Magic

Server Compatibility
Please make sure you download the correct version for your server:
- 1.20.5 and Up => Latest Build
- 1.9 => Magic-10.9.8 (or latest Magic-Legacy build)
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1.8.8: => Magic-5.5.6
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1.8.3: => Magic-5.3.3
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1.7.x => Magic-CB1.x
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Earlier: => Check Compatibility in Files Section
Need Help? First Try:
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Check the FAQ
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Read the rest of the wiki
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Check the reference manual for configuration options
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Check the config info page for spell, wand and other info
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Find examples in the builtin configs
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Check your logs for errors
If you can't find what you're looking for, come join us on Discord for help or ideas!
Found a bug? Have a Feature Request?
- Use our issue tracker
Overview
Live Demo
Tutorial Videos
More Information
Please see the Magic home page on github for up-to-date information!
Metrics Collection
This plugin uses bstats for metrics collection. The information sent to bstats.org is completely anonymous, publicly viewable, and includes the following metrics:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true, or by editing this plugin's config.yml and changing "metrics_level" to 0.
Changelog
Full changelog can be viewed on github

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Posted Aug 31, 2014@mobilephone2003
Oh, and I definitely would recommend you look into making completely custom configs- I do see what you're trying to do, and I think that'd solve a lot of your issues.
You can also disable any spells you don't want by adding them to spells.yml with "enable: false" - but if you want to disable most spells, it's easier to turn off loading the defaults and just copy over (and modify) the ones you want to keep, like grenade.
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Posted Aug 31, 2014@mobilephone2003
With -magic.wands.use, my item (wand) wont work even though i have the cast permission.
That's right- that disables using wand entirely, regardless of cast permissions. Ops can still use /cast though.
For the WG regions- do you have "other" explosions and TNT explosions denied?
The grenade spell itself should be disallowed in any region the player doesn't have build perms for- but this means ops and other admins can use it to destroy your spawn.
It's also possible that someone could lob a grenade into a region from outside of it, with some careful targeting choices. Having your regions explicitly deny TNT and "other" explosions should prevent this (as well as Boom and its variants).
And finally, if you were to enable auto-undo for Grenade it would restore the paintings (and any other block damage). I know that's not ideal though.
For what it's worth, I plan on completely re-doing the base configs to be "safer" in general, much more like the Harry Potter configs.
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Posted Aug 31, 2014@Angelazo1991
Do you use creative mode at all?
You can also check your PM's for an alternate solution :)
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Posted Aug 31, 2014@NathanWolf
I remove some plugins that modify on any way the inventory of the users, and it keeps buggin' the wand! The wand just turns to a normal wand but without name and lore.
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Posted Aug 31, 2014@NathanWolf
The variety and customisation of this makes me want to use it, it offers things other plugins don't. The grenade was just an example, there's so much potential with everything else. Just need to fully test each one to see what causes problems and what doesn't.
Even with individual wand permissions it would be useful for people making custom wands for certain ranks. In my case custom items.
With -magic.wands.use, my item (wand) wont work even though i have the cast permission.
Not sure if you're seeing what I'm trying to do, have specific items that cast the spell with limited uses. MagicSpells doesn't offer that, we used to use it.
On a public survival server just allowing everyone everything that's here with just mana and xp as their downfall is very risky.
If i can use a grenade at spawn to remove items from item frames, even though its worldguarded/spawn protect/towny protected, it's risky.
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Posted Aug 31, 2014@mobilephone2003
Ok- so, firstly, I really do apologize for the mess this made on your server!
There was an issue with enable_crafting- it's fixed in the latest dev build. I had been testing with the "potter" configs, which have the individual crafting recipes disabled, which is why I thought it was working- sorry!
That said, I do think there are plugins out there better suited to your needs- like maybe just a Grenades plugin, that kind of thing?
If you want to stick with Magic, you'll probably want to make a completely customized set of configs for your purposes- don't load the default spells, this will also render any existing wands useless.
https://github.com/elBukkit/MagicPlugin/tree/master/src/main/resources/examples/potter
In particular, check the parts in config.yml that disable loading the defaults.
Then you can add in whichever spells you want, configured however you want- like "grenade". If you change the "key" of the spell, it won't apply to anyone's existing wand (like if they got the Grenade spell on a wand already)
I used to have a "depopulate" command in MagicWorlds to remove wands from chests- I may be able to resurrect that if it'd help, but it won't get rid of any wands in player's inventories or ender chests.
Again, I apologize - I hope you can work it out!
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Posted Aug 31, 2014@mobilephone2003
Which spells, and what protection plugins?
There is a Magic.cast.<spell> permission (again, see here: http://dev.bukkit.org/bukkit-plugins/magic/pages/admin-instructions/)
You can't limit wand use, wands are just items. Well, I mean you may be able to blacklist the type of item in WorldGuard or something.
Don't take this the wrong way, but I feel like my plugin *may* not be what you really want. Have you tried MagicSpells?
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Posted Aug 31, 2014@NathanWolf
Had quite the crisis using this as mentioned in PM.
