GGleason's Gielinor GuideAn adventurer's field notes← All skill guides

COMBATF2P + MEMBERS

Magic

Unlock teleports and utility spells early; let combat, alching, and burst tasks handle the rest.

QUICK WIN

Magic levels are travel upgrades. Early teleports often save more time than the training costs.

UNDERSTANDING MAGIC

Learn the system before you optimise the loop.

Magic is a combat skill with several viable routes. The best method is not automatically the one with the largest experience-rate number: startup time, travel, real input prices, useful outputs, and the amount of attention you can sustain all belong in the decision.

This guide treats levels as unlocks rather than a single uninterrupted race to 99. Use the route below as a strong default, then switch when a quest, diary, equipment upgrade, or account goal makes another method more valuable to you.

01

Magic level affects spell access and magical accuracy. Maximum hit normally comes from the spell or powered staff, then equipment and boosts modify it.

02

Elemental staves replace the corresponding basic rune while equipped. A rune pouch reduces inventory pressure but does not reduce cost.

03

Combat spells award Magic XP per cast plus additional experience from damage. Teleports, enchanting, alchemy, and utility spells use fixed per-cast values.

04

Spellbooks are content unlocks. Standard, Ancient, Lunar, and Arceuus books serve different training and utility roles.

LEVEL-BY-LEVEL METHOD FINDER

Set your level. Get the methods that apply now.

This is the working core of the guide: source-backed training sections filtered by current level and account type, with full rates, quantities, requirements, setup notes, and method tables kept beside their revision.

7 Magic sections shown for Members at level 1.

Open a section for its full setup, evidence, and tables.
LEVEL 1–34Members

Levels 1–10/34: Questing

4 detailed notes

Early levels can be skipped by completing quests that give Magic experience. Completing Witch's Potion and Imp Catcher gives a total of 1,200 Magic experience, which is enough to get from level 1 to 10. Both quests are very short and have no requirements, and they can be done at any level.

To get to level 34 only by questing, completing Fairytale I - Growing Pains or The Grand Tree allows Watchtower to be completed. Completing all three and Lumbridge Guide subquest of Recipe for Disaster would grant an additional 20,900 experience and get the player up to level 34.

REQUIREMENTS & SETUP
  • Early levels can be skipped by completing quests that give Magic experience. Completing Witch's Potion and Imp Catcher gives a total of 1,200 Magic experience, which is enough to get from level 1 to 10. Both quests are very short and have no requirements, and they can be done at any level.
  • To get to level 34 only by questing, completing Fairytale I - Growing Pains or The Grand Tree allows Watchtower to be completed. Completing all three and Lumbridge Guide subquest of Recipe for Disaster would grant an additional 20,900 experience and get the player up to level 34.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

LEVEL 1–21Members

Levels 7–21: Lvl-1 Enchant

6 detailed notes

From level 7 to 21, enchant sapphire or opal jewellery by using the Lvl-1 Enchant spell. The spell can be cast manually every 3 ticks, and each cast gives 17.5 experience.

Players can gain up to around 32,000 experience per hour. It will take 250 casts to get from level 7 to 21.

Another option is to cast this spell in the Mage Training Arena, which will yield much greater experience, and pizazz points in the minigame.

RATES & THROUGHPUT
  • Players can gain up to around 32,000 experience per hour. It will take 250 casts to get from level 7 to 21.
REQUIREMENTS & SETUP
  • From level 7 to 21, enchant sapphire or opal jewellery by using the Lvl-1 Enchant spell. The spell can be cast manually every 3 ticks, and each cast gives 17.5 experience.
  • Players can gain up to around 32,000 experience per hour. It will take 250 casts to get from level 7 to 21.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

LEVEL 1–55Members

Levels 1–55: Killing crabs

7 detailed notes

Killing crabs with combat spells requires very little attention and offers relatively fast experience at lower levels. Use the highest-level combat spell available for the best damage output. Players who wish to spend less money on Magic training may want to keep using Fire Strike instead of switching to the more expensive bolt and blast spells. Chaos gauntlets (requires completion of Family Crest) can be used with Fire Bolt to achieve a max hit of one below that of Fire Blast, to achieve higher experiences rates without the increased cost. If you are waiting for respawns, consider switching to a denser spawn or a higher Hitpoints crab. If you are taking too much damage from crabs, consider moving to a smaller spawn or lower Hitpoints crab.

