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Spells

Dragonwilds spells are gated behind individual skills, not just Magic, and the utility ones change how you play.

HostedGG Team
Author · Updated
Verifiedfor Version 1.0
Checked by HostedGG Team on Oct 6, 2026
Updated about 9 hours ago
Mechanic
Spells
Spells
Gated by
Any skill, not only Magic
Cost
Runes, per cast

The single most RuneScape thing about Dragonwilds is that spells are unlocked by whichever skill they belong to, so your Fishing level gates a fishing spell and your Farming level gates a farming one. Each cast burns runes.

SpellRequiresRunesDoes
Windstep8 Agility5 AirBetter jumps and controlled descent
Surge11 Magic10 Astral, 10 LawLonger dodge
Tempest Shield11 Attack15 AirPrevents damage while blocking
Snare12 Ranged15 Astral, 10 NatureRoots a target
Uproot15 Farming10 Earth, 10 AstralHarvests crops in a radius
Superheat20 Artisan5 Air, 15 FireSpeeds up processing stations
Confuse30 Magic25 AstralConfuses a target
Infernal Rod30 Fishing50 FireCooks fish as you catch them
Runes To Rune Essence61 Runecrafting5 Water, 5 AstralConverts runes back into essence
Divine Rock80 Mining100 Earth, 100 NaturePlaces a personal mining vein
Vengeance80 Magic10 Earth, 20 AstralReflects damage back at the attacker

1.0 added Enchant Weapon: Water, Enfeeble, Vengeance and Home Teleport, the last of which sends you back to your bed on a 900 second cooldown.

Read that table as a to-do list rather than a reference. Superheat at 20 Artisan and Infernal Rod at 30 Fishing are both cheap to reach and both delete a chore permanently, which makes them better early targets than anything in the combat tree.

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Page details & maintainers
Version 1.0
Verified for
Oct 6, 2026
Checked
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