There are 21 different Magick combinations that can be found in the game, with 3 additional Magicks that require DLCs to obtain. Magicks are used by queuing up the required elements and pressing the space bar, as opposed to spells created simply by casting element combinations. Magicks have a specific effect such making the caster invisible, reviving a player or slowing down time.
Magicks can be learned automatically (triggered by game events) or by picking up the appropriate Magick Book during game play. There is a Steam Achievement "I put on my robe and wizard hat" for learning all 21 Magicks found in Adventure Mode.
List of Magicks
21 of the following Magicks are found in the game during Adventure Mode, as well as being dropped by Sapient Pearwood Luggage during Challenge Mode. QWERTY keycodes assume that the default element keybinds are not changed. One of the following is found in the Vietnam rescue mission. The remaining 7 are found in the Stars Are Left DLC campaign.
Eight Magicks require the player to own various DLCs in order to obtain them in the game. In multiplayer games, only the host of the game needs to own the DLC for all players to be able to obtain the Magicks and for them to have a chance to drop from Sapient Pearwood Luggage.
For visual help on the Magicks Spellbooks location : http://www.youtube.com/watch?v=Ts9dQ6AWU4o
|Revives human players with 10% health of their maximum health.||Chapter 1: Given to you automatically after the end of the tutorial.|
|Covers the floor with slippery grease for 1 min. Burns when hit by fire spells for 1/3 the remainder time.||Chapter 1: Located at the base of the tower across the lake shortly after hearing someone scream. Freeze the lake to get across.|
|Increases the wizard's movement speed by up to double for 10 seconds.||Chapter 1 - Tutorial: Found on a bookshelf in the tutorial. Required to complete tutorial. Automatically obtained if tutorial is skipped.|
|Makes the caster invisible. Enemies will no longer actively attack the caster, although arrows, charging enemies and other Area of Effect attacks will still hit the caster. Invisibility ends after casting, attacking, taking damage or colliding with a foe. Breaks many cutscene triggers.||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.|
|Instantly moves the caster a short distance forward onto firm ground. Can be used while grabbed, frozen or knocked down and also to recover from being knocked off the level into the abyss.||Chapter 7: On the broken walkway to the left from the start of the chapter. See the Teleport page regarding obtaining it in Chapter 1 without cheating.|
|Fears all enemies near the caster, causing them to run away for 6 seconds.||Chapter 9: Found in the first room of the Count's castle on the left sitting on a bookshelf.|
|The enemy creature directly in front of the direction the caster is facing becomes your ally for 15 seconds, attacking your enemies.||Chapter 9: Found in the first room of the Count's castle on the right leaning on the wooden furniture next to the couches.|
|Conjures a lightning bolt that damages the most elevated unit in front of the caster heavily for 5000 damage.||Chapter 3: Found in the middle of the Stonehenge where you battle with 2 Druids and a number of Tree Spirits.|
|Causes it to rain for 17.5 seconds, wetting all units on the screen and dousing any fire.||Chapter 2: Found in the first cave you come across that is guarded by goblins.|
|Summons a tornado for 15 seconds that knock units it touches backwards onto the ground. Causes no damage.||Chapter 4: Before entering the city on the left of the main path in the trees by a shipwrecked boat.|
|Summons a blizzard lasting 10 seconds, chilling everyone in the scene and freezing water surfaces. Freezes when combined with Rain. Does not douse fire patches.||Chapter 6: At the beginning of the chapter, go east to the small lake. Use to get across the water.|
|Conjures several meteors that fall from the sky and impact random locations on the screen for 10000 damage for 17.5 seconds.||Chapter 1: Obtained at the start of the chapter after completing/skipping the tutorial. This Magick is part of the Wizard Hat DLC.|
|Summons a heat wave that deals 600 damage and sets on units on fire.||Chapter 4: Inside a burning building you are forced to detour through.|
|Causes Rain along with constant Thunder Bolts striking random locations in the scene for 17.5 seconds.||Chapter 8: Just before the mines, after the first stone bridge (where you talk to Vlad) in a cave (hidden from view).|
|Slows time down for everyone including the caster by 50% for 15 seconds, giving you more reaction time.||Chapter 5: Head west immediately after leaving the camp.|
|Summons a large vortex that sucks in and crushes anyone careless enough to wander close. The vortex will increase in area of influence as more objects are sucked in, to a limit. It will shrink over time and then vanish if nothing is sucked into a fullsize vortex for 10 seconds.||Chapter 12: Given to you after defeating the final boss.|
|Summons five Zombie minions to fight for the caster.||Chapter 9: After defeating the necromancers in the run-down church.|
|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.||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.|
|Summons Death in front of the caster, who will proceed to instantly kill the nearest unit with the lowest percentage of health. Will not select undead units as targets.
