RPG Magic Series 1–3 Tutorial: How to Use and Understand the Naming Conventions
This tutorial walks you through how we designed RPG Magic Sound Series 1 to 3 and how to use their naming conventions to choose the right magic sounds for your game.
Our goal for all three series is simple:
Create ready-to-use, mix-and-match magic layers that sync cleanly with your animations.
Table of Contents
Why You Should Trigger Magic Sounds in Parts
Before going into naming conventions, we strongly recommend triggering magic sounds in multiple parts instead of using one long audio file. A single file can fall out of sync when the game lags, but layered magic SFX respond reliably during gameplay.
When we create custom magic spells for clients, we deliver them in 1–3 parts, sometimes more depending on the complexity. If you are an indie developer without a sound designer, this tutorial will help you understand how to select, layer, and trigger the right sounds.
Example from The Alchemist Code
Trigger magic in 3 parts:
Part 1 – Cast
When the character begins or charges the spell.
Part 2 – Shoot
When the spell is fired or released.
Part 3 – End / Impact
A buff, debuff, heal, impact, or final hit depending on your spell.
Once you understand this layering workflow, the naming conventions in all three RPG Magic SFX packs become much easier.
How Naming Conventions Work Across All RPG Magic Packs
The naming system in Series 1–3 tells you exactly which part of the spell a file belongs to. Here are the commonly used terms across the packs:
Cast
Used to begin or charge a spell.
Examples: Positive_Small_Cast_01, Positive_Large_Cast_01
Shoot / Swoosh / Projectiles
Triggered when the spell is fired or travels through the air.
End / Impact
Triggered when the spell completes or hits the target.
Covers buffs, debuffs, heals, and all impact types.
Loop
Sounds that continue for a duration.
Recommended to fade in/out when the effect begins or ends.
Part Numbers (P1, P2, P3, P4)
Used mainly in RPG Magic 2 and long spells.
Suggested sequence from the start to the end of the spell.
Variations (v1–3)
Tonally similar versions to prevent repetitive playback.
Combo (C1–4)
Used in RPG Magic 2.
A suggested order, but you do not need to follow it strictly.
Full
A single long audio version with all layers combined.
Useful for cutscenes or quick implementation.
Series Breakdowns
RPG Magic SFX Pack (Series 1)

Series 1 contains the foundational JRPG magic layers.Basic_Attacks_Impacts Folder
- Impacts for ending spells (Part 3)
- Swooshes for spell shots (Part 2)
- Multiple variations for non-repetitive gameplay
Spells Folder
- Cast sounds
- End and Impact sounds
- Loopable spells
- Most buffs, debuffs, heals, and revives can be used alone or as Part 2 or Part 3.
Misc and Music Folders
- Notification sounds
- UI triggers
- A bonus music track to help kick-start your game
Quick Links
3 Keys To Create Magic Sound, RPG SFX 1 Sound List, RPG Magic SFX Pack
RPG Magic SFX Pack 2

RPG Magic 2 expands on Series 1 with more parts, combos, and elemental-inspired spells, while still keeping the JRPG and retro magic style.
Key Differences from Series 1
- More retro and early Final Fantasy–inspired spells
- Spells grouped by style: S1–S7 (cute, retro, modern etc.)
- More designed parts and combos
- More variations and expanded impacts
Basic Whooshes Folder
Movement-based sounds for wand swings, jumps, leaps and spell shots.
Basic_Magic_Attacks_Impacts Folder
Expansion of Series 1’s impacts.
Includes Combo sounds, indicated by C1–C4.
Example combo sequence:S4_Magic_Attack_C1.wavS4_Magic_Attack_C2.wavS4_Magic_Attack_C3.wavS4_Magic_Attack_C4_Heavier.wav
Designed Magic Sets
Created and categorised based on Game FX showreels:
Example set: Hell_Sword_Strike
Includes FULL versions and individual parts.
Hell_Sword_Strike_Cast_1_Sword.wav
Hell_Sword_Strike_Cast_1.wav
Hell_Sword_Strike_Cast_2.wav
Hell_Sword_Strike_Cast_3.wav
Hell_Sword_Strike_Cast_Long.wav
Hell_Sword_Strike_FULL.wav
Hell_Sword_Strike_Impact_1.wav
Hell_Sword_Strike_Impact_2.wav
Hell_Sword_Strike_Impacts.wavInspired by 1990s JRPG spells.
P1–P4 indicates recommended order.
v1–3 indicates variations.
We group spells by style (S1–S7: cute, retro, modern, etc.) to help you find matching sounds, but feel free to combine them in any way that fits your game.
Example of a 'S1' spell
S1_Small_Cast_P1.wav
S1_Small_Cast_P2.wav
S1_Small_End_P3_Buff_1.wav
S1_Small_End_P3_Buff_2.wav
S1_Small_End_P3_Buff_3.wav
S1_Small_End_P3_Debuff_1.wav
S1_Small_End_P3_Debuff_2.wav
S1_Subtle_Shield_1.wav
S1_Subtle_Shield_2.wavElemental_Magic_Layers_Impacts + Misc
- Electric, fire, plant, water, wind for layering
- UI skill triggers (think Disgaea 5, a skill trigger SFX is played before a character cast a skill)
- MP/HP potions
- epic boss death sounds (imagine wind and magic circling the final boss as it breathes out its last breath!)
Quick Links
Making Of RPG Magic 2, RPG SFX 2 Sound List, RPG Magic SFX Pack 2
RPG Magic SFX Pack 3 [Elemental]

Series 3 follows the same logic as Series 1 and 2 but is sorted by 9 elemental themes:
DARK, ELECTRIC, FIRE, GENERIC, ICE, LIGHT, PLASMA, WATER, WIND
Each element contains 70–80+ sounds, including:
- Casts
- Buffs and debuffs
- Basic attacks
- Heavy and critical impacts
- Projectiles
- Missed attacks
- Unique elemental spells
Example: Ice Magic
Ice Magic Example:
Projectile → Light/Heavy Impacts with Final Impacts (critical) OR Missed Attacks
Ice Magic Projectiles
Projectiles (Part 2):
Used when the spell is shot.RPG3_IceMagic_Projectiles01.wavRPG3_IceMagic_Projectiles04_Epic.wav
Impacts and Criticals (Part 3):
For final hits or combo endpoints.RPG3_IceMagic2_LightImpact04Crit.wavRPG3_IceMagic2_LightImpact05_Final.wav
Missed Attacks:
Triggered when a spell does not land.RPG3_IceMagicMisc_AttackMissed02.wav
Watch the Ice Magic Demo
Quick Links
Making of RPG Magic 3, RPG Magic 3 Sound List, RPG Magic SFX Pack 3
Child of Light Re-design Example
Using RPG Magic Series 1 and 2, this video demonstrates how we choose, edit and layer sounds to sync closely with animation.
Final Magic Sound Design Tip
To create a polished magic spell, ensure the final combination has a good mix of low, mid, and high frequencies, unless you are intentionally going for a specific stylistic effect. Here are 3 Keys To Create Magic Sounds!
We’re Here to Help
If you have questions about choosing or layering magic sounds, email us anytime at [email protected].