List of Magickas (Spellbook Spells)

Haste = ASF

  •  Increases the wizard’s movement speed.
  •  Found in the Chapter 1 tutorial. It’s located on the bookshelf before the moving wall section. The “Knife of Counter-Striking” which can be found in Chapter 5 gives a constant Haste effect).
Haste
Useful for running away from "The man".

Revive = WA

  • Revives human players.
  • This spell is given to you after the tutorial is completed.
  • You will use this a lot in coop :P. Make sure you’re not wet when you try to cast this spell. You’ll do damage to yourself instead! When your teammate is revived they will start out with very little health so it’s not a bad idea to wait until the coast is clear or protect/heal your fellow wizard when you revive them.
Revive
Unfortunately won't work for the Cavs

Meteor Shower = FD FQ DF

  • Conjures several meteors that hit random spots on the screen.
  • Found in Chapter 1. Obtained at the end of the tutorial for users that received the Wizard Survival Kit DLC for purchasing the game before January 31, 2011.
Meteor Shower
Best used in a Michael Bay movie accompanied with music by the Aerosmith

Grease = QDW

  • Covers the floor with slippery grease. Will burn when set on fire.
  • Found in Chapter 1. Located at bottom of tower across the lake when you hear a scream. Freeze the lake to cross.
Grease
Also causes spontaneous singing and dancing.

Rain = QQF

  • Causes it to rain wetting anyone without a shield or water resistance.
  • Found in Chapter 2. Located in the first cave, which is covered by goblins.
  • A great combo is Personal Defense Shield (E then Mouse3), Rain, and then Thunderbolt or some kind of lightning spell. A cold spell would work well also. You need to be careful when casting this because if you forget to shield yourself or self-cast water resistance you will be unable to revive your teammates until you dry off.
Rain
Star of Ninja Assassin

Nullify = SE

  • Removes status effects from the caster.
  • Found in Chapter 2. Next to the alter where you fight the goblin shaman.
  • I’ve found this is great for canceling out mines that you might accidently surround yourself with :P.
Nullify
“Hi, Billy Mays here for … “

Thunder Bolt = QFASA

  • Bolt of lightning does damage to the most elevated unit in front of the enemy.
  • Found in Chapter 3.

Thunder Bolt
Thunderbolt! Thunderbolt! Thunderbolt...

Tornado  = DQFQQF

  • Summons large tornado that flings everyone nearby up in the air and causes damage.
  • Found in Chapter 4. Located near the wrecked boat that’s off the main path when you get to the double doors of city.

Conflagration = FQFFQFFQ

  • Heat wave which does 600 damage and sets things on fire.
  • Found in Chapter 4. Inside one of the burning buildings you are forced to go through.

Time Warp = RE

  • Slows down time for everyone.
  • Found in Chapter 5. West of camp.
  • This is great combined with Haste.

Time Warp

Blizzard =RRQR

  • Summons a blizzard which chills everyone including the caster. Combine with rain to freeze.
  • Found in Chapter 6. Across the small lake to the east at beginning of the chapter. Use chill to freeze the water.
  • Cast chill resistance before casting Blizzard.

Teleport = ASA

  • Teleports the caster a short distance to a safe location.
  • Found in Chapter 7. On the broken walkway after being teleported by Vlad.

Thunderstorm = QFQFASA

  • Cause it to rain and thunder with lightning striking random positions on the map.
  • Find in Chapter 8. Just before the mines, after the first stone bridge (where you talk to Vlad) in a cave (hidden from view).
  • Self-casting lightning resistance is a good idea.

Summon Phoenix = WAF

  • Summons a phoenix at the casters location, dealing fire damage everyone nearby and revives all fallen wizards.
  • Found in Chapter 8. Located at the end of a eastern path after fighting the waves of Goblins and Cave Trolls on a large bridge.

Summon Phoenix

Raise Dead = QRDSR

  • Summons undead ghouls to fight for the caster.
  • Found in Chapter 9. After the necromancers in the run-down church.

