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OSRS Mage Training Arena Guide: Bones to Peaches and Pizazz Points

Buy Bones to Peaches first: 2,700 pizazz points and about 2.6 hours. Point costs for every MTA reward, rates per room, the rune bill and an ironman route.

Bils Services TeamWiki-checked 14 Oct 202615 min read11 views0 comments
Full Infinity robes set from the Mage Training Arena: hat, top, bottoms, gloves and boots on a player model

The short version

30-second read
  • Unlock Bones to Peaches first. It costs 200 Telekinetic, 300 Alchemist, 2,000 Enchantment and 200 Graveyard points and doubles Graveyard points to up to 1,040 an hour.
  • Telekinetic and Alchemist set the pace. They take roughly three quarters of the hours, while Enchanting with your best spell clears huge point totals fastest.
  • The whole shop is about 28.6 hours. The wiki's rune bill for everything except the rune pouch is 4,724 law, 11,470 nature and 11,138 cosmic runes.
  • Ironmen should earn the master wand. It is their only route to a Kodai wand, and Lvl-5 Enchant with a mud battlestaff pays for its own cosmics.
01

Mage Training Arena: the Short Answer

The Mage Training Arena (MTA) is a members' Magic minigame just north of the Emir's Arena. Four rooms each pay their own kind of pizazz point, and every reward in the shop upstairs costs points from all four rooms at once. You cannot farm one room and skip the others.

Unlock Bones to Peaches first. It costs 200 Telekinetic, 300 Alchemist, 2,000 Enchantment and 200 Graveyard points, needs 60 Magic, and the wiki puts it at about 2.6 hours. It doubles the Creature Graveyard from up to 520 points an hour to up to 1,040, which makes every reward after it cheaper.

After that, let the account decide. An ironman usually wants the master wand, because it is the only way to a Kodai wand, plus Infinity boots. A main should price the rune bill against the Grand Exchange, since Infinity robes, the wands and the mage's book are all tradeable. The minigames hub shows where the MTA sits among the other point shops.

33Magic to use all four rooms
60Magic to unlock Bones to Peaches
2.6 hwiki time for Bones to Peaches
28.6 hwiki time for the whole shop
Table 1Mage Training Arena: quick facts8 rows
FieldDetail
TypeMembers' Magic minigame, safe activity
LocationNorth of the Emir's Arena, north-east of Al Kharid
Minimum Magic7 (Enchanting Chamber only); 33 for all four rooms
CurrencyTelekinetic, Alchemist, Enchantment and Graveyard pizazz points
Point caps8,000 Telekinetic, 16,000 Alchemist, 32,000 Enchantment, 8,000 Graveyard
First unlockBones to Peaches (60 Magic, 2,700 points in total)
Tradeable rewardsInfinity robes, beginner to master wand, mage's book
Account unlocksBones to Peaches; a rune pouch if you do not already own one
02

Requirements, Getting There and What to Bring

7 Magic lets you in, but Lvl-1 Enchant is then your only usable spell, so only the Enchanting Chamber pays. 33 Magic (Telekinetic Grab) opens all four rooms. 55 adds High Level Alchemy, 60 lets you unlock Bones to Peaches (a boost works for the unlock), and 87 gives Lvl-6 Enchant, the highest spell worth using. Lvl-7 at 93 works, but at 20 blood and 20 soul runes a cast the wiki does not recommend it.

The fastest way in is the Minigame Teleport, which unlocks once you speak to the Entrance Guardian. Otherwise, use a ring of dueling to the Emir's Arena and run north, or a ring of the elements to the Fire Altar and run north-east. The Entrance Guardian hands you a progress hat; talk to it to check your points. Since 8 May 2024 you no longer need it to enter a room, your points show in the lobby, and there is a bank chest upstairs.

The Mage Training Arena lobby seen from above, with four guardian statues and coloured floor mats in front of the room portals
The lobby: Telekinetic Theatre is the south portal, Creature Graveyard east, Enchanting Chamber west and Alchemists' Playground north (OSRS Wiki).
Table 2Spells, runes and staves for each room4 rows
RoomSpell (Magic level)Runes per castSaves runes
Telekinetic TheatreTelekinetic Grab (33)1 law, 1 airStaff of air
Alchemists' PlaygroundHigh Level Alchemy (55) or Low Level Alchemy (21)1 nature and 5 fire (High), 1 nature and 3 fire (Low)Staff or tome of fire; Bryophyta's staff with a tome of fire saves the most; Explorer's ring gives 30 free casts a day
Enchanting ChamberYour best enchant: Lvl-4 (57), Lvl-5 (68), Lvl-6 (87)1 cosmic plus 10 earth (Lvl-4), 15 earth and 15 water (Lvl-5), 20 earth and 20 fire (Lvl-6)Earth, mud or lava staff to match
Creature GraveyardBones to Bananas (15) or Bones to Peaches (60)1 nature, 2 earth, 2 water (Bananas); 2 nature, 4 earth, 4 water (Peaches)Mud battlestaff, plus a little food
033 min

