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1[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/Magicka_box_2109.jpg]]
2->''"Once upon a time in a generic fantasy world ... only up to four wizards had the power to make a difference."''
3
4''[[http://www.magickagame.com/ Magicka: An Adventure Of Sorts]]'' is a Dungeon Crawler Adventure RPG game for the PC, at its roots in the ''{{VideoGame/Gauntlet}}'' gameplay we all know and love, but with plenty of quirks of its own. Up to four players each control a wizard and travel the monster-infested countrysides of the "generic fantasy world" of Midgård, guided by Vlad ([[SuspiciouslySpecificDenial who is]] [[MostDefinitelyNotAVillain totally not a vampire]]) and a variety of other [[SpeakingSimlish Simlish-speaking]] people. Yeah, it's that kind of game.
5
6The main selling point of the gameplay lies within the magic system. Using eight basic elements (Water, Life, Shield, Cold, Lightning, Arcane, Earth and Fire) and two special elements (Ice, and Steam, which are Water + Cold and Water + Fire, respectively), players craft and cast their spells at a moment's notice. For further customization, spells can be cast in a standard fashion, in a circle around the wizard, on the wizard's weapon, or on the wizard himself. There are also special spells called Magicks gained from books placed throughout the campaign that offer even more powerful abilities.
7
8Oh, and you don't have a ManaMeter or SpellLevels - the most powerful spells are available to you right from the start. Cast what you want, as often as you want, provided that you know how to and can get the elements up fast enough.
9
10The game supported several expansions:
11* ''Magicka: [[UsefulNotes/TheVietnamWar Vietnam]]'': A campaign inspired by the Vietnam expansion of Videogame/BattlefieldBadCompany 2, it takes the wizards and puts them in perhaps the last place you'd expect to see wizards.
12* ''The Stars are Left'': Released on November 29, 2011, with content based off of (and, of course, spoofing) the works of Creator/HPLovecraft and ''VideoGame/{{Minecraft}}''.
13* ''The Other Side of the Coin'': Released on June 19, 2012. As the name implies, you play as an [[VillainProtagonist evil]] [[Franchise/{{Castlevania}} Dracula]] {{Expy}} on a mission to prevent the world's races from uniting against him.
14* ''Dungeons and Daemons'': Released on October 11, 2012. A multi-floored dungeon crawl in which you explore the depths of Castle Aldrheim
15* ''Dungeons and Gargoyles'', was released on October 31, 2013. The sequel to the above expansion, in which you explore Old Aldrheim.
16
17Has an entire [[ShoutOut/{{Magicka}} Shout Out page]]. An actual [[https://www.youtube.com/playlist?list=PL295A49D9210D37C9 developer commentary]] version is freely available in LetsPlay format courtesy of [[Creator/TheCynicalBrit TotalBiscuit]].
18
19Two spinoffs were released: ''Magicka: Wizards of the Square Tablet'' (for iOS/Android/PC) and ''Magicka: Wizard Wars'', a MultiplayerOnlineBattleArena [[TrialByFriendlyFire with friendly]] [[UnfriendlyFire fire enabled]]. Unfortunately, [[DefunctOnlineVideoGames these games are not playable anymore]].
20
21The book based on the game, ''[[Literature/MagickaTheNinthElement Magicka: The Ninth Element - A Tale of Wizards]]'', was released on November 6-7, 2013.
22
23Announced at E3 2014 and released in late May 2015 for PC and UsefulNotes/Playstation4, ''VideoGame/Magicka2'' is a more traditional sequel to the first game.
24
25A CardGame called ''TabletopGame/MagickaMayhem'' was funded through Website/{{Kickstarter}} and released in 2016.
26
27Not to be confused with ''Anime/PuellaMagiMadokaMagica'' or the term ''Franchise/TheElderScrolls'' [[{{Magick}} uses for]] {{Mana}}.
28
29----
30!!Provides examples of:
31
32* AbandonedLaboratory: The Grimnir's Laboratory Challenge.
33* AcademyOfAdventure: Castle Aldrheim, the home of the Order Of Magick and where Wizards are trained. It's a training camp for saving the world, where blowing up the floor and falling into a disused dungeon full of monsters is a minor inconvenience. A major party there was once interrupted by monsters and Daemons emerging from the dungeons to wreck havoc, and no one was particularly worried about it.
34* AntiFrustrationFeatures: As of The Stars Are Left, Fairies will appear at checkpoints if you are playing in single player, and will revive you if you die.
35* AntiMagic: The "Nullify" spell does this.
36* ApatheticCitizens: Most [=NPCs=] don't even seem to notice you're blasting them with spells.
37* ArtificialStupidity:
38** While enemies will usually take all manner of approaches in trying to kill you, they will never, ever take notice of the Vortex spell, and will consistently march to their deaths in their attempts to get near you.
39** When they have the choice between going around a rock wall cast by a wizard and trying to smash trough the rock wall, they will generally try to smash through it which takes much, much longer.
40** Caster enemies occasionally seem to confuse their spells, hitting you with a healing spell and an ally with a fire ball. This is more prevalent with lower tier enemies such as Goblin Priests.
41* AscendedGlitch: It's possible to [[https://www.youtube.com/watch?v=s0k3iYDfwDU get the Teleport magick right at the start of the game]] instead of halfway by blasting yourself up using carefully positioned mines. Apparently the development team liked it so much that it's staying.
42* AsteroidsMonster: Daemon Lords will split into three Daemons if not [[ChunkySalsaRule gibbed via overkill]]. The Daemons will in turn split into three Daemonlings.
43* AttackReflector: Arcane beams are one of the more powerful and frequently used spells in the game. Too bad they can bounce completely off of shields while doing very little damage to the shield itself. Against some enemies later in the game that use shields and arcane beams, keeping this in mind is very important.
44* AttackItsWeakPoint: Jormungandr's head, as well as [[spoiler:Fafnir]]'s conspicuously glowing belly.
45* AuthorityEqualsAsskicking: Jotunn and Khan are the leaders of their respective races, and are far stronger than any other member of those races.
46* AwesomeButImpractical: Countless examples. However, YMMV on some of these as they might just require a bit of creative play (see DifficultButAwesome below).
47** Pure Earth. A well-placed Earth Projectile can do vast amounts of damage, but it requires precise aim and a long charge-up time during which you can't move.
48** Much like in [[Franchise/TheLegendOfZelda the games it's a reference to]], the Sword Of The Masters will shoot powerful Arcane projectiles...when you're at full health. Remember that this is the game where death, let alone taking damage, is a trivially common occurrence.
49** Rods Of Emergency Teleport will teleport you with the press of one button...to a random place on the screen, often into more danger than you were escaping from.
50** Conflagration does ridiculous amounts of damage very quickly, but it requires a long time to cast and only hits a small area, making it far less useful than you'd think.
51** The Scythe Of Malevolence. It's a scythe that's a staff, that also sprays poison! The only downside? Resistance to Life, making it that much harder to heal yourself.
52** Thunderstorm and Meteor Shower might look awesome, but they're not very useful: they cause Thunderbolts and meteors, respectively, to hit random points on the screen, which can utterly annihilate enemies, but they'll just as often annihilate nothing at all, or even you.
53** The Space Robes give you a powerful weapon and resistance to most Elements. Unfortunately, those Elements include Life, and they also give you crippling weakness to the Elements you're NOT resistant to.
54** Crash To Desktop. Erasing enemies with a Blue Screen Of Death is hilarious, but since it targets a random character it has a chance of killing a player. It also only works on characters with less than 10,000 health, which excludes all but one of the bosses.
55** The Napalm Magick from ''Vietnam'' dumps fire over a large area, utterly obliterating everything there and dealing a lot of damage to anything that touches it until it goes away. The problem is, to cast it you have to place down a marker and wait a few seconds for the Phantom Jet to deposit the Napalm, during which time whatever you were trying to hit will have probably moved away, and enemies will rarely walk into it. Also, it's quite easy to kill yourself with it.
56* BarrierWarrior:
57** The Element of [[DeflectorShields Shield]] is used for this. It can be used to make walls or domes of energy around you, or as a personal armour. Adding additional Elements to a wall or Area Of Effect Shield will make a Shield out of that/those Element(s), while adding them to a Personal Shield gives you resistance to those Elements. All these Shields also need to be charged to prevent them from breaking, which the Shield Staff can help with.
58** The Staff Of Deflection creates a bubble around you that bounces Projectiles off of it.
59* BattleInterruptingShout: Vlad intervenes in boss battles multiple times, and in one instance he stops you from killing a not-actually-evil boss by yelling "[=STOOOOP=]!"
60* BeamOWar: If beams are of opposite elements, they explode at the point of contact... HilarityEnsues. The wizards (and enemies) can also combine their beams (think [[Franchise/StarWars Death Star]]) to deal lots of damage. Sometimes to themselves. The Rule of Opposites ''always'' applies.
61* BeastMan: One of the types of Mooks fought in the third chapter. Raiders have a tendency to [[DynamicEntry perform a leaping attack]], Brutes will attempt to [[FoeTossingCharge ram into you]].
62* TheBerserker: Orc Berserkers are tougher units who wield {{BFS}}s and who's only tactic is to charge at you really fast waving their swords around like maniacs.
63* BigBad: Khan, the leader of the Orc and Goblin tribes that are laying siege to Hávindr. [[spoiler:Except he's actually working for Grimnir, who in turn is just a puppet of Assatur]].
64* BigFancyCastle: Castle Aldrheim seems to be this from what little we see of it. The place seems pretty big, and there are apparently multiple layers of disused dungeons under it, full of forgotten traps, collapsed hallways, and magical experiments let loose.
65* BigfootSasquatchAndYeti: The Snow Trolls were modelled after this, more specifically after the Yetis from ''VideoGame/SkiFree''.
66* BigGood: Vlad and The King could both count.
67* BigNo: Hrolf lets out one if you let Captain Bjorn die, as does the Goblin Runner in ''The Stars Are Left'', in an IronicEcho of the same scene. [[spoiler:Assatur also does this when you defeat him]].
68* BilingualBonus: The omnipresent [[SpeakingSimlish simlish]] is sprinkled with more-or-less genuine words. Frequently, these are (hilariously misplaced) Swedish. A shining example would be the time when a Troll bursts through the encampment gate, and the Captain screams in shock; "By [[Myth/NorseMythology Baldur's]] dong!"
69* BlackComedy: Many examples, often caused "unintentionally" by the players as they randomly murder harmless [=NPC=]s and each other. Near the beginning, an [=NPC=] wizard blows up his tower and falls to his death; some time later [[spoiler:[[NiceJobBreakingItHero you travel back in time and crash into his tower, blowing it up and killing him]]]]. And at the end of the game, the players are plummeting to Earth on the remnants of the BigBad's formerly-floating lair, and Vlad tells them to use the [[EscapeRope "Town Portal Magick"]] to get home. [[spoiler:The Town Portal Magick doesn't exist...]]
70* BlackShirt: The Disciples Of Grimnir.
71* BlamedForBeingRailroaded: Vlad will belittle you for not talking it out with Death and Fafnir. The game of course doesn't give you the choice to go with the diplomatic route.
