Magicka 2 is the sequel to the action-adventure game, Magicka, originally developed by Arrowhead Game Studios and released on PC in 2011.
Players will take on the role of the hero in this epic tale to rid the world of evil, but to do so you’ll need to master the offbeat spell-casting system.
What are Spell Combinations?
Spell combinations are the base of all fighting in Magicka 2. Everyone begins with a Spell bar which can contain up to 5 elements at a time.
By adding different spells to your Spell Bar in various combinations, you can cast a variety of spells.
Advanced Elements
There are 7 elements including:
- Shield
- Earth
- Arcane
- Life
- Water
- Fire
- Lightning
- Frost
After the most recent update Ice is now an achievable element. There are now 3 combination elements, which are produced by combining two of the normal elements:
- Steam = Water + Fire
- Ice = Water + Frost
- Poison = Water + Arcane (New)
These combination elements are created with the last element in your Spell bar that can be combined. For example, if your Spell bar reads Water-Water-Water and you add a Fire, it will now read Water-Water-Steam.
Opposites Cancel
One fact to remember is that if players add two opposite elements to his/her Spell bar at once, those elements will cancel each other out. For example, if you place an Ice and Water element together in your Spell bar, they won’t work.
All spells have an opposite:
- Earth / Lightning
- Arcane / Life
- Ice / Fire
- Steam / Ice
- Water / Lightning
- Frost / Fire
- Poison / Life
- Shield / Shield (Players cannot cast more than 1 Shield element at once)
However, it is possible to cast a spell using two elements that would have normally cancelled each other out as long as it’s done in the correct order.
As long as you cast the combination first, the element after it will not cancel any previous elements.
How Do I Cast Spells?
There are four types of spells to cast in Magicka 2:
- Self Cast
- Area Cast
- Staff Cast
- Weapon Cast
Depending on how you want to cast the spells, you can target many different things. If you Self Cast a spell, you can heal yourself, shield yourself, etc. Area Casts are damage across a larger area, Staff Casts casts spells directly in front of you and are what players will use the majority of the time. Weapon Casts will imbue your weapon and cast a spell during your next attack.
Spell Combinations List
Force/Beam Effect Spells
A Force, or Beam, Effect is performed by right-clicking your mouse.
Projectile Bombs
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Earth | Can be charged which will increase the projectile’s range. It will also increase the direct hit damage (maxed at x4.4), although the damage can be mitigated by gravity and ricochets off other objects. | Lightning |
ELEMENT | ADDED DAMAGE | BASIC EFFECTS | EXTRA EFFECTS |
---|---|---|---|
Shield | See Wall section below | See Wall section below | |
Earth | 75 | 225 / 450 / 750 / 1125 damage and increased weight | |
Ice | 137.5 | 550 / 1237.5 / 2200 damage and increased weight | Converts all Earth damage to Ice damage and inhibits the effect of other elements |
Arcane | 425 | Increased radius of explosion | Increases Fire x2, Ice x2, and Steam x9/7 damage and the explosion has no falloff |
Life | 360 | Increased radius of explosion | Mimics Arcane effects minus life healing |
Steam | 280 | 396 / 485 / 560 and increased explosion radius | Wets opponent |
Water | 0 | Increased radius of explosion | Wets opponent |
Fire | 60 | 85 / 104 / 120 and increased explosion radius | Ignites Opponent |
Cold | 25 | 35.3 / 43.3 / 50 and increased explosion radius | Chills Opponent |
Spell Examples
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
| A Boulder | 1125, 4950 fully charged | D-D-D-D-D |
| A Fireball that can be cast quickly | 75 and 60 | D-F |
Blazing Arcane Steamball | 75 425 509 and 120 | D-S-QF-QF-F | |
| Nightmare Hailstone. This attack does the most damage. | 2275. 5070-10010 fully charged | D-QR-QR-QR-QR |
Beams
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Arcane | Beams are long-distance rays that can be merged to create more powerful beams. Opposite elements cannot be merged. Arcane rays do contain life healing. | Life |