How Each Room Pays Pizazz Points

Telekinetic Theatre

Cast Telekinetic Grab on the Maze Guardian statue from the side of the maze you want it to slide towards. There are 10 mazes of 7 to 10 casts each. A finished maze pays 2 points and 250 Magic XP, and every fifth maze in a row adds 8 points, 1,000 XP, 10 law runes and a full run energy refill. Over time that is 3.6 points and 450 XP a maze, plus 43 XP per cast (Telekinetic Theatre).

Right-click the statue and pick Observe for a top-down view of the maze, and never cast from a corner tile: it spends the law rune without moving the statue. With focus a maze takes about 45 seconds, roughly 80 mazes and 288 points an hour; the wiki calls 240 an hour a more realistic pace. Leaving a half-finished maze starts you on a new one, and this is the only room where logging out sends you back to the lobby, so finish the maze before you stop.

Alchemists' Playground

Six cupboards hold leather boots, adamant kiteshields, adamant med helms, emeralds and rune longswords, always in that clockwise order, with one cupboard empty. Every 60 seconds the items move round and each gets a value of 1, 5, 8, 15 or 30 coins. Every 100 coins you deposit gives 1 point and 10 real coins to your bank, every coin deposited is worth 2 Magic XP, and any remainder is a matching percentage chance at one more point (Alchemists' Playground).

Alch only the 30-coin item. Search one cupboard after each rotation: because the order never changes, one item tells you where the rest are. Right-click to take five at a time. That gives 16 to 18 casts a rotation, 288 to 324 points and 120,000 to 135,000 XP an hour with High Alchemy, or about 342 points and 142,500 XP if you carry a few spares of each item to cast while you walk. Expect to use about 900 nature runes an hour. A green arrow on the value table marks the item that costs no runes this rotation.

Enchanting Chamber

Take cubes, cylinders, pentamids or icosahedrons from the corner piles and enchant them. A cast is worth its spell level in points (Lvl-5 Enchant gives 5), every tenth shape counts double, and the shape shown at the bottom right, which changes every 24 seconds, adds 2. Dragonstones pay double: six spawn around the middle every five minutes, and each search of a pile has a 1/32 chance to give one (Enchanting Chamber).

Drop the orbs in the centre hole for 20 XP each and 3 blood, death or cosmic runes per 20 orbs, paid when you leave the room (the count stops at 4,000 orbs). The Enchantment prices look huge, 29,000 points for the whole shop, but this is the fastest room by far: Lvl-5 Enchant on the indicated shape runs at about 11,025 points an hour.

Creature Graveyard

The bone piles cycle through four bone types worth 1, 2, 3 and 4 fruit each. Convert them and feed the chute: 16 bananas or 8 peaches make a point, one deposit pays at most 3 points, and each point also gives a water, earth, nature, death or blood rune when you leave. Falling bones hit for 2; a banana heals 2 and a peach 8 (Creature Graveyard).

With Bones to Bananas, pick up 13 bones between casts (always at least 28 bananas) or 8 at a time for exactly 20, for up to 520 points an hour. With Bones to Peaches, 12 bones always make at least 24 peaches, the 3-point cap, for up to 1,040 points an hour. Eat the extra peaches instead of depositing them.

04

Pick Your Method: Spell and Pace for Each Room

Each room has one sensible spell per Magic band. The rates are the wiki's: Enchanting uses its mid-intensity method (enchant the indicated shape and deposit the orbs), the AFK row is autocasting a full inventory of shapes, and Graveyard uses the best pickup pattern. Runes per point come from the wiki's cost-per-point table.

