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
Spell | Mana Cost Cooldown | Requirements | Description | Location | Cost |
Spark | Mana 5 Cooldown 3s | None | Tiny fire explosion that deals negligible damage, but can be used in combination with other spells for greater effects. Can light campfires. | Gained automatically after unlocking Mana for the first time (see Acquire Mana.) | N/A |
Flamethrower | Mana 15 Cooldown 5s | Torch or Lantern (equipped) | Cast fireballs that can inflict Burning status (deals Fire damage per second for 30s) at target using equipped Torch or Lantern; casts will consume Torch/Lantern durability. | First Watcher (Conflux Mountain) | 50 Silver |
Warm | Mana 8 Cooldown 120s | None | Grants Warm boon to caster, increasing their Fire damage and resistance; also increases protection against cold weather | Smooth the Tailer (Levant) | 50 Silver |
Infuse Fire | Mana 15 | Warm Boon | Infuse your weapon with the element of Fire, allowing it inflict Burning status on enemies; consumes Warm Boon status | Eto Akiyuki (Cierzo) | 600 Silver |
Fire Sigil | Mana 7 | Fire Stone (inventory) | Consume 1 Fire Stone to cast a magic Fire sigil circle on ground, empowering other skills with additional effects. | First Watcher (Conflux Mountain) or Alemmon (Monsoon) | 50 Silver |
Cool | Mana 8 Cooldown 120s | None | Grants Cool boon to caster, increasing their Frost damage and resistance; also increases protection against hot weather | Thrid Watcher (Conflux Mountain) | 50 Silver |
Infuse Ice | Mana 15 | Cool Boon | Infuse your weapon with the element of Frost, allowing it inflict Slow Down status on enemies; consumes Cool Boon status | Eto Akiyuki (Cierzo) | 600 Silver |
Ice Sigil | Mana 7 | Cold Stone (inventory) | Consume 1 Cold Stone to cast a magic Ice sigil circle on ground, empowering other skills with additional effects. | ||
Wind Sigil | Mana 10 Cooldown 100s | Activated Wind Altar in current region | Cast a magic Wind sigil circle on ground, empowering other skills with additional effects. | Adalbert the Hermit (Cabal of Wind Tower) | 600 Silver |
Infuse Wind | Mana 10 Cooldown 100s | Activated Wind Altar in current region | Enhance Impact and Attack Speed of equipped weapon for 180s. | Adalbert the Hermit (Cabal of Wind Tower) | 600 Silver |
Blessed | Mana 8 Cooldown 120s | N/A | Grants Blessed boon to caster, increasing their Lightning damage and resistance | Mofat (Monsoon) | 50 Silver |
Mist | Mana 8 Cooldown 120s | None | Grants Mist boon to caster, increasing their Ethereal damage and resistance | Cyril Turnbull (Berg) | 50 Silver |
Possessed | Mana 8 Cooldown 120s | None | Grants Possessed boon to caster, increasing their Decay damage and resistance | Immaculate (Immaculate’s Cave) | “Ask for help” when speaking to the Immaculate, then choose “Power”. |
Call to Elements | Mana 5 Cooldown 120s | None | Grants player a Boon based on their current location. | Adalbert the Hermit (Cabal of Wind Tower) | 50 Silver |
Focus | Cooldown 500s | None | Grants player the Discipline boon, increasing their Physical damage and resistance. | Alemmon (Monsoon) | 50 Silver |
Chakram Pierce | Mana 5 Cooldown 6s | Chakram (equipped), Discipline boon active | Throw Chakram ahead at target, with a chance to hit twice. | Alemmon (Monsoon) | 50 Silver |
Chakram Arc | Mana 8 Cooldown 12s | Chakram (equipped), Discipline boon active | Area of effect attack in front of player, dealing Damage and Impact. | Alemmon (Monsoon) | 100 Silver |
Chakram Dance | Mana 20 Cooldown 120s | Chakram (equipped), Discipline boon active | Throw Chakram in front of player in a zig-zag pattern, capable of hitting targets multiple times. | Alemmon (Monsoon) | 600 Silver |
Mana Ward | Mana 7 Cooldown 20s | None | Shield player from damage for a short period. Can be combo’ed into other spells. | Alemmon (Monsoon) | 50 Silver |
Mana Push | Mana 5 Cooldown 15s | None | Deals high Impact in wide area in front of player. Can also be combo’ed into other spells. | Adalbert the Hermit (Cabal of Wind Tower) | 50 Silver |
Reveal Soul | Mana 5 Cooldown 5s | None | 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. | First Watcher (Conflux Mountain) or Adalbert the Hermit (Cabal of Wind Tower) | 50 Silver |
Conjure | Mana 10 Cooldown 8s | None | Transforms human souls unveiled by Reveal Soul spell into a skeletal ally that fights alongside player for 280s. | Adalbert the Hermit (Cabal of Wind Tower) | 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.
Spell | Mana Cost Cooldown | Requirements | Description | Location | Cost |
Shim | Mana 8 Cooldown 2s | Lexicon (equipped) | Cast a Red rune that can be combo’ed into other runes to produce a stronger spell. | Flase (Berg) | 50 Silver |
Dez | Mana 8 Cooldown 2s | Lexicon (equipped) | Cast a Blue rune that can be combo’ed into other runes to produce a stronger spell. | Flase (Berg) | 50 Silver |
Fal | Mana 8 Cooldown 2s | Lexicon (equipped) | Cast a Green rune that can be combo’ed into other runes to produce a stronger spell. | Flase (Berg) | 50 Silver |
Egoth | Mana 8 Cooldown 2s | Lexicon (equipped) | Cast a Purple rune that can be combo’ed into other runes to produce a stronger spell. | Flase (Berg) | 50 Silv |
Combination | Spell | Description | Runic Prefix Enhancement |
Dez > Egoth | Runic Protection | Physical Resistance +15%, Protection +2 for 180s | Additional +5% Physical Resistance, +1 Protection, +10% to all other Resistances |
Fal > Dez | Runic Lantern | Create magical “lantern” to illuminate surrounding areas for 300s, without needing to be equipped. | Duration increased to 450s |
Shim > Fal | Runic Trap | Deploy “landmine” that deals area-of-effect elemental damage when triggered by nearby enemies, or using Runic Detonation. | |
Shim > Egoth | Runic Blade | Summon 1H sword with Ethereal Infusement (26 Damage, Impact 12, Attack Speed 1) for 170s. | Adds Divine Infusement (Lightning damage). Runic Blade also 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.
Advanced Combination | Spell | Required Spell in Effect | Description | Runic Prefix Enhancement |
Egoth > Dez | Runic Healing | Runic Protection | Consume Runic Protection buff to fully heal player. | Regenerate 2 Health per second for 10s |
Fal > Shim | Runic Lightning | Runic Lantern | Launch Lightning balls while Runic Lantern remains in effect. | |
Shim > Shim | Runic Detonation | Runic Trap | Detonate any deployed Runic Trap “landmine”. | |
Shim > Egoth | Great Runic Blade | Runic Blade | Summon 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). | Adds Decay Infusement (Corruption damage). |