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Life | Beams are long-distance rays that can be merged to create more powerful beams. Opposite elements cannot be merged. Life rays do not contain life healing. | Arcane |
ELEMENT | ADDED DAMAGE | BASIC EFFECTS | EXTRA EFFECTS |
---|---|---|---|
Shield | See Mines section below | See Mines section below | |
Lightning | 51.25 | 72.5 / 88.8 / 102.5 | Doubles damage to wet enemies, shocks |
Arcane | 106.25 | Increases beam duration by 8 hits | A beam with one Arcane lasts for 11 hits |
Life | 89 | Increases beam duration by 8 hits | Life beam |
Steam | 90 | 127.28/156/180 | Wets opponent |
Water | 0 | Knockback | Wets opponent |
Fire | 30 | 42.4 / 52 / 60 | Ignites Opponent |
Cold | 12.5 | 17.7 / 21.7 / 25 | Chills Opponent |
Spell Examples
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
Overpower Beam of Entropy. Hits 43 times | 106.25, Hits 43 times up to 4569 | S-S-S-S-S | |
| Ray of Ice. Chills | 106.25 and 12.5 | S-R |
Arcane Tempest Beam. Wets | 106.25 90 and 51.25 | S-Q-F-A | |
Beam with highest damage in the game. Wets | 106.25 156 and 51.25 417 per tick resulting in ~4500 | QFQFQFAS |
Projectile Barrages
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Ice | These spells can be charged. The longer players charge these spells, the more narrow the target becomes. It increases speed and physical damage as well. Damage is based on ricochets and gravity. | Fire |
ELEMENT | ADDED DAMAGE | BASIC EFFECTS | EXTRA EFFECTS |
---|---|---|---|
Shield | See Wall section below | See Wall section below | |
Lightning | 40-45 | Increased damage | Shocks |
Ice | 40-80 | +3 shards per | Damage varies significantly |
Arcane | 40-45 | Increased damage | |
Life | 60 | Increased heal | Heals |
Water | 0 |
| Wets |
Cold | 0 |
| Chills |
Spell Examples
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
Charged Ice Barrage | 60, Up to 2100 fully charged | Q-R-Q-R-Q-R-Q-R-Q-R | |
| Arcane Barrage | 60 40 , Up to 1700 damage fully charged | Q-R-S |
Shower of White Fire | 60 and 45 | Q-R-Q-R-Q-R-Q-R-A-f |
Elemental Sprays
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Steam | Sprays last up to 16 hits in increments of 2 hits. | Cold |
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Fire | Sprays last up to 16 hits in increments of 2 hits. | Cold |
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Cold | Sprays last up to 16 hits in increments of 2 hits. | Fire |
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Water | Sprays last up to 16 hits in increments of 2 hits. | Lightning |
ELEMENT | ADDED DAMAGE | BASIC EFFECTS | EXTRA EFFECTS |
---|---|---|---|
Shield | See Storms section below | See Storm section below | |
Lightning | 0 | Doubles damage | Shocks |
Steam | 70 | 99 / 121.2 / 140 / 156.5 | Increased range and velocity, Wets |
Fire | 15 | 21.2 / 26 / 30 / 33.5 | Increased range and velocity, Ignites, Cancels out Lightning |
Water | 0 | Increased range and velocity | Knockback |
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Lightning | Lightning jumps between targets and damages multiple enemies and allies. Hits up to 8 times. | Water |
ELEMENT | ADDED DAMAGE | BASIC EFFECTS | EXTRA EFFECTS |
---|---|---|---|
Shield | See Storms section below | See Storm section below | |
Lightning | 31.25 | 44.2 / 54.1 / 62.5 / 69.9 | Shocks |
Fire | 0 | Increases burn strength | Ignites |
Cold | 0 |
| Chills |
Spell Examples
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
Charged Steam Burst | 156.5, Up to 2504 total damage | Q-F-Q-F-Q-F-Q-F-Q-F | |
| Tempest Wrath Lightning Blast | 280 , Up to 4480 total damage | Q-F-Q-F-Q-F-Q-F-A |
Blazing Blast of Destructive Storms | 70 15 | Q-F-A-F | |
= | Charged Hailstorm | 31.25 , Hits twice, Chills, Wets, Lightning damage, Freezes | Q-F-A-R |
Crushing Tides | 0 damage, Knockback, Freeze | Q-Q-Q-Q-Q | |
Unforgiving Torrent | 198 , Knockback, Wets, Shocks | Q-F-Q-F-Q-F-Q-F-A-R-R |
Area of Effect Spells
To cast AoE spells, hold shift while right-clicking.