There are five types of crabs the player can train on, and all have high Hitpoints, very low Defence and deal minimal damage. They become aggressive when walked by, and stay aggressive for 10 minutes. After 10 minutes, the player has to reset aggressiveness by running away far enough, usually a minimap's length. The player should choose a spot that makes two or three spawns aggressive at the same time.

Having at least level 30 Defence is recommended before starting Magic training on these monsters to mitigate the damage. If the player has low Defence, bring some food and use defensive equipment that does not penalise Magic accuracy too much.

REQUIREMENTS & SETUP
  • Killing crabs with combat spells requires very little attention and offers relatively fast experience at lower levels. Use the highest-level combat spell available for the best damage output. Players who wish to spend less money on Magic training may want to keep using Fire Strike instead of switching to the more expensive bolt and blast spells. Chaos gauntlets (requires completion of Family Crest) can be used with Fire Bolt to achieve a max hit of one below that of Fire Blast, to achieve higher experiences rates without the increased cost. If you are waiting for respawns, consider switching to a denser spawn or a higher Hitpoints crab. If you are taking too much damage from crabs, consider moving to a smaller spawn or lower Hitpoints crab.
  • Having at least level 30 Defence is recommended before starting Magic training on these monsters to mitigate the damage. If the player has low Defence, bring some food and use defensive equipment that does not penalise Magic accuracy too much.
  • Equip any staff that can autocast combat spells. Elemental staves are recommended, as they also provide unlimited elemental runes corresponding to their type (a staff of air provides unlimited air runes). At level 30 Magic and Attack, use a smoke battlestaff if the player can afford one. This staff provides a 10% increase in accuracy and damage when casting spells from the standard spellbook, which will increase experience rates.
  • Ammonite Crabs on Fossil Island (requires Bone Voyage quest). Considered the best crab for training, each crab has 100 Hitpoints. Spawn areas are normally incredibly busy. They also drop unidentified fossils, which can be turned in for experience lamps in Varrock Museum after cleaning. Wind Blast or greater recommended, unless using Chaos gauntlets.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

LEVEL 1–55Members

Levels 1–55: Exploiting elemental weaknesses

6 detailed notes

Elemental weaknesses increase both accuracy and damage on their corresponding elemental spell by a certain percentage, and commonly-accessible monsters have up to 100% elemental weakness. This allows cheap, effective, more efficient magic training than killing elementally-neutral monsters, though will provide less AFK time than standard crabs.

100% weaknesses double the corresponding spells' damage, allowing, assuming no other damage bonuses, Strike spells to hit up to 16 and Bolt spells to hit up to 24 (or 30 with Chaos gauntlets).

Equip any staff that can autocast combat spells. Elemental staves are recommended, as they also provide unlimited elemental runes corresponding to their type (a staff of air provides unlimited air runes). At level 30 Magic and Attack, use a smoke battlestaff if the player can afford one. This staff provides a 10% increase in accuracy and damage when casting spells from the standard spellbook, which will increase experience rates.

REQUIREMENTS & SETUP
  • Equip any staff that can autocast combat spells. Elemental staves are recommended, as they also provide unlimited elemental runes corresponding to their type (a staff of air provides unlimited air runes). At level 30 Magic and Attack, use a smoke battlestaff if the player can afford one. This staff provides a 10% increase in accuracy and damage when casting spells from the standard spellbook, which will increase experience rates.
  • Fire Giants are most easily accessible and safespottable in the Catacombs of Kourend and Giants' Den. Killing Fire Giants in here also allows drops of Ancient shards and Dark Totem pieces. They have 111-150 Hitpoints, 1 Magic, and a 100% Water weakness. (Level 104 Fire Giants have +50 Magic Defence.)
  • Ghosts are plentiful in the north-west passage in the bottom floor of the Stronghold of Security, and are additionally weak to the effects of a salve amulet (i). They have 75-80 Hitpoints, 1 Magic, and a 50% Air weakness (Level 77 ghosts have +55 Magic Defence.). While they are only 50% weak, this is compensated by salve weakness and cost saving effect of Air spells using catalytic runes to cost, as a staff of air will cover all of the elemental runes needed.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