72* BleakLevel: Chapter 6 [[spoiler:and 12]] is set at [[spoiler:World's End. The ground and sky are monochrome brown, there's no life except for stunted shrubs and Daemons. The entire area is composed of desolate chunks of ground littered with ruins]].
73** Chapter 9 as well. Myrkur Swamp's scenery is dull and gloomy, with the only enemies being Undead and the only music being the occasional bit of creepy strings.
74** The first half of Chapter 10 is probably the best example, though. It's set in Niflheim, the land of the dead. The first part of the chapter is just a rectangle of flat, grey, lifeless land covered in fog. Lighting up the area will reveal that the place is covered in coffins and piles of bones. To top it off, there's no music whatsoever.
75* BlobMonster: The Shoggoths (and those weird flaming blobby things) from ''The Stars Are Left'', Slimes from ''Dungeons & Daemons''.
76* BlownAcrossTheRoom: Explosive spells (and mines in general) tend to do this to anything standing nearby; it's possible to kill most enemies (with the exception of very huge ones) fairly easy via RingOut just using mines. It also happens very easily to ''you'' if you happen to have a shield up.
77** Casting a spell with no elements chosen simply fires a blast of air that pushes smaller enemies around. Very useful for creating a bit of breathing room, and can even kill some enemies if they impact a wall or other solid object hard enough.
78* BondVillainStupidity: Rather than killing The King immediately, The Warlock ties him to a chair and waits for The Machine to slowly kill him, giving you time to destroy it and free him. He even makes a James Bond ShoutOut.
79* BoringButPractical: the short list:
80** Using Cold on Wet enemies to stunlock them, especially single enemies, while physical damage is increased against them.
81** Using Earth to nail enemies, as very few enemies will have resistance to it, even armored enemies. Also using it to inflict Water, Cold, Fire, or Life/Arcane to a group.
82** simply sniping enemies while they are still inactive, making the fight coming up easier.
83** Mashing the Fire key to spam giant gouts of flame, great in the early chapters to burn down the groups of goblins that get in your face.
84** Nullify, a simple arcane shield spell that instantly destroys almost all forms of magic on the screen. Enemy summons a bunch of zombies? Poof, they're gone. They about to cast some spells? Poof, they have to recast their elements again. Too much crap on screen in general? Poof, it's all gone.
85* BossBanter: [[spoiler:Vlad]] does this, and unsurprisingly uses the opportunity to drop ''Franchise/StarWars'' references.
86* BossInMookClothing: There are many examples. NEVER underestimate your enemies.
87** Every single type of enemy Spellcaster. When they show up, you can't just blast Mooks with impunity anymore. Now you have to deal with an enemy with their own Beams, Shields, Projectiles, and so on. Facing a single enemy with such a wide variety of powerful attacks that often results in more deaths than any other enemy.
88** Beastman Alpha Brutes have absurd health, speed, and damage compared to every other normal opponent you've fought up to that point. Their charging ability makes them even more dangerous.
89** Orc Warriors. What do they have that other enemies don't? ''Three healthbars'' (shield, armour, and body), that's what. Their shields can absorb most of your attacks as they charge at you faster than a speeding truck (and it'll hurt as much when they hit you).
90** Orc Captains are even worse. They have the all the same abilities as Warriors, but hit faster at close range, do Lightning damage, and can throw poisonous bombs.
91** Daemons. Their abilities to move really fast, do tons of damage quickly, be very accurate, and constantly Phase in and out of reality make them actually MORE dangerous than the Daemon Lord minibosses (who don't move, shoot slowly, and rarely Phase).
92** Traeskmonstirs have loads of health, are lightning fast, and have one-hit-kill attacks. They're not even minibosses. In fact, they often appear IN GROUPS.
93** Snow Trolls are much like Traeskmonstirs except even ''worse''. While the latter's grasp is sometimes survivable, the former just eats a wizard in one bite.
94** Malignant Watchers have got to be the worst examples, though. Outrageous health? Check. Insanely powerful attacks? Check. Equally insane attack speed? Check. Appear not only often throughout the level, but alongside other enemies? Check. You'll be thanking whatever gods may be for Invisibility.
95** Shoggoths from ''The Stars Are Left'' are insanely hard to kill but can kill you instantly, and are very fast. Although they're not really "mooks" since only one appears in Chapter 2 and only a few in Chapter 3. Still more dangerous than you'd expect.
96* BossRoom: Behold, Ygg, The Machine and The Warlock, Khan, The Aristocrats, [[spoiler:Vlad]], Death, [[spoiler:Fafnir]], and [[spoiler:Cthulhu]] all get distinct closed-off rooms that they fight you in.
97* BossRush: Chapter 12 has you fight [[spoiler: Vlad and Grimnir]] (the latter of whom you may fight multiple times if you screw up) before the final battle.
98* BossSubtitles: All the bosses have them, among them such names as "Fafnir, [[WebAnimation/HomestarRunner The Burninator]]".
99* BreakingTheFourthWall:
100** "I'd give you some gold, but this game doesn't seem to have a proper inventory system."
101** "Now if only I could get rid of this exclamation mark that's been following me around lately..."
102* BrickJoke: After you fall down a hole into the tutorial level, a fellow wizard tells you "the safe word is Banana!" The next time you play, you'll probably pause to skip the tutorial and discover that [[spoiler:the skip button is indeed labeled "BANANA!"]]
103** "The safe word is Banana" makes a return in the trailer for ''The Other Side of the Coin''.
104* BrilliantButLazy: Vlad is a powerful Wizard, capable of, among other things, [[spoiler:transporting people across space and time with a gesture]], and a skilled warrior [[spoiler: as seen in his boss fight]], but he lets you do all the work, occasionally popping in to give advice. PlayedForLaughs.
105* BrutalBonusLevel: All the Challenges. You must face wave after wave of massive amounts of enemies in limited areas with little time to recover.
106** All the expansion pack mini-adventures are this to some degree, as they were all designed to be harder than the regular game. ''Vietnam'' because the fact that all enemies have guns requires new strategies to deal with (as well as the fact that every enemy can kill you from a range, Blocking/Ducking becomes essential and Personal Shields are useless) and the fact that [[CheckpointStarvation there are no Checkpoints]], ''The Stars Are Left'' simply because it cranks everything that made the original game hard up a notch and throws puzzles into the mix, and ''The Other Side Of The Coin'' because of how hard the fights are and because of how your required to play as a new character that requires a new strategy.
107* BubblegloopSwamp: Myrkur Swamp, the setting of Chapter 9. Also, the Marshlands Challenge.
108* BulletTime: The Time Warp Magick. Everything (including you) slows down, giving you more time to either plan out moves with your teammates or key up complicated spells.
109** The M60 and other guns are actually unaffected by Time Warp, creating a literal inversion.
110* BullfightBoss: Khan continually chases you around the room at just slightly slower than you can run with Haste. The methods of beating him all revolve around slowing him down or putting traps in his way. Dagon from ''The Stars Are Left'' works similarly.
111* ButtMonkey: Poor yellow. Bad things happen to him in the concept art (being frozen, caught in a tornado, etc.). Hell, there's an achievement for [[TheyKilledKennyAgain dying as him]].
112* ButtonMashing: When you get into panicked situations, it's easy to just start mashing the spell keys and Mouse 2 just to try to deal some sort of damage quickly. And instantly blow yourself and your teammates up without even scratching the enemy. There's a ''reason'' the developers call this game a Mage Suicide Simulator.
113* CaptainErsatz: The Watchers were originally going to be called [[TabletopGame/DungeonsAndDragons Beholders]], but that name was copyrighted, so they gave them the similar name and named the boss variation "Behold".
114* CaptainObvious: The Fairy following you provides cute but useless advice, such as "do something to complete the level!"
115* CarryABigStick: Ygg charges into battle wielding an entire ''tree'' as a club.
116* CartoonBomb: Some goblins carry a big sack of these and throw them at you. [[HoistByHisOwnPetard You can blow them right back or hit the goblin carrying them with fire to detonate its sack of bombs]].
117* ChekhovsGun:
118** Yes, what exactly ''is'' the M60 doing in a fantasy game? It couldn't possibly be foreshadowing [[UsefulNotes/TheVietnamWar the expansion]], now could it?
119** R'lyeh was on the world map at the beginning of a chapter in the vanilla campaign. Guess where you go in The Stars Are Left campaign.
120** In Chapter 2, you can acquire a sword with an ability called "Dragon Slayer". How many Dragons do you fight on this game? [[spoiler:Just one, and he's the 11th Chapter boss.]]
121* ClimaxBoss: The Warlock, Khan, [[spoiler:Grimnir]], [[spoiler:Vlad]], [[spoiler:Fafnir]].
122* ColorCodedMultiplayer
123* ColorCodedWizardry: Each Element has one colour predominantly associated with it. Water is dark blue, Life is light green, Shield is yellow, Cold is light blue, Lightning is purple, Arcane is red, Earth is brown, Fire is orange, Ice is white, Steam is grey, and Poison is dark green.
124* ComedicSociopathy:
125** It is a viable tactic to seal one of your fellow wizards in a bottleneck with a bunch of Orcs.
126** Miscasting Magicks with wide areas of effect don't discern between friend and foe, so giggles and pain abound.
127* ConvectionShmonvection: In one of the later chapters, you'll come across vast expanses of lava... which you can cool with your Cold spells and walk on.
128* CoOpMultiplayer: Multiplayer mode can make the later levels quite a bit easier, since your offensive powers are multiplied and you can revive each other. However, since FriendlyFireProof is averted, you will end up dying much more often than in singleplayer. As [[Creator/TheCynicalBrit TotalBiscuit]] put it: "When the developers said this game had Co-Op, they were lying."
129* CriticalExistenceFailure: The game has a variety of status effects that will affect your character (for example, if you're poisoned you walk slower), but in terms of health you suffer no ill effects regardless of how low it is.
130* DamageSpongeBoss: Behold, Ygg, Jotunn, The Machine, The Warlock, [[spoiler:Grimnir]], [[spoiler: Vlad]], [[spoiler:Fafnir]], [[spoiler: Assatur]], and [[spoiler:Cthulhu]] are all this to some degree, although that's not to say there aren't alternate strategies to beat them.
131* DaywalkingVampire: Although a loose fit since he isn't a vampire, Vlad is not bothered by being outside in daylight, whether to brief the party, speak with a random villager, or jump off an airship to fly towards his village because of a major problem there.
132* DeadlyForceField: All over the place. The shield spell can be mixed with any other spell type, allowing you to create walls of fire, electricity, etc...or just build a rock wall where your foes are standing.
133* DeathFromAbove:
134** Depending on how brave you are, and if you have a wizard in the party that has the [[http://www.magickapedia.net/wiki/Wizard_Hat_DLC Wizard Hat DLC]], have 1-4 of you queue up the [[ExactlyWhatItSaysOnTheTin Meteor Shower]] Magick and cast at once...and then run for your fragile, insignificant life or lives as the RandomNumberGod rains fiery doom of its own accord.
135** The Thunderstorm Magick is a non-DLC version of this, and equally if not more powerful. Thunderbolt (single) does this one at a time, with considerably more precision.
