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Complete Magicka 2 Master Spell Combination Guide

A comprehensive list of every spell combination used in the Windows and PS4 action-adventure game, Magicka 2.

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:

  1. Shield
  2. Earth
  3. Arcane
  4. Life
  5. Water
  6. Fire
  7. Lightning
  8. 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:

  1. Self-Cast - Summons a personal barrier or immunity to certain elements
  2. Force Cast - Summons a rounded shield in front of your wizard
  3. Area Cast - Summons a full circular shield around your wizard
  4. 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:

  1. Beam Cast - Right Click - A semi-circle in front of you
  2. Area Cast - Shift + Right Click - A full circle around you
  3. 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. 22nd 2015
  • Jarvin
    Magicka 2 DOES let you combine spells. You have steam and ice, even poison combining arcane and life. You can cast 5 ice, or 5 steam.
  • SGAdventures
    Hey all just a heads up this is all incorrect haha. This is actually a guide for magicka 1. Magicka 2 does not have the combination elements steam and Ice anymore. you can still get the effects but the elements don't combine so you cannot use something like electricity steam beam etc.
    For a MAGICKA 2 spell guide check out: https://youtu.be/G9el6ZHjQkE

    Cheers,
  • J_9263
    Magicka 2 doesn't let you combine spells in your element queue. So water and fire don't combine into steam until released meaning it doesn't free up one of your five element slots. Likewise for water and frost to make ice.
  • Fearstrider

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