LEVEL 1–55Members

Levels 1–55: Splashing combat spells

4 detailed notes

Splashing combat spells on weak monsters offers very slow experience, but only requires player input once every 20 minutes. To splash, attack an NPC while wearing equipment that gives at least -64 Magic attack bonus. Although no damage is dealt, players will still gain the base experience from casting the spell. Simply equip any staff that can autocast the combat spell used (such as an elemental staff), turn on Auto Retaliate, and interact with the game client every 20 minutes to keep splashing the opponent.

Experience rates vary depending on the spell used, ranging from 6,600 to 75,750 experience per hour. See this page for more details about splashing.

RATES & THROUGHPUT
  • Experience rates vary depending on the spell used, ranging from 6,600 to 75,750 experience per hour. See this page for more details about splashing.
REQUIREMENTS & SETUP
  • Splashing combat spells on weak monsters offers very slow experience, but only requires player input once every 20 minutes. To splash, attack an NPC while wearing equipment that gives at least -64 Magic attack bonus. Although no damage is dealt, players will still gain the base experience from casting the spell. Simply equip any staff that can autocast the combat spell used (such as an elemental staff), turn on Auto Retaliate, and interact with the game client every 20 minutes to keep splashing the opponent.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

MembersMembers

Equipment choice

1 detailed notes

Items will be listed in order of how much they increase general magic damage per second. In nearly all cases, optimizing for offensive stats is more effective than optimizing for defensive or balanced stats, especially when fighting the low-offence, high-hp monsters on this list. In addition, optimizing for Magic damage is usually better than optimizing for accuracy except against high-Defence monsters.

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

MembersMembers

Quests for Magic experience

17 data rows
QuestExperience rewardMagic requirementOther requirements
Witch's Potion325
Imp Catcher875
Fairytale I - Growing Pains1,000
Spirits of the Elid1,0003337 , 37 , 37
The Giant Dwarf1,5003314 , 12 , 16
The Grand Tree2,15025
Recipe for Disaster (Lumbridge Guide subquest)2,50040
Horror from the Deep4,66235
King's Ransom5,0004565
Lunar Diplomacy5,0006561 , 40 , 49 , 5 , 60 , 55
Enakhra's Lament7,0003950 , 45 , 43 , 45
Dream Mentor10,0006532 , 85 , 61 , 40 , 49 , 5 , 60 , 55
The Eyes of Glouphrie12,000465 , 45 ()
Swan Song15,00066100 , 62 , 62 , 45 , 42 , 40
Watchtower15,2501515 , 25 , 14 , 40
Desert Treasure I20,0005053 , 50 , 10
Total103,262

Verify against Pay-to-play Magic training, revision 15273313. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.

FOUR EDITORIAL STARTING POINTS

Shortlisted routes with executable instructions.

Use the finder above for the complete method library. These four routes are the fan-guide shortlist: each includes its setup, repeatable sequence, realistic rate band, and most important failure point.

01

1–45MEDIUM ATTENTION

Combat spells and quests

15k–55k XP/hr
BEST FOR

Unlocking teleports

ECONOMY

Low with elemental staves

LOCATION

Quest targets and low-defence monsters

REQUIREMENTS

Runes and the best available elemental staff

INVENTORY / LOADOUT

Elemental staff, combat runes, food, teleport

EXECUTION
  1. Complete Witch's Potion and other early Magic rewards.
  2. Use the highest sensible strike/bolt spell while an elemental staff replaces basic runes.
  3. Stop at teleport and quest milestones instead of camping a weak spell indefinitely.
02