Novas
ELEMENT | DESCRIPTION | EFFECTS | DAMAGE | ADDITIONAL EFFECTS | KEYBOARD CODE |
---|---|---|---|---|---|
Water | Tsunami Explosion | Wets, Knockback | 0 | Extra expands AOE and knockback | Q |
Earth | Earthquake | Knockback | 0 | Extra expands AOE and radius | D |
Ice | Ice Nova |
| 275, 615 x5 | Extra expands AOE and damage | Q-R |
Arcane | Arcane Nova |
| 425 | Extra expands AOE and radius | S |
Life | Weaving Life |
| Heals 359 | Extra expands AOE and radius | W |
Steam | Vaporous Blast | Wets | 138-280, 160-626 x5 | Extra expands AOE damage and radius | Q-F |
Lightning | Storm Spiral | Shocks | 250, 559 x5 | Extra expands AOE damage and radius. Can be cast twice if held. | A |
Fire | Flame Explosion | Ignites | 50-60 x1 50-134 x5 | Extra expands AOE damage and radius | F |
Cold | Chilling Nova | Chills | 11-25 x1 12-56 x5 | Extra expands AOE damage and radius | R |
Magma Eruption | Ignites, Knockdown | 60, 120 x4 | Extra expands AOE radius, Extra increases damage | D-F | |
Chilling Core | Chills, Knockdown, Wets | 25 / 0 | Extra expands AOE radius, Extra increases damage | D-R | |
Frozen Fissures | Knockdown | 275, 550 x4 | Extra expands AOE radius, Extra expands AOE radius and damage | D-Q-R | |
Geyser | Knockdown | 280, 560 x4 | Extra expands AOE radius, Extra expands AOE radius and damage | S-D | |
Entropic Eruption | Knockdown | 225, 450 x4 | Extra expands AOE radius, Extra increases damage | S-D | |
Frost Entropic Nova | Chills, Wets | 475 / 1425, 525 / 1575 x4 | Extra expands AOE radius, Extra increases damage | S-F | |
Igniter’s Arcane Wrath | Sets on Fire | 545, 665 x4 | Extra expands AOE radius. Extra increases damage | S-F | |
Vile Volts | Shocks | 775, 1085 x4 | Extra expands AOE radius, Extra increases damage | S-A | |
Arcane Iceberg |
| 500, 775 x4 | Extra and expands AOE radius and damage | S-Q-R | |
Vaporous Magic | Wets | 785, 1145 x4 | Extra expands AOE radius, Extra increases damage | S-Q-F | |
| Fury of the Wizard | Chills, Shocks | 805 / 2415 if wet, 1047 / 3140 if wet (x3) | Extra expands AOE radius, Extra increases damage | S-R-A |
Destructive Magic | Wets, Shocks, Clears small pets | 1260 | Extra and expands AOE radius and damage | S-QF-A |
Self-Cast Effect Spells
To cast spells on yourself, players will have to click the middle mouse button, or the scroll wheel.
