The Allure of Sparkles and Transformation: The Appeal of Magical Girls

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Putting magical girls on a pedestal can have both positive and negative consequences. On one hand, idolizing these characters can inspire and empower individuals, especially young girls, to embody their positive traits and values. Magical girls often symbolize bravery, selflessness, and the ability to overcome obstacles, which can be incredibly motivating. By looking up to these characters, individuals may be encouraged to develop these qualities within themselves. However, placing magical girls on a pedestal can also have negative effects. When fictional characters are idealized to an extreme extent, it can create unrealistic expectations and distortions of reality.



'Outward': How To Unlock Magic And Mana

Despite having intricate and interesting magic spells, "Outward" does not tell players how to actually use any of them. Apart from mentions of mana and magic, players are kept in the dark in terms of how to access them.

Luckily, players don't have to go far to unlock this system. It does require dungeon delving, however, so be sure to grab some good gear first.

Unlocking Magic

The secrets to magic are right in the middle of Chersonese – inside Conflux Mountain. Head out of Cierzo and go straight to the mountain. Ignore the two paths that lead to the summit and instead, look for a dungeon entrance at the base.

Conflux Mountain is located at the center of Chersonese Outward

Here, players are looking for the Blue Chamber's Conflux Path. The entrance is a wooden door with a stone arch and Blue Chamber banners on its flanks. Enter it and prepare for combat.

Go down the stone stairs and enter the underground labyrinth. There will be a few spear-wielding Troglodytes and spellcasters in these halls. Fight or ignore them, and then continue to look for the entrance to the Conflux Chambers area.

This area is completely safe. Cross the bridge and speak with the First Watcher in the next hall with the giant leyline. They will give the player Spark and unlock the blue Mana widget in the corner of their screen.

Where to get new spells

Like ordinary weapon and character skills, new magic spells can be learned by paying trainers in the game's main towns. However, there are some spells that can only be learned from sources in the world.

Here are all of the spell trainers and their locations for each of the Breakthrough classes in "Outward":

  • Flase – Rune Sage – Berg
  • Eto Akiyuki – Spellblade – Cierzo
  • Sinai – Primal Ritualist – Caldera
  • Alemmon – Philospher – Monsoon
  • Ella Lockwell – Hex Mage – Harmattan
  • Adalbert – Cabal Hermit – northeast Chersonese
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Keep in mind that players can only unlock three Breakthroughs per character, so choose wisely. While there's no limit to the number of spells a character can unlock, there is still the matter of getting locked out from actually learning them.

Players can earn more mana by returning to the leyline at Chersonese, but each mana upgrade will cost a bit of maximum HP and Stamina.

Outward has a number of dungeons that players can dive into Outward

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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.

By Haider Zahoor 2023-06-07 2023-06-08 Share Share Copy

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.

When fictional characters are idealized to an extreme extent, it can create unrealistic expectations and distortions of reality. It is important to remember that magical girls are fictional and created for entertainment purposes. Expecting them to embody perfection in every aspect of their lives is not only unrealistic but can also be damaging to one's self-esteem and mental well-being.

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.

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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).

Magic in Outward Outward Guide and Walkthrough

One of the most important mechanics in Outward is magic. Thanks to it you can significantly strengthen your character. This is very important because your hero is not a trained, unbeatable warrior. In the first hours of the game he will be an easy prey for wild animals and bandits.

In order to successfully use magic in Outward, you need to prepare yourself properly. Creating the right circle allows you to strengthen weak spells and make them cost you less mana.

  • What do I need magic for?
  • What spells can I cast?

What do I need magic for?

Magic in Outward is used for various purposes; thanks to it you can heal your character, strengthen his stats, ignite a bonfire or scare the enemy. The truth is that without magical skills it is difficult to survive in this dark world.

What spells can I cast?

On this page of our guide you will find out what spells are available in Outward and what they can do.

Name: Mana Push

Description: This spell does not cause any damage, but strengthens other spells.