136** [[spoiler:Fafnir]] will also shake the room to hit you with rubble from above. Also, since he does most of his attacks from an upright position and is about 30 metres tall, his boss fight is mostly trying to avoid this.
137* DeathIsCheap:
138** Revive is quick to cast, being Life + Lightning, and constant, cheap reviving is expect in multiplayer co-op. Slightly less so of the number of ways to die that also irretrievably remove equipment: Several very powerful items are irreplaceable without replaying entire levels.
139** There's even a later spell, Summon Phoenix, which automatically revives all fallen teammates (and drops a Phoenix in to deal fire damage). Same as above but with Fire added in.
140** Lampshaded in multiplayer:
141-->Don't worry — dying is a part of the game! Just have your buddy revive you!
142* DepartmentOfRedundancyDepartment: Fornskogur Forest's name roughly translates to "Ancient-Forest Forest".
143* DegradedBoss: The tutorial boss is Behold, a "Benevolent Watcher". Malignant Watchers are encountered as enemies in Chapter 11, although they're actually MUCH more powerful than the "boss" version.
144** The first ''level'' boss, Ygg, Hungry Forest Troll, is also an example - Forest Trolls are encountered several times as {{Giant Mook}}s in ''the very next Chapter'' (the only difference is that Ygg carries a tree trunk that gives him slightly more attack power).
145** A Disciple and Orc Warrior appeared once each as minibosses in Chapter 4. They're fairly common enemies in Chapter 5.
146** Jotunn and Khan both appear multiple times as enemies in the Forest Glade and Hávindr Arena Challenges, respectively, under the names "Beastman Chieftan" and "Orc Warlord".
147* DiabolusExNihilo: Just what WAS [[spoiler:Assatur]]? Who knows, all that matters is he needed to die.
148* DidYouJustPunchOutCthulhu: [[spoiler: Your puny wizards manage to banish Assatur. PLUS, in The Stars Are Left DLC, you can kill the TropeNamer himself. Yes, the final boss is CTHULHU.]]
149* DifficultButAwesome:
150** The Sword of the Masters, mentioned above. If you know how to avoid taking any damage—for instance, by fully healing yourself and then casting the four Earth + one Shield spell on yourself before a fight—Sword of the Masters may land in DifficultButAwesome category, because the projectiles are fast, easy to aim and powerful enough to kill most {{mooks}} in short order (even without the damage the blade itself inflicts, should foes come too near). Just make sure to recast that Earth armor every time foes' ScratchDamage comes close to breaking through to your actual health.
151** The Conflaguration magick. It's often underestimated mostly because it's not easy to figure out how to cast, going steam-fire-steam-fire-steam that players will need to carefully line up fire and water in the right order. Once you ''know'' the combination, though, it's just a matter of typing it out fast enough. (In case you're wondering, it's FQ-FFQ-FFQ or Q-FFF-Q-FF-Q.) 600 damage isn't a lot, but it's '''fire''' damage which means it'll have a lingering effect that stacks every time you cast it at an enemy again.
152* DisabilitySuperpower: "The Other Side of the Coin" has you playing as Alucart, who takes damage from life and is immune to arcane, having to heal from using his special ability LifeDrain. It seems like a bad trade-off (and it is), but if you've got some friends playing with you they're necromancers who ''can'' heal from arcane. Being a necromancer is what really makes this trope come into play as you can just spam arcane spells which will heal you while massacring every enemy that comes close.
153* DiscOneFinalBoss: Khan. The whole point of the quest is to kill him, [[spoiler:but when you do, you're far from done]]. A better example would be [[spoiler:Grimnir. He's been built up since the intro of the game, is the most powerful Wizard in the world, is Khan's master, is located at the literal end of the world, is proceeded by the Mind Duel, is the first boss to have unique battle music, and is possibly the hardest fight in the game. When you beat him, you're HALF WAY through the game]].
154* DiscOneFinalDungeon: Khan's Fortress is the heavily fortified, well-guarded, trap-filled military base of the guy you were sent to kill. [[spoiler:It's not even the halfway point. World's End, meanwhile, is a desolate, Daemon infested cluster of floating rocks at the border between the Ethereal and Corporeal Realms at the very edge of the world map. THAT's the halfway point]].
155* DistressedDude: The King is tied up and about to be executed by The Warlock when you first meet him.
156* {{DLC}}: A large number of these. They can add Robes, Challenges, mini-adventures, or some combination of the above.
157* DoppelgangerSpin: Death will surround a player of his choice with copies of himself that will attack one by one. In order to have a chance of not dying and hitting the real Death, you have to spam Life attacks to hit all of them.
158* TheDragon: The Warlock is this to Khan[[spoiler:, who in turn is actually this to Grimnir]].
159** Although [[spoiler:Khan is more of a DragonInChief, since he was off leading a war while his master was imprisoned at the edge of the world]].
160* DualBoss: The miniboss of Chapter 3 is a pair of Druids. The Mind Duel is basically a long series of dual boss fights (except for the first fight, which has four, and the last, which only has one).
161** Also, the fight with [[spoiler:Cthulhu]] in ''The Stars Are Left'' becomes this halfway through when [[spoiler:Dagon shows up, although you only need to kill Cthulhu for the fight to end]].
162* DungeonCrawling: The main theme of the ''Dungeons & Daemons'' expansion.
163* DungeonTown: Hávindr becomes this once the Orcs invade. You spend all of Chapter 4 fighting through it.
164* EasyLevelTrick:
165** There's a way to kill Behold instantly, if you ''really'' don't feel like fighting him: [[spoiler: VideoGame/YouHaveToBurnTheRope]].
166** Jormungandr is easily killed by making him smash his head against rock spikes or shields, both of which you can just spam place everywhere. (This also cancels any attacks from it)
167** Put up a shield as soon as you begin the fight against Khan, and he will charge into it, bounce off it, and die.
168** Chapter 6, where you can easily beat the smaller Daemons (and the first half of the boss) by knocking the Mooks off the floating islands. You can also just run past most of them - since they're ethereal, they won't be able to harm you, although at that point it's less "easy level" and more "not bothering to do the level".
169** Grimnir's abilities are all countered by [[spoiler: the Nullify Magick]], making a hard boss fight trivial. The druid circle mini-boss fight (where you get the Thunderbolt magick) is also rendered much easier by the same method.
170* EldritchAbomination: The final boss, [[spoiler: Assatur, is a trans-dimensional being, which alone should qualify him for this trope, but Assatur is also another name for Hastur, a monster in the Franchise/CthulhuMythos!]]
171* EldritchLocation: World's End. It's the literal edge of the world, where the land crumbles into a bunch of desolate floating rocks, devoid of life, drifting in an empty sky. The barrier between the Corporeal and Ethereal Realms are thin enough here for large numbers of Daemons to cross over.
172** Niflheim fits this as well. It's a perfectly flat, foggy grey plain in near-total darkness, with nothing around it but a white void. The only terrain features are piles of bones and the only inhabitants are Elementals and Undead.
173** ''The Stars Are Left'' wouldn't be complete without one of these, so it sets its final chapter in [[spoiler:"The Nightmare Corpse-City" Of R'Lyeh]]. Although you don't see much of it, it does a very good job of looking and feeling thoroughly alien.
174* ElementalAbsorption: depending on the Robes that your wizard (or an enemy wizard) is wearing, or the type of Element that an enemy is, getting hit by that Element will result in being healed instead of damaged.
175* ElementalEmbodiment: Elementals are powerful enemies that can only be damaged by their Opposite, and come in Water, Life, Cold, Lightning, Arcane, Fire, and Poison types. They remain dormant until you go near them, and if they get hit by a Spell while dormant they become that Spell's primary Element. There's also a Magick that allows you to summon a friendly one who's Element you can choose.
176** There's also Darksouls, which are effectively Undead Elementals. They only come in Cold, Lightning, Arcane, and Fire varieties and are all vulnerable to Life as well as their Opposite.
177* ElementalFusion: Besides the 8 main elements listed below, there are sub-elements created by combining two of the main elements together, such as creating Steam from Fire and Water, Ice from Cold and Water, and Poison from Arcane and Water.
178* ElementalPowers: An essential part of the game's mechanics. Here's the rundown:
179** BlowYouAway: Air is what your Spells default to if you Cast with no Elements selected. The Tornado Magick is effectively a suped-up version of its effects.
180** MakingASplash: Water is a Spray that pushes things around and makes them Wet, but doesn't do much damage on its own. However, Wet enemies take amplified damage from Lightning (enemy mages can't even queue up a Lightning element without taking damage) and can be frozen by Cold attacks. Rain is the only Water-based Magick.
181** Life is a Beam that heals things. It's rarely used by enemies and only in one item (The Staff Of Life).
182** Shield forms barriers out of energy, ranging from walls to bubbles to armour to landmines.
183** AnIcePerson: Cold is a Spray that Chills things and does a fair bit of damage (but is more effective when combined with others). It's often used by enemy Wizards (and Goblin Captains) and in such items as the Frost Staff, the Blade Of Chill, and the Frost Cleaver and the Magick of Blizzard.
184*** If you combine Water and Cold you get Ice, which effectively creates a powerful shotgun-like Projectile of icicles. Additionally, using Cold attacks on Wet enemies will freeze them, causing them to take more damage from physical attacks like Earth and Ice magic.
185** ShockAndAwe: Lightning is a Spray that does significant damage, jumps from target to target, and does more damage to Wet targets. It's the most common Element used by enemy Spellcasters, and is used in a large number of items (the Skyward Spear, the Thunderblade, the Tesla Staff, the Rod Of Righteous Runes) and Magicks (Thunderbolt, Thunderstorm, Chain Lightning). Beastman Alpha Raiders, Jotunn, and Orc Captains all have Lightning-related abilities.
186** PureEnergy: Arcane creates damaging Beams which can be combined with almost any other Element, making it the most versatile and useful Element. The more Arcane Elements in a Beam, the longer it will last and the more chance it has of Overkilling an enemy, which can even cause affected enemies to explode for additional damage. There are a few items that do pure Arcane damage, such as the Sword Of The Masters, the Staff Of War, and the Arcanesaber. It's also the Element of choice for Daemons and Cultists.
187** DishingOutDirt: Earth creates giant chargeable boulder Projectiles that do loads of damage and can be combined with almost any other Element. It also makes for the toughest type of Shields.
188** PlayingWithFire: Fire creates a damaging Spray that sets things On Fire. This damage type is used a lot by enemy Spellcasters, items (the Blade Of Surt, the Mace Of The Molten Core, Cthulhu's Cursed Blade) and Magicks (Conflagration, Summon Phoenix, Meteor Shower, Napalm). Beastman Alpha Brutes, Goblin Archers, Lantern Ghouls, Fire Drakes, [[spoiler:Fafnir]], fire blobs, and Flame Goblins all do Fire damage.
189** PoisonousPerson: As mentioned elsewhere, Poison as a usable Element was removed, but Poison damage (which does damage over time that can only be removed by Life) is still dealt by Spiders, Jormungandr, Orc Captains, and Wights. The Scythe Of Malevolence and Cursed Blade items also do Poison damage.