if no target is available Death Kills the player.
|Chapter 10: Given to the player after defeating Death.|
|Summons a phoenix that drops on the caster's location, dealing up to 400 fire damage to everyone nearby, knocking them down and setting them on fire, followed by reviving all dead players with full health.||Chapter 8: Located at the end of an eastern path after fighting the waves of Goblins and Cave Trolls on a large bridge.|
|Removes all mines, barriers, storms, walls, shields, minions, status effects, active Magicks and queued elements in the playing field cast by players and creatures. Does not remove natural immunity auras (not caused by casting wards) or imbued weapons.||Chapter 2: Found next to the altar where a Goblin Shaman is fought.|
|Used when fighting Grimnir in Chapter 12. Also causes any ethereal Daemons and Future Vlad to materialize and become corporeal.||Chapter 11: Given to you after defeating Fafnir.|
|Crash To Desktop||
|Instantly kills random ally/enemy/caster with animation of blue screen with a "connection lost" message. Will not target anything above 100k hp.||Chapter 1: Obtained at the start of the chapter after completing/skipping the tutorial (Patch v184.108.40.206 required).
This Magick is part of the Mea Culpa DLC announced but not actually available in Patch 220.127.116.11 on 25 February 2011 (announcement here and here). This DLC is available free to everyone as a standard game patch and does not actually appear on any Steam DLC lists.
|Calls an F-4 Phantom to perform a Napalm strike in the targeted area. The Napalm strike direction can be changed by calling it in one place then calling it again in another place before it activates.||This Magick is part of the Magicka: Vietnam DLC.|
|Allows you to make a blue and an orange portal that teleport anything that touches them to the other.||This Magick is part of the Magicka: The Stars Are Left DLC. Obtained in Chapter 3 near one of the upper right ledges while exploring R'lyeh, but can only be accessed from the other side during the quest. Or by using levitation and haste to get across the ledge. Or by using rogue to shadow step.|
|Almost exact inverse effect of the AoE push.||Chapter 1: Obtained at the same spot as the Staff of the White Wizard. Hit the Tree with a boulder and it will fall down.
This Magick is part of the Magicka: The Stars Are Left DLC.
|Propp's Party Plasma||
|As seen in Chapter 1. Causes high arcane-fire damage in a small area somewhere in front of the caster.||This Magick is part of the Magicka: The Stars Are Left DLC. It is found in Veiditorp in Chapter 2 after talking to the man by the fire. He will tell you to collect it from the shop in the crashed goblin ship (Ye Olde Curiosity Shoppe), as long as you don't piss him off and stop talking to him at the right moment.|
|Allows you to float over ground and water, but not over long gaps.||This Magick is part of the Magicka: The Stars Are Left DLC. Found in Chapter 2 on a boat deep in the middle of the lake in Fornskogur just southeast of the village docks.|
|Similiar to the spell version but has a longer range and higher damage.||This Magick is part of the Magicka: The Stars Are Left DLC. Found by opening one of the gates in Chapter 2 before the uphill trail to the village using Detective Robes.|
|Against NPCs: Confuses one random nearby target may cause them to attack other nearby NPCs or players.
||Chapter 1: Given to you automatically after the end of the tutorial. (Applied after January 26, 2012 Patch.)|
|Projects a longitudinal wave of rock which launches entities along its path into the air. Damage is dealt by the fall rather than directly.||Only available in Challenge Mode with DLC.|
|Grants the player a shield, speed increase and damage bonus. Damage and speed bonuses expire first, and speed is then decreased until the shield expires.||Only available in Challenge Mode with DLC.|
|Spray of Judgement||
|Fires a spray of particles from the wizard's sides, which home in on a target and deal significant damage. The wide arc makes it ineffective at close range.||Only available in Challenge Mode with DLC.|
The following Magicks are found in the game data files but are unused by the game.
|Created an arc effect like grease, but of lava.||Not found in the game. Removed before release, originally available sometime before chapter 8.|
|Levitates two similar entities and smashes them into one another, instantly killing one. The unusual combination of water and lightning requires the player to combine steam and cold or ice and fire to produce the water element safely.||Present but inaccessible through normal play.|