Raise Dead

Fear = RSE

  • Nearby enemies are frightened, causing them to run away from the caster for about 4 seconds.
  • Found in Chapter 9. Found on the bookshelf on the left side of the first room of the Count’s castle.

Charm = WED

  • Targeted creature becomes your ally and attacks your enemies.
  • Found in Chapter 9. Found in the first room of the Count’s castle on the right leaning on the wooden furniture next to the couches.

Summon Death = SRRQRS

  • Summons death who instantly kills the nearest player/creature with the lowest amount of health.
  • Found in Chapter 10. Given to to you after you defeat death.

Invisibility = SEQFS

  • Caster becomes invisible and enemies will not actively try to attack them. Attacks will still hurt the caster if they hit them however. Effect will be gone after casting/attacking/taking damage/bumping into an enemy. (Reminds me of the cloak from TF2).
  • Found in Chapter 11. After the first 3 Snow Trolls in the first area, head south along the cliff you find to the east instead of entering the fortress.

Invisibility

Summon Elemental = SEDQFS

  • Summons an inactive elemental. To activate the elemental, simply attack it with any element. The elemental will take the form of whichever element touches it first, and will subsequently be healed by that same element.
  • Found in Chapter 11. Found behind a door located northwest over the narrow bridge after defeating the small detachment of dwarves in the second room of the cathedral.

Summon Elemental

Corporealize = SQFAES

  • Used when fighting Assatur. Also causes any ethereal daemons to materialize and become corporeal (Become physical).
  • Found in Chapter 11. Given to you after defeating Fafnir.

Vortex = RQSRQERQ

  • Summons a large vortex that sucks in and crushes anyone careless enough to wander close. The vortex will shrink and then vanish if nothing is sucked in.
  • Found in Chapter 12. Given to you after defeating the final boss.

/Work in Progress/

 

Magicka Pro Tip > Rock shield is beast

Rock Shield
You just got... *puts on glasses* ...rocked.

The Rock Shield is a self cast defense spell. It’s a great way to protect against enemy attacks and it really comes in handy when you’re surrounded by a mob. The stronger rock shields can be used so you can take the time to do something like an area of effect freeze spell followed by lightning or something destructive.

Earth = D
Shield = E

Rock Spell = DE then Mouse3
Stonger Rock Spell = DDE then Mouse3
Even Stronger Rock Spell = DDDE then Mouse3
Strongest Rock Spell = DDDDE  then Mouse3

EVRTing put up a good video on Youtube with a powerful spell combination which demonstrates how the Rock Shield can be used effectively.

I’d say a great place to use the Rock shield would be in the Challenge mode or the Bridge in Chapter 8 (The Minesweeper).

Definitely add this powerful spell to your repertoire.

Spell Macro Tool – Magicka Spell Helper

Magicka Spell Helper

Steam Forums user nkhoang has released a controversial macro tool called the Magicka Spell Helper. Basically you can assign spells to a single key. This would help on those really complex spells. It would also make it real convienant for speed boosting/personal defense shielding.

I guess it boils down to a moral issue. Macro tools already exist and are probably already being used by some folks. Some people have hardware macro enabled mouses. Personally I like the challenge of trying to recall a spell from memory. Since the game is cooperative I don’t have too big an issue if someone decides to use a macro tool. I would have a problem if the person went around disrupting the game or if Paradox decides they are going to release a deathmatch mode.

Anyway, you can read more about Magicka Spell Helper at the following link:
http://forums.steampowered.com/forums/showthread.php?t=1739914

Also please post your own thoughts on this utility.

Magicka Pro Tip > Personal Shield is bad against ranged weapons

Personal Defense Shield
Come at me bros

The Personal Defense Shield is activated by self casting the Shield element. The shield has 500 durability and loses 10 duarability every second. An attack that does more damage than the shields current durability will break the personal shield but you will take no damage. You will be unable to heal yourself or be healed while the shield is active. So you will have to disable the shield by recasting before you heal. However, while the shield is active every time you try to heal yourself you will actually be recharging the shield. So to recharge the shield just heal yourself.

