OSRS Ironman Magic Training Guide (1-99): High Alch to Burst/Barrage
Train via quests (1-55), then High Alch while questing (55-70). At 70+, use burst/barrage on Slayer tasks (Dust Devils, Nechryaels, Smoke Devils, etc.-all consistently good). Unlock Infinity Boots at MTA early on. Guardian of the Rift sustains your runes. Total: 25-35 days active training, ends profitable.
Magic training on an ironman is defined by one challenge: rune sustainability. Unlike regular accounts, you can’t buy runes on the Grand Exchange. But here’s the good news: the modern meta makes it surprisingly sustainable and even profitable.
The path is straightforward: Quests → High Alch → Burst/Barrage Tasks.
Early Game (1-55): Foundation via Quests
Skip traditional low-level spell training. Quests are the most efficient path to 55 Magic without wasting valuable runes.
Key Early Quests
| Quest | XP | Level After |
|---|---|---|
| Witch’s Potion | 325 | 2 |
| Imp Catcher | 875 | 4 |
| The Grand Tree | 2,150 | 9 |
| Elemental Workshop I | 5,000 | 15 |
| Elemental Workshop II | 7,500 | 20 |
Additional Training (1-55):
- Combat spells: Cast strike spells while training combat stats (no rune waste)
- Free rune claim: Lumbridge Combat Tutor gives 30 air + 30 mind runes every 30 minutes
- Light combat: Train on Rock Crabs or similar (bonus Slayer XP if you unlock early)
Timeline: 1-3 days depending on quest priority
Mage Training Arena (MTA): Unlock Infinity Boots Early
Do MTA as soon as you’re comfortable (ideally while doing early Slayer or quests). You need Infinity Boots (and later, the Eternals upgrade).
Why Infinity Boots Matter
- Base stats: +3 Magic defense (quality-of-life)
- Eternals upgrade: Upgraded Infinity Boots grant +2 Magic accuracy and +1 Magic defense
- Late-game requirement: Essential for efficient burst/barrage training
- Total cost: A few hours at MTA, totally worth it
Quick MTA Path
- Grind runes in Runemaking room (fastest route to basic unlock)
- Trade for Infinity Boots (no rune requirements; just time investment)
- Return later with Eternals upgrade (post-80+ Magic with Slayer wealth)
Time investment: 2-3 hours gets you the boots; don’t overthink it.
High Alch (55-70): The Profitability Bridge
At Level 55, High Level Alchemy becomes available. This is the turning point where Magic training becomes profitable.
Why High Alch Matters
- XP Rate: 65 XP per cast (~1,200 casts/hour = 78,000 Magic XP/hour)
- Profitability: Alching Slayer drops generates profit while training
- Passive training: Can alch while traveling/questing between objectives
- Rune cost: Sustainable when you alch valuable drops (offsets nature rune cost)
What to Alch
Slayer Drops (Most Valuable):
- Rune equipment (boots, platelegs, platebodies)
- Battlestaves and mystic staves
- Gold items (bracelets, bars)
- Duplicates you don’t need for other content
Strategy:
- Prioritize high-alch-value items (anything worth 5,000+ GP alched)
- Keep lower-value common drops for training other skills
- One valuable drop (rune platelegs at 38,000 GP) covers 190+ alch casts
High Alch While Questing
Between quest objectives, alch accumulated drops for passive Magic XP. Not as efficient as dedicated alching, but valuable for continuous progression without dead time.
Result: 55-70 Magic takes 3-4 days with light Daily alching while questing or doing early Slayer.
Burst & Barrage (70-99): The Main Grind
At 70 Magic, you unlock Ice Burst (Ancient Magicks spellbook, unlocked via Desert Treasure I quest). This is where Magic training becomes genuinely engaging.
Burst Tasks (70-94)
Consistent burst tasks are always good:
- Dust Devils (65 Slayer)
- Nechryaels (80 Slayer)
- Smoke Devils (high Slayer)
- Other multi-target Slayer tasks
All of these tasks drop valuable items that offset burst rune costs. Extend whichever tasks are assigned and alch the drops for profit.
