Phaser AE

Magic Effects

Pro packv3.0.0-42DVFX

Twelve spell effects for fantasy games, built from layers of light so they glow rather than look like dots.

This is a Pro pack. Upgrade to Phaser Pro to use it in your games.See Phaser Pro →

Released October 14, 2026 · updated October 20, 2026

Magic Effects: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

Each effect layers several emitters: a glow or a pool of light, a body of soft additive light, sparks or stars, and in the curse dark smoke. Colours cool and size and alpha fade over each particle's life, while curl noise, vortices, orbits, drag and gravity move them.

Spawn one with game.particles.effect(name, opts). Effects a character wears are built up from its feet, so spawn them there or follow the character with an offset of half its height; the shield, portal, summoning circle and sparkle are centred on their origin. Loops stay until kill(), while teleport, buff and levelUp play once and remove themselves. scale sizes everything, and none of them needs aiming.

Features

  • Worn states — an aura, a glassy shield bubble, a sinking curse and a rising heal.
  • Big moments — a teleport, a buff, and a levelUp column topped by a burst of stars.
  • Places — a swirling portal, a summonCircle with rune strokes wheeling between two rings, and holyLight.
  • Pickups and trails — a twinkling sparkle, and swoosh, a star-shedding streak behind a wand or a blade.
  • Light on particles — none holds more than about 260 live particles at once, so several run together.
  • Data you can copy — a red rage aura or a longer level-up is a copied definition.

Good for

  • RPGs — heals, buffs, curses and level-ups on the party and its enemies.
  • Action adventures and dungeon crawlers — portals, teleports, and summoning circles under bosses.
  • Platformers — sparkles on pickups and a shield while the player is invulnerable.
  • Card and battle games — status effects on a character.

Make it yours

scale fits an effect to your world or to a bigger bearer, such as a summoning circle three times the size under a boss. A side-on platformer has the hero wear shield while invulnerable and plays levelUp at each new level; a top-down dungeon marks places on the floor with portal and summonCircle and shows an enraged enemy with a recoloured copy of aura.

A quick look

A portal, an aura worn at the hero's feet, a wand trail and a level-up:

const portal = game.particles.effect('portal', { x: 320, y: 180, layer: 'fx' });
const aura = game.particles.effect('aura', { follow: hero, offset: { y: 16 } });
const wake = game.particles.effect('swoosh', { follow: wandTip });
const onLevelUp = () => game.particles.effect('levelUp', { follow: hero, offset: { y: 16 } });

Works with

Good to know

  • Rings and pools on the ground are squashed for a side or three-quarter view; the summoning circle, portal and shield are full circles.
  • Additive light washes out on a white background, and no light is cast on the scene.
  • angle does not turn gravity, so a rising effect turned upside down still drifts up; copy it and negate its gravity instead.

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