Magicka

Magicka

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Introduction To Forbidden Magick | Bugs | Glitches | Exploits | Tips & Tricks | Last Big Update: 2024-04-16
By [A's Will] Sam
Exceptional wizards are born of tenacity, strength of will and experimentation.

Finding the limits of your own growth may be the path of reaching your true potential as a spell-caster, but it's the breaking of those limits which separates the legends from the lot.

Experienced wizards know not to dwell too much in the darker aspects of magic, but for those of you who have found this guide and are curious, or perhaps foolish, enough to join me on my path of documenting the secrets of Magicka...

Here is some of the knowledge I've collected over my time as a wizard, categorized as "Forbidden Magick":
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Before you read...
This guide serves as a Magicka Skill Tree to help wizards further their knowledge by developing a basic understanding of the existing exploits of Magicka. Much of what you will see are but mere examples of a series of endless capabilities these techniques have to offer. Be sure to play around with what you learn by mixing techniques together, experiment a ton, and don't forget to have fun!

The guide depends heavily on advanced spellcasting notation. It is recommended that you familiarize yourself with how to communicate spells to be able to follow along.
Magick Animation Cancelling : (MAC)
Originally discovered by The Great Wizard, Danchi.

Magick Animation Cancelling - or MAC for short - allows The Wizard to cast Magicks in rapid succession with virtually no interruption that would typically follow by an animation via regular casting. By ignoring their animation, The Wizard is only limited by how fast they can write out their spell.


How to Spell:

In order to utilize this ability, your timing will be essential.

While walking, be sure to tap shift before instantly following it up with spacebar.

Step by Step :

1. Write out an existing spellbook of your choosing (i.e: DQFQQF [This is the elemental configuration of the Hurricane magick]).
2. Enchant your weapon with the spell.
3. Press your 'Cast Magick' button (SPACEBAR for default keyboard users) instantly after you've begun enchanting.

Recommended Spellcasting Notation:

~DQFQQF + ~ + Cast Magick

This will work 100% of the time if performed successfully as the host of the lobby.
If you experienced a failure, please make sure that you have the Magick that you're trying to cast, and that you don't press spacebar before or after the enchantment is done, it has to be during the animation of you enchanting your weapon.

WARNING : This ability works in multiplayer, however, if you are not the host you can still perform MACs, but attempts at rapid succession may not register as that is the case for Magicks in general as a guest.
The most common instances of Magicks not registering are teleport, nullify, tornado, thunderbolt and weather magicks.
Spray of Judgement is unique in that it often causes guests to crash as a host, while guests crash themselves after its use.
Self Cast Push & Stone Boost Trick
The stone boost and self cast push tricks are used to ignore the charge up of a projectile with only a marginal decrease in damage. Depending on The Wizard's timing of their push, they are bestowed minor control over the altitude and distance of their boulders, opening up opportunities for cleverly hurdled projectiles above walls on unsuspecting targets.

How to Spell:

Stone Boost Trick: Force cast a heavy conjured projectile, instantaneously followed by a push. Lighter projectiles will not be affected by a push.

Self Cast Push Trick: Self cast any projectile, followed by a push.

Recommended Spellcasting Notation :

Stone Boost Trick:
DFDDD + Push

Self Cast Push Trick:
!DFDDD + Push

BEWARE:
Different stave types fire projectiles at different vectors. Be sure to practice firing your projectiles with a specific staff to grow accustomed to the angles.
For most longitudinal staves, the angle of trajectory is approximately 45 degrees to the right of where your wizard is facing.
Aristo Staff is a rare example of a staff with a 0 degree forward casting angle.
Instant Shield Boost
Binding with their shield allows The Wizard to boost the channeling process with greater pace and efficacy.

How to Spell:

Unlike the previous examples, this one is unique from the rest in that it cannot be performed unless the user is willing to alter their keybindings.

For the ones who feel too attached to their Cast Magick/Boost inputs, mayhaps this one is not for you.

