LevelingGuides
OSRS Level 3 Skiller Magic Training: Non-Combat Spells to 99
Learn how to train Magic to 99 on a level 3 skiller using only non-combat spells. We cover questing, alching, superheating, enchanting bolts, and when buying gold or a service is the honest shortcut.
Game screenshots and facts are cited from the Old School RuneScape Wiki (strategy, equipment, drops, and related pages). Writing is original editorial, not a copy of the wiki article.
Magic is one of the few skills in Old School RuneScape that can be trained to 99 without ever dealing a point of combat damage. For level 3 skillers—accounts that keep Attack, Strength, Defence, Ranged, Prayer, and Hitpoints at their minimum—this is essential. The standard route of splashing or bursting on monsters is off the table, but a well-stocked bank and a stack of runes open up a world of non-combat spells that offer everything from AFK alching to multi-million XP per hour enchantment.
This guide focuses on pay-to-play Magic training methods that are safe for skillers: questing early, Lvl-1 Enchant, Low and High Level Alchemy, Superheat Item, Enchanting Bolts, and utility spells like Bake Pie and Magic Imbue. We'll break down attention levels, realistic XP rates, costs, and the point where buying gold or a training service might be the smarter use of your time.
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Who This Guide Is For: Level 3 Skillers and Requirements
Level 3 skillers are accounts that intentionally keep combat level 3, usually with level 1 in Attack, Strength, Defence, Ranged, and Prayer, and 10 Hitpoints. They max non-combat skills like Fishing, Woodcutting, and Magic without ever engaging in combat. Because Magic training through combat spells would gain Hitpoints and possibly other combat stats, skillers must rely entirely on non-combat spells. The good news is that Magic has plenty of them.
- A members account (most non-combat spells are members-only).
- Sufficient runes: nature runes, cosmic runes, fire/water/earth/air runes, and later astral/other runes.
- Seed capital for supplies—alching and enchanting bolts require buying items from the Grand Exchange.
- Discipline: never cast combat spells on monsters or use any method that grants combat XP.
- Optional: a staff of fire or corresponding elemental staff to save elemental runes.
The image below shows a maxed skill pure with 99 Magic and level 3 combat. This is the end goal for many skillers. Reaching it requires patience, but the methods in this guide will get you there.
Non-Combat Magic Methods at a Glance
Before diving into each stage, it helps to see the landscape. The table below compares the main non-combat Magic training methods, their level requirements, attention level, approximate XP rates, and cost or profit potential. XP rates from the wiki are shown where available; for methods not explicitly listed, check the linked wiki page for exact numbers.
| Method | Level Range | Attention | Approx. XP/hr | Cost/Profit |
|---|---|---|---|---|
| Questing (Witch's Potion, Imp Catcher, etc.) | 1-34 | Low | N/A (flat XP rewards) | Free |
| Lvl-1 Enchant | 7-21 | High (manual) | ~32,000 | Small loss on runes/jewellery |
| Low Level Alchemy | 21-55 | Low (AFK-able) | ~60,000 standing still | Small loss (can minimize) |
| Superheat Item | 43+ | Medium (clicking ores) | Varies (see wiki) | Can profit or break even |
| High Level Alchemy | 55+ | Low (AFK-able) | Higher than Low Alch | Often profitable |
| Enchanting Bolts | 4-99 | High (fast clicking) | 49,500 - 533,500 | Very expensive |
| Bake Pie | 65+ | Low | Moderate | Profit or small loss |
| Magic Imbue | 82+ | Medium | Fast | Expensive |
As you can see, there is a tradeoff between speed, attention, and cost. The rest of this guide breaks each method down so you can choose the right one for your bank and play style.
Early Levels 1-21: Questing and Lvl-1 Enchant
The fastest way to skip the first few levels without spending a single coin is questing. Two easy quests—Witch's Potion and Imp Catcher—have no requirements and together grant 1,200 Magic experience, enough to jump from level 1 straight to level 10. If you want to go further, complete Fairytale I - Growing Pains or The Grand Tree, then Watchtower, and finally the Lumbridge Guide subquest of Recipe for Disaster. That sequence adds another 20,900 XP, taking you to level 34 without any grinding.
If you prefer to start casting immediately, at level 7 you unlock Lvl-1 Enchant. This spell enchants sapphire or opal jewellery, giving 17.5 XP per cast. It can be manually cast every 3 ticks for up to around 32,000 XP per hour. You'll need 250 casts to go from level 7 to 21. The rune cost is low, but you'll need a supply of unenchanted jewellery. A staff to save elemental runes helps, and you can also do this inside the Mage Training Arena for bonus pizazz points.