Table 3MTA rooms compared (OSRS Wiki rates)9 rows
Room and spellMagicPoints per hourMagic XP per hourRunes per pointAttention
Telekinetic Theatre, Telekinetic Grab33240–288About 60,000–65,0001.75 lawHigh
Alchemists' Playground, High Level Alchemy55288–342120,000–142,5003 natureHigh
Enchanting Chamber, Lvl-3 Enchant497,791116,1300.30 cosmicHigh
Enchanting Chamber, Lvl-4 Enchant579,408127,8900.23 cosmicHigh
Enchanting Chamber, Lvl-5 Enchant6811,025144,0600.18 cosmicHigh
Enchanting Chamber, Lvl-6 Enchant8712,642171,9900.15 cosmicHigh
Enchanting Chamber, Lvl-5 autocast684,32070,560About 0.18 cosmicLow (AFK)
Creature Graveyard, Bones to Bananas15Up to 520Lower (5 XP per banana)0.8 natureMedium
Creature Graveyard, Bones to Peaches60 and the unlockUp to 1,040About 100,000About 0.67 nature (2 per 3-point deposit)Medium

Verdict: use your best enchant and clear Enchanting in short sessions. Do Telekinetic and Alchemist when you can watch the screen, because they are where the hours go, and keep autocast enchanting for the times you cannot.

05

Pizazz Points Per Reward

Every reward costs points from all four rooms. Wands are upgrades: you hand in the wand one tier below and pay the listed points, so the master wand from nothing costs 480 Telekinetic, 530 Alchemist, 4,800 Enchantment and 480 Graveyard points (pizazz points).

Table 4Mage Training Arena shop: points per reward14 rows
RewardTelekineticAlchemistEnchantmentGraveyardTotalNeeds
Bones to Peaches (spell)2003002,0002002,70060 Magic to unlock
Rune pouch1502001,5001502,000Only if you do not own one
Infinity hat3504003,0003504,10050 Magic, 25 Defence
Infinity top4004504,0004005,25050 Magic, 25 Defence
Infinity bottoms4505005,0004506,40050 Magic, 25 Defence
Infinity gloves1752251,5001752,07550 Magic, 25 Defence
Infinity boots1201201,2001201,56050 Magic, 25 Defence
Beginner wand30303003039045 Magic to wield
Apprentice wand (hand in beginner)60606006078050 Magic
Teacher wand (hand in apprentice)1502001,5001502,00055 Magic
Master wand (hand in teacher)2402402,4002403,12060 Magic
Mage's book5005506,0005007,55060 Magic, no Defence
Full Infinity set1,4951,69514,7001,49519,38550 Magic, 25 Defence
Every reward once2,8253,27529,0002,82537,92560 Magic
Magic Training Arena Shop interface showing the wands, Infinity pieces, mage's book, rune pouch and runes, with the four point costs of a rune pouch
The shop upstairs lists all four point costs before you confirm; this one is a rune pouch at 150, 150, 1,500 and 200 (OSRS Wiki).

The Rewards Guardian also sells runes for points, for example a cosmic rune for 5 Enchantment points and a law rune for 2 Telekinetic points, plus an arena book for 200 coins. Do not mistake that book for the mage's book: the near-identical names were once a popular scam.

062 min

Cheapest Order: Bones to Peaches, Then Boots or the Master Wand

The wiki's advice is blunt: if you want anything besides Bones to Peaches, buy the spell first, because it nearly doubles Graveyard points (Mage Training Arena). After that, the order below suits most accounts that want the full shop. Move the master wand up if you are an ironman heading for a Kodai wand, or the mage's book up on a pure.

  1. 1

    Bones to Peaches

    : 2,700 points. Wiki rune bill 353 law, 1,075 nature and 810 cosmic runes, about 2.6 hours. It is also required for the hard Lumbridge & Draynor Diary task of casting it in Al Kharid palace, and the tablet does not count (see the diaries guide).

  2. 2

    Infinity boots

    : 1,560 points. 212 law, 459 nature, 486 cosmic, about 1.2 hours. The cheapest piece, and the base for eternal boots.

  3. 3

    Master wand

    (all four wands): 6,290 points. 848 law, 1,998 nature, 1,944 cosmic, about 5 hours.

  4. 4

    Mage's book

    : 7,550 points. 883 law, 2,064 nature, 2,430 cosmic, about 5.3 hours.

  5. 5

    Infinity hat, top and bottoms

    : 15,750 points. 2,119 law, 5,049 nature, 4,860 cosmic, about 12.5 hours.

  6. 6

    Infinity gloves last, or never

    : 2,075 points. The wiki only recommends them without dragon gloves, which have the same magic attack and defence, or a tormented bracelet.

  7. 7

    Rune pouch

    : 2,000 points, and only if the account has no pouch yet.