Step by Step :

1. Head into your in game settings.
2. Access your controlling keybindings.
3. Replace your Cast Magick button for your mouse scroll wheel (not to be confused with your middle mouse button).
4. Attempt to boost your shield with your newfound binding.
Guard Buffer
This technique allows the user to stack any wall, barrier, projectile or mine; and cast them simultaneously to enhance their damage output or complement each other's effects.

How to Spell:

By casting a spell while blocking (CTRL for keyboard users), you're able to store away one spell until you release your block key.

While your spell is stored you will have enough time to prepare a secondary spell in your spellbar, however, you can only cast your secondary spell once your stored spell has been released.

If you plan on using this with heavier projectiles (i.e: DQRQRQRQR and DDDDD) you will need to stone boost (refer to above section) after the full release to make up for the lack of distance of the projectiles and consequently increase their damage.

Step by Step :

1. Hold CTRL.
2. Force cast any projectile spell (Right mouse button).
3. Type out a new spell (This will be your secondary spell).
4. Release CTRL.
5. Cast secondary spell instantly afterwards (Right mouse button).
Optional for heavy projectile use : 6. Push (Right mouse button)

Keyboard Inputs :

HOLD CTRL > DDDDD > TAP RIGHT MOUSE BUTTON > DDDDD > RELEASE CTRL > TAP RIGHT MOUSE BUTTON x2

The faster you perform the sequence the more it will appear as though you are casting two spells at a time.

CAUTION: Beware to wear armors or wards when playing around with different effects.
Burnout Animation Casting : (Burnout)
Discovered by Dante The Wise.

Unleash The Wizard's inner imbalance, manifesting as a burst of elemental barrages. This awakening takes a great toll on The Wizard's health through sheer bouts of power and an unprecedented amount of fire.









Panic is a priority animation that overrides those of spells cast. Similarly to MAC, this allows the user to skip the process of animating before a spell, granting increased casting speed to all spell forms - area casts, force casts, melee casts, self casts.

In order to enter and maintain a successful burnout you'll need to pass the following requirements:

  • Have little or no resistance to fire.
  • Be vulnurable to the panic debuff.
  • Possess a 0-30% increased movement speed.

    The panic debuff is a state inflicted when engulfed in a flame with a high enough tick rate. Certain robes of Magicka allow them to endure, or to some extent resist, damage to fire and/or grant total immunity to a panicked state, while others provide such a high movement speed that burnout becomes nigh uncontrollable.

    Robes capable of performing a stable burnout:
    *The Vanilla Robe
    *The Astronomer Robe
    *The Wuxia Robe
    *The Vizier Robe

    Robes capable of performing an unstable burnout:
    *The Bathrobe
    *The Rogue Robe

    Once said robes are equipped, being afflicted a panicked state is as easy as setting yourself on fire. There are multiple ways of going about that, but for the sake of simplicity we'll go with the lifefyre self cast (!WF). A sufficient enough flame is usually achieved with two uninterrupted WF selfcasts, with the bathrobe and the rogue robe (these two robes have an unstable burnout) requiring three.

    While this alone is enough to perform a burnout, in order to maintain one you will need to keep feeding your flames lest they extinguish and put you out of the panicked state. This is why it is recommended that all your casts during burnout are fire-based.

    Essential to note is that during burnout you are still actively set on fire, and will have your health drained at a steadily increasing speed, hence you can only keep the mode for the entire duration that you have health.

    How to Spell:

    Step by Step:

    1. Self cast two uninterrupted WF spells until you enter a state of panic.
    2. While you're panicked, begin repeatedly casting fire based spells in any spell form (i.e: hold shift + left mouse button = melee cast) that expose you to fire (i.e: EWF mines or EDWF walls).
    3. Keep an eye on your health for when it's low and put your flames out with either a fire-based ward or a water-based self cast.

    Recommended Spellcasting Notation ::

    !WF + !WF + ~EFW + ~EFW + ~EFW + ~EFW + ...