190** SpaceMaster: A lot of miscellaneous Magicks and items could be considered "space" related, such as Teleport, Tractor Pull, Levitation, Portal, and the Rod Of Emergency Teleport. Besides that, [[spoiler:Vlad, Death, and Fafnir]] all seem to able to easily transport people over vast distances, far more than what you can manage.
191** TimeMaster: You can become this by wielding Time Warp or the Chronorod. [[spoiler:Vlad]] is also the user of the mysterious Time Portal Magick, and can [[spoiler:project his image and voice into the past]].
192* ElementalPunch:
193** You can take spells and cast them on your melee weapon to enchant it. As with regular casting spells, you can put any combination on it that you want... including a [[HealingShiv heal spell]]. The plus side to charging a melee is that you can always have it on hand whenever you need it, since you'll start moving slower the more elements you have keyed up in a spell, which can give you a mobility advantage, and can prevent friendly fire with more controllable arcs.
194** Played straight with the "Healing Hands" of the Support Wizard.
195* ElementalRockPaperScissors: A core part of the gameplay, especially on co-op. Although in this case, it's just as much about avoiding damaging yourself as it is getting the right combo against the enemy.
196* EliteMooks: Plenty of examples.
197** Goblin Warriors and Archers are effectively stronger versions of Goblin Scouts and Rangers, respectively. ''Dungeons & Daemons'' adds a new type of Goblin with a flaming sword.
198** Both types of Beastmen have an "Alpha" variation, which have [[LawOfChromaticSuperiority black fur]], bigger horns, and a magic weapon that also gives them Elemental Resistance Auras.
199** Orc Warriors are basically just Orc Scouts with armour and shields (once you break their armour they become identical to Scouts). Orc Captains are an even more elite variation with magic swords and grenades.
200** Dwarf Champions are tougher versions of Dwarf Warriors, and are often found leading groups of Warriors.
201* EnemySummoner: Many instances, like Druids, Necromancers, etc..
202* {{Elseworld}}: The basic idea of what ''Magicka: Vietnam'' is.
203* EpicFail: [[http://www.rockpapershotgun.com/2011/01/24/spell-check-5-mistakes-to-avoid-in-magicka/ Rock Paper Shotgun listed a few examples.]] More will likely happen.
204** The "Crash To Desktop", "Meteor Shower" and "Thunderstorm" Magicks are rarely used simply because it's hilariously easy to kill yourself and/or your teammates with them, mostly due to their extremely random targeting system.
205* EverybodyDiesEnding: PlayedForLaughs. [[spoiler:At the end of the game, all the wizards fall to their deaths, because they don't have the necessary Magick to escape the final boss's collapsing lair, and they can't ask Vlad to teleport them away because they're {{Heroic Mute}}s!]]
206* EverybodyKnewAlready: Vlad claims to be a non-vampire, yet there's more than enough clues dropped (including a person with a whip and leather skirt) before he announces that he is [[spoiler:a vampire]].
207* EveryoneCallsHimBarkeep: Every single Human NPC in the game, no matter how minor, has a name. Except for The Headmaster, The Warlock, and The King.
208* EvilSorcerer: Grimnir and his Disciples.
209* EvilSoundsDeep: [[spoiler:Grimnir]]'s dramatic baritone growl makes a stark contrast to the normal sounding or comically squeaky voices of most other [=NPCs=].
210* ExactlyWhatItSaysOnTheTin: One of the most generically useful self-targeting shield spells is cast by typing "SAFE", which grants Arcane, Fire and Lightning protection.
211* ExcaliburInTheStone: Found and usable in-game... [[MissedTheCall complete]] with [[DishingOutDirt stone]].
212* ExplodingBarrels:
213** A variant, sometimes you will find boxes of dynamite lying around that you can blow up.
214** Goblin bombers also act as this. Kill one with a spell that contains fire, and you'll detonate its bomb satchel, causing [[ThereIsNoKillLikeOverkill around 2,000 damage]] to everything around it.
215* ExponentialPotential: You don't know the half of it! You're able to use five of the eight elements in each spell, in almost any combination, as well as the choice of whether to cast that spell you just made in front of you, around you, on yourself, or on your melee weapon. The only thing you ''can't'' do is use opposite elements in one spell, such as Earth/Lightning, Fire/Cold, and Arcane/Life. Working together with other players opens up even more options! However, you still can't combine opposing elements. Trying to do so anyway will cause [[HilarityEnsues hilarity]] and possibly a TotalPartyKill to ensue.
216* TheFaceless: As you can see from the box art, all wizards (except Vlad) always have their faces concealed in shadow.
217* FallenHero: Grimnir was once the most powerful Wizard in the Order Of Magick, until he became corrupted by his power. ([[UnreliableNarrator That's what the Order says, anyway]])
218* FighterMageThief: The Party Robes expansion adds the Tank, Support, and Rogue Robes.
219** The boss of the ''Dungeons and Gargolyes'' expansion is a Champion, a Magician, and an Assassin.
220* FightingYourFriend: A surprising number of them, typically due to the wizards' non-existent social skills.
221* FinalBossPreview: [[spoiler: Assatur]] appears at the end of Chapter 6, but is impossible to harm. This necessitates [[spoiler:Vlad sending you back in time]]. [[{{Foreshadowing}} Even earlier than that]], there's a statue of him earlier in the level.
222* FishPeople: The Deep Ones from ''The Stars Are Left''.
223* FlamingSword: The Blade Of Surt, and really any fire element enchanted weapon.
224-->"[[NoFourthWall What kind of fantasy game would this be if it didn't include a flaming sword?]]"
225** Flame Goblins from ''Dungeons & Daemons wield them as well.
226* FlunkyBoss: The Druids will summon hordes of Tree Spirits to hide behind while taking potshots at you. Jotunn continuously summons various types of Beastmen to attack you and burn down Dundarhaed (fighting through these minions to reach him is actually far more of a challenge than actually killing him). The Machine continuously summons Disciples, and if there are any left when you destroy it, they will continue to fight alongside The Warlock. The black-robed Aristocrat will continually revive his fallen comrades so that there are always five protecting him at any time (and hides behind Shields to boot). The Necromancers start off accompanied by two Wights each, constantly summon Zombies, and are later joined by some Ghouls. Death will occasionally summon a group of Darksouls.
227** In ''The Stars Are Left'', Parker will occasionally create Spiders. The final boss, [[spoiler:Cthulhu]], will occasionally summon Deep Ones (and, later on, [[spoiler:[[DualBoss Dagon]]]]) to fight you.
228* ForcedTransformation: [[spoiler: Dagon and Cthulhu have an attack that turns your wizard into a Cultist. This is considered an [[OneHitKill instant-death]], by the way.]]
229* {{Foreshadowing}}: Vlad sounds both surprised and angry to see the Wizards in Chapter 4, which is odd since he was the one to send the Wizards there in the first place. [[spoiler:The reason is that in Chapter 9, the Wizards are sent back in time and fight Vlad. Vlad responds to this by banishing them to Niflheim. He's surprised to see the Wizards are alive and in Hávindr.]]
230* FragileSpeedster: The Rogue Robe from the Party Robes DLC. The player moves like a ninja straight out of ''Manga/{{Naruto}}'', runs at a pace slightly slower than a normal wizard with Haste, uses a crossbow with [[PoisonedWeapons poisoned arrows]] in lieu of a sword, teleports (backwards only) using [[SmokeOut Smoke Bombs]] to evade attacks, and is twice as squishy as any other Robe in the game. Case in point, using 1 Fire element to set yourself ablaze usually takes about 1/3 of your hit points in the average set of Robes. In the Rogue robe, the flames will quickly kill you before they run out.
231* FriendlyFireproof: [[AvertedTrope Averted]]. You can (and ''will'') blast your allies into a fine red paste. Sometimes even accidentally.
232* GameBreakingBug: Given how buggy the game is (even after multiple patches), there are multiple ways of causing the game to crash or become unplayable.
233** For example, [[spoiler:trying to cast Corporealize on Assatur in Chapter 6]] can cause a crash.
234** One bug that has stuck around, though it is more of a design flaw: You are unable to pass the first tutorial while wearing the Cyber Robes. Why? Well, the first thing you have to do is cast Life on yourself, but the Cyber Robes are immune to the Life element... fortunately you can skip the tutorial, but if this is your first time playing, you might not have wanted to. [[note]]You can pass that part of the tutorial by simply cutting the rope with your ring. The tutorial advances normally past that. But, unless you already knew this... [[/note]]
235* GeniusBruiser: Despite The King claiming that Khan is "more a warrior than he is a leader of armies", he proves to be a good enough tactician to [[spoiler:outwit and outmanoeuvre the Hávindr army]]. He's still more than capable of holding his own in combat.
236* GiantMook: All the various kinds of Trolls.
237* GiantSpaceFleaFromNowhere: [[spoiler:Assatur]] just sort of pops out of nowhere to try and destroy the world. In ''The Stars Are Left'', Dagon comes equally out of nowhere, as does everything that happens after you fight him.
238* GiantSpider: These occasionally appear as enemies. The mother of them all is the first boss of ''The Stars Are Left''.
239* GlassCannon:
240** ''You''. So very much, unless you're wearing Tank Robes (and to a lesser extent Space and Zombie robes). Most of your spells would be an instant kill on yourself. [[HilarityEnsues And there's Co-Op...]]
241*** Can be bypassed by casting a shield/earth combo on yourself, effectively armoring yourself for several hits. The problem is that [[StoneWall each successive earth element makes you slower.]]
242** In the Vietnam DLC, there's also the RPG Goblins. They're easy to dispatch, but since you won't have a personal shield up (see [[{{YMMV/Magicka}} the Goddamned Bats entry on the YMMV page]]), they're going to OneHitKill you if you're not careful.
243* GoodOldFisticuffs: The Detective Robe from The Stars Are Left DLC features a set of Brass Knuckles.
244* GravityIsAHarshMistress: Dying from falling damage nets you the "Gravity, thou art a heartless bitch" achievement.
245* TheGrimReaper: He runs a travel agency between the worlds of the living and the dead, and rules Niflheim from his palace in the City Of The Dead. [[spoiler:You fight him as a boss]].
246* GroundPound: Jotunn does this.
247** You can do this yourself by using an Earth Area-of-Effect spell.
248* HailfirePeaks: Chapter 11 takes you through, in order, snowy mountains, underground ruins, and caves full of lava.
249* HalloweenTown: The City Of The Dead is a modern-looking city, but is populated by the Undead, is full of jack-o-lanterns and brightly coloured lamps and balloons, and the background music is CreepyCircusMusic.
250* HarmlessFreezing: Subverted and played straight. Anything that's enclosed in a block of ice will thaw out eventually with no ill effects, but [[LiterallyShatteredLives hit that block of ice with a blunt object or an arcane spell before it melts...]]
251* HeadsIWinTailsYouLose: [[spoiler:The first fight against the BigBad... doesn't go very well. Specifically, he has been able to withstand the wizards assault and is ready to end them until Vlad intervenes and teleports the players back in time.]]