Burst Stats:
- XP Rate: 150,000-200,000 Magic XP/hour
- Rune Cost: ~982 GP/cast (self-sustaining via drops)
- Slayer XP Bonus: 40,000-60,000 Slayer XP/hour
- Duration: 70-94 Magic = ~12-15 days
Barrage (94-99): The Final Sprint
At 94 Magic, you unlock Ice Barrage (same spellbook). Barrage is faster than burst but more expensive on runes.
Barrage Stats:
- XP Rate: 200,000-250,000 Magic XP/hour (27% faster than burst)
- Rune Cost: ~1,458 GP/cast (more expensive, but drops usually pay for it)
- Slayer XP Bonus: 60,000-100,000 Slayer XP/hour
- Duration: 94-99 Magic = ~8-10 days
Is Barrage Worth It?
Yes. On tasks like Nechryaels, the drops (rune equipment, herbs, ashes) typically cover the increased rune cost and leave you with profit. You’ll finish at 99 Magic with wealth remaining.
Rune Sustainability
The bottleneck for Magic training is rune availability, not GP. Here’s how you sustain it:
Guardian of the Rift Minigame
This is your primary rune source for late-game bursting/barraging.
Output:
- 1,500-2,000 runes/hour with Raiments of the Eye outfit (60% rune bonus)
- Mix of runes (nature, law, blood, death, chaos, etc.)
Commitment:
- Start playing around 70+ Magic
- Dedicate 10-15 hours/week for sustainable late-game training
- More engaging than pure Runecrafting
Monster Drops
High-level Slayer tasks drop runes as bonus loot. These supplement your Guardian of the Rift income.
Result: With Guardian of the Rift + Slayer drops, you’ll sustain burst/barrage indefinitely without external rune crafting.
Optimal Progression Path
| Stage | Levels | Duration | Focus | Runes |
|---|---|---|---|---|
| Foundation | 1-55 | 1-3 days | Quests + light combat | Free/minimal |
| High Alch Bridge | 55-70 | 3-4 days | Alch while questing + early Slayer | Self-sustaining |
| Burst Introduction | 70-80 | 4-5 days | Burst tasks (any assignment) | Start Guardian of the Rift |
| Burst Optimization | 80-94 | 6-8 days | Consistent burst tasks | Guardian + drops |
| Barrage Sprint | 94-99 | 8-10 days | Barrage tasks | Guardian + drops |
| TOTAL | 1-99 | 25-35 days | Mix of methods | Profitable overall |
Common Mistakes
1. Skipping High Alch Problem: Reaches 70+ Magic without establishing profitability Solution: High Alch at 55-70 is essential; it funds burst training and builds wealth
2. Not Doing MTA Early Problem: Delayed Infinity Boots; late-game burst is less efficient Solution: Do MTA early (even if just 2-3 hours); upgrade with Eternals around 80 Magic
3. Ignoring Guardian of the Rift Problem: Runs out of runes mid-burst task Solution: Start Guardian around 70 Magic; don’t wait until you’re desperate
4. Skipping Extended Tasks Problem: Wasting time on short tasks; missing drops that pay for runes Solution: Always extend assigned burst tasks with Bracelet of Slaughter
5. Not Alching Task Drops Problem: Doesn’t realize burst tasks are profitable Solution: After each task, alch the valuable drops; you’ll end with profit
Related Guides
- OSRS Ironman Slayer Guide - Burst tasks are integrated with Slayer
- Runecraft Guide - Craft your own runes for burst/barrage training
- Ironman Prayer Training Guide - Alternative use for runes if needed
- Mid-Game Ironman Goals - Where Magic fits in progression
- Early Ironman Money Making - Fund MTA supplies if needed
- OSRS Guardian of the Rift Guide - Rune sustainability resource