ELEMENT | ADDED DAMAGE |
---|---|
Shield | Gives your wizard a protective shield. This inhibits any effects such as being wet, chilled, poisoned, frozen, ignited, and will reduce the amount of force required to lift your wizard off the ground. These shields decay slowly but can be replenished by standing still. However while standing still players cannot be healed and will be interrupted if any damage is taken. |
Earth | Hits your wizard in the head with a boulder which will deal damage. If this spell is cast with all 5 elements on your Skill Belt will kill your wizard which is helpful if you need to restart. Players can use this offensively if an enemy is above him/her. |
Life | Heals your wizard for 179 hp and will also cure poison. The more Life elements you use, the longer the healing effect. |
Water | Makes your wizard wet which will remove any fire that may have ignited on your wizard. However, if players are wet and cast a lightning spell, he/she will take 250 damage. |
Fire | Ignites your wizard which will fix any wet, chilled, or frozen status. |
Cold | Chills your wizard which will slow your character down. If your wizard is wet it will freeze him/her. |
Imbue Weapon Spells
These spells imbue your weapon with an element that attacks when you swing with it.
Elemental Blades
ELEMENT | ADDED DAMAGE |
---|---|
Shield | Places a wall in front of the castor as a shield |
Earth | Sends out a vertical fissure in front of your wizard |
Ice | Casts a vertical ice slash that moves downward |
Arcane | Casts a horizontal swing dealing damage |
Life | Casts a horizontal swing dealing damage |
Steam | Casts a burst of steam |
Water | Casts a burst of water |
Fire | Casts a burst of fire |
Cold | Casts a burst of cold |
Enchanted Blades
ELEMENT | DESCRIPTION | EFFECTS | DAMAGE | ADDITIONAL DAMAGE | KEYBOARD CODE |
---|---|---|---|---|---|
Entropic Sword of Magma | Burns | 545, 665 x4 | S-F | ||
Arcane Blade of Coral | Wets | 425 | S-Q | ||
Arcane Cold Blade | Chills | 475 / 1425 if wet | 525 / 1575 if wet x4 | S-R | |
Arcane Lightning Blade |
| 755 | 1084 x4 | S-A | |
Arcane Steam Blade | Wets | 785 | 1145 x4 | S-Q-F | |
Blade of the Summoner | Burns | 875 | S-F-A | ||
Chilled Blade of Thor | Chills | 805 / 2415 if wet | 1047 / 3140 if wet | S-R-A | |
Blade of the Arcane Storms | Wets | 2230 | S-Q-F-A | ||
Secret Blade of the Charged Entropy | Wets | 2802 | S-Q-F-Q-F-A-A | ||
Blade of Enchanted Ice | Chills | 1800+800 | QR-QR-S-E-D | ||
Blade of Exploding Electric Ice Wall |
| QR-QR-S-A-E | |||
|
Fissure Blades
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
| Earth Fissure, Knockdown | 0 | D |
| Fire Fissure, Knockback, Ignites | 0, Additional elements increases strength | D-F |
Water Fissure, Knockback, Wets | 0, Additional elements increases strength | D-Q | |
Cold Fissure, Knockdown, Chills | 0 | D-R | |
Arcane Fissure, Knockdown | 0, Additional elements increases strength | D-S | |
Steam Fissure, Wets | 0 | D-Q-F |
Ice Blades
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
| Ice Blade | 180 | Q-R |
| Fissuring Ice Blade | 180, Summons fissure | Q-R-D |
Ice Blade | 180, Wets | Q-R-Q | |
| Ice Blade | 180, Chills | Q-R-R |
Enormous Ice Blade | 402 | Q-R-Q-R-Q-R-Q-R-Q-R | |
Exploding Wall Blade of Death | Kills Opponent | E-Q-R-Q-R-A-S |
Shield Spells
BASE ELEMENT | DESCRIPTION | COUNTER |
---|---|---|
Shield | Beams are long-distance rays that can be merged to create more powerful beams. Opposite elements cannot be merged. Arcane rays do contain life healing. |
Shield
|
Shield spells are used to form protection or defense for your wizard or your team. There are four total types of Shield casts, which all provide some sort of protection to your wizard:
- Self-Cast – Summons a personal barrier or immunity to certain elements
- Force Cast – Summons a rounded shield in front of your wizard
- Area Cast – Summons a full circular shield around your wizard
- Imbued Weapon – Summons a linear wall in front of your wizard
Self-Cast Armor
To cast a spell on yourself, you must use the middle mouse button, or the scrolling wheel.