    Once critical health has been reached:

    !EF

    The faster the sequence is performed the better results will be achieved.

    TIPS: While burnout is a perfect tool for offensive measures, it should not be used recklessly as it does not come without major weaknesses and can be very easily countered with water-based spells along with proper fire wards and well timed ranged spells.
Elemental Paradoxes
(Magick Amalgameddon; a unique spell followed by varying side effects. It becomes available via the modification of game files, but can be easily unlocked through the menu of the Magicka Save Editor. [forum.paradoxplaza.com])

Elemental Paradoxes are exceptions to The Natural Laws of Imbalance, allowing for controlled, but limited bypassing of the Rule of Opposites. This breakthrough in magic has lead to powerful, previously unprecendented defensive and offensive capabilities.

How to Spell :

As of this guide there are currently five known elemental paradoxes, a majority of which require different processes in order to be cast.

Water-Lightning

Its utility lies in the casting of powerful elemental wards, mines, barriers and magicks, allowing for damaging wet attacks as well as protection against thunderstorms.

Imbuing a melee with the paradox will cancel out the elements.

Recommended Spellcasting Notation :

[QR][AF]:[24][24] or [QF][AR]:[24][24]

Cold-Steam, Cold-Water & Water-Fire

These unique spells are similar in nature and only appear in the form of beams, dealing combined damage and status effects from at least two sources, granting them the titles of ''most powerful beams''.

Tip made by Numi Wan Ken00bi and Chisson.

These paradoxes rely on assissted co-op, requiring two users to channel separate parallel beams and cross them. Should the beams consist of heterogeneous energy (i.e: arcane + life instead of arcane + arcane) the beams will explode into a nova. Additionally, divergently (anti-parallel) crossed beams will also lead to a nova.

Recommended Spellcasting Notation :

Cold-Water:

Player 1: [SR]:[34]
Player 2: [SQ]:[32]

Cold-Steam:

Player 1: [QSF]:[234]
Player 2: [SR]:[34]

Water-Fire:

Player 1:[SQ]:[34]
Player 2:[SF]:[32]


Steam-Ice

This paradox appears only as an imbue. By enchanting your hand-held weapon with ice then steam (or vice versa) you can ignore the process of element cancelling. This dual enchant allows for a spin on many wall and sword casts.

Recommended Spellcasting Notation :

~[QR]:[24] + ~~[QF]:[24]

NOTE ABOUT AMALGAMEDDON: It is an inconsistent magick that when used in multiplayer can cause potential issues such as player invisibility, infinite stun effects and non-registers.
The Wall Boost Effect
Discovered by The Emerald Wizard and expanded upon by Chisson The Dragon and Ciepica.

Amplify the output of your projectile bombs by hurdling them at an array of walls to absorb, multiply and release their respective effects.

How to Spell :

A unique spin on spellcasting that exposes opponents (and the caster) to boosted output (life, cold, fire, arcane, steam), knockback (water) and tick rate (fire).
The effect applies for every spell with an area of effect on hit and can be further improved upon by instantly sending the caster into a panic state to begin *Burnout Animation Casting, or by utilizing *Guard Buffer for complementary casting.

The effect is further stacked by casting two walls in front of each other (try [WED]:[234] + [ED]:34 + [DWQ][Q][Q]:[234][4][4]).

Step by Step :

1. Force cast a wall in front of you.
2. Cast any projectile with an area of effect on said wall.
3. Check how results compare without a wall.

Recommended Spellcasting Notation :

[ED]:[34] + [DWQ][Q][Q]:[234][4][4]

CAUTION: The caster will be equally exposed to the effects of their spells. Be sure to wear the appropriate ward or armor before initiating. Cast responsibly.
Ice Armor Ram
Become a living icicle, dealing heavy cold damage as you impale enemies at high velocities.

