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 Jan 20, 2015Hey in ur video I noticed you had a shop owner npc with ur name and skin. What plugins did you use to achieve this?
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Posted Jan 20, 2015@LordBoos
That is a good question .. I'm looking into it now, because I don't immediately see a way to set amounts when registering a recipe.
As a fallback, I guess you could change the shape so that it requires 8 nether stars - have them all surrounding the blaze rod?
EDIT: It seems like this is not possible without mods. I guess I never realized it, but shaped recipes never have more than one of each ingredient.
I can see about adding shapeless recipe support in the future- but then they just basically toss in a blaze rod and some nether stars willy-nilly and a wand comes out :)
I am looking at changing the way crafting works in 4.0 so I definitely want to think about this.
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Posted Jan 20, 2015@NathanWolf
Thanks! Is it possible to craft using multiple items in one slot? I want to edit default recipe to have same same pattern, but like 10 nether stars, instead of 1 for master wand. Is this possible?
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Posted Jan 19, 2015@LordBoos
That's the "undo" parameter, in milliseconds. So like "undo: 5000" for 5-second undo.
Nearly all spells are undoable - it will tell you in the spell's lore in-game if it is not.
The 4.0 configs are going to be all auto-undo (in terms of block changes). I'm basing them on the "potter" configs, and am hoping to make the plugin generally less destructive while still keeping all the "shock and awe".
Feel free to venture off on your own for now, but I'm hoping to get to this soon! :)
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Posted Jan 19, 2015@NathanWolf
How to set spells to auto-undo?
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Posted Jan 18, 2015@NathanWolf
I only need for WG 6 support, the rest can wait jajaja
And thanks, :3
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Posted Jan 18, 2015@joshep92
Sorry about that! Power outage, server was down- it's back up now though.
I also just decided to submit a new build (3.9.4) for approval. I really want the 4.0 release to be a big change (mainly just to the default configs), but it's taking me a while to get done- and a lot of new stuff has been added recently, so a release sounds good:
https://github.com/Slikey/EffectLib/blob/master/src/main/resources/migrate.php
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Posted Jan 18, 2015@NathanWolf
Where can I download the V.4.0 that is compatible with WG 6.0?
I try in Build Server, but the URL is broken.
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Posted Jan 18, 2015@Oniromancie
Thanks! Make sure you have Magic 3.9 or higher (dev build) - I added that parameter to TNTSpell pretty recently.
If you need any help customizing, check the default configs for an explanation and let me know of you need help!
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Posted Jan 18, 2015Thanks for the fast reply! :)
I was talking about block damage, I'll go update those spells. Great plugin by the way.
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Posted Jan 18, 2015@Oniromancie
If you're referring to the spells that spawn TNT (Like Grenade), I suggest just disabling those spells. TNT does damage, that's what TNT does ;)
If you mean turning off block damage specifically, you can customize the spell to set break_blocks: false. You can also have it auto-undo block damage (The 4.0 configs will have auto-undo on everything).
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Posted Jan 18, 2015@Hirodetsu
The CommandSpell just runs a command on behalf of the player- so if you don't want to give them permissions to the command, there are two ways I think you can do this:
1. Set the "op" parameter to "true". This will op the player, run the command, then de-op the player. This can be semi-dangerous, but I've done my best to ensure the player always gets de-opped.
2. If there is a different version of the command you can use that works on a player (full disclosure, I'm not that familiar with LibsDisguise and didn't actually make those spells myself!), then you could do that- something like
/dis @p skeleton
If that'd work, then you could set "console: true" in the spell parameters. This will run the command as console instead of as the player- so it will always have permissions, but the tradeoff is the command has to be able to take a player as a parameter to work.
And I think that answers your second question - @p (for player) is the name of the casting player! You can also use @pd for the display name of the casting player (@td works for target's display name, too).
Hope that helps!
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Posted Jan 18, 2015Hi, I'd like to know if theres a way to disable the TnT damage to the world done by the spells?
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Posted Jan 15, 2015@NathanWolf
Hello again. I have a slight problem. I made a whole list of new harry potter animagus spells (based on the ones in your potter default). The animagus spells use the /disguise commands from LibsDisguises. They work just fine, except, only ops can use them. I have GroupManager if it'll help the problem at all. Here is my question: Is there a way to let regular players use the animagus spells and NOT have access to typing /disguise? Maybe adding a positive node in GroupManager along the lines of "+magic.cast.animagus_rat" or soemthing like that. would that work, or is there another way?
EDIT: Also I tried creating my own spell which is meant to disguise an entity into its caster. I need to know what to use to name the caster of the spell. For example, in a CommandSpell, you would use @t to show the target's name. What would you use for the caster's name? is it @c?
Here is the command:
"/dentity player @t X(does @c go right here?)
[X means the variable, as in what would I put there]
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Posted Jan 15, 2015@NathanWolf
No problem. I'm glad I can make this great plugin even little better.
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Posted Jan 15, 2015@LordBoos
Well you are my favorite person of the day!
With much thanks to LordBoos, Magic now respects Towny and PreciousStones claims. (dev build#586 and up).
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Posted Jan 15, 2015@Unviewed
Even if you don't have build perms? If that doesn't work then I'm not sure, sorry- I'd have to do some debugging there. It should act exactly as if you shot an arrow from a bow, so if you could also test that I'd appreciate it.
Check the "Build Server" button in the main post for dev builds.
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Posted Jan 15, 2015Toggling the WorldGuard region flag did nothing to the item frame issue, it still knocks the items out.
Where can I find the download for the Magic 4.0 / Dev builds?
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Posted Jan 15, 2015Here's a pic it didn't work =[
http://postimg.org/image/rk53kpdsf/
I tried typing /wand The Unknown Wand
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Posted Jan 15, 2015It's just "/wand unknown", like I said earlier. The name is just for display, you never type it in the console.