55–99MEDIUM ATTENTION

High Level Alchemy

65k–78k XP/hr
BEST FOR

Portable, predictable XP

ECONOMY

Profit or loss changes live

LOCATION

Anywhere the spellbook can be used

REQUIREMENTS

55 Magic, nature runes, alchable items

INVENTORY / LOADOUT

Fire staff, nature runes, exact verified item stack

EXECUTION
  1. Use the live alch table to compare item price, nature rune, and fixed alch value.
  2. Buy within the item's trade limit and test the exact variant.
  3. Place spell and item close together in the interface and maintain a safe rhythm.
03

70–93HIGH ATTENTION

Ancient burst Slayer

150k–300k Magic XP/hr
BEST FOR

Magic plus Slayer

ECONOMY

High rune cost; task loot offsets

LOCATION

Catacombs and other multi-combat task areas

REQUIREMENTS

Desert Treasure I, burstable task, prayer sustain

INVENTORY / LOADOUT

Ancient staff/autocast weapon, rune pouch, prayer and Magic-damage gear

EXECUTION
  1. Stack monsters so every spell reaches the maximum useful targets.
  2. Use protection prayer and preserve grouping as respawns arrive.
  3. Prioritise Magic damage, prayer uptime, and fast re-stacking over excessive loot.
04

94–99HIGH ATTENTION

Ice Barrage

250k–450k Magic XP/hr
BEST FOR

Fast late-game Magic

ECONOMY

Very high rune cost

LOCATION

Maniacal monkeys or high-density Slayer tasks

REQUIREMENTS

94 Magic, Ancient Magicks, large rune and prayer budget

INVENTORY / LOADOUT

Barrage runes, prayer gear, Magic damage bonuses, potions, teleport

EXECUTION
  1. Use a target area where a full multi-target stack can be maintained.
  2. Keep autocast, prayer, and aggro resets organised.
  3. Calculate rune cost at the conservative end of the rate range.

MAGIC CALCULATOR

Turn a level goal into hours and materials.

Select a method for its realistic experience-rate band. Add XP and GP per action when you want an exact resource estimate for your chosen item.

XP REMAINING13,034,43113,034,431 total XP at level 99
ESTIMATED TIME237869 hrAt 15,00055,000 XP/hr
ACTIONS / UNITSAdd XP eachUse the optional field for exact materials
ESTIMATED BUDGETAdd GP eachGross inputs; resale and tax are not deducted

The level formula is exact. Time and budget are planning estimates: your equipment, banking, failures, attention, and live Grand Exchange prices determine the real result.

SETUP PROGRESSION

Upgrade the part that actually controls the rate.

StageSetupPriority
EarlyElemental staff, magic robes, amulet of magicRune savings and spell unlocks matter most.
MidIban's staff/powered staff, prayer switches, rune pouchQuest weapons unlock reliable PvM Magic.
BurstingAncient autocast weapon, Magic damage and prayer gearDamage percentage usually matters more than excess accuracy on weak targets.
EndgamePowered raid/boss staff and encounter-specific robesCharge cost must be included in every DPS comparison.

THE ROUTE

From level 1 to cape

1

1–37

Strike spells and quests

Use elemental staves to reduce rune costs and unlock key teleports.The opening objective is access, not perfect efficiency. Use quests and inexpensive equipment to compress levels where possible, and avoid over-investing in a method you will outgrow quickly.
2

37–55

Teleport and combat training

Keep progressing spell tiers until High Level Alchemy unlocks.This is where the skill settles into a repeatable loop. Upgrade the parts of the setup that affect every action, measure a representative session, and keep travel or banking from becoming the hidden bottleneck.
3

55–70

Alch while doing other activities

Use the live alch desk to avoid turning convenience into a loss.At the mid-game checkpoint, compare the fastest route with account progress, useful outputs, and attention. A slightly slower method can be more efficient overall when it also supplies quests, diaries, or another skill.
4

70–99

Burst, barrage, or utility

Multi-target Slayer is fast; bossing and utility spells are more varied.Late-game training is a sustainability problem. Recheck prices and unlocks, alternate high-focus sessions with calmer ones, and choose a route you can repeat without turning the cape into a chore.
LOWER-INTENSITY ALTERNATIVE

Enchanting jewellery and utility minigames can offer lower-intensity or account-progress routes.