Low Level Alchemy: The Passive Workhorse (21-55)
At level 21, Low Level Alchemy becomes your best friend for AFK Magic training. The spell converts items into coins, granting 31 XP per cast. It can be cast every 3 ticks, and if you stand still and focus, you can reach up to 60,000 XP per hour. The real beauty is that alching can be done while performing almost any other activity—running, questing, training Agility, or even bankstanding. Because the spell only targets an item in your inventory, it never puts you in combat.
To train efficiently, buy large stacks of noted items from the Grand Exchange and cast Low Level Alchemy on them. Cheap items like rune arrows are popular because their market price is close to their low alchemy value, so you minimize loss. Avoid expensive items like rune armour pieces—their price is tied to their High Alchemy value, and alching them with Low Alchemy causes a significant loss. You'll need 5,214 casts to get from level 21 to 55, so expect a few hours of clicking, or many hours of relaxed AFK alching.
A staff of fire is highly recommended: it removes the fire rune requirement, so each Low Alch costs only one nature rune. You can also train in the Mage Training Arena for higher XP and pizazz points, but that requires more attention.
Superheat Item: Double Dipping at 43+
Superheat Item is a unique spell available at level 43 that smelts one ore in your inventory into a bar without a furnace. This gives both Magic and Smithing experience simultaneously, making it ideal for skillers who want to train two skills at once. While the research pack doesn't list exact XP numbers, the spell has been a staple for ironmen and efficient players for decades—check the wiki for the current XP values and rune costs.
The method is simple: note your ores, equip a staff of fire, and cast Superheat Item on each ore. It's less AFK than alching because you have to click each ore individually, but it can be done while banking or running between locations. Many players use Superheat to smelt steel or mithril bars at a profit, especially if they mine the ores themselves. This method also helps you reach the Smithing levels needed for quests or diary tasks while training Magic.
High Level Alchemy: Efficient and Profitable to 99 (55+)
At level 55, High Level Alchemy unlocks and becomes the go-to method for most skillers on the road to 99. The spell gives more XP per cast than Low Level Alchemy and, crucially, can be profitable. As the wiki notes, switching to High Alchemy at 55 is recommended because it provides higher XP per cast and is more profitable. The principle is the same: buy items where the High Alchemy value exceeds the item's Grand Exchange price plus the cost of a nature rune.
Popular alchable items include d'hide bodies, battlestaves, longbows (u), and certain jewellery. Use the OSRS Wiki's alchemy calculator to find current profitable items. With a staff of fire equipped, each High Alch costs only one nature rune and five fire runes (saved by the staff). The spell can be cast every 3 ticks, allowing for relaxed AFK training. From 55 to 99, you will need tens of thousands of casts—exact numbers vary by your casting speed and breaks, but plan for a long-term project.
Enchanting Bolts: Fast XP for Big Spenders (4-99)
For skillers with deep pockets, Enchant Crossbow Bolt is the fastest non-combat Magic training in the game. The spell enchants a set of 10 gem-tipped bolts per cast and can be cast every 3 ticks automatically. With precise timing—holding spacebar and rapidly clicking the spell—you can cast every single game tick, dramatically boosting XP rates. The wiki lists XP per cast from 9 for opal bolts up to 97 for onyx bolts, with hourly rates ranging from 49,500 to a staggering 533,500 XP depending on bolt type and clicking speed.
The catch is the cost. Bolts and runes are expensive, and some options lose over 2,000 gp per cast. This method is only realistic for players who have a massive cash reserve or are willing to buy gold to fund it. However, because bolts and runes are stackable, you can enchant while running, training Agility, or questing—the cast does not interrupt other actions. At level 55, many switch to High Alchemy for a better cost-to-XP ratio, but if speed is your only concern, Enchanting Bolts from 4 to 99 is viable, though it will cost hundreds of millions of gp.
Advanced Utility Spells and Common Mistakes
Beyond alching and superheating, there are a few other non-combat spells worth knowing. Bake Pie, unlocked at level 65, bakes pies without a range, giving both Magic and Cooking XP. It's a low-attention method if you have a stack of raw pies. At level 82, Magic Imbue (on the Lunar spellbook) allows you to imbue orbs quickly, offering fast Magic XP at a higher rune cost. Both are niche but excellent for skillers who want variety or secondary skill XP.