It’s important to remember that Self-Cast spells do not stack, and therefore will replace one another instead. When players cast an Armor Self-Cast spell, it’s one Shield element with one other element which absorbs physical damage, make wizards immune to that element, and slows your wizard down.
ELEMENTS | DESCRIPTION | EFFECTS | KEYBOARD CODE |
---|---|---|---|
Barrier | 500 health barrier, deflects all beam casts. Loses 10 health per second and can be boosted with the Space bar. You will be knocked down after receiving damage. | E | |
| Ice Armor | Enemies near you are damaged when cast, additional elements increase effects. | E-QR |
Rock Armor | Additional elements increase effects. | E-D | |
Ice-spiked Rock Armor | Combines Ice and Rock Armor together, Additional elements increase effects, additional Ice increases speed. | E-QR-D |
Players can add additional elements for resistance when casting Armor spells. It’s important to note that Lightning is only available for Ice Armor, while Fire is only available for Rock Armor.
Since these spells make your wizard slower, players can cast Haste as a counter, or equip the Rogue Robe.
Self-Cast Resistance Aura
Players who cast Resistance Auras will grant immunity to a particular element to all players and monsters within one area. All auras last for 15 seconds and, like other elements, opposite auras cancel each other out.
When players add elements it increases the radius and time it lasts by 5 seconds. These are incredibly vital for high-damage spells, as there is no limit to how much damage it absorbs.
ELEMENTS | DESCRIPTION | KEYBOARD CODE |
---|---|---|
Water Resistance Aura, prevents wet, soaked, and frozen | E-Q | |
Life Resistance Aura, prevents healing | E-W | |
Cold Resistance Aura, prevents chilling (not freezing) | E-R | |
Lightning Resistance Aura, prevents stunning | E-A | |
Arcane Resistance Aura | E-S | |
Fire Resistance Aura, prevents burning | E-F | |
Steam Resistance Aura, prevents steam (not wet) | E-Q-F | |
SAFE Resistance Aura, prevents damage from most dangerous elements | S-A-F-E | |
Super-SAFE Resistance Aura | QF-S-A-F-E | |
Arcane-Cold Resistance Aura | A-S-E-R | |
| Water/Electric Immunity. Cast Fire last | E-RQ-A-S-F |
| Super-Dry Aura. Cast Cold last | QF-QF-A-S-E-R |
Force, Area, and Weapon Cast Spells
These spells can be cast 3 different ways:
- Beam Cast – Right Click – A semi-circle in front of you
- Area Cast – Shift + Right Click – A full circle around you
- Weapon Imbue Cast – Shift + Left Click – A line in front of your wizard
Walls
ELEMENT | DESCRIPTION | EFFECTS | DAMAGE | ADDITIONAL EFFECTS | KEYBOARD CODE |
---|---|---|---|---|---|
Barrier | Wets, Deflects | Press Space bar to recharge | E | ||
Stone Wall | Knockdown | Additional elements increase length and damage | E-QR | ||
Ice Wall | Knockdown | 275-550, 550-1100 x4 | Additional elements increase length and damage | E-D | |
Combination Wall | Knockdown | 275-550, 476-952 x3 | The Ice explodes before the Stone | E-QR-D | |
Ice Spout Wall | Wets | 275-550 | E-QR-Q | ||
Life Crystals of Redemption | Knockdown, Heals, Explodes | 95-245 | Additional elements increase length and damage, 149 Healing per cast and detonation, 0-559 healing spray | E-QR-W | |
