RuneScape: DragonwildsGame guides
Dragonwilds Spells: Unlocks, Costs and Casting
How Dragonwilds spells unlock from your skills, how to set up the spellbook and wheel, and what each spell costs and when it arrives.
Spells in RuneScape: Dragonwilds are practical tools more than fireballs. Most of them are unlocked by levelling ordinary skills such as Mining, Woodcutting and Farming, and you cast them from a spell wheel. This guide covers how spells unlock, how to set up and cast them, what they cost and the level each one arrives at.
Checked against RuneScape: Dragonwilds 1.0.1, October 2026.
How spells unlock
A spell isn't gated by Magic level alone. The official wiki says some spells need a skill level to unlock or use, and each skill teaches its own. Mining gives Rocksplosion, Woodcutting gives Axtral Projection, Artisan gives Superheat, and so on. The Magic skill adds its own, such as Surge and Vengeance.
Fighting with magic is separate. Jagex's 1.0 notes added wands as a new magic weapon type, and this guide leaves weapons aside to cover the skill spells.
Set up your spellbook
The official wiki says you can have up to four spellbooks, each holding up to 12 of the spells you have unlocked, and gives the default keys used below.
- Press P to open the spellbook menu. The left half lists every spell. Ones you haven't unlocked are greyed out, and hovering over an icon shows what it does.
- Drag a spell onto the right half, or point and click, to place it in a spellbook.
- Press Q to open the spell wheel. Cycle between your four spellbooks, then click a spell to select it. The wheel then closes.
Jagex's 1.0 notes add that the wheel has four hotkeys that cast its first four choices straight away, mapped to the controller triggers, and that you can reorder spells in the spellbook menu to suit your muscle memory.
Put the spells you cast mid-fight in the first four slots of a spellbook, so a hotkey reaches them without opening the wheel.
Casting rules
- Runes. Each spell uses runes. Jagex's notes give the cost of several: Enchant Weapon: Water takes 15 Water and 5 Astral, Enfeeble 20 Astral and 20 Water, Vengeance 20 Astral and 10 Earth, Home Teleport 15 Law, and Divine Rock 100 Earth and 100 Nature.
- Cooldowns. Jagex's notes list them too: Enchant Weapon: Water 300 seconds, Enfeeble 75, Vengeance 60 and Home Teleport 900. Tempest Shield's base cooldown is 45 seconds.
- Moving and cancelling. Jagex's 1.0 notes say you can move while casting a range of spells, including Enchant Weapon, Windstep and Surge, and cancel a spell you are casting by dodging or blocking.
- Creative worlds. Spells need no runes and have no cooldown there. How to use a Creative world covers it.
Spells and the levels they unlock at
This table lists the spells whose unlock level two sources agree on, so several spells, such as Windstep, Trunk Totem and the Fishing and Agility spells, are not in it:
Jagex's 1.0 notes moved Magical Mending to level 56 and describe Home Teleport as taking you back to your claimed bed. Many spells have an upgrade that arrives at a later level, such as Ultimate Burst for Rocksplosion.
What a few of them do
- Rocksplosion breaks apart stone boulders and ore. The Mining guide has the Mining spells in detail.
- Axtral Projection launches an Astral Axe that chops the trees in its path, and Splinter chops fallen trees into wood logs.
- Humidify sends a rain cloud forward that waters every Farming plot it passes over.
- Superheat speeds up fire-based processing stations for a while.
- Snare roots enemies in place for a short time.
If a spell is missing
- It is greyed out in the menu - you haven't reached its unlock level in the skill that teaches it.
- It isn't on the wheel - place it in one of your spellbooks from the spellbook menu.
- It won't cast - check you carry the runes, and that the cooldown has finished.
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