The shield will reflect beam spells. This is great when you’re up against the Non Player Character (NPC) wizards/mages. It also helps when you’re playing coop. We know how everyone loves to accidently shoot their teammates with the Steam Lightning Beam :P.

However the personal shield has a weakness against projectile attacks. Even the weakest attack will cause your character to fall over/go flying. We’re talking arrows, rocks, etc. Sometimes you’ll be on the ground and a huge mob will surround you which can be a tough situation.

So when you’re up against a bunch of archers and rock throwing guys it isn’t a bad idea to deactivate the personal shield.

Either way you can defend against the archers/rock throwing guys/etc with a regular shield or an area cast bubble shield. You could even encase yourself in a rock shield, which will give you time to cast another spell.

Personal Defense Shield = E then Mouse3
Shield = E then Mouse2
Bubble Shield = E then Shift + Mouse2
Rock Shield = ED then Mouse3

Steam Lightning Beam = QFAS

Cliffs
Personal Defense Shield
500 Durability, -10 durability per second
Pros: Reflects beam spells, Absorbs damage
Cons: Knockback damage from the weakest of projectile attacks, Can’t heal yourself/be healed

Tips > Five Good Spell Combos

These are some good spell combos (attack with spell 1, then spell 2, etc) for Magicka that I’ve read about on the web. You should know your Magicka Basics before you read this. Send in your best Magicka tips/spell combos for future posts.

1) Prince o’ Persia
Cast Haste followed by the Time Warp spell. Followup with any other spell/attack. (Preferably after performing a series of parkour moves for no reason.)

Haste = ASF
Time Warp = RE

2) Thunder ‘n Lightning
First self cast Water Resistance. Secondly cast Rain. Finally, cast Thunder Bolt. This will do massive damage to many enemies at once. Alternatively, you can use a water spell to wet some enemies therby eliminating the need to self cast Water Resistance. Obviously, Thunderstorm would be an alternative once it has been unlocked.

Water Resistance = QE+Mouse3
Rain = QQF
Thunder Bolt = WFASA
Edit: I’ve been leaning more towards a lightning/Arcane area of attack spell. In particular ASASA then hold shift + mouse2. Works well.

3) Freezerburn
First freeze the enemies using a cold spell, and then follow up with a Steam Lightning Beam. Toasty!

Example Cold spells:
Coldball = DR
Cold Lightning Beam = SAR
Cold Stone Wall = EDR
Blizzard = RQRR

Example Steam Lightning Beams:
Steam Lightning Beam = SQFA
Longer lasting Steam Lightning Beam = SQFAS
Super Steam Lightning Beam = SQFQFAA

Coop Combos
The following are good spell combos to use when playing a coop game.

4) Cooler Than Cool
One person attacks using a water beam and the second person uses a cold beam. Enemies will be frozen solid. Makes short work of bosses.

Examples Water Beams:
Water Beam = SQ
Super Water Beam = SSSQQ

Example Cold Beams:
Cold Beam = SR
Super Cold Beam = RRSSS

5) Dr. Jeckyll and Mr. Hyde
One player uses an Arcane Beam and then the other crosses it with a Life Beam. Leading cause of massive damage.

Arcane Beam = S
Life Beam = W

List of Element Combinations/Spells

Ripped this from drainX’s post on Reddit.

Subelements:
QF
= Steam
QR = Ice

Beams:
Damage states is per “tick” of the ray. AOE damage (shift+mouse2) is 4x the rays “per tick” damage.

S = Arcane beam ~100 damage.
SR = Cold beam ~100 damage, chills.
SF = Fire beam ~100 damage, sets of fire.
SQ = Water beam ~100 damage, wets.
SA = Lighting beam ~200 damage.
SAR = Cold/Lighting beam ~235 damage, chills.
SAF = Fire/Lighting beam ~284 damage, sets of fire.
SAQF = Steam/Lighting beam ~650 damage! wets.