Chilly Ice Wall | Knockdown, Chills | 300-600, 318-637 x3 | Additional elements increase length and damage | E-QR-R | |
Tesla Coils | Knockdown, AOE Shocks | 557-1083, 0-130 765-1473, 0-675 x3 | Additional elements increase length and damage | E-QR-A | |
Arcane Ice Wall | Knockdown, Explodes | 500-1000 / ~0-113 / 225 600-1200 / ~0-113 / 225 x3 | Additional elements increase length and damage | E-QR-S | |
Chilly Exploding Electric Ice Wall | Knockdown, Chills, Shocks, Explodes | 775-1639, 0-355, 89-355 | E-QR-S-A-R | ||
Energy Crystals of Doom | Knockdown, Shocks, Explodes | 775-1817, 0-710, 89-355 | E-QR-QR-S-A | ||
Geyser Wall | Knockdown, Wets | Additional elements increase length and damage | E-D-Q | ||
Life-Giving Stone Wall | Knockdown, Heals, Explodes | 149 Healing while cast and again at detonation, Heals other walls | E-D-W | ||
Chilly Geyser Wall | Knockdown, Chills | 25-50, 43-87 x3 | Additional elements increase length and damage | E-D-R | |
Arcane Stone Wall | Knockdown, Explodes | 225-450, 43-87 x3 | Additional elements increase length and damage, Possible return damage when attacked | E-D-S | |
Volcano Wall | Knockdown, Ignites | 130, 30 | Extra increases damage, increases burning | E-D-F | |
Steam Geyser Wall | Knockdown, Wets | 280-560, 485-970 x3 | Extra increases length | E-D-Q-F |
Mines
Mines are a spell that lays bombs on the ground, rather than shooting a spell. Mines will blow up whenever they are passed over, which includes your wizard, so be careful!
ELEMENT | DESCRIPTION | BASIC EFFECTS | KEYBOARD CODE |
---|---|---|---|
Healing Mines | Knockback, Shield boost, 599 Healing | E-W | |
Arcane Mines | 225, Large Knockback | E-S | |
Water Mines | 225, Wets, Knockback | E-S-Q | |
Frost Mines | 225, Wets, Knockback | E-S-R | |
Lightning Mines | 335, 450 x3, Shocks, Knockback | E-S-A | |
| Fire Mines | 225, Sets on Fire, Knockback | E-S-F |
Steam Mines | 225, Wets, Knockback | E-S-Q-F | |
Fire Lightning Mines (SAFE Mines) | 335, Ignites, Shocks, Knockback | S-A-F-E | |
Super Fire Lightning Mines | 485, Ignites, Increasing DoT, Knockback, Shocks | E-S-F-F-A | |
Cold Lightning Mines (ARSE Mines) | 335, Chills, Shocks, Large Knockback | A-R-S-E | |
Steam Lightning Mines | 485, Wets, Shocks, Knockback | E-S-Q-F-A |
Storms
Additional Elements increase duration and damage.
ELEMENTS | DESCRIPTION | DAMAGE | KEYBOARD CODE |
---|---|---|---|
| Rain Storm | Wets | E-Q |
| Snow Storm | Chills | E-R |
Lightning Storm | Shocks 32.5 (16 ticks), 60 (40 ticks) x4 | E-A | |
Fire Storm | 6-174, 40-357 x4 | E-F | |
| Steam Storm | Wets | E-Q-F |
| Safety Storm | Cures Wet, Chills, Freeze, and Fire | E-Q-F-F |
Fire Lightning Storm | Ignites 32.5 (24 Ticks + Fire) | E-F-A | |
Frost Lightning Storm | Chills 32.5 (24 Ticks) | E-R-A | |
Steam Lightning Storm | Wets 65 (24 Ticks) | E-Q-F-A |
Now You’re Ready for Battle!
Now that you have a a spell guide on your side, your journey through Magicka 2 will be easier than ever.
You can purchase the Standard or Deluxe edition of Magicka 2 on its website here, on Steam for $15, or for PS4.
Published: Jun 22, 2015 07:27 am