252** [[spoiler:"The Other Side of the Coin" DLC has the VillainProtagonist declare this to Vlad, as well as flip a coin for good measure. Vlad however stabs him after the boss fight, and the coin is revealed to be on the HeadsTailsEdge during the credits.]]
253* HeadsTailsEdge: [[spoiler: During "The Other Side of the Coin" DLC, Alucart flips a coin before facing Vlad, only to be killed when the fight is over, the coin is shown to landed on its side during the credits. In other words, the Coin landed not on heads nor tails but on [[TitleDrop it's other side]]]]
254* HealingFactor: All Trolls regenerate health unless hit with Fire.
255* HealingHands: Aside from use of the Life element, this is invoked as the weapon of the Support Robe from the Party Robes DLC.
256* HealingShiv: All heals are this to a degree, since healing is basically attacking someone with the life element. You can make healing beams, healing weapons, even ''explosive healing landmines''.
257* {{Hellfire}}: Grease-fires, like all fire, apply continuous damage in the form of burning. However, a grease-fire's burn actually gets ''stronger'' the longer the poor schmuck caught in it burns! And just like in real life, ''[[OhCrap it can't be put out with water]]''.
258* HeroicComedicSociopath[==]SociopathicHero: The main characters can be played either way, considering that they can kill anyone (including each other).
259* HeroicMime: The player characters. Vlad lampshades this after [[PoorCommunicationKills three boss fights in a row caused by the players just beating people up instead of talking to them like Vlad told them to do]].
260--> ''"You have no social skills whatsoever!"''
261* HoistByHisOwnPetard: Very likely to happen in combat, both to your enemies and your friends.
262** Special mention goes to Summon Death, which summons TheGrimReaper to the battlefield to instantly kill the unit with the lowest percentage health. Be careful with using this against bosses since some of them don't count as units which means that he will target ''you''!
263** Crash to Desktop, which summons a blue screen of death to instant kill a random creature on screen that has less than 10000 maximum HP. More often than not, this is you. Especially annoying in multiplayer since a wizard who dies from this takes all his items with him.
264* HoldTheLine: Near the end of Chapter 3, you have to hold a position in some ruins against a MultiMookMelee of Beastmen.
265** Towards the end of Chapter 4 you come across a locked door that allied [=NPCs=] are attempting to blow open with boxes of dynamite. You ''can'' fight off waves of enemies while waiting for the unnecessarily long fuse to burn, but it's a lot quicker to just [[SubvertedTrope set the dynamite off directly with a fire spell]].
266** The Vietnam Rescue Mission ends with another one of these segments while you wait for pickup to arrive at the extraction point, only with more enemies and less cover,
267* HumanoidAbomination: [[VideoGame/{{Minecraft}} Endermen]], of course.
268* ImmunityDisability: Accidentally casting immunity to Life makes you unhealable.
269* ImprovisedPlatform: To cross water and lava, the wizards have to freeze it into a platform using the Cold element. Cue a bunch of wizards firing off poorly aimed freezing spells as they slide along the ice.
270* IncrediblyLamePun: In-universe. A wizard in the starting area will give you the useful advice to not "dabble with electricity" when wet. Then, he continues with this little gem:
271--> ''"HOW SHOCKING! Hahaha... Yes, I know, that was terrible."''
272* InfernalRetaliation: Most of the time, enemies will continue to attack you even when on fire, unless their panic trigger is hit (meaning they take a certain amount of damage per tick from fire damage), until they either succumb to the flames or put themselves out.
273* InfinityPlusOneSword: The Holy Divider and the Arcanesaber are tied for the title of most powerful weapon in the game, and both are found late in the penultimate Chapter.
274** For an inversion, the Staff+1. This JokeItem adds exactly 1 extra damage to your spells, which in a game where dealing over 500 damage a second is practically required to get anywhere, means that 1 extra damage might as well be nothing.
275* IntangibleMan: Daemons are extraplanar beings that are "phased out" until they materialize to attack. They are immune to damage when they are like this.
276* InterfaceSpoiler: The achievement names, some of which give away the names of bosses.
277* JumpPhysics: The Beastmen. As the [[WordOfGod developers]] say:
278--> "The jump mechanics are ''so'' broken."
279--> "Not ''nearly'' as broken [[DeathFromAbove as they have been]]. [[note]]Apparently, Beastmen formerly ''rocketed into the air'' after a short jump, and the only thing visible is the spear as they crash down upon players.[[/note]]
280* JungleJapes: The Vietnam Rescue Mission and Vietnam Challenge.
281* KaizoTrap: Possibly unintentional, but if a solo player kills the final boss while its Vortex is active, the victorious wizard will run right into it for the final cutscene, killing the player instantly.
282* KillItWithFire: By itself, fire isn't all that powerful, since the damage taken from afterburn is rather negligible. However, if combined with the Grease and/or Conflagration Magicks, it's possible to inflict damage in the hundreds or ''thousands'' per tick by keeping enemies sitting in the flames for long enough.
283** The Napalm Magick from the Vietnam expansion has a similar effect as these spell combos: wizards unfortunate enough to be caught in the friendly fire die within ''seconds''. [[note]]Ok, most wizards die within seconds in this game due to friendly fire. But they die ''even faster'' from just standing in the Napalm-fire.[[/note]]
284* KillItWithIce: Freezing enemies ([[LiterallyShatteredLives and then smashing them]] or otherwise taking advantage of their disabled state) is one of the most "cost effective" methods of actually killing enemies.
285* KillItWithWater: Water itself isn't too effective, but it can serve to knock back small- to medium-sized enemies (a la riot hose) and makes them more vulnerable to [[ShockAndAwe Lightning]] and [[InstantIceJustAddCold Cold]].
286** It should also be noted that the water [=AoE=] has the highest knockback of the single element [=AoE=], allowing you to use physics to kill enemies near you, as well as being a good space clearer.
287* KingMook: Jotunn is this for Beastmen, Khan for Orc Warriors, The Warlock and [[spoiler:Grimnir]] both for Disciples, The Aristocrats for Goblin Wizards, [[spoiler:Fafnir]] for Fire Drakes, and Parker for Spiders.
288* KleptomaniacHero: Subverted in Chapter 4, where every door that you try to go through (save the ones that are already open) is locked. When you do try to open it, the game will give varying messages about how the door is locked.
289* KnightOfCerebus: [[spoiler:Grimnir]] is the basically the only character who's never played for comedy. Coupled with the ominous atmosphere of the level he's found in and the difficulty of his battle, you might forget this was supposed to be a comedic game.
290* LandMineGoesClick: You can create fields of elementally-charged mines (even ones that heal you!). And yes, they do click when stepped on.
291* LargeAndInCharge: Khan, Warlord Of The Orcs, is much taller and thicker than any of his minions.
292** Jotunn is an even better example. Most Beastmen are roughly Human-sized. Their leader is [[AttackOfTheFiftyFootWhatever bigger than most of the houses]] in the town he's attacking.
293* LargeHam: Vlad. Sounds even more hilarious when coupled with SpeakingSimlish.
294* LastLousyPoint: Where finding Secret Areas is concerned, the one people tend to miss the most is the Dwarf Forge in Chapter 11, as a result of it being far more hidden and out of the way than the others.
295** The easiest Magick to miss is definitely Thunderstorm, since it's hidden inside an opaque cave, so even if you know you can get in there and that that's where it is, you have to basically click around randomly to find it.
296** The Dead Moose that are worst about this are probably the ones in Chapter 6, Chapter 10, (as a result of being tucked out of the way on in the middle of flat, empty, similar terrain with no distinguishing landmarks), and Chapter 9 (due to being an easily-missed Moose head stuck on the wall rather than a Moose corpse lying on the ground like all the others).
297* [[LethalJokeItem Lethal Joke Element]]: Steam by itself is a very weak spray, so new players will probably completely forget about it and continue their Lightning+Arcane+Fire spam. However, coupled with Lightning, you get a spray weapon that makes the enemies wet and electrocutes them. Furthermore, if you couple it with both Arcane and Lightning, you get a ''beam that wets enemies, electrocutes them and makes them explode when they die.'' Also usually more useful than water to set targets up for freezing, as the lack of knockback leaves them clustered to follow up with cold.
298** The Knife of Counter-Striking doesn't seem all that impressive, since it's a weak weapon and its only special effect is a permanent version of the easy-to-cast Haste Magick...until you realize it ''stacks'' with Haste, and therefore allows you to run ridiculously fast. It's a good candidate for the best melee weapon in the game, entirely because it makes you a FragileSpeedster instead of a [[SquishyWizard Fragile Slowpoke]].
299* LethalLavaLand: The last section of the Gladrhöll Ruins from Chapter 11 is a giant cavern flooded with lava.
300* LifeDrain: [[spoiler:Vlad]] has an ability that allows him to latch on to a player, deal massive damage to them, and heal him. You can [[spoiler:gain his "almost Vampiric" abilities]] by wearing Vlad's Gauntlet, which drains the health of enemies around you to heal you.
301** Alucart from ''The Other Side Of The Coin'' has an ability similar to [[spoiler:Vlad]]'s attack. It's also the only way to heal when playing as him.
302* LightningBruiser: The Samurai Robe. Their initial sword, the [[KatanasAreJustBetter Yawarakai-te]], is much faster and stronger than other starting weapons. That rope in the tutorial that takes normally 3 hits to cut? Try one.
303* LiterallyShatteredLives: One of the most effective offensive elemental combinations is water+ice+earth. With the right spells this results in an enemy frozen solid and then shattered into itty bitty pieces by a speeding boulder.
304* LoadingScreen: Tip: Did you know that tips are displayed on the loading screen?
305* TheLostWoods: Fornskogur Forest, the setting of Chapter 2 of both the original and ''The Stars Are Left''. It's worth noting that "Fornskogur" means "Ancient Forest", so its full name is [[DepartmentOfRedundancyDepartment "Ancient Forest Forest"]]. There's also the Forest Glade Challenge.
306* LuckBasedMission: The Mind Duel very much so, since it's entirely possible to be instagibbed less than a second after the start of a round if the enemies happen to fire off the right spell combination. Have we mentioned [[CheckpointStarvation there are no checkpoints between the rounds]]?
307* LuckilyMyShieldWillProtectMe: Orc Warriors, Orc Captains, and Goblin Captains all carry shields in front of them that block attacks and can only be damaged by certain types of attacks. Luckily, they move them out of the way while attacking.
308* LudicrousGibs: Arcane Beams tend to make a mess out of what they're pointed at quickly. And, yes, enemies exploding into meaty chunks do cause splash damage.
309* MagicAIsMagicA: The Rule of Opposites means that if you cast the wrong ([[ComedicSociopathy or right]]) spell, you're likely to cause a massive explosion that will kill you and whatever you were targeting. Although for some reason it's actually possible to combine water and lightning together when you're casting, likely a developer oversight.[[note]]The way it works is you first cast steam or ice, which is made using water+fire or water+cold, respectively. Next, cast lightning, and then cast either cold if you casted steam or fire if you casted ice. What'll happen is that the cold/fire cancels out the steam/ice, but instead of the element disappearing it just returns to water. The game doesn't check if your spellbar is valid, so the steam/ice-now-become-water doesn't get cancelled with the lightning.[[/note]]
310* MagicalDefibrillator: While there are no literal defibrillators in the game, keep in mind that the [[BackFromTheDead Revive]] Magick is created by combining Life and '''Lightning'''.
