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

- 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.
| Spell | Requires | Runes | Does |
|---|---|---|---|
| Windstep | 8 Agility | 5 Air | Better jumps and controlled descent |
| Surge | 11 Magic | 10 Astral, 10 Law | Longer dodge |
| Tempest Shield | 11 Attack | 15 Air | Prevents damage while blocking |
| Snare | 12 Ranged | 15 Astral, 10 Nature | Roots a target |
| Uproot | 15 Farming | 10 Earth, 10 Astral | Harvests crops in a radius |
| Superheat | 20 Artisan | 5 Air, 15 Fire | Speeds up processing stations |
| Confuse | 30 Magic | 25 Astral | Confuses a target |
| Infernal Rod | 30 Fishing | 50 Fire | Cooks fish as you catch them |
| Runes To Rune Essence | 61 Runecrafting | 5 Water, 5 Astral | Converts runes back into essence |
| Divine Rock | 80 Mining | 100 Earth, 100 Nature | Places a personal mining vein |
| Vengeance | 80 Magic | 10 Earth, 20 Astral | Reflects 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.
Related Articles
Magic in Dragonwilds covers Air, Fire and Water damage and unlocks Surge, Confuse and Vengeance.
Runes are the ammunition for every spell in Dragonwilds, and you make them yourself from rune essence.
All twelve trainable Dragonwilds skills, what levels each one, and the three that are announced but not in yet.
Keep exploring RuneScape: Dragonwilds
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