How to Spell :

The properties of an ice armor make it the perfect defense versus foes who have a tendency to approach the player at high speeds, allowing you to watch them as they suicide dive on you (a most notable example serving when the jumping goats attempt to land on a wizard covered in spikes), but why not bring the damage to them instead?

Via at least two sources of speed (with some exceptions) the wizard can ram into their enemies to deal immense damage while wearing a spike armor.

Available sources of speed include:
  • Haste (Magick)
  • Performance Enhancement (Magick)
  • Grandfather Clock (Passive Staff Ability)
  • Knife of Counter-Striking (Passive Melee Ability)
  • Rogue Robe (Passive Ability)
  • Wuxia Robe (Passive Ability)
  • Bathrobe (Passive Ability)
  • Strong Cup of Coffee (Active Staff Ability)

Step by Step :

1. Self cast ice armor.
2. Ensure two sources of speed are active (e.g: haste + rogue robe)
3. Ram into the nearest enemy.

Recommended Spellcasting Notation :

![ED][QR][QR][QR]:[34][24][24][24] + haste

Alternatively, a wizard can achieve sufficient speed to inflict heavy cold damage alone by launching themselves at their opponent through cannonballing (i.e: ![DWQ][Q][Q]:[234][4][4], [REQ][WQ][Q]:[432][32][2], et cetera).

TIP 1: An !ER ward will grant immunity against the spike charge of any opponent who dears use this in a PvP setting.
TIP 2: Increase the cold physical output of the spike charge by increasing the amount of ice elements amongst a single rock in your armor.
TIP 3: The cold physical output is directly proportional to your velocity.
Cannonball Dodge
Excessive exposure to getting violently smashed into splatter on the different walls of Magicka has given The Wizard an inkling on how to purposefully propel themselves across the field, allowing for tactical retreats and repositioning.
How to Spell:

The spell used for the cannonball dodge is often a variation of the [DWQ]:[234] spell, with subsequent water elements adding to the strength of the knockback. It is speculated that the life element either stabilizes or improves the knockback of the spell, but it is also used as a contingency heal in the case of the projectile accidentally damaging The Wizard.

As with most self cast projectiles (exception being ice shards), the spells will spawn directly above the tip of The Wizard's staff. Since one holds their staff in front of the left side of their body, the projectile will fall slightly in front of The Wizard, resulting in an uneven, albeit consistent, launch that sends you backwards when standing still without armor. One can most certainly learn to rely on using your back to aim, but for those who prefer a little more control over where you dodge, by rotating 180 degrees preemptively before you launch your projectile; then rotating back, you'll be able to guide the falling spell directly behind you. If you then continue to walk forwards without armor you'll get launched in a straight line towards the direction of your choosing.

Step by Step :

1. Confirm that you are not wearing any armor.
2. Rotate 180 degrees against whichever direction you want to launch yourself.
3. Self cast ![DWQ][Q][Q]:[234][4][4].
4. Rotate another 180 degrees before the spell hits you and continue walking forward.

While a powerful tool in combat, knockback has a tendency to remain inconsistent as a non-host. Use with caution.

If you're feeling brave, by self casting a spike armor at the end while launching yourself towards an opponent you'll be able to instill heavy cold damage, similar to that of the spike charge if you manage to time it right.

HINT: The Spellcasting Spectrum has no shortage of explosive spells that instill knockback. Whether a PvPer, speedrunner or an explorer of the different hidden boundaries in Midgård, there is sure to exist a launching method that tailors to each individual wizard, ranging all the way from launching oneself at a right angle upwards, to bunny-hopping onto a hard to reach pillar, to jumping over entire segments in the campaigns. Be sure to experiment and discover what might fit you!
Lifyre
Discovered by The Yellow Flash of the Lemons clan, Auron Darkmoon.

An ability inherent to Daemon kin.

Bathe your enemies in blessed flames, draining their lifespan through even the most powerful of fire resistant armors.


