Magic
Magic in Dragonwilds covers Air, Fire and Water damage and unlocks Surge, Confuse and Vengeance.

- Max level
- 99
- Types
- Air, Fire, Water
- Key spells
- Surge (11), Confuse (30), Vengeance (80)
"Defeat enemies with magic or cast spells to level this skill."
Magic splits three ways, Air, Fire and Water, and Water is the one that matters for progression, because every chromatic dragon in the game is weak to it: green, blue and red. A player who never intends to main a caster still benefits from enough Magic to carry a Water option.
Three levels worth aiming at:
- 11: Surge (10 Astral, 10 Law) extends your dodge. Mobility, not damage, and it is the cheapest survivability upgrade in the game.
- 30: Confuse (25 Astral) for crowd control.
- 80: Vengeance (10 Earth, 20 Astral) reflects damage back at whatever hit you.
1.0 also added the Ancestral robes and wand, a magic weapon type Jagex describes as a faster, more mobile way to deal damage, plus Enchant Weapon: Water and Enfeeble.
Related Articles
Dragonwilds spells are gated behind individual skills, not just Magic, and the utility ones change how you play.
Runes are the ammunition for every spell in Dragonwilds, and you make them yourself from rune essence.
Green dragons are the most common dragon in Dragonwilds: power 5, 2,800 health, weak to Water.
Keep exploring RuneScape: Dragonwilds
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