Outward Magic Guide – Magic Spells, Rune Magic, Advanced Rune Magic Spells

In our Outward Magic Spells Guide, we’ve detailed everything you need to know about Magic Spells, Rune Magic, Advanced Runic Spells, and more.

Like most of the RPG games, Outward has a wide range of magical spells in it. Each spell has a unique function.

While most of them allow you to dish out raw damage in the form of fireballs at enemies, others may give you passive enhancements such as a regeneration of health or a stat boost.

Initially, it’s pretty tough to get around the world of Outward. There’re many dangerous predators lurking around waiting for you and the basic sword you’ve won’t do a decent job at keeping you safe.

Besides the sword, you can make use of spells to either augment your damage or provide some other sort of assistance.

Outward Magic Spells

Obviously, the spells would come in handy at any point of the game. In fact, as you progress through the game, the spells you may acquire will keep on getting better.

However, early in the game is when you are the most vulnerable so you should start making use of the spells from this point onward.

Later you may get a better weapon and opt to stick to it rather than rely on magic. However, if you do stick with the magic build, I’ve listed down the spells available in the game and their uses.

Before you can use the spells, you have to unlock Mana for your character. Mana can be acquired by tapping into the Leyline located in the depths of Conflux Mountain in the center of the Chersonese region.

Just enter the mountain from any of the three entrances and find the Leyline. Do note that while each entrance represents an area for a faction, you don’t have to be in any factions in order to enter the mountain.

After unlocking Mana, you can simply get the spells from any vendor available throughout the game. Magic spells in Outward don’t come cheap. Good spells cost a hefty amount of Silver Coins.

Casting a spell also costs mana and there is a certain cooldown before you can follow up with another spell for some of the spells.

Magic Spells

Spark

  • Location: Gained automatically after unlocking Mana for the first time (see Acquire Mana)
  • Cost: 5 Mana
  • Cooldown: 3s

Tiny fire explosion that deals negligible damage, but can be used in combination with other spells for greater effects. Can light campfires. It is gained automatically after unlocking Mana for the first time.

Flamethrower

  • Location: First Watcher (Conflux Mountain)
  • Cost: 15 Mana
  • Cooldown: 5s

Cast fireballs that can inflict Burning status (deals Fire damage per second for the 30s) at a target using equipped Torch or Lantern; casts will consume Torch/Lantern durability. It cost 50 Silver for training and Torch.

Warm

  • Location: Smooth the Tailer (Levant)
  • Cost: 8 Mana
  • Cooldown: 120s

It grants a Warm boon to the caster, increasing their Fire damage and resistance; also increases protection against cold weather. It costs 50 Silver for training.

Infuse Fire

  • Location: Eto Akiyuki (Cierzo)
  • Cost: 15 Mana

It infuses your weapon with the element of Fire, allowing it to inflict Burning status on enemies; consumes Warm Boon status

Fire Sigil

  • Location: First Watcher (Conflux Mountain) or Alemmon (Monsoon)
  • Cost: 7 Mana

It consumes 1 Fire Stone to cast a magic Fire sigil circle on the ground, empowering other skills with additional effects at a cost of 50 Silver.

Cool

  • Location: Thrid Watcher (Conflux Mountain)
  • Cost: 8 Mana
  • Cooldown: 120s

It grants Cool boon to the caster, increasing their Frost damage and resistance; also increases protection against hot weather. It costs 50 Silver.

Infuse Ice

  • Location: Eto Akiyuki (Cierzo)
  • Cost: 15 Mana

It infuses your weapon with the element of Frost, allowing it to inflict Slow Down status on enemies; consumes Cool Boon status and costs 600 Silver.

Ice Sigil

  • Location: Thrid Watcher (Conflux Mountain)
  • Cost: 7 Mana

It consumes 1 Cold Stone to cast a magic Ice sigil circle on the ground, empowering other skills with additional effects.

Wind Sigil

  • Location: Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 10 Mana
  • Cooldown: 100s

It cast a magic Wind sigil circle on the ground, empowering other skills with additional effects for 600 Silver.

Infuse Wind

  • Location: Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 10 Mana
  • Cooldown: 100s

It enhances the Impact and Attack Speed of equipped weapons for 180s. It costs 600 Silver.

Blessed

  • Location: Mofat (Monsoon)
  • Cost: 8 Mana
  • Cooldown: 120s

It grants a Blessed boon to the caster, increasing their Lightning damage and resistance. It costs 50 Silver.

Mist

  • Location: Cyril Turnbull (Berg)
  • Cost: 8 Mana
  • Cooldown: 120s

It grants Mist boon to the caster, increasing their Ethereal damage and resistance at a cost of just 50 Silver.

Possessed

  • Location: Immaculate (Immaculate’s Cave)
  • Cost: 8 Mana
  • Cooldown: 120s

It grants a Possessed boon to the caster, increasing their Decay damage and resistance. “Ask for help” when speaking to the Immaculate, then choose “Power” for training.

Call to Elements

  • Location: Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 5 Mana
  • Cooldown: 120s

It grants players a Boon based on their current location and costs 50 silver.