LEVEL REFERENCE

Milestones worth planning around

These are decision points, not instructions to stop. Boostable requirements and quest gates can change when an unlock becomes usable.

LevelUnlockWhy it matters
25Varrock TeleportThe first major city teleport.
37Falador TeleportUseful travel and diary access.
45Camelot TeleportA central members travel milestone.
55High Level AlchemyTurns items into fixed coin values.
70Ice BurstCore multi-target Ancient Magicks training.
94Ice BarrageThe signature high-level multi-target combat spell.

QUEST ROUTING

Let account progress do part of the grind.

Quest experience is most valuable when it skips slow early methods or opens a training system you will keep using.

QUEST 1

Witch's Potion

Small, easy early Magic experience.

QUEST 2

Desert Treasure I

Unlocks Ancient Magicks and its burst/barrage training methods.

QUEST 3

Lunar Diplomacy

Unlocks Lunar utility spells, with more added through Dream Mentor.

CHOOSE YOUR ACCOUNT

The route changes with the rules you play by.

REVISION-PINNED REFERENCE

The detailed tables behind the recommendations.

Pulled in one batch from the Old School RuneScape Wiki on August 2, 2026. Every table keeps its source page and revision so you can verify requirements or spot a later game update.

Levels 4–55/99: Enchanting bolts9 reference rows
levelEnchantmentRunesXP/castMaterial cost eachProfit eachXP/hGP/XP
4Opal2 19365−25549,500−28.33
7Sapphire1 1 117498−223.6093,500−13.15
24Pearl2 129535−407.60159,500−14.06
27Emerald3 1 137875−747.60203,500−20.21
29Topaz2 1332,005−1,975.60181,500−59.87
49Ruby5 1 1593,224−1,675.60324,500−28.40
57Diamond10 1 2673,539−2,255.20368,500−33.66
68Dragonstone15 1 1786,247−2,601.40429,000−33.35
87Onyx20 1 19784,239−1,762.20533,500−18.17

Source: OSRS Wiki / Pay-to-play Magic training • revision 15273313

Levels 7–99: Profitable methods12 reference rows
LevelsIconMethod and infoXP per castXP/hInvestment required per castProfit per cast
7–27Using Lvl-1 Enchant to enchant Sapphire jewellery. Assuming you have all the materials, you can enchant approximately 1,600 items an hour, although selling finished products on the Grand Exchange to buy more runes and rings will bring this 17.528,000555248
27–49Using Lvl-2 Enchant to turn Emerald rings into Rings of Dueling. Assuming you have all the materials, you can enchant approximately 1,600 rings an hour, although selling finished products on the Grand Exchange to buy more runes and rings wi3759,200709184
49–55Using Lvl-3 Enchant to enchant Ruby or Topaz jewellery. This level is more volatile and can require significantly more investment; keeping with Emerald rings may be preferred, as Lvl-3 Enchant can sometimes result in a loss. Assuming you ha5994,4003,059199
55Casting High Level Alchemy. You can cast High level alchemy up to 1,200 times an hour, and there are many tools and calculator available that you can use to ensure the items you alchemise bring you profit. Check the calculator provided, and6578,000Various; see this calculatorVarious; see this calculator
Bonus: 55–99Some players decide to keep doing high level alchemy all the way to level 99. Doing so will take 165 hours, but can bring millions of profit depending on the items chosen. It will take 197,966 casts to reach level 99.6578,000Various; see this calculatorVarious; see this calculator
56Casting Charge Water Orb can bring good profit per hour, but requires running through the Taverley Dungeon. Use a staff of water to save on rune costs. With 80 Agility, about 505 water orbs can be made per hour, down to 450 orbs an hour at 6633,3004951,196
57Using Lvl-4 Enchant to enchant Diamond jewellery. A significant investment tends to be required for Diamond jewellery, making orbs more efficient. Nonetheless, it's still possible to turn a profit, and with enough cash to invest, one can ex67111,3001,946140
60Casting Charge Earth Orb can bring good profit per hour, but being in the Wilderness brings the risk of being PKed. Use a staff of earth to save on rune costs. About 525 earth orbs can be made per hour.7036,5004951,248
63Casting Charge Fire Orb can bring good profit per hour, but requires running through the Taverley Dungeon. Use a staff of fire to save on rune costs. With 80 Agility, about 525 fire orbs can be made per hour, down to 450 at 70 Agility, and 7338,0004951,475
66Casting Charge Air Orb can bring good profit per hour, but requires running through the Edgeville Dungeon, through the Wilderness. Use a staff of air to save on rune costs. It's highly advised to only bring 81 cosmic runes per trip, in the 7640,0004951,579
68Using Lvl-5 Enchant to enchant dragonstone jewellery. At this level, players without the gold to invest tens of millions of coins will find enchanting jewellery to be impractical.78124,80010,713799
71Hunter Kit can bring a decent profit as long as a staff of earth is used. (Note: Requires Dream Mentor to be completed in order to cast Hunter Kit).7052,000196264

