I dont think there is any tutorials for Magic Particles. Short of searching these forums for topics there isnt alot of info about it. One thing you will have to be familiar with to use it though is native directX, not an expert or anything, its not very complex, but you will need to be familiar with how it operates and how to use render targets.
Magic Particles DarkGDK wrapper is not really a "wrapper" as such around DarkGDK, all it is really doing is capturing GDK's DirectX Device, the IDirect3DDevice9* interface obtainable through dbGetDirect3DDevice(); , and sending all of its data to a render target being pasted over the top of the screen.
In its original form the wrapper is very intrusive and is only 2D. To use it in it's native form, you need to clear the GDK screen before you render the particles, the problem is, doing that means you cant have any 3D rendering going on as it gets either cleared or overwritten by the particles, depending on the order you render in.
I made an alteration to the wrapper, to enable it to use GDK images as render targets, the GDK image can then be textured onto a 3D object or a GDK sprite and used within GDK however you want. This is the link :
http://forum.thegamecreators.com/?m=forum_view&t=157049&b=22
Its the same as the one posted by bjadams just with the hyperlink working.
The Magic Particles system is quite flexible when you get your head around how it all works. It is quite complex initially and the documentation is kind of sparse and assumes a fairly in depth knowledge of the DirectX API and general rendering techniques(eg. texture atlas usage/creation) plus how to program using an Object Oriented structure, the wrapper is all encapsulated into classes and features small levels of inheritance, but once you have that knowledge under your belt, like I said the system is very good.
If it ain't broke.... DONT FIX IT !!!