
� Post 4: Low Level Magic
� Post 5: Low Level Magic (continued)
� Post 6: High Level Magic
� Post 7: High Level Magic (continued)
� Post 8: Profitable Spells
� Post 9: Profitable Spells (continued)
� Post 10: Miscellaneous

Page 2:

� Post 11: Combination Spells and Skills
� Post 12: Mousekeys
� Post 13: Suggestions and Tips
� Post 14: Player Suggestions and Tips
� Post 15: Other Threads (related to magic)
� Post 16: You may now post
Heero286

19-Jun-2010 14:26:17
Last edited on 17-Jul-2010 09:12:40 by Heero286
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1-19: Wind Strike.

Runes needed:
- 1 mind rune
- air staff
Xp needed: 3.973 xp
Xp for each cast: +5,5 xp
Casts needed: 723 casts (max)
Spellbook: normal
Extra items: none

INFO: You should cast it on a dummy in lubridge, on your balance elemental or on a NPC like cows or chickens. you can always train with water, earth or fire strikes once you have the required level to use it.


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19-25: Curse Spell.

Runes needed:
- 1 body rune
- 1 water rune
- earth staff
Xp needed: 3.869 xp
Xp for each cast: 29 xp
Casts needed: 134 casts
Spellbook: normal
Extra items: none

INFO: Cast it on your balance elemental or a NPC. You need 30 magic and 30 attack to wield a mystic mud staff (combination of earth and water). That's why you don't need the staff for this spell. You can always use the mud staff after 30 magic to save some water runes.

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25-37: Varrock Teleport

Runes needed:
- 1 law rune
- 1 fire rune
- air staff
Xp needed: 19.631 xp
Xp for each cast: 35 xp
Casts needed: 561 casts
Spellbook: normal
Extra items: none

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37-45: Falador Teleport

Runes needed:
- 1 law rune
- 1 water rune
- air staff
Xp needed: 34.039 xp
Xp for each cast: 47 xp
Casts needed: 725 casts
Spellbook: normal
Extra items: none

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Continued in the next post.
Heero286

19-Jun-2010 14:26:26
Last edited on 02-Jul-2010 08:03:51 by Heero286
43-99: Superheat Item

Runes needed:
- 1 nature rune
- fire staff
Xp needed: 12.984.092 xp
Xp for each cast: 53 magic xp and X smithing xp (depends on ore)
Casts needed: 244.983 casts
Spellbook: normal
Extra items: Ores (i suggest you take gold ores)
Xp/hour: between 60-135k xp p/h (it really depends on how fast you are!)

INFO: Superheating gold is a very efficient way to train magic (AND smithing), getting 132.5k magic XP, and 140.5k smithing XP per hour. You have to be paying attention to get these rates, but it isn't very hard. This will cost 1,087,500 GP per hour, which is to get 273,000 total XP, which comes out to 3.98 GP per XP. Now this would be expensive for just magic XP, but you have to consider that high level smithing (adamant platebodies) which is over 17 GP per XP, though 250k smithing XP per hour instead of 140.5k. someone told me that it's possible to make profit with this spell depending on the bars you make!

Anyway, as you can see, it's a great method if you want high magic and smithing. Goldsmith gauntlets are needed, of course.;)

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45-55: Camelot Teleport

Runes needed:
- 1 law rune
- air staff
Xp needed: 105.124 xp
Xp for each cast: 55,5 xp
Casts needed: 1.895 casts
Spellbook: normal
Extra items: none
Heero286

19-Jun-2010 14:26:35
Last edited on 02-Jul-2010 08:04:26 by Heero286
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55-80: High Alchemy

Runes needed:
- 1 nature rune
- fire staff
Xp needed: 1.819.432 xp
Xp for each cast: 65 xp
Casts needed: 27.992 casts
Spellbook: normal
Extra items: an item (noted), a good item to alch is 'stranger plants'
Xp/hour: between 55k-70k xp p/h