How to Spell :

Utilizing fire and life in the form of mines or walls, the wizard can inflict strong ''life damage'', resembling a very poison-like effect (without the tainted green health bar), capable of ignoring armor of wizards and is only preventable by unorthodox means.

Step by Step :

1. Prepare a mine, wall or fissure containing life and fire in its elemental configuration.
2. Cast it on any wizard encased in rock armor, fire resistant or not.
3. Watch the opponent's health drain.

Recommended Spellcasting Notation :

~~[EWDF]

HINT: The negative healing only affects armor and can be safely protected against with ![EF]. The armor counterpart is ![EWDF].
Steam Walls
Discovered by The Owl, Bene Singularis.

Deepened understanding of the spellcasting system leads to abilities some would consider unnatural... and downright weird!

How to Spell :

Ice shards are typically deemed the standard issue method of cleansing a field of rock walls. However, accordingly with The Rule of Opposites, ice and steam *should* not mix (does not mean they cannot. Refer to Elemental Paradoxes.) As a result, as long as steam is present in a wall; be it rock or ice, said spell will be capable of withstanding and completely nullifying the effects of ice shards.

Step by Step :

1. Conjure the following wall - [ED][QF]:[32][42].
2. Bathe your wall in ice shards with [QR][QR][QR][QR][QR]:[24][24][24][24][24].

This is not to say that the walls are immune to all types of damage, it just means that the opponent will have to go through the extra effort of finding an alternative method of ridding your littering!
Shield Linking
Discovered by The Emerald Wizard.

Extend The Wizard's shield durability by linking any two shields in close proximity to each other. A complex phenomena that, while not directly guaranteeing added protection, might just provide necessary preparation time.

How to Spell :

This trick allows you to extend the durability of your shields by either placing a force cast shield on each side of your front- and backside, or by casting an area cast shield and a force cast shield, as long as the force cast counterpart is placed near the edge of the area cast one and is facing the inside of the bubble. By doing so, the shields will siphon each other's durability for as long as any two shields are linked anywhere on the map. The effect does not stack.

Linked shields allow added protection against walls and mines, but the effects are insignificant if not self-induced.

TIP:

Shield linking can be used in tandem with burnout to allow for stationary panic casting, permitting the spamming of knockback-based spells due to the protection of your shields.
Magick Buffer
Discovered by Danchi The Great.

The Wizard is capable of storing any one Magick inside of their melee weapon to release at a more opportune time... at the cost of total elemental paralysis..!

How to Spell:

While wielding an enchanted melee, by casting a Magick throughout the duration of a beam channeling animation, you'll be effectively storing your Magick of choice inside of your right-handed weapon. The next time attempt to swing your sword, your animation will instead be replaced by that of the Magick you stored. However, casting any spell while storing a Magick will immediately ''dissolve'' your stored Magick.

Step by Step:

1. Imbue your right-held weapon with any element. (I.e: ~w)
2. Channel any spray or energy-based beam. (I.e: W)
3. Cast any Magick during your channeling animation. (I.e: Vortex)
4. Release your imbue to cast your newly stored Magick.

Recommended Spellcasting Notation:

~W + W + Cast Magick + ~

TIP:

This technique can be useful when you find yourself casting with rapidly deactivating elements, such as the Elemental Roulette or Grimnir's Laboratory.
Enchanted Magick Animation Cancelling : (E-MAC)
Discovered by DANTE, expanded upon by Naaji.

Master of both The Elements and Magicks, The Wizard can now perform both in tandem, interchangeably.

How to Spell :

Contrary to what the naming may suggest, Enchanted Magick Animation Cancelling follows the same principles as Magick Buffer in that the trigger process consists of activating a magick during a spray or a beam, and then imbuing your melee with a spell. However, the focus is not on the magick, but the enchantment.

The imbue will be specialized for offensive means rather than serve as a storage, and will be released in the same manner as you'd release the Magick from the Magick Buffer, by swinging your melee (i.e --EDF). The timing is very forgiving, you only have make sure that you cast your magick and release your melee nigh at the same time, with the magick slightly before the melee.