Source: OSRS Wiki / Pay-to-play Magic training • revision 15273313

Quests for Magic experience12 reference rows
QuestExperience rewardMagic requirementOther requirements
Witch's Potion325
Imp Catcher875
Fairytale I - Growing Pains1,000
Spirits of the Elid1,0003337 , 37 , 37
The Giant Dwarf1,5003314 , 12 , 16
The Grand Tree2,15025
Recipe for Disaster (Lumbridge Guide subquest)2,50040
Horror from the Deep4,66235
King's Ransom5,0004565
Lunar Diplomacy5,0006561 , 40 , 49 , 5 , 60 , 55
Enakhra's Lament7,0003950 , 45 , 43 , 45
Dream Mentor10,0006532 , 85 , 61 , 40 , 49 , 5 , 60 , 55

Source: OSRS Wiki / Pay-to-play Magic training • revision 15273313

Enchanting amulets4 reference rows
levelItemMaterials RequiredMaterial CostAmulet valueProfit / LossExperienceClicky Xp/HourAuto Xp/Hour
7Sapphire amulet > Amulet of magic1 + staff of water606577−2917.533,00014,000
27Emerald amulet > Amulet of defence1 + staff of air758785273770,00030,000
49Ruby amulet > Amulet of strength1 + staff of fire1,2881,3576959111,00047,500
57Diamond amulet > Amulet of power1 + staff of earth2,1222,31919767126,00054,000

Source: OSRS Wiki / Free-to-play Magic training • revision 15271897

Teleporting3 reference rows
levelIconSpellRunes + Staff SuggestedMaterial CostExperienceXp/HourGp/HourGp/Xp
25Varrock Teleport1 1 + staff of air1273552,500−190,500−3.63
31Lumbridge Teleport1 1 + staff of air1284161,500−192,000−3.12
37Falador Teleport1 1 + staff of air1274872,000−190,500−2.65

Source: OSRS Wiki / Free-to-play Magic training • revision 15271897

Splashing4 reference rows
levelIconSpellRunes + Staff SuggestedMaterial CostExperienceXp/HourGp/HourGp/Xp
1Wind Strike1 + staff of air35.57200−3,573.90−0.50
13Fire Strike2 1 + staff of fire1311.513,800−15,486.90−1.13
35Fire Bolt3 1 + staff of fire11922.526,800−141,764.70−5.29
59Fire Blast4 1 + staff of fire20434.541,100−243,025.20−5.91

Source: OSRS Wiki / Free-to-play Magic training • revision 15271897

SOURCE PAGES

Reference tables are adapted with attribution from the community-maintained OSRS Wiki. Editorial recommendations, method walkthroughs, warnings, and calculators are original fan-guide material.

COMMON QUESTIONS

Magic FAQ

Can High Alchemy make money?

Yes, when the item's high-alch value exceeds its real purchase price plus a nature rune. The margin and buy limit must both be checked live.

Does better Magic gear increase max hit?

Magic accuracy gear usually changes hit chance. Magic damage percentage, the spell, powered staff scaling, and certain effects determine max hit.

KEEP RESEARCHING

Game updates can change rates, requirements, and best methods. Check the community reference before a large purchase.

Read the OSRS Wiki training reference ↗

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Check supplies at the market desk.

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