Table 5Running totals for that order (rune bill and hours from the wiki's MTA reward table)6 rows
After buyingPoints: Tele / Alch / Ench / GraveRunes: law / nature / cosmicHours
Bones to Peaches200 / 300 / 2,000 / 200353 / 1,075 / 8102.6
+ Infinity boots320 / 420 / 3,200 / 320565 / 1,534 / 1,2963.8
+ Master wand800 / 950 / 8,000 / 8001,413 / 3,532 / 3,2408.8
+ Mage's book1,300 / 1,500 / 14,000 / 1,3002,296 / 5,596 / 5,67014.1
+ Hat, top, bottoms2,500 / 2,850 / 26,000 / 2,5004,415 / 10,645 / 10,53026.6
+ Infinity gloves2,675 / 3,075 / 27,500 / 2,6754,724 / 11,470 / 11,13828.6

The wiki's rune figures are on the safe side. They assume staves cover every elemental rune, no free alchs, and 1 Graveyard point per Bones to Bananas cast, and the wiki notes that using your best enchant spell cuts the cosmic count a lot. Treat the law and nature columns as the real budget.

07

Hours to Each Goal

The last column is the wiki's estimate. The room columns divide each goal's points by the wiki rates from the comparison table, so you can see where the time goes: Telekinetic and Alchemist take roughly three quarters of it, even though Enchanting needs about ten times as many points as Telekinetic. Room hours leave out banking and walking, so plan on the wiki's totals rather than the sum of the rooms.

Table 6Hours per room: Telekinetic 240–288 points/h, Alchemist 288–342, Enchanting Lvl-4 (9,408) for Bones to Peaches and Lvl-5 (11,025) after, Graveyard 520 with bananas then 1,040 with peaches6 rows
GoalTelekineticAlchemistEnchantingGraveyardWiki estimate
Bones to Peaches0.7–0.8 h0.9–1.0 h0.2 h0.4 h2.6 h
Infinity boots0.4–0.5 h0.4 h0.1 h0.1 h1.2 h
Master wand (from scratch)1.7–2.0 h1.5–1.8 h0.4 h0.5 h5.0 h
Mage's book1.7–2.1 h1.6–1.9 h0.5 h0.5 h5.3 h
Full Infinity5.2–6.2 h5.0–5.9 h1.3 h1.4 h15.7 h
Every reward, rune pouch included9.8–11.8 h9.6–11.4 h2.7 h2.9 h28.6 h (without the pouch)

The Magic XP is a decent side effect. The wiki's ironman Magic guide puts the Bones to Peaches unlock at up to 127,000 Magic XP, and the Telekinetic share alone, about 350 law runes, is roughly 44,800 XP: enough to go from 33 to 45 Magic.

08

Infinity Robes, Master Wand and Mage's Book: Earn or Buy

Here is what each tradeable reward does once you own it, taken from the wiki's item pages. Two of them, the master wand and Infinity boots, also feed into better gear later.

Table 7What the tradeable rewards do7 rows
ItemRequirementMagic attackMagic damageNotes
Infinity hat50 Magic, 25 Defence+61%Damage bonus added on 29 May 2024
Infinity top50 Magic, 25 Defence+221%Same 29 May 2024 change
Infinity bottoms50 Magic, 25 Defence+171%Same 29 May 2024 change
Infinity gloves50 Magic, 25 Defence+5NoneSame magic attack and defence as dragon gloves
Infinity boots50 Magic, 25 Defence+5NoneThird-best magic attack boots; makes eternal boots
Master wand60 Magic+2010%Autocasts standard, Ancient and Arceuus spells; makes the Kodai wand
Mage's book60 Magic+152%No Defence requirement

For a main the sum is simple. Price the rune bill from the reward table at today's rune prices, add the hours, and compare the total with the Grand Exchange price, because Infinity, all four wands and the mage's book can be bought from other players. Bones to Peaches is a spell unlock and has to be earned on the account.

The master wand gained a 10% magic damage bonus on 22 July 2026, so it is no longer only a Kodai ingredient. It is one of only four weapons that autocast both Ancient Magicks and Arceuus combat spells. Using a Kodai insignia from Chambers of Xeric on it makes the Kodai wand (80 Magic, +28 magic attack, 15% damage), and that cannot be undone.

Infinity boots plus an eternal crystal from Cerberus make eternal boots, which need 75 Magic and 75 Defence to wear and 60 Runecraft and 60 Magic to create, with no boosts. The mage's book ties for the third-best magic attack in the shield slot and has no Defence requirement, which is why pures like it.

09

Ironman, HCIM, UIM and Pure Accounts

The wiki's ironman Magic route starts the arena at 33 Magic in the Telekinetic Theatre, which pays back 10 law runes every fifth maze, and moves to the Alchemists' Playground at 55 for High Alchemy. Enchanting is worth doing from 57 with Lvl-4, and better at 68 with Lvl-5. Nature runes are the biggest line in the rune bill, so plan them first: Bones to Peaches alone is listed at 1,075.