311* TheManBehindTheMan: [[spoiler:Grimnir behind Khan, Assatur behind Grimnir.]]
312* ManOnFire: Yes, you can set yourself on fire by keying up a Fire spell and self-casting. Most of the time this has no practical applications besides drying yourself off (for the ''first'' cast only), and in some cases you'll lose control of your wizard as he runs amok in random circles while on fire. It does have the useful effect of keeping enemies like Snow Trolls from picking you up. [[Webcomic/TheAdventuresOfDrMcNinja They can't grab you if you're on fire.]]
313* [[TheManyDeathsOfYou The]] ''[[TheManyDeathsOfYou MANY]]'' [[TheManyDeathsOfYou Deaths of You]]
314* MarathonLevel: Chapters 2, 8, and ''especially'' 11 are all noticeably longer than the rest.
315* TheMedic: Whoever's wearing the Support Robes is meant to fill this role.
316* MercyInvincibility: Wizards have this immediately upon revival.
317* MirrorBoss: The various types of enemy Wizards are all of the "equivalent" type, as they can cast their own Spells just like you. [[spoiler:Grimnir]] is an even better example, has he can use Magicks as well.
318** The Vulcanus Arena Challenge is one long stream of these. ''Every enemy'' is a Wizard. But what makes this special is that rather than being regular enemies from the game, they're all different Robes that you can use.
319* MissionControl: Vlad does this for the first half of the game, and [[spoiler:Future Vlad]] in the second half.
320* MonsterArena: The Challenges are all this, each one having a different selection of monsters.
321* MoreDakka: The M60, a DiskOneNuke earned very early in the story by preventing any buildings from being burned down in the Jotunn boss fight. Very nearly a GameBreaker in the later parts of the game, too. It fires several times a second, staggers enemies, tears apart [[{{Mook}} mooks]] and has a firing cone that can hit multiple enemies with little to no effort. It also isn't affected by the turning rate limitations of other ranged attacks, meaning you can instantaneously swivel around and shoot enemies coming up behind you. Plus there's no risk of self-destruction like there is when using beams. And it can still be used as a melee weapon when elementally charged!
322* MostDefinitelyNotAVillain: "I am Vlad. I am not a vampire."
323* MrExposition: If something needs explaining, chances are it's Vlad who'll explain it.
324* MultiMookMelee: The Mind Duel and The Aristocrats both have you fighting waves of Spellcasting enemies. Also, all the Challenges are basically this.
325* MultiStageBattle: Halfway through the game, you fight the BigBad in a "mental battle" which consists of teleporting through several islands and defeating groups of mooks.
326* {{Nerf}}:
327** Originally, the Arcane+Steam+Lightning spell combo produced a [[DepartmentOfRedundancyDepartment super-deadly spell of death]] which effortlessly wiped out enemies. It is still powerful, more or less, but some enemies (like Goblin Warriors) were changed to resist most of its damage, forcing you to use different spells on them.
328** Personal shields have also been nerfed; originally, they blocked all damage entirely, and keeping them up was simply a matter of occasionally self-casting heal, stepping on healing mines, or even grabbing a staff of life to have the shield keep itself at full strength. They now drain out after a few seconds, making them much less protective.
329* NewGamePlus: Selecting your beaten save file will allow you to play from the beginning with all the Magicks that you learned up to that point, including Vortex. The new game will also spawn more monsters than your first time through, so you get to experiment with lots of new ways to massacre them.
330* NintendoHard: The prologue and first level are just a warm-up. You'll be dying quite a number of times after that! This mainly applies to solo play, since in multiplayer [[DeathIsCheap you can be revived easily]]; then again, you can also be [[TeamKiller team-killed]] just as easily.
331* OminousLatinChanting: Wordless "aaah-aaah" chanting is present in "At World's End" and "Battle Of The Wizards", the level and boss theme for Chapter 6. Also "[[spoiler:The King In Yellow]]", the final boss theme, although if you listen you can hear that in certain parts they're chanting "[[spoiler: AS-SA-TUR!]]"
332* OminousPipeOrgan: "Prelude To A (Not) Vampire", the theme that plays in Myrkur Castle, as well as "Battle [[spoiler:The Count]]", the theme for the boss therein.
333* OneHitKill: Many.
334** It's possible to do this to Behold by [[spoiler:[[ShoutOut burning the rope]]]].
335** The earliest OneHitKill you can experience from a Mook are the bombs thrown by the Goblin Bombers. Let one explode you without a shield on? Bye bye.
336** [[TheGrimReaper Death]] can kill anything in one hit. Including Bosses.
337** Snow Trolls will kill players instantly if they manage to stuff one in their mouth, a ShoutOut to ''VideoGame/SkiFree''. Cave Trolls can do the same, but slow enough for the player to escape.
338** Traeskmonstirs have a similar attack, although it's slightly easier to break free of.
339** In ''The Stars Are Left'', Parker's most common attack is entrapping a player in webbing and moving in to instantly devour them. Luckily, it's pretty easy to break out of.
340** Dagon has one attack that hits you with what looks like a small meteor, which is instant death. He'll also try to [[ForcedTransformation turn you into a Cthulhu Cultist]], which is also considered an instant-kill.
341** [[spoiler:Cthulhu]] has multiple instant death attacks in his large arsenal.
342** Thunderbolts are almost always instant death - there's an achievement for getting hit by one and ''not'' dying from it.
343** The Crash To Desktop Magick. It only targets enemies below 10,000 HP, but it will blue-screen anything that it can target, literally. [[HoistByHisOwnPetard Including the caster]].
344** The sword, Gram, has an ability called "Dragon Slayer". It's obtained fairly early in the game as a secret, and seems a pretty crappy weapon with no other abilities... Until you realize that [[spoiler:In Chapter 11, the boss is Fafnir, a ''dragon''.]] Killing [[spoiler:Fafnir]] with Gram is a UsefulNotes/{{Steam}} achievement which used to be quite hard to get, due the extreme length of time between getting Gram and slaying [[spoiler:the boss]]; however, with the introduction of a patch that allows you to replay chapters, acquiring the sword and taking it to the fight is now significantly easier.
345* OneHundredPercentCompletion:
346** Finding all 14 Secret Areas, all 21 Magicks, and all 12 Dead Moose.
347** The Vietnam Rescue Mission scores you at the end based not only on how long it took you to finish the Mission, but also on how many side objectives you completed: destroying the 2 ammunition dumps, destroying the 2 radio towers, rescuing the 5 prisoners, and finding the enemy battle plans.
348** There are 11 Magical Horses in ''The Other Side Of The Coin'' that serve as an equivalent of Dead Moose.
349* OneWordTitle
350* OurMonstersAreDifferent: The game practically has a checklist of classic monsters.
351** OurGoblinsAreDifferent: Goblins are the enemy you're going to be seeing the most. They come in Scout, Rogue, Ranger, Bomber, Priest, Warrior, Archer, Captain, and Wizard variations. They're also orange, since if they were green they would blend in with the green backgrounds of the forest.
352** OurOrcsAreDifferent: Orcs are grey, furry, muscly monsters who are allied with the Goblins. They come in Scout, Berserker, Warrior, and Captain types, are incredibly tough, and will snack on their enemies mid-fight to regain health.
353** AllTrollsAreDifferent: There are four types: Forest and cave trolls are simple giant enemies, war trolls carry around either giant hammers or artillery cannons, and snow trolls are fast-moving [[VideoGame/SkiFree Yeti-like]] creatures who can eat you alive in mere moments.
354** OurDemonsAreDifferent: Daemons look like frog...alien...limb...eyeball...''[[OurMonstersAreWeird things]]'' that phase in and out of the Corporeal Realm and shoot lasers at you. There are three types: small Daemonlings, larger Daemons, and giant Daemon Lords, and each type splits into three of the smaller type when killed. There's also TheButcher in ''Dungeons and Daemons'', a ShoutOut to ''VideoGame/{{Diablo}}''.
355** TheUndead: The main enemies in Chapter 9.
356*** OurZombiesAreDifferent: They're slow-moving and weak mooks that can charge at enemies, grapple them, and inflict poison. Their bites do little damage, but they frequently come in massive swarms.
357*** DemBones: Skeletons are slightly tougher and much faster, and sometimes carry weapons.
358*** OurGhoulsAreCreepier: Ghouls are [[Film/TheLordOfTheRings Gollum-esque]] creatures that crawl around on all fours. There are also Lantern Ghouls who can set you on fire with their lanterns and explode upon death. They're also not technically undead, since they take damage from Arcane and are healed by Life like normal enemies.
359*** OurWightsAreDifferent: Wights are slow-moving armoured Skeletons wielding Cursed Blades that follow Necromancers around. After taking a certain amount of damage, they become normal skeletons.
360*** OurVampiresAreDifferent: Vlad is not a vampire ([[spoiler:[[CaptainObviousReveal Except he is]]]]). Alucart, the protagonist of ''The Other Side Of The Coin'', is, however. It seems that a lot of their power is derived from a magical gauntlet they wear in place of a staff. They are immune to Arcane, injured by Life, and regenerate by stealing life from others, frequently by sucking blood.
361** OurDwarvesAreAllTheSame: Dwarves appear in Chapter 11. Aside from carrying loads of heavy weapons and armour, they're also ridiculously tough and all know [[MagicKnight at least a little magic]]. There are Warrior, Champion, and Priest types.
362** OurDragonsAreDifferent: There is only one dragon in the game, and that's [[spoiler: Fafnir]] (Unless you count Fire Drakes, which are more like lava-spitting gecko things). He has great magical powers, can breathe lasers and {{Fireballs}}, and is BrilliantButLazy, preferring to [[StationaryBoss lounge around during his fight]].
363** OurElvesAreDifferent: Elves don't appear in the main game, but they are in ''The Other Side Of The Coin''. They're tougher than normal humans, featuring excellent marksmen, swordsmen, and powerful priestesses.
364* OverheadInteractionIndicator: Parodied in Chapter 1, where a villager with an exclamation mark above her head requests the wizards to [[RatStomp deal with rats in her cellar]], but shortly after, a group of goblins appears to attack. When they are killed, the villager states that rats don't feel like a problem anymore. The exclamation mark still remains above her head, though, and when talked to again, the villager laments that she can't find a way to get rid of it.
365* PoisonedWeapons:
366** A pair of weapons of this description show up in the form of the Cursed Blade and [[Literature/TheLordOfTheRings Morgul Blade]], as well as a "staff", the Scythe of Malevolence. It's easy to assume it's just a special effect tacked onto a plain weapon, but it turns out, it's actually a legit element type. Try summoning hordes of Elementals and hitting them with your Poisoned sword! It's fun!
367** The Party Robes DLC adds the Rogue Robe's crossbow, which rapidly fires poisoned arrows.
368* PoorCommunicationKills: The entire reason why you fight pretty much all the bosses in the second half of the game.
369-->[[spoiler:'''Future Vlad''']]: You have no social skills whatsoever!