Can I please request a Magic.wand.use.<wandname> permission? that i can use with -magic.wand.use?
Really need to lock down these spells as some of them are bypassing protection plugins.
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Posted Aug 30, 2014@mobilephone2003
Haha.. well fair warning I probably won't be as responsive :) Comments email me, PM's don't.
Anyway, I just added an "enable_creative_mode_ejecting" option to config.yml - if you're OK with wands just getting destroyed when you /gm, you can set that to "false".
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Posted Aug 30, 2014@NathanWolf
I'll take this to PM rather than spamming comments, Sorry everyone
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Posted Aug 30, 2014@mobilephone2003
The alternative is they will be destroyed- I don't have an option to turn off the ejecting specifically, only to turn off all of the hacks and workarounds at once. If you're willing to use a custom Craftbukkit or Spigot build, you can try turning that off (enable_custom_item_hacks: false). Otherwise you'll probably find the wands get occasionally wiped at random while moving them around in your inventory.
Unfortunately, the way Bukkit currently works internally, it will occasionally discard any "unknown" data, particularly in creative mode.
These patched builds that support custom item data can be found on my CI server as well, and are of course totally unapproved and unsupported by the Bukkit team.
Anyway, as I mentioned before, the plugin is not compatible with creative mode. If you're using creative mode on vanilla Bukkit, you really can't use wands. Stick them in an ender chest or use the stash spell, is what I do- but I also don't use gm for anything but command blocks.
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Posted Aug 30, 2014@NathanWolf
Can i prevent the ejecting? when changing to creative players are picking up the leftovers :/
Also, if theres not enough mana/xp, the use doesn't get consumed?
Bit confused about the mana thing.
What does that mean?
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Posted Aug 30, 2014@mobilephone2003
Ahh, thanks! I was staring and staring and couldn't see it :) I'll make a note to fix that up.
And, no- I've tried to make sure that the xp-as-mana display doesn't interfere with normal XP. One exception is if you use the /xp commands to give XP directly, it may have issues.
Picking up XP orbs should work as normal, even if the players has an active wand, though.
If you want to try an alternative (it's kind of experimental)- there is a "mana_display" option in config.yml, change it to "durability" and it will use the item durability bar instead. Refilling causes a jerky "reload" animation I can't get rid of, though.
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Posted Aug 30, 2014@NathanWolf
Thanks, appeciate the simple explanation. Usually I'm good with this stuff but this is pretty indepth.
Just a minor text bug on that picture, the red runs into the bracket.
Looks good, although looking at this XP charging thing on the bar, will this affect standard enchanting?
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Posted Aug 30, 2014@mobilephone2003
These are the best/most current docs I have on spell/wand customization:
https://github.com/elBukkit/MagicPlugin/blob/master/WANDS.md https://github.com/elBukkit/MagicPlugin/blob/master/SPELLS.md
Wands are unique items in Magic- like an enchanted sword or whatever. Once you have the item in-game, the template from wands.yml is mostly irrelevant. You have to edit the file if you want to change the templates- /magic load will work for that, assuming you've got the perms thing worked out :)
You can change the name of a wand- per-wand with the "/wand name <name>" command, or by changing the template and creating a new wand.
All in-game text is in the "messages.yml" file (for easy localization)- but for the purposes of easily adding a new wand or spell, you can also put a "name" and "description" right in the template if you'd rather not mess with messages.yml. So, as an example (this is from the "potter" examples configs- take a look at those and the defaults for examples):
That makes a 40-use wand with 3 spells. It can't be upgraded or modified (this is what "locked" means), even if you sell spells, upgrades or have enchanting enabled. I think it's along the lines of what you want.
What was the bug you mentioned?
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Posted Aug 30, 2014@NathanWolf
I'll likely be doing single spells to a wand. Does the spell add apply it direct to config?
Also, minor bug:
Can we change the visible name of a wand? Add lore to a wand?
Would love to see a single page with all wand properties, same with spells.
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Posted Aug 30, 2014@mobilephone2003
Yup, for sure- you can edit wands.yml to mess with the wand templates. If you plan on just handing out wands, then maybe make a new template from scratch that works how you'd like, or modify one of the existing ones.
"indestructible: false" will make them destructible, and "uses: 20" will give them 20 uses before they self-destruct.
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Posted Aug 30, 2014@NathanWolf
Ah, looks like things are working better after a full restart.
Can wands have a limited use and can they be destroyable? Just trying to get this fully balanced out for a standard survival situation.
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Posted Aug 30, 2014@mobilephone2003
That's really pretty odd- unless you've got some explicit deny permissions set up, you should have access to everything. We're using Pex on Potterworld, and this is how it works for us, anyway- though I'll admit permissions aren't really my thing.
Please let me know if disabling crafting works after a full restart, as long as you're editing "plugins/Magic/config.yml" (not the files in the defaults folder) that should work.
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Posted Aug 30, 2014@NathanWolf
Using Pex also. Odd, I'm just loading it in and saying what I see. I'd do /magic load but I'm not allowed to use that command :P
Will give further feedback as I see it.