From 68 Magic, Enchanting trains Magic for free. With a mud battlestaff, every Lvl-5 Enchant earns at least 5 points, and the shop sells a cosmic rune for 5 Enchantment points, so the casts pay for themselves. Lvl-6 with a lava battlestaff at 87 does the same at better XP. The rooms also pay runes as you go: law runes from mazes, blood, death and cosmic runes from orbs, and water, earth, nature, death and blood runes from the Graveyard.

An ironman cannot buy a master wand, so anyone planning a Kodai wand earns all four wands here. The rune pouch at 2,000 points is an early alternative to the 750 Slayer points it costs from a Slayer master. The fresh ironman build guide covers the quests and early stats that come before it.

  1. 1

    HCIM:

    dying in the Creature Graveyard is a safe death, Hardcore status included, but it costs 10 Graveyard points. The HCIM guide covers the rest of the mode's rules.

  2. 2

    UIM:

    the 10 coins per 100 from the Alchemists' Playground land in your inventory instead of the bank. The UIM guide covers storage.

  3. 3

    Pures:

    Infinity needs 25 Defence, so a 1 Defence account cannot wear it. The mage's book needs only 60 Magic; see the pure builds guide.

10

Common Mistakes

  1. 1

    Buying anything before Bones to Peaches.

    Every later reward needs Graveyard points, and peaches earn them at up to 1,040 an hour against 520 with bananas.

  2. 2

    Alching whatever the cupboard hands you.

    Only the 30-coin item, or the free one under the green arrow, is worth a nature rune. A 1-coin or 5-coin cast burns a rune for almost nothing.

  3. 3

    Depositing more than 24 peaches at once.

    One deposit pays at most 3 points, so 27 peaches pay the same as 24. Eat the spares for 8 hitpoints each.

  4. 4

    Enchanting below your best spell, or with Lvl-7.

    Lvl-4 at 57 earns about 21% more points an hour than Lvl-3 (9,408 against 7,791), while Lvl-7 costs 20 blood and 20 soul runes per cast.

  5. 5

    Selling or alching a lower wand.

    Each upgrade needs the previous wand in your inventory or equipped, so losing the teacher wand means buying the chain again.

12

FAQ

What should you buy first at the Mage Training Arena?

Bones to Peaches, if you plan to buy anything else afterwards. It nearly doubles Graveyard points, and Graveyard points are part of every reward's price.

How many pizazz points is Bones to Peaches?

200 Telekinetic, 300 Alchemist, 2,000 Enchantment and 200 Graveyard points, 2,700 in total, plus 60 Magic. The wiki estimates about 2.6 hours and 353 law, 1,075 nature and 810 cosmic runes.

Do you still need the progress hat to enter the rooms?

No. That requirement was removed on 8 May 2024, and the lobby now shows your points. The hat still tells you your totals, a lost one is free from the Entrance Guardian, and destroying it does not delete your points.

Is Low Level Alchemy faster in the Alchemists' Playground?

No. Inside the room Low Alchemy has the same 5-tick cooldown as High Alchemy and turns items into the same number of coins, so the points are identical. You only lose XP: 31 per cast instead of 65. Use it only before 55 Magic.

Is the master wand only worth it for a Kodai wand?

Not since 22 July 2026, when it gained a 10% magic damage bonus to go with +20 magic attack. It wields at 60 Magic and autocasts standard, Ancient and Arceuus combat spells, so it is a real weapon before you ever see a Kodai insignia.

Can you die in the Creature Graveyard?

Falling bones hit for 2, so yes if you ignore your hitpoints, but it is a safe death, even on a Hardcore Ironman. You lose 10 Graveyard points. Peaches heal 8, so with Bones to Peaches you rarely need food.

How long does full Infinity take?

The set costs 1,495 Telekinetic, 1,695 Alchemist, 14,700 Enchantment and 1,495 Graveyard points. Adding up the wiki's per-piece estimates gives about 15.7 hours and 2,640 law, 6,333 nature and 5,954 cosmic runes, on top of Bones to Peaches.

Still stuck on a mechanic? Ask the team on our Discord, it is free.

13 · Bottom line

Bottom Line

Get 60 Magic, buy Bones to Peaches first and enchant with the best spell you have. Then let the account choose: the master wand for an ironman heading to raids, the mage's book for a pure, Infinity boots for anyone planning eternal boots. Budget your sessions around the Telekinetic Theatre and Alchemists' Playground, because that is where most of the 28.6 hours go.

For the rest of the skill, see the Magic 1–99 guide, and for alching outside the arena, the alching guide.

Sources

Numbers and mechanics on this page come from these 18 OSRS Wiki pages:

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