Focus

  • Location: Alemmon (Monsoon)
  • Cooldown: 500s

It grants players the Discipline boon, increasing their Physical damage and resistance. Training costs 50 Silver.

Chakram Pierce

  • Location: Alemmon (Monsoon)
  • Cost: 5 Mana
  • Cooldown: 6s

It throws Chakram ahead at target, with a chance to hit twice. This spell costs 50 Silver for training.

Chakram Arc

  • Location: Alemmon (Monsoon)
  • Cost: 8 Mana
  • Cooldown: 12s

Its area of effect attacks in front of the player, dealing Damage and Impact. This spell costs 100 Silver.

Chakram Dance

  • Location: Alemmon (Monsoon)
  • Cost: 20 Mana
  • Cooldown: 120s

It throws Chakram in front of the player in a zig-zag pattern, capable of hitting targets multiple times. This spell costs 600 Silver.

Mana Ward

  • Location: Alemmon (Monsoon)
  • Cost: 7 Mana
  • Cooldown: 20s

It shields the player from damage for a short period. Can be combo’ed into other spells. It costs 50 Silver.

Mana Push

  • Location: Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 5 Mana
  • Cooldown: 15s

It deals high Impact in a wide area in front of players. Can also be combo’ed into other spells. This spell costs 50 Silver.

Reveal Soul

  • Location: First Watcher (Conflux Mountain) or Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 5 Mana
  • Cooldown: 5s

It allows players to see the “souls” of any human enemy they have killed so that these souls can be affected with other spells for a variety of combo effects. It costs 50 Silver.

Conjure

  • Location: Adalbert the Hermit (Cabal of Wind Tower)
  • Cost: 10 Mana
  • Cooldown: 8s

It transforms human souls unveiled by the Reveal Soul spell into a skeletal ally that fights alongside players for 280s. This spell costs 600 Silver

Rune Spells

Besides the regular magic spells you get from the shop, there are also Runic Spells. In order to cast such spell, you’ll have to combine 2 runes. Each rune combination has a separate effect and not all of the combinations work. I’ve listed below 4 base runes and their combinations.

Shim

  • Location: Flase (Berg)
  • Cost: 8 Mana
  • Cooldown: 2s

It cast a Red rune that can be combo’ed into other runes to produce a stronger spell. This costs 50 Silver.

Dez

  • Location: Flase (Berg)
  • Cost: 8 Mana
  • Cooldown: 2s

It cast a Blue rune that can be combo’ed into other runes to produce a stronger spell. This spell costs 50 Silver.

Fal

  • Location: Flase (Berg)
  • Cost: 8 Mana
  • Cooldown: 2s

It cast a Green rune that can be combo’ed into other runes to produce a stronger spell. This spell costs 50 Silver.

Egoth

  • Location: Flase (Berg)
  • Cost: 8 Mana
  • Cooldown: 2s

It cast a Purple rune that can be combo’ed into other runes to produce a stronger spell. This spell costs 50 Silver.

The spells can also be combined. Here are a few spell combinations.

Runic Lantern

  • Rune Combo: Dez > Egoth

This combination provides Physical Resistance +15%, Protection +2 for 180s. Additional +5% Physical Resistance, +1 Protection, +10% to all other Resistances.

Runic Lantern

  • Rune Combo: Fal > Dez

It creates a magical “lantern” to illuminate surrounding areas for 300s, without needing to be equipped. This has a duration increased to 450s.

Runic Trap

  • Rune Combo: Shim > Fal

It deploys a “landmine” that deals area-of-effect elemental damage when triggered by nearby enemies, or using Runic Detonation.

Runic Blade

  • Rune Combo: Shim > Egoth

It summons a 1H sword with Ethereal Infusement (26 Damage, Impact 12, Attack Speed 1) for 170s. It also adds Divine Infusement (Lightning damage) and the Runic Blade glows like a lantern

Advanced Rune Spells

Once you’ve gotten the hang of the Runic Spells, you can move on to the advanced versions of them.

The Advanced Runes are basically the enhancements to the regular runes so they’re cast after the Regular Runes and they may either augment their effect or add additional benefit to it.

In order to make use of these, you need to have Arcane Syntax Passive Skill. You can acquire this skill from Flase.

Runic Healing

  • Required Spell: Runic Protection
  • Rune Combo: Egoth > Dez

It consumes the Runic Protection buff to fully heal the player. Furthermore, it regenerates 2 Health per second for 10s.

Runic Lightning

  • Required Spell: Runic Lantern
  • Rune Combo: Fal > Shim

It launches Lightning balls while Runic Lantern remains in effect.

Runic Detonation

  • Required Spell: Runic Trap
  • Rune Combo: Shim > Shim

It detonates any deployed Runic Trap “landmine”.

Great Runic Blade

  • Required Spell: Runic Blade
  • Rune Combo: Shim > Egoth

It summons a 2H sword with Ethereal Infusement (39 Damage, Impact 19, Attack Speed 1) for 170s. Occupies both hands, meaning you will unequip your Lexicon automatically and be unable to cast further Runic Spells while Greater Runic Blade remains (unless you have Internalized Lexicon). It also adds Decay Infusement (Corruption damage).

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