370** It's so bad that this even happens with the first boss. The Watcher you kill was a pet.
371* PopGoesTheHuman: The arcane death ray causes enemies to get a serious case of BalloonBelly. And then explode.
372--> [[PopGoesTheHuman Pop goes the]] Goblin, troll, spider, orc, wizard, etc.
373* PunyEarthlings: Any humans who lack some sort of magic, with the lone exception of the horse-riding knights in ''The Other Side of the Coin'', are absolutely pathetic RedShirts who are TooDumbToLive.
374** A few good examples of this are the fifteen or so soldiers getting their rear-ends handed to them by [[WarmUpBoss Ygg the troll]], doing little more than hinder the players' ability to actually hit the thing by standing in the way, and the soldiers at Havindr who [[charge into literal, giant meat-grinders and set-up a pile of dynamite to blow open the door with a giant fuse while the flame-spewing wizards are fighting to get past them and solve the problem instantly.
375** In addition, literally every other race outside of the weakest of goblins is more than enough to take down a human soldier one-on-one, with many of them being powerful enough to take on entire mobs. Beastmen can fly across the battlefield InASingleBound and tear up their foes with their spears or barrel through them with brute force or elemental power, orcs can literally [[ToServeMan eat them alive]] in combat to power their HealingFactor, dwarves are [[MightyGlacier incredibly durable]] and [[MagicKnight all know magic]], occasionally using powerful guns, and even elves are twice as resilient and feature incredibly potent mages, to say nothing of the power wielded by the likes of greats like [[ShockAndAwe Jotunn]], [[LightningBruiser Khan]], and [[TheMagocracy the goblin Aristocrats]], or the power races of [[ElementalEmbodiment elementals]], [[OurDemonsAreDifferent daemons]], and [[AllTrollsAreDifferent the various types of trolls]].
376* PurposelyOverpowered: Vortex. You get it by beating the final boss so you can only use it in Challenge or NewGamePlus, but for good reason: it sucks in and instantly kills anything that wanders close enough to it, and it gets bigger as it sucks in more things. Dealing with massive waves of enemies can often be solved simply by dropping a Vortex or two. Taken to ridiculous levels [[https://www.youtube.com/watch?v=Tt7TWmEOzJg&t=0m37s here]]. Yes, that number goes to over '''one hundred billion damage'''.
377* PuzzleBoss: Jormungandr. He spends most of his time underground, routinely poking his head up next to one of the players to attack. If there's anyone in range when he attacks, he'll bend over and bite them. If everyone's to far away, he'll spit Poison at them instead. He's only vulnerable in his head. There are several ways to beat him: have someone stand next to him and hit his head with a projectile when he bends over to melee attack them (the simplest way and the easiest to do in multiplayer), place an Earth Shield over where he burrows up so he hits his head and takes damage, or stand next to him cast an AOE Shield around yourself so he hits his head and takes damage when he bends over to attack you.
378** The easiest way to deal massive damage to Wurstmacher is to make him run into the spinning sawblade traps around the arena.
379* TheQuest: At first it's to break the siege around Hávindr and defeat Khan, later on the new quest is to [[spoiler:find Fafnir, learn Corporealize, and use it to defeat Assatur]].
380* RayGun: The Frontier Robe's weapon, the Type 2 Phaser.
381* RecurringBoss: [[spoiler:Grimnir]] and [[spoiler:Vlad]] are both fought twice. In ''The Stars Are Left'', Dagon is fought three times, [[spoiler: one of which is alongside another boss]].
382* ReviveKillsZombie: Similar to how ''TabletopGame/DungeonsAndDragons'' handles it: Life element damages Undead, while Arcane heals them.
383* RingOutBoss: The first part of the fight against [[spoiler:Grimnir]] has you go into his mind and face off against several {{miniboss}}es while on floating islands. For easy wins against many of them, charge up a Water Spell and release it in an area burst, knocking the otherwise-tough opponents into the void. (Note that the enemy is also able to use this on you)
384* RobeAndWizardHat: Most wizards look like this. Also one of the game's {{Shout Out}}s.
385* RoyalsWhoActuallyDoSomething: After rescuing him, The King deals the final blow to The Warlock and leads the army's assault on Khan's Fortress (after sending you in first, of course). [[spoiler:Turns out, that wasn't a good idea...]]
386* RuleOfFunny: The only reason why there's an M60 machine gun, not to mention a fridge in an otherwise medieval fantasy game. WordOfGod says this is the reason for other things such as ''wooden horses and cardboard-cutout sheep'', aside from animator laziness.
387* SchizoTech:
388** See the Rule of Funny entry above; there are also some electrical generators in the Academy and in the Járn Mines, which you can jump-start by casting lightning at them.
389** Also, the first expansion, ''Magicka: Vietnam'', gives you all manner of ''guns'' for your wizard to use.[[note]]YMMV though since the entire setting, not just weapons, resembles the Vietnam War...except with Wizards, Goblins, Orcs, and Trolls.[[/note]]
390* SealedEvilInACan: Grimnir was magically imprisoned at World's End. [[spoiler:It's not enough to stop him]].
391* SelfDeprecatingHumor: The release of the game was notoriously buggy, but was made up for by the dev team releasing new patches daily for nearly two weeks. This is lampshaded in Mea Culpa, one of the first (free) [=DLCs=], which added the Crash To Desktop Magick, along with the Patched Robes, which come with the Broken Sword and the Buggy Staff (which summons Bugs as an active ability).
392* SequenceBreaking:
393** See AscendedGlitch. This is actually unused as well, because the developers had originally ''intended'' to allow players to get Teleport that early; the game has no [[GameBreaker "breakable"]] areas where the ability to teleport early causes problems.
394** [[https://www.youtube.com/watch?v=lI_NvtapnbU&t=477s The developers themselves]] show off some SequenceBreaking in Chapter 9. Don't want to do the church scene, a considerably challenging area where enemies ZergRush you? Just teleport to the other side.
395* SequentialBoss: The Chapter 4 boss is this. First you fight The Machine, then The Warlock, each one being effectively a different battle.
396** There's also the fight with [[spoiler:Grimnir]], where before fighting him you have to go through the Mind Duel, which pits you against groups of enemy Wizards from throughout the game. The rematch ditches the Mind Duel, but you might end up fighting the boss himself more than once if you [[spoiler:screw up casting Corporealize]], and there's still the fight with [[spoiler:Assatur]] after that.
397* ShieldBash: Khan does this to you constantly, sending you flying all the way across the room.
398* ShoutOut / ReferenceOverdosed: Magicka's wiki has [[http://www.magickapedia.net/index.php?title=Dialogue_References an entire page]] devoted to these. We also maintain [[ShoutOut/{{Magicka}} our own page]] full of Shout Outs, because there are so many!
399* ShowsDamage: Your wizard's robe becomes increasingly tattered depending on how much damage you've taken.
400* SideQuest: Exactly one. Completing it rewards an achievement.
401* SinisterScythe: The Scythe Of Malevolence, as well as Death's scythe.
402* SlippySlideyIceWorld: The Frostjörd Battlefield in Chapter 5 and the Gladrhöll Mountains in Chapter 11.
403* SmallNameBigEgo: "Hello! I'm The Headmaster. I'm great. Do you want to know why I'm great?"
404* SmashMook: Trolls fit this pretty well.
405* SocializationBonus: Depends on how well/jerkish your partners play. If you died in solo mode, you were defeated (until Fairies were added in The Stars Are Left). If there were two or more players, they could easily revive each other as long as one was alive.
406* SomeDexterityRequired: The magic system is pretty complicated, and will take some time to grasp. WorthIt.
407* SortingAlgorithmOfThreateningGeography: Played straight in the first half of the game, where you start off in pleasant farming country, and progress through a thick forest, the rocky highland coastline, a burning city, a frozen battleground, and finally [[spoiler:the edge of the world]]. The second half zig-zags it though, by starting you off back in pleasant farming country, then progressing through mountain mines, a dismal swamp, the land of the dead, and...some ordinary mountains (well, apart from the lava caves, but that's hardly Niflheim). The last level is also [[spoiler:the edge of the world]], though.
408* SpamAttack: No mana bar. No cooldowns. You can cast any spells you want as quickly as you can key them in. It's a perfectly viable strategy to repeatedly mash in the recipe for a weak attack spell, producing a line, cone, or circle of rapid death.
409* SpeakingSimlish: Doubles as a bilingual bonus for those who know Swedish, even though the language used is not proper Swedish but rather some kind of Swedish-English-faux-Old-Norse linguistic abomination, sort of like [[Series/TheMuppetShow Swedish Chef]] Swedish. Enough words are similar for it to be hilarious, though.
410* SpellBlade: You can bind entire ''spells'' to your sword, though some combinations of elements are much less useful than others, especially when just casting the spell has more or less the same result. A good way to make {{Healing Shiv}}s and {{Flaming Sword}}s though.
411* SpellBook: Tomes Of Magick are found lying around the levels. Pick them up to learn the Magicks they contain.
412* SpellMyNameWithAThe: The King is always referred to as The King, capitalization and all, even when it makes no grammatical sense. (e.g. "It seems your The King has deserted you.")
413* SpoiledByTheManual: The end of the manual accessible through the Magicka links on the steam menu reveals that [[spoiler: [[CaptainObviousReveal Vlad is a vampire ]]. ]]
414* SquishyWizard:
415** Unsurprisingly, the wizards are quite fragile. As noted in the article above from Rock Paper Shotgun:
416--->''You're a wizard, not a Jedi. Idiot.''
417::: Incidentally, if you cast a personal shield, Haste, and the "lightsaber" weapon enchantment (or just grab the Arcane Saber from Chapter 11), you ''can'' run around and cut through things like a Jedi. Just don't expect it to work for very long, or against certain enemies. And you'd probably be more effective just using spells anyways.
418** ''Thoroughly'' averted with the [[TabletopGame/{{Warhammer 40000}} Space Marine]] robe, which gives you a massive health boost, gives you resistance to ''everything'', and unlike the Zombie and Tank robes, doesn't even lower your speed!
419*** However, they nerfed that slightly in that you are immune to healing spells (you recover 24HP over time), [[WeaksauceWeakness and a massive weakness to Arcane and Lightning]], however combining the robe with the Aristo-staff (resistance to all elements) helps alleviate that somewhat.
420*** The Zombie robe takes all of that fragility and throws it out the window in exchange for [[MightyGlacier walking at an old man's pace.]]
421** Unfortunately, this is {{averted}} with ''enemy'' Spellcasters. These guys have ''more'' health than other enemies of their kind, making them quite a pain to defeat if they come in numbers.
422* StationaryBoss: Behold, The Machine, Daemon Lords, [[spoiler:Grimnir]], [[spoiler:Fafnir]], [[spoiler: Assatur]], [[spoiler: Cthulhu]], and, oddly enough, several Doors.
423* StatusBuffDispel: The "[[AntiMagic Nullify]]" spell does this on your foes and yourself.
424* StatusEffects: Burning, Chilled[[note]]slows[[/note]], Frozen, Panicked, Poisoned, Wet[[note]]increases Lightning damage and results in Freezing when combined with Cold[[/note]].