Walls:
Can be cast in a semicircle by mouse2 or in a complete circle with shift+mouse2

ED = Wall of Stone – Blocks enemies.
EDQ = Wet wall of Stone – Wets/blocks enemies.
EDF = Burning wall of Stone Burns/blocks enemies.
EDW = Green wall of Stone – Can’t find any special effect.
EDS = Red wall of Stone – Can’t find any special effect.
EDR = Cold wall of Stone – Chills enemies.
EDQF = Steam wall of Stone – Seems to have same effect as the Wet wall of Stone.
EDQR = Icy wall of Stone – Seems to have same effect as Cold wall of Stone.

Ice sprays:
Shoots 3 projectiles per ice element in a shotgun effect. If loaded, fires more powerful projectiles in a thinner cone with longer range. Damage stated is per projectile. Area of effect attacks (shift+mouse2) do slightly more damage than one projectile.

QR = Ice projectiles 168 damage
QRS = Ice/Arcane projectiles 405 damage
QRA = Ice/Lighting projectiles 430 damage
QRAS = Ice/Lighting/Arcane projectile 655 damage!

Projectiles/Bombs:
Sends a projectile that does AoE damage when it lands. Area of effect (shift+mouse2) deals less damage than the projectiles. Projectiles deal a lot more damage if loaded.

DQ = Waterball ~80 damage for direct hit, no splash damage, wets.
DF = Fireball ~100 damage, sets on fire.
DR = Coldball ~100 damage, chills.
DQR = Iceball ~200 damage.
DQF = Steamball ~350 damage, wets.
DS = Arcaneball ~500 damage.
DSF = Arcane Fireball ~500 damage, sets on fire.
DSQ = Arcane Waterball ~500 damage, wets.
DSR = Arcane Coldball ~500 damage, chills.
DSQF = Arcane Steamball ~850 damage! wets.

Storms:
Create a lasting aoe in front of you. With shift+mouse2 adds a circle around you. Damage listed is by “tick”. Total damage for the 30 damage storms is around 750, not counting firedamage. Total damage for the Steam Lighting Storm is around 1500.

EQ = Rain Storm, wets, no damage.
EF = Fire Storm, sets on fire, 30 damage.
EA = Lightning Storm, 30 damage, fast ticks.
ER = Snow Storm, chills, no damage.
EFQ = Steam Storm, wets, no damage.
EFA = Fire Lightning Storm, sets on fire, 30 damage, fast ticks.
ERA = Frost Lightning Storm, chills, 30 damage, fast ticks.
EFQA = Steam Lightning Storm, wets, 60 damage, fast ticks.

Mines:
Places mines in a semicircle around you or in a complete circle if you use shift+mouse2. Damage listed is per mine.

ES = Arcane Mines, large knockback, 225 damage
EW = Healing Mines, 599 healing, knockback in multiplayer.
ESF = Fire Mines, sets on fire, knockback, no initial damage.
ESA = Lightning Mines, 249 damage.
ESQ = Water Mines, wets, no damage.
ESR = Frost Mines, chills, no damage.
ESFA = Fire Lightning Mines, sets on fire, 260 damage.
ESFQ = Steam Mines, wets, no damage.
ESFQA = Steam Lightning Mines, wets, 260 damage.

Magicka Basics

Up to five elements can be combined to create a spell. In general the more powerful spells will require more elements. Spells can be:

  • Area Cast – Shit + Mouse 2 – Area of effect spell
  • Self Cast – Mouse 3 – Healing, shielding, or casting resistance aura on yourself.
  • Staff Cast – Mouse 2 – Fires a spell in the chosen direction
  • Weapon Cast – Shift + Mouse 1 – Adds a buff to your weapon for one attack.

This is the list of elements available for spells in Magicka (assuming default key configuration):

  • Q – Water
  • W – Life
  • E – Shield
  • R – Cold
  • A – Lightning
  • S – Arcane
  • D – Earth
  • F – Fire

Advanced elements which are created by combining basic elements.

  • Q+R – Ice
  • Q+F – Steam