Far Far West Spells: All 6 Schools Explained
The Spell System
Spells are equipped at the Spell Hut in Town — up to three at once, with the third slot unlocking at player level 3. Spells complement your guns rather than replace them: they’re offensive or supportive abilities with cooldowns, and the interesting depth comes from spell combos between schools.
All Six Schools
Pyro
Pure damage. Enemies hit are set on fire with the strongest damage-over-time of any element. The straightforward pick for players who want numbers without setup.
Elec
Swift damage bursts and enhanced mobility. Electrified enemies take DoT that arcs to nearby enemies — excellent trash clear, and the mobility casts double as escapes.
Acid
Horde control. Acid-covered enemies take DoT and are slowed; pools on the ground create hazards that also serve as combo primers.
Voodoo
The support school. Corrupted enemies turn and fight non-corrupted enemies — a temporary army — alongside a kit of team buffs. Two extra combos were added in July’s patch.
Cactus
Summons autonomous cacti minions that fight on their own. Hands-off support that shines when you’re busy kiting.
Frost (Frostburn, Aug 27 2026)
The newest school: freeze control with its own full combo line. See the Frostburn breakdown for why it’s the respec of the patch.
Which School First?
Our spell tier list ranks all six for the current patch — short version: Frost and Voodoo lead, Pyro and Elec are safe picks, Acid and Cactus are situational.
Masteries exist per school (each has its own Mastery track on the wiki); we’ll expand per-spell tables as the post-Frostburn balance settles.
Thanks for the feedback!