INFO: This spell is a money drain, slow and boring once you reach level 77 or 80! Alchemy WAS a good way to train magic in the old days, BUT today it's just a waste of time ONCE you reach level 80. The items you should alch always change. You should check alchemy threads or the G.E. daily and compare the price of an item and the price of the nature rune. Most people lose a lot of money because they don't know wat to alch. The cost will be +20m gp if you do it 55-99! There are faster and cheaper ways for 99 magic so start with a better spell as soon as possible! Alchemy is still a popular spell, but the 'experts' in magic all claim that High alchemy is a waste of time and money after 80 magic!!
you can always make the items you alch yourself, you will earn money that way.
There's a profitable high alchemy thread in this forum, check page 2 for more info. ;)

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77-99: Superglass Make

Runes needed:
- 2 Astral runes
- 6 Fire runes
- air staff
Xp needed: 510.487 xp
Xp for each cast: 78 magic xp and 10 crafting xp per glass.
Casts needed: 6.545 casts
Spellbook: lunar
Extra items: swamp weed, seaweed or soda ash and a bucket of sand
Xp/hour: 40k magic xp and 70k crafting xp p/h

INFO: You actually MAKE good money with this spell. A friend of me earned 700k gp in one hour once with this spell! this will aslo help you getting closer to 99 crafting in the meantime. Check 'profitable spells'.

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Continued in the next post
Heero286

19-Jun-2010 14:26:44
Last edited on 08-Jul-2010 22:29:13 by Heero286
80-99: String Jewellery

Runes needed:
- 2 Astral runes
- mystic mud staff
Xp needed: 11.048.363 xp
Xp for each cast: 83 xp
Casts needed: 133.113 casts
Spellbook: lunar
Extra items: unstringed amulets
Xp/hour: between 145-150k xp p/h

INFO: This spell is good for "lazy" people, you only have to click once for each inventory. However, this spell is a huge money drain! string jewellery is a consistent 145k - 150k XP per hour, depending on your skill at quickly banking. It used to be 80k xp p/h but Jagex lowered the cast time. :P

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80-99: Stun (with stealing creation armour)

Runes needed:
- 1 soul rune
- mystic mud staff
Xp needed: 11.048.363 xp
Xp for each cast: 180 xp
Casts needed: 61.380 casts
Spellbook: normal
Extra items: none
Xp/hour: between 100-110k xp p/h (it's 200-220k xp p/h if you have the sc hats already)
Cast time: 3 seconds

INFO: Stun is my favorite spell and i used this for 99 magic and i spended 11m 80-99 on magic. The spell is pretty fast and "cheap". If you're looking for more information, check this stun guide; Quick find code: 98-99-995-60951027

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86-99: Plank Make

Runes needed:
- 2 astral runes
- 1 nature rune
- mystic mud staff or earth staff
Xp needed: 9.436.639 xp
Xp for each cast: 90 xp
Casts needed: 104.852 casts
Spellbook: lunar
Extra items: money and logs
Xp/hour: between 150-220k xp p/h

INFO: Plank make is a money drain, BUT you can make a lot of planks in a short time. It'ss one of the fastest spells in the game.�People with +30m cash should use this spell. It was around 150k per hour when the cast time was 1.8 seconds, but since Jagex lowered it to 1.2 it has gone up considerable. Now over 200k xp p/h is quite possible. I also recommend MAHOGANY planks because they're the cheapest planks to make.
Heero286

19-Jun-2010 14:26:53
Last edited on 02-Jul-2010 08:08:38 by Heero286
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Please keep in mind that the prices change every day, you should check the spells yourself first before using it. ;) Oh and know how the spell works or your calculation will be wrong (i had 2-3 players who miscalculated it *already* in less than a week)!


57-99: Enchanting (diamond/level 4)

Runes needed:
- cosmic rune
- 2 law runes (BOLTS ONLY!)
- earth/mud staff
Xp needed: 12.831.177 xp
Xp for each cast: 67 xp
Casts needed: 191.511 casts
Spellbook: normal
Extra items: enchantable items such as: rings, necklaces, amulets, bracelets and bolts.
Xp/hour: 70-80k xp p/h
Profit: 450-550k gp p/h

INFO: You enchant 10 bolts each cast, so if you do the calculation, you do it like this:
[10 * price diamond bolts (e)] - [price cosmic rune + 2 * price law runes + 10 * price diamond bolts].