Name: Infuse Wind

Description: For 3 minutes increases the attack strength and speed while using melee weapons.

Name: Spark

Description: Flame attack, which can also be used to light a bonfire.

Name: Flamethrower

Description: Converts your light source (torches, lantern) into a deadly weapon. With this spell, your torch will turn into a flame thrower for a moment.

Description: This spells will give you resistance to cold and frosty attacks.

Name: Blessed

Description: Gives an aura of blessing that increases lightning damage and lightning resistance.

Name: Possessed

Description: Grants a demonic aura that increases decomposition damage and decomposition resistance.

Name: Conjure

Description: The spell does not work alone, but can be combined with other skills. When used in combination with Reveal Soul, it will summon a spirit to aid you in battle for 280 seconds.

Name: Focus

Description: Grants an aura of discipline that increases physical damage to your attacks.

Name: Sigil of Ice

Description: To use you it you need an item called Cold Stone. Creates a magical circle on earth.

Name: Sigil of Fire

Description: To use it you need an item - the Fire Stone. Creates a magical circle on earth.

Name: Chakram Arc

Description: Attack with a magical disk, dealing high levels of damage and high impact force.

Name: Chakram Dance

Description: The chakram moves vertically and horizontally, strikes multiple times and deals high damage.

Name: Reveal Soul

Description: Shows the blue ball of the soul, that remains after dead thieves and adventurers. You can combine it with other spells so you can summon allies.

Name: Shamanic Resonance

Description: Increases active auras.

Name: Weather Tolerance

Description: Increases resistance to weather changes and low temperatures.

Putting magical girls on a pedestal

Additionally, putting magical girls on a pedestal can lead to a sense of disillusionment when individuals realize that real-life does not mimic the fantastical experiences portrayed in fiction. It is essential to recognize that magical girls exist within a fictional universe and often face exaggerated challenges that are not reflective of real-life situations. Comparing oneself to these characters can create feelings of inadequacy and dissatisfaction with one's own life. Equally important is the concept of diversity and representation. While many magical girls are portrayed as strong and virtuous, it is crucial to acknowledge the importance of representing a wide range of characters with different backgrounds, abilities, and flaws. Placing all magical girls on a pedestal may inadvertently reinforce certain stereotypes or exclude individuals who do not fit into the traditional mold of a magical girl. In conclusion, putting magical girls on a pedestal can have both positive and negative consequences. While idolizing these characters can be inspiring, it is important to maintain a realistic perspective and understand that they are fictional creations. It is crucial to embrace diversity and avoid unrealistic expectations when admiring these characters. By doing so, individuals can appreciate and be inspired by magical girls while also recognizing their limitations and the value of real-life experiences..

Reviews for "Unmasking the True Heroes: Reevaluating the Importance of Magical Girls"

- Sarah - 2 stars - I found "Putting magical girls on a pedestal" to be incredibly overrated. The concept of magical girls has been done so many times before, and this book fails to bring anything new to the table. The characters are bland and lack depth, and the plot is predictable and uninspiring. I was hoping for a fresh take on the genre, but instead, I was left disappointed and bored.
- Mike - 1 star - I can't understand what all the hype is about with "Putting magical girls on a pedestal". The writing is subpar, and the pacing is all over the place. The author tries to tackle complex themes, but they're not explored in a meaningful or insightful way. The book also suffers from a severe lack of world-building, making it difficult to become immersed in the story. Overall, I found it to be a forgettable and unremarkable read.
- Emily - 2 stars - As a fan of magical girl stories, I was excited to read "Putting magical girls on a pedestal," but sadly, it fell flat for me. The characters lack development, and their relationships feel forced and shallow. The dialogue is also clunky and unnatural. Additionally, the plot feels disjointed, with unnecessary subplots that add nothing to the overall story. Overall, I was left disappointed by this book, and I wouldn't recommend it to fellow magical girl enthusiasts.

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