Now, let's cover the most common mistakes skillers make when training Magic non-combat:
- Accidentally gaining combat XP: Never cast combat spells on monsters or use any method that damages NPCs. This includes splashing—splashing is combat and will grant HP XP even if you splash.
- Forgetting to use a staff: Not wielding a staff of fire (or appropriate elemental staff) wastes thousands of fire runes over a long training session.
- Alching items with a high GE price but low alchemy value: This causes a loss you could have avoided by using the alch calculator.
- Enchanting bolts without checking prices: Some bolt types are so expensive that even the insane XP rates aren't worth it unless you have unlimited funds.
- Not using noted items: Alching un-noted items means constant banking, destroying your AFK potential.
Time/Cost Tradeoffs and When Buying Gold or a Service Makes Sense
Training Magic to 99 on a skiller is a marathon, not a sprint. The early levels fly by with questing and Lvl-1 Enchant, but from 55 onwards you're looking at tens of thousands of alchs or enchants. Realistically, expect to spend dozens of hours if you High Alch at a relaxed pace. If you opt for Enchanting Bolts, you can cut that time dramatically, but the cost can exceed hundreds of millions of gp.
This is where the honest shortcut comes in. Many skillers choose to buy OSRS gold to fund fast methods like Enchanting Bolts or to purchase bulk alchable items without grinding moneymaking first. Buying gold is a personal decision with inherent risks; always use a reputable marketplace and understand the rules of the game. Alternatively, some players opt for a Magic training service where a trusted player trains your account to the target level while you're away. Account sharing is against Jagex's terms, so weigh that risk carefully.
Whatever route you choose, the key is to enjoy the journey. Level 3 skillers have a unique playstyle, and Magic is one of the most versatile skills to max without combat. With the methods above, you'll hit 99 Magic while keeping that precious combat level 3 intact.
Sources
- Pay-to-play Magic training on the OSRS Wiki — primary training guide used for methods, XP rates, and recommendations.
- Magic on the OSRS Wiki — general skill information, spell types, equipment, and locations.
Frequently asked questions
Can you train Magic to 99 on a level 3 skiller without gaining combat levels?
Yes, by using only non-combat spells like Low/High Alchemy, Superheat Item, Enchanting Bolts, and utility spells. These spells grant Magic XP without dealing damage, so you never gain Hitpoints or other combat stats. Just avoid any combat spell, including splashing, as splashing is still a combat action.
What is the best non-combat Magic training method for level 3 skillers?
For most skillers, High Level Alchemy from level 55 onward is the best balance of cost, AFK-ability, and XP. It can be profitable and requires minimal attention. Before level 55, Low Level Alchemy and Lvl-1 Enchant work well. Fast but expensive options like Enchanting Bolts exist for rich players.
How much does it cost to train Magic to 99 as a skiller?
The cost varies wildly. Alching can break even or profit if you choose good items. Enchanting Bolts can cost hundreds of millions of gp due to expensive bolts and runes. Superheating can be profitable if smelting bars with good margins. Budget at least a few million gp for runes and supplies.
What quests give Magic XP for skillers without combat?
Witch's Potion and Imp Catcher are no-requirement quests that together grant 1,200 Magic XP. For more, complete Fairytale I - Growing Pains or The Grand Tree, then Watchtower, and the Lumbridge Guide subquest of Recipe for Disaster—that adds 20,900 XP, getting you to level 34.
Is Superheat Item good for Magic training on a skiller?
Yes, especially if you also need Smithing XP. Superheat Item smelts ores into bars without a furnace, giving both Magic and Smithing experience. It's not as AFK as alching because you click each ore, but it can be profitable and is a great way to train two skills at once from level 43.
Can you AFK Magic training on a level 3 skiller?
Yes, Low and High Level Alchemy are the most AFK-friendly. Both spells can be cast every 3 ticks and can be done while doing other activities like running, questing, or training Agility. With a staff of fire, only nature runes are consumed, making it low-cost and low-attention.
Should I buy OSRS gold to fund fast Magic training on my skiller?
Buying gold can help you afford expensive methods like Enchanting Bolts or bulk alchables, saving you time grinding for gp. However, it carries risks and may be against game rules. If you choose to buy, use a reputable marketplace and understand the potential consequences. Many players weigh the time saved against the risk.
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