Magic Powers Megaways Slot Review
Dusk in a fairy-tale forest glade, the reels framed by gnarled branches, ivy and pink roses, toadstools glowing on the mossy banks. Most slots this pretty use their artwork as a promise the gameplay never keeps; Magic Powers Megaways is the rare one where the magic on the frame actually runs the machine, because Red Tiger has built the four elements into the reels themselves rather than painting them on.
An enchanted reel here doesn’t pay out and vanish; it holds for up to three spins and can follow you into the bonus round. Around it sits a six-reel Megaways game at 95.7% RTP with a 25,440x maximum win and stakes from 0.10 to 50 per spin, in company with Dragons Fire Megaways, Golden Leprechaun Megaways and Piggy Riches Megaways. Fire, Air, Earth and Water make this forest its own.
How the Base Game Pays
Wins are paid across the Megaways engine, so the number of ways to win changes on every spin, running all the way up to the full 117,649 ways. Matching symbols land anywhere on adjacent reels from the left, regardless of size.
Winning symbols then vanish in the Chain Reaction, letting new symbols drop in that can form further wins from the same spin. Chains keep running as long as fresh matches keep landing, so a single spin can pay several times over.
Wilds substitute for all paying symbols and count as whichever symbol forms the longest winning combination on a single way. It’s a straightforward wild with no multiplier of its own. The Super Wild is the one that breaks the mould, and it has a section of its own further down.
All pay values below are multiples of the total bet:
- Fire Cauldron – for three to six: 0.4x, 1x, 1.5x, 2.5x
- Book – for three to six: 0.4x, 0.8x, 1.2x, 1.8x
- Water Orb – for three to six: 0.3x, 0.6x, 0.9x, 1.5x
- Green Leaf/Crystal – for three to six: 0.3x, 0.5x, 0.8x, 1.2x
- A – for three to six: 0.2x, 0.4x, 0.6x, 1x
- K – for three to six: 0.2x, 0.4x, 0.6x, 0.8x
- Q – for three to six: 0.1x, 0.3x, 0.5x, 0.6x
- J – for three to six: 0.1x, 0.2x, 0.4x, 0.5x
- 10 – for three to six: 0.1x, 0.2x, 0.3x, 0.4x
The spread is flat, and that’s deliberate. The base paytable isn’t where the 25,440x ceiling lives; the real money is in the elemental interactions, where enchanted reels and Super Wilds multiply the ways themselves.
A single way in play is worth exactly what its symbols say it is, no more and no less. A highlighted diagonal of matched symbols pays out before the Chain Reaction clears the board. The paytable keeps its head down while the elements do the work.
Enchanted Reels and Super Wilds
Enchanted Reels
Each of the four middle reels can become enchanted by one of the game’s elements: Fire, Air, Earth or Water. Up to three reels can be enchanted in a single spin, and all of them can carry the same element.
An enchantment isn’t spent immediately, either. It can hold in place for up to three spins, which is what turns a random flourish into something you can build around.
The payoff comes when a high-paying symbol of the matching element lands on its enchanted reel: that symbol transforms into a wild. Stack the same element across two or three held reels and the base game starts building wild-heavy boards on its own, without a bonus round in sight.
Super Wilds
On any spin, a Super Wild covering a whole reel can appear on one of the middle four reels, carrying a ways multiplier between x2 and x7. The multiplier counts how many symbols the Super Wild stands in as within the ways calculation, so a x7 Super Wild on a full reel contributes seven symbols’ worth of ways.
Land one on an enchanted reel and the multiplier jumps to anywhere between x8 and x20. That’s the whole engine in one interaction: enchant a reel, then hit it with a Super Wild, and a single stacked wild can count as twenty symbols across a 117,649-way board.
The cap is reachable precisely because the ways multiply rather than merely pay. The enchantment system and the Super Wilds aren’t separate features stacked side by side; each one is worth more when the other shows up on the same reel.
Magic Spins
Up to six Magic Spins scatters can land on any reel in a single spin. Conjure three or more and the bonus round begins.
- 3 scatters – 9 free spins
- 4 scatters – 12 free spins
- 5 scatters – 15 free spins
- 6 scatters – 18 free spins
Each scatter beyond the first three adds three free spins, up to the maximum of eighteen. The round doesn’t add a new mechanic; it supercharges the existing one. Held enchantments carry across into the bonus round on the same reels they occupied, and fresh enchantments arising during the round can lock there too.
That transfer rule is the quiet point of the whole game. A base game that ends with three held elemental reels walks into the bonus with them intact, and from there the free spins are a loop of enchanted wilds, chained reactions and Super Wilds landing at multiplied values.
There’s no retrigger in the usual sense. The scatter count at entry sets the length of the round, and everything else is decided by the elements.
Our Honest Verdict
Overall Rating: 7.7/10
Playing Magic Powers Megaways is less about chasing scatters and more about tending the forest. An enchanted reel held for three spins gives the base game a short memory, and the one reason to pick this over a hundred other Megaways titles is the feeling of setting up a reel and hoping the right wild follows it into the bonus. The theme earns that; the magic isn’t decoration, it’s the machine.
The best thing here is that the two headline systems feed each other instead of running in parallel: a Super Wild is decent on its own and serious on an enchanted reel, so the 25,440x ceiling is something the game builds towards rather than a number on a poster. The worst thing is that the paytable underneath is thin. When the elements stay quiet, spins pay almost nothing and the gaps between enchantments drag.
It’s for players who enjoy the build and don’t mind waiting through quiet reels for it, and it isn’t for anyone who wants steady returns from the base game alone. Patient players will find this forest rewards the tending.
Magic Powers Megaways FAQs
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How do you trigger the free spins in Magic Powers Megaways?
Land three or more Magic Spins scatters anywhere on the reels in one spin. The first three scatters award 9 free spins, and each additional scatter adds 3 more, up to a maximum of 18 free spins. -
What do Enchanted Reels do?
Each of the four middle reels can become enchanted by Fire, Air, Earth or Water, and up to three reels can be enchanted in one spin. If a high-paying symbol of the same element lands on an enchanted reel, it transforms into a wild. An enchantment can also hold for up to three spins. -
What is a Super Wild and how much is it worth?
A Super Wild covers a whole middle reel and carries a ways multiplier between x2 and x7, meaning it counts as that many symbols in the ways calculation. If it lands on an enchanted reel, its multiplier increases to between x8 and x20. -
Do enchantments carry into the free spins round?
Yes. Any reel held under enchantment at the end of the base game enters the bonus round still enchanted, and enchantments that arise during the round can lock there as well. -
What is the RTP of Magic Powers Megaways?
The RTP is 95.7%. -
What is the maximum win on Magic Powers Megaways?
The maximum win is 25,440x your total bet. -
How many ways to win does Magic Powers Megaways have?
It uses the Megaways mechanic, so the number of ways changes every spin, reaching a maximum of 117,649 ways when every reel is fully expanded. -
What does the Chain Reaction feature do?
Symbols that form a win disappear, making way for new symbols to drop in that may form new wins. The chain keeps going as long as fresh winning combinations land.


