Magic Training Guide
Skills guide · Updated September 2025
Magic on this server is two disciplines in one. There is the combat side - freezes, blood barrages, and teleblock counters that decide PvP fights - and there is the utility side: alchemy, teleports, enchantments, and the non-combat spells that make daily play smoother.
Training it means both casting combat spells and spamming the useful ones. Most players do both.
Combat spell training
Early levels come from Strike/Bolt/Blast/Wave/Surge spell tiers on the standard spellbook - work through them at slayer tasks or the Nightmare Zone until you unlock the first useful utility spells.
Ancient Magicks (the standard combat spellbook here) pays the real dividends for PvP: ice bursts and blood barrages keep targets frozen and your HP topped up. Train the level by autocasting on task monsters; slayer-helm imbued variants give the same +15% magic accuracy bonus that ranged gets.
Non-combat spells worth levelling for
- High Level Alchemy (55) - turns the skill into a money method, not a cost.
- Superheat Item (43) - smiths ore into bars without a furnace.
- Telegrab (33) - reaches items across fences and barriers.
- Vengeance (94) - returns 75% of a spec to the attacker; the PvP duel card.
- Magic Imbue (80) - auto-enables combination runecrafting.
- Humidify (68) - fills every water container in inventory at once.
- Bones to Bananas / Peaches - converts carried bones to food.
- Teleother Lumbridge/Camelot/Falador - moves a willing teammate.
Training methods that work
High alch is the canonical magic grind: buy or farm noted items, stand at the GE, and alch them until your wrist aches. The alch tool on this site lists the best items to alch by live market price - profit after the nature-rune cost - so you are training Magic and making money at the same time.
Plank-make and tele-other spam are alternatives, but alch is the one that pays. At high level, autocast barrages on slayer-task monsters for combat XP that doubles as slayer progress.
Spellbooks and swapping
The default spellbook covers the teleports and utilities listed above; other spellbooks exist for specialised play. The magic skillcape lets you swap spellbooks without an altar - 5 swaps per 12-hour window, or 6 hours if you have a donator rank. Any max-cape variant inherits the swap.
That means the cape is the practical gateway to using whatever spellbook a fight calls for, mid-session.
Magic cape perk
Beyond spellbook swapping, the magic cape is the best-in-slot magic attack cape - the check option on it reports how many swaps you have left in the current window.
The spellbook split
Normal spellbook covers combat teleports and combat spells; ancients cover the PvP freeze-and-barrage kit. On a PvP server the ancient book is the standard - Ice Barrage is the freeze every PKer builds around.
Lunar is the utility book: vengeance, heal-other, and the high-alch that makes any item profitable if you can cast it.
Track these items
Related skills guides
Attack Training Guide
Fast Attack training on PvP RSPS - weapon tiers, best training spots, NMZ, slayer, and the attack cape perk.
Strength Training Guide
Fast Strength training on PvP RSPS - max-hit gear, NMZ absorption, slayer tasks, and the strength cape teleport.
Defence Training Guide
Defence training on PvP RSPS - why defence matters in a PvP world, armour tiers, where to train it, and the defence cape save.
Hitpoints Training Guide
Hitpoints on PvP RSPS - how HP training works, why it matters in PvP, and the hitpoints cape restore perk.