Magic

Magic is one of the gameplay mechanics in Outward.

Overview
In Outward, Magic is not designed to be simple, it is ritualistic and deliberate. Most magical skills require mana to be cast, however there are a few exceptions (such as Frost Bullet and Gong Strike). Spells can be used as standalone abilities, however planning and combinations are required for the full potential of these abilities to be unleashed.


 * See Skill Combinations for a list of combinations

Elemental Magic
For a list of skills related to each element, see these pages:


 * Ethereal Skills
 * Decay Skills
 * Lightning Skills
 * Frost Skills
 * Fire Skills

Conflux Chambers
At the Conflux Chambers, players can obtain Mana as well as some basic Magic skills:
 * Spark
 * Flamethrower
 * Reveal Soul
 * Sigil of Fire

Cabal Hermit
Cabal Hermit Magic is learned from Adalbert the Hermit in Chersonese.

Some of these skills require the Cabal of Wind Altars to be activated in the player's current region.


 * Call to Elements
 * Reveal Soul
 * Conjure
 * Mana Push
 * Infuse Wind
 * Sigil of Wind

Rune Mage
Rune Magic is learned from Flase in Berg.

These spells require an equipped Lexicon (or equivalent item), or the Internalized Lexicon passive.

The four basic runes can be combined to cast powerful abilities. See the main article for all combinations.

Runes

 * Rune: Shim
 * Rune: Egoth
 * Rune: Dez
 * Rune: Fal

Philosopher
Philosopher Magic is learned from Alemmon in Monsoon.

Spells


 * Sigil of Fire
 * Sigil of Ice
 * Mana Ward

Discipline is required to cast Chakram Skills.


 * Chakram Arc


 * Chakram Dance
 * Chakram Pierce

Imbues
Imbues add magical properties to weapons. These imbues can be obtained through many skills and consumables. They can also be obtained through countering a magical attack, while other skills can discharge imbues at enemies.

Counter Skills


 * Shield Infusion (can also discharge)
 * Mace Infusion

Discharge Skills


 * Elemental Discharge
 * Gong Strike (does not require mana)