Step by Step:

1. Imbue your right-handed weapon with any spell. (I.e: ~EDF )
2. Cast a spray or an energy-based beam. (I.e: W)
3. Cast any of the *Magick Activation Spells (refer to TIPS below) during your beam/spray animation from step two. (I.e: teleport)
4. Instantly after performing step three, swing your melee to release your imbue.
5. The result will lead to the casting of both the magick and your imbue at the same time.

Recommended Spellcasting Notation:

~EDF + W + Cast Teleport + ~

Keep trying until you nail down the timing for when to release your enchant. The tech has a 100% success rate when performed correctly.

TIPS:

*Magick Activation Spells :
These are spells with unique traits that allow them to serve as triggers for most Magick Based Animation Cancelling techniques.

Currently, the known Magick Activation spells are :

Teleport, dispel, haste, grease.
Enchanted Dual Sword Animation Technique : (E-DSAT)
Discovered by Naaji, expanded upon by Ciepica.
Dante's Blessing
Discovered by DANTE
(Buff)
Imbue Animation Cancelling
Discovered by The Emerald Wizard.

When the wizard has any elements imbued in their melee, they can imbue their weapon with another element and its immediate opposite (any two opposite elements will do), to instantly release the imbue.

Step by step:
1. Imbue D.
2. Imbue another D.
3. During the animation of step 2, imbue the direct opposite element, in this case A.
4. The result should instantly release an imbue consisting of the elements imbued in step 1.

This powerful animation cancel ought to rapidly speed up magic combat.
Emotes
Discovered by The Emerald Wizard
Extended Air Push
Discovered by Chisson the Dragon
Gliding Through The Shield Trick
Discovered by Chisson The Dragon
Air Push Divergence
Discovered by The Emerald Wizard
Magick Activation Spells
Static Animation Cancelling (F-StAC/S-StAC)
napalm, teleport, chain lightning, invisibility
activation spells: haste, dispel..
Sword Animation Technique (SAT/SSAT/DSAT)
Discovered by Ciepica
References
In collaboration with the Magicka 1 Veterans Discord Server (2021)

The guide makes use of advanced spellcasting notation (2013)

Mentions to the Magicka Save Editor (2011) [forum.paradoxplaza.com]

Thanks to reality-altering Rylei and hero's apprentice 0periel for providing and refining the guide's cover image.
22 Comments
PurpleHeartE54 6 Mar @ 9:20pm 
God I love this community. :WH3_clasp:
Ciepica 13 Jun, 2024 @ 1:08pm 
Truest form of Corrupted Arcana! :critical::DSTportal::kabang:
[A's Will] Sam  [author] 16 Apr, 2024 @ 2:55pm 
Your kind comments are very flattering! Cheers to a few more years playing this silly game:cinnamon2:
Prichma 27 Mar, 2024 @ 4:07am 
My powers have doubled after a mere glance, 10/10 would indulge in corrupted knowledge again
Allwars 9 Jan, 2024 @ 2:01pm 
It didn't open my mind, it opened my soul. Thanks.
[B's Legacy] Bene Singularis 3 Dec, 2023 @ 8:14pm 
Woah this guide is epic! :steamhappy:
8 12 Jul, 2023 @ 6:02pm 
I wrote fixes for multiplayer and for single player crashes.
Check them out
https://github.com/pj1234678/MagickaFix
[A's Will] Sam  [author] 17 Mar, 2023 @ 7:33am 
@Clarum caelum I'm sorry, I missed your comment!

I did not think to include the freeze cast animation cancelling and have added a section for it accordingly.

Expect an update on it in the near future!:Ksha_VII:
[A's Will] Sam  [author] 22 Feb, 2023 @ 3:13pm 
You're a gem!:nekoheart:
Agent A007 10 Feb, 2023 @ 7:59am 
Well, you still deserve credit for documenting and gathering them here!