diff --git a/doc/MAGIC.md b/doc/MAGIC.md
index 63065703c53d8..546d938fa343d 100644
--- a/doc/MAGIC.md
+++ b/doc/MAGIC.md
@@ -225,13 +225,13 @@ Field group | Description | Example
--- | --- | ---
`min_X`, `max_X`, ``X_increment`` | Minimum value, maximum value, and the value increase per level.
Note: a spell is not _set_ to have max_X at max lvl, max_X is the ceiling for the value: a spell with `min_damage: 0, max_damage: 100, damage_increment: 5` and `max_level: 10`, will deal 5 damage at lvl 1, 10 at lvl 2 and 50 at lvl 10, as [ 0 + ( 5 \* 10 ) ]. Similarly, if `max_damage` is instead 25, the damage will cap at spell lvl 5, as [ 0 + ( 5 \* 5 ) ] | `"min_damage": { "math": [ "u_skill('dodge') + u_val('intelligence')" ] },`,
`"min_range": 24,`,
`"min_aoe": { "math": [ "( VAR_1 / 3 )" ] },`.
`min_damage`, `max_damage`, `damage_increment` | "Damage" value of the spell by default (or healing, if value is negative). The [spell effect](MAGIC.md#spell-effects) can modify its function. When the spell doesn't increase by level (such as a monster spell), `min_damage` and `max_damage` can be set at the same value (`"min_damage": 15, "max_damage": 15`), `damage_increment` can be omitted. | "min_damage": 0,
"max_damage": 100,
"damage_increment": 5,|
-`min_duration`, `max_duration`, `duration_increment` | Duration of the spell `effects` and `effect_str`, depending on the type of the ID. Writed in moves, so `100` means `1 second`, `1 minute` as `6000`, and so on. | "min_duration": 100,
"max_duration": 6000,
"duration_increment": 100,
+`min_duration`, `max_duration`, `duration_increment` | Duration of the spell `effects` and `effect_str`, depending on the type of the ID. Written in moves, so `100` means `1 second`, `1 minute` as `6000`, and so on. | "min_duration": 100,
"max_duration": 6000,
"duration_increment": 100,
`min_range`, `max_range`, `range_increment` | Distance from the caster to the target. Can be omitted if the target is the caster (giving an buff/debuff, spawning an item).
Note: the reality bubble diameter is ~60 tiles. | "min_range": 2,
"max_range": 10,
"range_increment": 0.5,
`min_aoe`, `max_aoe`, `aoe_increment` | Short for "area of effect", area/zone of tiles that the spell will affect. | "min_aoe": 0,
"max_aoe": 5,
"aoe_increment": 0.1,
`min_accuracy`, `max_accuracy`, `accuracy_increment` | Accuracy of the spell. -20 accuracy will cause it to always miss, 20 will cause it always hit. Currently doesn't work. | "min_accuracy" -20,
"max_accuracy": 20,
"accuracy_increment": 1.5
`min_dot`, `max_dot`, `dot_increment` | Short for "damage over time". Similar to damage, positive values hurt while negative values heal.
Note: dot values are rounded up, so 1.1 will be 2. | "min_dot": 0,
"max_dot": 2,
"dot_increment": 0.1,
`min_pierce`, `max_pierce`, `pierce_increment` | Armor "piercing", how much armor of the same `damage_type` the spell will ignore. | "min_pierce": 0,
"max_pierce": 1,
"pierce_increment": 0.1,
-`base_casting_time`, `final_casting_time`, `casting_time_increment` | Time the caster spends when casting the spell. Similar to duration, it's writed in moves, which allows spells to be casted in fractions of a second. Ignored for monsters and items that cast spells. If several spells are chained, only the first one will apply the cost.
Note: The casting time is not shown to the player (e.g. a cast of 300 will behave as if the player waits for 3 turns). | "base_casting_time": 1000,
"final_casting_time": 100,
"casting_time_increment": -50,
+`base_casting_time`, `final_casting_time`, `casting_time_increment` | Time the caster spends when casting the spell. Similar to duration, it's written in moves, which allows spells to be casted in fractions of a second. Ignored for monsters and items that cast spells. If several spells are chained, only the first one will apply the cost.
Note: The casting time is not shown to the player (e.g. a cast of 300 will behave as if the player waits for 3 turns). | "base_casting_time": 1000,
"final_casting_time": 100,
"casting_time_increment": -50,
`base_energy_cost`, `final_energy_cost`, `energy_increment` | Amount of energy spent for cast. If several spells are chained, only the first one will apply the cost. Ignored for monsters and items that cast spells. | "base_energy_cost": 30,
"final_energy_cost": 100,
"energy_increment": -6,
`field_id`, `field_chance`, `min_field_intensity`, `max_field_intensity`, `field_intensity_increment`, `field_intensity_variance` | Allows the spell to spawn fields. `field_id` describes which field will be spawned, `field_chance` describes the chance as ( 1 / `field_chance`).
`min_field_intensity`, `max_field_intensity` and `field_intensity_increment` modify the field intensity and it's growth (e.g. fd_electricity intensity 1 is "spark", while intensity 10 is "electric cloud").
`field_intensity_variance` allows to randomly increase or decrease the intensity of the spell as a percent (e.g. intensity 10 and variance 0.1 means it can grow or shrink by 10%, or go from 9 to 11). | "field_id": "fd_blood",
"field_chance": 100,
"min_field_intensity": 10,
"max_field_intensity": 10,
"field_intensity_increment": 1,
"field_intensity_variance": 0.1
`effect_str` | The "effect" the spell has (see [EFFECTS_JSON](EFFECTS_JSON.md)). Varies according to the spell `effect` field. | "effect_str": "zapped", "effect_str": "mon_zombie",