You can always enchant something of a higher or lower level, but diamond *bolts* enchanting is probably the best option. Diamond bolts (e) will always be bought and it's stackable (that means no banking). ;)

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66-99: Charging Orbs (air orbs)

Runes needed:
- 3 cosmic runes
- earth/mud staff
- 1 glass orb
Xp needed: 12.538.177 xp
Xp for each cast: 76 xp
Casts needed: 164.977 casts
Spellbook: normal
Extra items: glass orbs
Xp/hour: between 20-40k xp p/h
Profit: 300k gp p/h

INFO: You can charge water orbs from level 56, however i calculated everything for air orbs (level 66). Run to an obelisk and charge your orbs there, teleport to a bank and repeat that again. It trains very slow and requires a lot of running.

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Continued in the next post.
Heero286

19-Jun-2010 14:27:04
Last edited on 02-Jul-2010 08:11:06 by Heero286
68-99: Humidiy

Runes needed:
- 1 astral rune
- 1 fire rune (if you don't have a steam staff)
- water/mud/steam staff
Xp needed: 12.429.399 xp
Xp for each cast: 65 xp
Casts needed: 191.222 casts
Spellbook: lunar
Extra items: vials
Profit: depends on how much vials you fill at once and your way of training it.
Xp/hour: between 20-60k xp p/h

INFO: One cast will fill all the vials on your inventory. you can always empty one vial and recast humidify, but you won't make money if you do so. :P

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77-99: Superglass Make

(NOT PROFITABLE RIGHT NOW BECAUSE THE PRICE OF SEAWEED CHANGED RECENTLY!)

Runes needed:
- 2 Astral runes
- 6 Fire runes
- air staff
Xp needed: 510.487 xp
Xp for each cast: 78 magic xp and 10 crafting xp per glass.
Casts needed: 6.545 casts
Spellbook: lunar
Extra items: swamp weed, seaweed or soda ash and a bucket of sand
Xp/hour: 40k magic xp and 70k crafting xp p/h
Profit: 300-800k gp

INFO: You cast the spell once for a full inventory, it's 10 xp for each glass in your inventory and 78 magic xp. This will aslo help you getting closer to 99 crafting in the meantime. ;)
Heero286

19-Jun-2010 14:27:13
Last edited on 26-Jun-2010 20:23:32 by Heero286
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There are other ways to raise your magic level without actually training the skill;

� Distractions and diversions:

- Penguin hide and seek; spy the penguins and the polar bear agent every week.
Trade your penguin points for xp at larry/chuck at the Ardougne zoo.
Required quests: "a cold war" and "hunt for red raktuber".

- Tears of guthix; collect the blue tears every week and receive xp in your lowest skill (so magic has to be your lowest skill when you do this).

- Balthazar Beauregard's Big Top Bonanza (a.k.a. circus); do your magic performance every week here. wear your best magic armour for a better magic bonus.

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� Random events:

- Xp lamp/book; you get them from random events.

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� Quest rewards:


- Quests for free players.

The Blood Pact
Imp Catcher
Witch's Potion

- Quests for members.

Blood Runs Deep
Contact!
Desert Treasure
Dream Mentor
Enakhra's Lament
The Eyes of Glouphrie
Fairy Tale Part I - Growing Pains
Fairy Tale Part III - Battle at Orks Rift
The Giant Dwarf
Glorious Memories
The Grand Tree
Horror from the Deep
King's Ransom
Legacy of Seergaze
Legends' Quest
Lunar Diplomacy
The Path of Glouphrie
Rune Mechanics
Shadow of the Storm
Spirits of the Elid
Swan Song
The Tale of the Muspah
The Temple at Senntisten
Watchtower

- Subquests (members only).

Recipe for Disaster - Lumbridge Guide

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� Minigames:

- Mage training arena; you won't get as much xp here as somewhere else in runescape, ie. you'll get like 3/4 xp for enchanting in this minigame.

- Soul wars; Earn zeals and spend it on magic xp. It's time consuming but free. Someone with 99 magic earns 30-60k xp p/h here (if you stun the NPC's there).
Quick find code: 98-99-814-61158840