OSRS Enchanting Calculator
Casts, runes, profit and hours to your Magic goal enchanting bolts and jewellery, every item each enchant spell takes priced at live Grand Exchange prices.
Set experience directly to plan past level 99, up to 200M.
Below an item's level the plan enchants the most profitable item you can.
A battlestaff stands for its mystic staff too. Both give the same runes.
Your plan, item by item
| Levels | Item | Casts | XP an hour | Profit | Time |
|---|
Every item to your goal, side by side
| Item | XP a cast | XP an hour | Profit a cast | Profit an hour | Time | Profit to goal |
|---|
What the goal buys and sells
Bought at the instant-buy price and sold at the instant-sell price right now, less the 2% tax where it applies.
| Item | Count | Each | Coins |
|---|
Bolts at the Fountain of Rune
Spells there use no runes and give no experience. A set of 10 bolts a cast, 5,400 casts an hour clicked every tick, walk included.
| Bolts | Level | Profit a cast | Profit an hour |
|---|
Profit is what the enchanted item sells for, less what goes into it. The item and the runes are bought at the instant-buy price and the enchanted item sold at the instant-sell price, less the 2% Grand Exchange tax (Games necklace(8) and Ring of dueling(8) pay none). A cast enchants a set of 10 bolts or one piece of jewellery. The default paces are the Magic training guide's: 5,500 bolt casts an hour by hand and about 1,600 jewellery casts an hour with banking. A figure with a ~ is for jade bolts, onyx or zenyte jewellery, which no guide times, at the same pace. An item the Grand Exchange does not trade counts as nothing, and the plan never picks one for you. The Magic calculator has every other spell. Figures checked against the OSRS Wiki on 27 October 2026.
Enchanting experience by spell
Seventeen spells on the standard spellbook enchant bolts or jewellery. Enchant Crossbow Bolt opens ten bolt spells from level 4, each turning a set of 10 gem-tipped bolts into enchanted ones, and the seven jewellery enchantments from Lvl-1 at 7 to Lvl-7 at 93 enchant one ring, necklace, bracelet or amulet a cast.
Enchanting experience by spell, 17 spells
| Spell | Level | Runes | XP a cast | XP an hour |
|---|---|---|---|---|
| Enchant Crossbow Bolt, a set of 10 bolts a cast | ||||
| Opal bolts | 4 | 1 cosmic, 2 air | 9 | 49,500 |
| Sapphire bolts | 7 | 1 cosmic, 1 water, 1 mind | 17.5 | 96,250 |
| Jade bolts | 14 | 1 cosmic, 2 earth | 19 | ~104,500 |
| Pearl bolts | 24 | 1 cosmic, 2 water | 29 | 159,500 |
| Emerald bolts | 27 | 1 cosmic, 3 air, 1 nature | 37 | 203,500 |
| Topaz bolts | 29 | 1 cosmic, 2 fire | 33.5 | 184,250 |
| Ruby bolts | 49 | 1 cosmic, 5 fire, 1 blood | 59 | 324,500 |
| Diamond bolts | 57 | 1 cosmic, 10 earth, 2 law | 67 | 368,500 |
| Dragonstone bolts | 68 | 1 cosmic, 15 earth, 1 soul | 78 | 429,000 |
| Onyx bolts | 87 | 1 cosmic, 20 fire, 1 death | 97 | 533,500 |
| Jewellery enchantments, one item a cast | ||||
| Lvl-1 Enchant | 7 | 1 cosmic, 1 water | 17.5 | 28,000 |
| Lvl-2 Enchant | 27 | 1 cosmic, 3 air | 37 | 59,200 |
| Lvl-3 Enchant | 49 | 1 cosmic, 5 fire | 59 | 94,400 |
| Lvl-4 Enchant | 57 | 1 cosmic, 10 earth | 67 | 111,300 |
| Lvl-5 Enchant | 68 | 1 cosmic, 15 earth, 15 water | 78 | 124,800 |
| Lvl-6 Enchant | 87 | 1 cosmic, 20 earth, 20 fire | 97 | ~155,200 |
| Lvl-7 Enchant | 93 | 20 soul, 20 blood, 1 cosmic | 110 | ~176,000 |
A ~ marks a spell no guide times, at the same pace as the others. Each bolt spell enchants dragon bolts of its gem too, and the diamond and onyx spells the ascension bolts. The table on the calculator lists every item each spell takes, all 66 of them.
How fast you can enchant
A bolt spell can be cast every tick if you click it again as soon as it lands, which is 6,000 casts an hour. Most players slip now and then and manage about 5,500. Left alone it repeats every 3 ticks for up to 10 sets, about 2,000 an hour, and it does not stop you running or skilling, so bolts can be enchanted on the way to somewhere else.
A jewellery spell moves on to the next item of the same kind by itself every 7 ticks, or every 3 if you click each one. Clicking, with a bank trip every 27 items, comes to about 1,600 an hour; at 3 ticks with no banking it would be 2,000, and left to run about 800.
Runes, staves and tomes
Every enchant spell takes a cosmic rune. A staff of the right element covers the rest of the elemental runes, a battlestaff covers two (a mud battlestaff for Lvl-5, a lava battlestaff for Lvl-6), and a tome of fire, water or earth supplies its rune with no page charge, since only combat spells use the charges. What is left to buy is the cosmic rune and any other rune the spell names: a mind rune for sapphire bolts, a nature rune for emerald, blood for ruby, two law for diamond, soul for dragonstone and death for onyx, and twenty blood and twenty soul runes for Lvl-7. Bryophyta's staff saves one nature rune in 15 on emerald bolts.
The Fountain of Rune
Within sight of the Fountain of Rune, in level 47 and 48 Wilderness, a members' spell needs no runes at all, but it gives no experience either, so it is only worth it for the coins. Bolts suit it, since a whole stack takes one inventory slot. Expect player killers, and bring nothing you would mind losing.
Enchanting questions
Can free-to-play players enchant? Yes, but only the amulets: sapphire, emerald, ruby and diamond, with Lvl-1 to Lvl-4 Enchant. Bolts and every other piece of jewellery need membership.
Which enchant makes the most money? It changes with the market, so the calculator works it out at today's prices for your level. The side by side table shows every item's profit a cast and an hour, and a low-traded item can be slow to buy and sell in bulk, which is why the plan skips those by default.
What else trains Magic? The Magic calculator has every spell in all four spellbooks, including alchemy, splashing and teleports.
Update history
Every change to this calculator
- Fixed dropdown options being cut off on small screens.
- Calculator added