Edit:
IMPORTANT MakiPL
If you check this file "mag087_b.1r1" the structure is very similar to a battlestage...so let me know if there is something like the "the end" stage. If yes i'll give you other file with this type of "models".
Indeed. Typical Quad info starts at 0x88c. However visualisation of this produces bad mesh.
There's texture in 1t0 and 1t1. The file is divided on parts. At the moment I can tell:
.1p0 file is UNKNOWN (p stands for... particle?)
.1r0 is start file, that the first unsigned int is size of the first pattern. Visualizing of vertices from this part produced this cloud:

. Moreover 2240 MODULO 6 != 0, so it's not Short type X Y Z vertices. After this another pattern appears. Finally, a 8670 byte of this strange pattern. 8670 is dividable by 1,2,3,5,6,10,15,17,30 and 34. Never seen anything sized like that.
.1r1 is the same as above, but the pattern is almost the same like the stage. Starting from 0x8bc till the least 2c EOF byte, there's 5712 bytes, and this number is dividable by 24. Max face index is 545, this means I need at least 545*6 = 3270 Bytes of data for vertices. I found, that there's a pattern for either 4 or 8 bytes. 4 bytes of data, and four next bytes are 00 00 00 00.
.1s0 looks like the camera (has the same header as stage - but it's only a speculation)
.1t0 and .1t1 - divide parts of this texture:

Hm... I have an idea. Please, could you find a mag file that's responsible for some magic/GF that has objects in it? I could then real-time memory edit this to find out what will happen. OR, someone tell me if he/she recognise a spell/magic/anything that this texture may apply.
@Mag999_a.dat contains only AKAO sequences (this is: sounds info).
Mag184 is Shiva.
EDIT3: In .EXE, at 0x9b7db8 is ASCII hard-coded "mag150.TIM". I though about ASCII rip using Jaeder Naub , see what I get.