425* StealthPun: At one point you encounter a goblin archer wearing a green shirt and a hat straight out of the Errol Flynn film, making him of course [[spoiler:Goblin Hood]].
426* StoneWall:
427** A literal example: You can encase yourself and your surroundings in rock or ice (and add [[PowerGlows giant glowing runes]] if you prefer), allowing you a brief respite to charge up a devastating area attack when mobbed by enemies. The rock/ice armor extends your HP considerably, but slows you down to a crawl.
428** The Tank Robes bear special mention as well. Tanks move very slowly (to the point where casting Haste still makes you move more slowly than normal walking speed) and their spells have reduced effectiveness, but they have twice the amount of HP as a normal wizard, and wear armor that significantly reduces the effectiveness of enemy projectiles (rock, ice, bullets, RPG rounds). Needless to say, casting rock armor and getting the Staff of War can make you a very hard target to kill.
429* SummonMagic: Over the course of the adventure you can learn to summon Tree Spirits, Phoenixes, Zombies, Elementals, and DEATH ITSELF.
430* SuperDrowningSkills: Everyone knows that Wizards can't swim.
431** [[LampshadeHanging Lampshaded]] in the tutorial. Sure enough, you need to make ice bridges across water with the Cold element. Try not to slide off as you're walking across before they thaw out.
432** It's also a potential comedy gold mine when you have multiple wizards trying to cross the same ice bridge, all freezing each other then self-casting fire spells to thaw themselves, with the inevitable eventuality that someone accidentally tosses a fireball and collapses the bridge, instantly drowning the whole party. [[note]]The easy way: an easy counter is using personal shields with cold on them, and launching iceballs(rock+ice) forward. It should give you solid ground while avoiding being hit yourself. Another way is spamming Area-of-Effect Cold spells, which instantly freezes a nice platform around you.[[/note]]
433* SuspiciouslySpecificDenial: Vlad frequently states unprompted that he is not a vampire. [[spoiler:He is.]]
434* TacticalSuicideBoss: Jormungandr would be invincible if he didn't bend over to bite you (especially since he has a ranged attack that keeps his weak spot out of range), and most of the alternate strategies to beating him revolve around getting him to hurt himself. It's also worth noting that you can easily get the Disciples in The Machine boss fight to hit The Machine with their attacks by hiding behind it.
435* TeleportSpam: A favored tactic of Goblin Priests, as well as the Endermen from ''The Stars Are Left''.
436* ThisCannotBe: "NO! THIS IS IMPROBABLE!"
437* ThrowDownTheBomblet: Goblin Bombers, as their name suggests, attack by throwing bombs at you. Khan also has an attack where he throws bombs, only he throws many at once.
438* TimeLimitBoss: The Machine will kill The King if it's not destroyed fast enough.
439* TimeSkip: ''The Stars Are Left'' is set years after the original adventure.
440* TimeTravel: [[spoiler:Vlad sends the heroes back in time in order to defeat Assatur]]. It makes far ''less'' sense in context. There's absolutely no reason why this would need to happen, beyond the fact that the developers rewrote the story because it didn't have enough time travel in it. No, seriously.
441* TooDumbToLive: The village of [[MeaningfulName Dunderhaed]] in Chapter 3. Special mention also goes to the soldiers who blindly charged into the Town Grinder's blades in a blaze of suicidal bravery.
442-->'''Agnar:''' "Holy crap! We're sitting ducks out here! Everybody! Quick, get into the gunpowder storage!"
443* TrademarkFavoriteFood:
444** Also a bit of [[AllThereInTheManual all there in the concept art]]. Almost all the concept art shows the Wizards wielding the [[JokeWeapon Sausage On A Stick]]. Cheese would also seem to count, mentioned on more than one occasion by NPC wizards.
445** In all of the illustrations of Magicks, there will be a sausage hidden in the picture.
446* TrickArrow: One of the prisoners in the Vietnam map will, after you release him, start shooting exploding arrows at your enemies.
447* TurnsRed:
448** When Death uses his DoppelgangerSpin attack, the copies will move faster and faster the more damaged he is.
449** After you damage him enough, [[spoiler:Fafnir]] will start knocking holes in the floor, exposing the lava lake below, and using Confusion on you to [[InterfaceScrew invert your controls]] and make you fall into them.
450** In ''The Stars Are Left'', once you get [[spoiler:Cthulhu]] down to half health, he [[spoiler: drops Dagon onto the battlefield, making you fight both bosses at once]].
451* {{Uberwald}}: Myrkur Swamp has shades of this, especially when you find out the true identity of the Village's ruler.
452* UndergroundLevel: The Járn Mines in Chapter 8, the Gladrhöll Ruins in Chapter 11, the Caverns Challenge.
453* UniqueEnemy: Goblin Hood in Chapter 2.
454* UselessUsefulSpell:
455** Summon Death, which [[ExactlyWhatItSaysOnTheTin summons]] [[TheGrimReaper Death]], should probably be one of these but [[SubvertedTrope isn't]]: you can trick Death into hitting bosses with his attack when he comes for you.
456** Thunderstorm, though, is. You'd think that Lightning Bolt, en masse, combined with Rain would be devastating against anything you're fighting against... but the lightning bolts land on random parts of the screen...and can hit you and your teammates. There's also its DLC equivalent, Meteor Shower. Of course, they become a lot less useless when you realise you can cast a very simple spell to make yourself immune to fire and/or lightning elements...
457*** Alternatively, wearing the Cyber Robe makes you immune to Life magic, but healed by Lightning...
458** Crash to Desktop is this, sort of. [[OneHitKill Blue-screening enemies]] is fun, but remember that it will randomly target ''anything'' near the caster, friendlies and the caster included. If you cast it with no targets nearby, you will blue-screen yourself.
459** Nullify seems pretty useless (it mostly removes all spells on the field be it elements in someone's spellbar, status effects on your character, shields, or Magicks; essentially returning the level to a "clean" state) but it's exceptionally valuable for those who know how to make good use for it. Some examples:
460** Cancelling being wet, cold or on fire - though the game tells you to use fire to dry yourself, advanced players would have learned a water shield or Nullify is better since there's no risk of overdoing it and setting yourself on fire
461** Clearing out shields that are in your way, especially if they're stone shields that take a while to bash down or mines that won't be a good idea to step on
462** Stopping enemies that can cast spells, mainly the Disciples in Chapters 5-6 and dwarves in Chapter 11
463** Arguably most importantly, turns two fights from "really challenging" to "just a bit difficult": the [[spoiler: Druid Circle miniboss fight and Grimnír in Chapters 6 and 12]]. Details:
464*** [[spoiler: Nullify will cancel the rain and tree ents that the druids spawn. Instead of having to fight 6 enemies you just need to fight four. Not much improved, but what ''is'' improved is that without rain the ents won't regenerate health, you won't run the risk of electrocuting yourself forgetting you're wet and can't cast lightning, and your fire spells won't get extinguished, which is an element the ents are weak to. When the fight starts, immediately cast Nullify, put up a flame wall or use Thunderbolt, and you can get through the battle in 30 seconds.]]
465*** [[spoiler:The Tornadoes, Conflaguration, shield and [[ExpendableClone Mirror Images]] Grimnír conjures will all get removed by Nullify. Now there is no risk of being incinerated or blasted off the (literal) edge of the world by a cyclone. A commonly accepted way to defeat Grimnír quickly and effectively is to hit him with a high-damage spell and just use Nullify every time he casts a Magick.]]
466* VariableMix: The main theme of each level shifts into a louder and more intense remix whenever enemies appear.
467* TheVeryDefinitelyFinalDungeon: [[spoiler:World's End]]. A strange case, since it's [[spoiler:the DiscOneFinalDungeon, just revisited]].
468** [[spoiler:R'Lyeh]] in ''The Stars Are Left''.
469* VideogameCrueltyPotential: Besides the many ways you can inflict harm upon yourself, you can butcher defenceless [=NPCs=] with wanton abandon, although this can [[GameBreakingBug screw up future cutscenes]].
470* VomitIndiscretionShot: Poisoned players and enemies will vomit a stream of green stuff at regular intervals.
471* WakeupCallBoss: The main candidates are Jormungandr, for requiring strategy and precision to beat rather than blindly attacking, and Jotunn, for being the first boss to have minions and Immunity to some of your attacks.
472* WarmupBoss: Two of 'em. Behold sits perfectly still and won't attack until you do, and the only attack he does have is very weak. There's also a way to kill him instantaneously before he can get one shot off. Ygg is pretty weak and doesn't have much health, and it'll be occupied with fighting the soldiers, allowing you to blast it with impunity. Worth noting that both of these are from Chapter 1, which is the easy tutorial level meant to get you used to playing, so being any harder would have been unfair.
473* WeaponOfXSlaying: The sword Gram has the "Dragon Slaying" trait on it. [[spoiler: This allows it to OneHitKill Fafnir, who is a dragon.]]
474* WhatTheHellHero: Vlad rants at your characters for fighting the bosses in the later game instead of talking to them like he's been telling you to do, which [[CouldHaveAvoidedThisPlot would allow you to get their help instead of having to beat them into submission first]]. [[{{Railroading}} It's not like the game lets you do otherwise]].
475* WhenTreesAttack: Tree Spirits and Traeskmonstirs.
476* WithFriendsLikeThese: The word "friends" is always in quotation marks, because while you may be friendly to them, that doesn't stop you from accidentally (or [[MakeItLookLikeAnAccident "accidentally"]]) blowing your "friends" up.
477* WithMyHandsTied: [[spoiler:Grimnir]] spends the entire fight casting magic without having ever breaking his bonds. He still manages to be a difficult battle despite this.
478* WizardingSchool: The game starts at Castle Aldrheim where the Order Of Magick trains young wizards like the protagonist.
479* WolfpackBoss: The Aristocrats fight is several waves of different kinds of Goblin Wizards, each with attacks based around a different Element. Also, partway through Chapter 9, you fight three Necromancers at once, AND they all have loads of Undead minions to fight for them.
480** The [[FighterMageThief Champion, Magician and Assassin]] at the end of ''Dungeons and Gargoyles'' also counts.
481* WorldInTheSky: World's End is a miniature example. It makes for some of the best scenery and level design in the game.
482* TheWorldIsAlwaysDoomed: Apparently, saving the world is a regular activity for Wizards. A few elderly Wizards reminisce about the multiple times they saved the world.
483* WritingAroundTrademarks: The DLC ''The Stars are Left'' was originally named ''The Stars are Right''. After learning that the name was already being used, the creators changed it a mere ''12 hours'' prior to its announcement.
484* XRaySparks: PlayedWith: It shows the ''animation skeleton''.
485* YeahShot: Mocked. At the end of the game, your wizard will attempt this as the "Level complete" message shows up. Twice. Then the credits roll.
486* YetAnotherStupidDeath: Targeting yourself with harmful elements. Its entirely possible to fumble for a quick self-heal in the heat of combat, only to accidentally crush yourself with a boulder.
487* YouHaveOutlivedYourUsefulness: [[spoiler:Assatur]] does this to [[spoiler:Grimnir after the heroes Corporealize him, rendering his host useless]].

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