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Spell Cooldowns, Costs & Power

"Spells on demand, and the runes stay in your pack."

RuneScape: Dragonwilds — Spell Cooldowns, Costs & Power
</> gameplay
PREMIUM

How do I install Spell Cooldowns, Costs & Power?

Download the free ProjectMods desktop app, then install Spell Cooldowns, Costs & Power for RuneScape: Dragonwilds in one click.

Version1.0.0
Updated2026/11/07
AuthorProjectMods
MagicSpellsCombatQuality of Life

</>What does Spell Cooldowns, Costs & Power do?

Home Teleport sits on a 15 minute cooldown and eats 15 Law Runes, Divine Rock waits half an hour between casts, and every held staff blast burns 5 runes. Spell Cooldowns, Costs & Power hands those limits back to you. Spell Cooldown Percent (0 to 100, starts at 100) sets how long utility spells take to come back: 50 halves every wait, 0 lets you cast again the moment the last spell finishes. No Rune Cost makes every spell cost nothing, staff and wand attacks included, so your rune stacks never shrink. Spell Damage Percent (50 to 1000, starts at 100) scales the damage of your Air, Fire and Water attack spells. Cast While Moving gives the spells that normally plant your feet the movement settings wand spells already use, so you can keep walking through the animation. Everything here works in solo worlds and worlds you host. Switch an option off and the game's own cooldowns, rune prices, damage and footwork return at once.

</>What is Spell Cooldowns, Costs & Power?

This mod changes four spell rules in RuneScape: Dragonwilds. Spell Cooldown Percent shortens the wait on utility spells such as Recall, Confuse and Enchant Weapon. No Rune Cost removes the rune price of every spell. Spell Damage Percent multiplies the damage of Air, Fire and Water attacks. Cast While Moving stops spells from rooting you in place. It never writes to your save, and in a world someone else hosts it stays out of the way.

</>Common questions about Spell Cooldowns, Costs & Power

What does Spell Cooldowns, Costs & Power do in RuneScape: Dragonwilds?

It changes four spell rules: how long utility spells take to recharge, whether spells use runes, how hard your staff and wand spells hit, and whether casting roots you. Each option works alone, so you can keep normal rune prices and only remove cooldowns, or raise damage and leave everything else as the game made it.

Does it work in a friend's world or with friends in mine?

It works in solo worlds and in worlds you host. In someone else's world the host's game decides, so the mod lets go of every change there. In a world you host, Spell Cooldown Percent and No Rune Cost hold your world's own Spell Cooldown Scale and Spell Cost Scale settings, the sliders a Custom world offers, so agree on them with the friends who play there. Spell Damage Percent and Cast While Moving only change things for your own character: a friend's own game still roots them while they cast.

What happens to my save and my world settings when I switch an option off?

The mod itself writes nothing to your save. It holds the cooldown and cost values in memory only, and the moment an option goes off the world's own values come back, whether the world runs on Normal, Hard or a Custom world's sliders. Runes you didn't spend simply stay in your pack.

Does casting more often raise my skills or unlock achievements?

Yes for utility spells, which give XP to the skill they belong to: Cabbage Rain gives 25 Cooking XP a cast, Magical Mending 15 Artisan and Fishnado 15 Fishing. No Rune Cost and a short cooldown let you repeat them, so those skills can climb toward level 99 and achievements such as Three Misthalin Stars, and that XP stays when you switch the mod off. Magic XP is different: it comes from the health your attack spells take off creatures, so Spell Damage Percent doesn't change what a creature is worth, it only gets you through creatures faster.

Which spells does Cast While Moving cover?

Every utility spell plus the Air, Fire and Water staff and wand attacks. Weapon jump attacks, fishing casts and weapon specials keep their own animations untouched. Spells that already let you walk, like the wand attacks, Windstep and Enchant Weapon, are left exactly as they are.

What options does Spell Cooldowns, Costs & Power include?

Spell Cooldown Percent

How long utility spells take to come back, as a percent of the game's own cooldown. 100 leaves them alone, 0 means no wait at all.

No Rune Cost

Every spell casts without using up runes, staff and wand attacks included.

Spell Damage Percent

Damage your staff and wand spells deal, as a percent of normal. 100 is the game's own damage.

Cast While Moving

Spells that normally root you in place let you keep walking while you cast, like wand spells already do.

Quick Answer

Spell Cooldowns, Costs & Power is a ProjectMods mod for RuneScape: Dragonwilds that shrinks utility spell cooldowns, removes rune costs, scales staff and wand damage and lets you move mid-cast in solo or hosted worlds.

System Requirements

OS: Windows 10, 64-bit
Processor: Intel Core i3-8100 or AMD Ryzen 5 1600
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 1060 6 GB, AMD Radeon RX 5600 XT or Intel Arc A750
DirectX: Version 12
Storage: 25 GB available space

What features does Spell Cooldowns, Costs & Power include?

  • Spell Cooldown Percent scales the world's own spell cooldown setting, so the 900 second Home Teleport wait becomes 450 seconds at 50 and nothing at 0.
  • No Rune Cost flips the same switch Creative worlds use, so no spell takes runes from your pack and the rune check before a cast always passes.
  • Spell Damage Percent multiplies the magic damage stat the game applies to every staff and wand hit, from half damage up to ten times as much.
  • Cast While Moving copies the wand spells' movement settings onto rooted spells while it is on and puts each spell's own values back when you switch it off.

Best For

  • Law Runes keep running out on trips between Brynmoor and your base, so switch on No Rune Cost and Home Teleport stops asking for its 15 runes.
  • A boss fight drags on while you stand still blasting fire, so turn on Cast While Moving and set Spell Damage Percent to 200 to dodge between casts and end it sooner.
  • You want to try every utility spell in a solo world before grinding Astral Runes for them, so pair No Rune Cost with Spell Cooldown Percent at 0 and cast them back to back.

Last updated: 2026/11/07

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