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 Feb 28, 2015@astronus5
Doh! Sorry- I lost all my region flags in a freak config accident :(
I must've forgotten to put that one back, and those are pretty important... sorry about that. Fixed now if you want to try and come back!
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Posted Feb 28, 2015Your server spawn is broke, I dont have permission to cast any spells there, and I nee to cast blast to ecscape.
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Posted Feb 28, 2015@Fisaken
It's hard to tell since your post lost its formatting, but here is an example of changing Levitate:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/examples/customized/spells.yml#L41
The "missile" change looks like it ought to work though.
If you're putting these in plugins/Magic/spells.yml, it ought to work. You can do "/magic load" in-game and the changes should take effect immediately.
If you can't get it to work, please put your whole spells.yml up on pastebin.com and I will gladly take a look!
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Posted Feb 28, 2015@NathanWolf
Hello. I've been trying to fix the config-issues I had earlier but without any luck. Basically it is just changing some cost reduction, cooldown and the active-cost of Levitate, but it doesn't seem to be working.
Now I'm probably just messing up something obviously, but I have tried setting up the spells in a few different ways, without any luck.
levitate: parameters: active_costs: mana: 35
-yet the active mana cost remains 20. or
missile: parameters: cooldown: 10000
-yet no changes. Am I supposed to do anything to 'activate' the changes or suppsoed to set it up in another way?
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Posted Feb 28, 2015@LordBoos
Hm- well you can certainly spawn spell items, just use "/mgive <spellname>". When you have a spell in your inventory, it will get added to your wand when you hold your wand.
Unfortunately, the trouble is trying to put these spell items in anything- without a patched server (still awaiting PR acceptance...) any plugins that save and load items will most likely lose the custom data that makes it a spell or wand.
That said, if you have a crate plugin that works with Essentials items (instead of saving items), you could try to do "spell: <spellname>" as the item type and that should work.
EDIT: If your crate can run commands, you could also do like "/mgive @p <spellname>" to given them the item directly.
Otherwise ... I am thinking about making my own GUIs for giving out spells in the next version of Magic, since (disappointingly) my custom data PR doesn't seem to want to get accepted. I'd much rather you just be able to use any off-the-shelf crate or shop plugin with wands and spells... but failing that I may see what I can set up on my own. I was planning on doing an NPC trait, but some sort of crate support might be nice to have too.
Let me know if you figure something out!
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Posted Feb 28, 2015@NathanWolf
Thanks for fixing undo bug with PreciousStones.
I have a question tho. Is it possible to somehow get spells out of wands? I came up with a idea of Mystery-Vote-Chests, that would contain many different kinds of items - including spells. Player Votes for server, gets Mystery Chest and after he opens it, he gets some random items. If he gets spell, he can use it to add it to his wand. Is this possible?
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Posted Feb 27, 2015No, i haven't any other inventory management, but with V 4.2 it is solved, i think :)
Thanks :D
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Posted Feb 27, 2015@joshep92
Do you have any other inventory management plugins, like something that re-arranges your inventory, organizes it, saves it, a backpack plugin, anything like that? If you want, pastebin a list of your plugins and I'll take a look.
If you want, you can add the following in config.yml
default_wand_mode: chest
To change the default wand mode to "chest", which doesn't spawn out player inventories and may solve your issue, if there isn't some other plugin you can remove or disable that's getting in the way.
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Posted Feb 27, 2015I have a problem, with V. 4.0, my users lose their inventory when they change his Wands.
For example: when they open the magic inventory for change theirs wands sometimes, when close the inventory, they lose all their normal inventory. Here 2 pictures, before and after.
http://gyazo.com/9c63b7777f59b211a57a1506ca7bf332
http://gyazo.com/875ce356de67bd7057b496ca951b7e70
My Spigot version: This server is running CraftBukkit version git-Spigot-ed3e3af-ee6d0fa (MC: 1.8) (Implementing API version 1.8-R0.1-SNAPSHOT)
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Posted Feb 27, 2015@ExtraGamerMinecraft
There's no money system built in to Magic. In the video I show Shopkeepers, but that is running a custom Spigot build and won't work otherwise.
If you use Essentials, one simple solution for selling wands and spells are shop signs. Just put "wand: beginner" on a shop sign, or "spell: blink", etc, to sell spells and wands.
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Posted Feb 27, 2015@NathanWolf
So I'm sorry for encomodamento, NathanWolf, seriously I really liked your plugins, I'll keep watching you pro whatever comes! =] Excuse my English, I'm Brazilian.
As wellas I have another doubt, if not bothers you, and the money system? I saw the full video but did not understand what will be the system.
Thank you for answering me
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Posted Feb 26, 2015@ExtraGamerMinecraft
Thank you for your interest, but I don't make custom plugins! No time ;)
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Posted Feb 26, 2015@NathanWolf
Hello Nathan Wolf, I wonder if you could do a specific plugin for my Minecraft server, I wanted a plugin Register / Login if accepted, my email: extragamer797@hotmail.com I am Brazilian, but the plugin can be in English even :) I really enjoyed this plugin and already put it on my server, thanks NathanWolf!
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Posted Feb 26, 2015@ExtraGamerMinecraft
Commands are here: http://dev.bukkit.org/bukkit-plugins/magic/pages/admin-instructions/
If you have a specific question, let me know. Use tab-complete to get the most of the commands.
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Posted Feb 26, 2015What is the commands?
I need one problem :(
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Posted Feb 26, 2015@LordBoos
Fixed in dev build #710
You can ignore my previous rambly post.. tl;dr this was a bit tricky to fix :)
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Posted Feb 26, 2015@LordBoos
EDIT#2: Ok, PreciousStones is doing some sneaky stuff :( I'm trying to think of how to resolve this and still work with WorldGuard and other explosion-cancelling plugins.
Basically, PS is handing fields by canceling the explosion, but then "faking" the explosion on the parts outside the field.. so by the time I'm notified, the blocks are already changed... I think I can work it out though.
EDIT: Oh.. weird, I see .. the area in the field is fine, but the area outside that still explodes doesn't revert? That's what I'm seeing, and that's really.. confusing :D I'll see if I can figure this out.
Oh, hrm- yes.. I think I was relying on PS to cancel the explosion if the blast would affect its blocks... but I guess not! Do you know if you have prevent-explosions set? Do you know if you could do the same thing just by setting off TNT right outside someone's field? I'll have to do some of my own testing.
I'll think about how I can fix this- I think it should not be affecting the blocks in the field at all, but in order to that I'll probably have to check each effected block and cancel the whole explosion if it touches a field at all.
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Posted Feb 26, 2015@NathanWolf
Sorry to bother you again, but I found another bug with undo. If you blast area next to build protected region (the one of screenshot is preciousstones field), explosion is not reverted.
http://i.imgur.com/g2KgyZU.jpg
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Posted Feb 26, 2015@LordBoos
Thanks!
We actually have Droobledore, the Headmaster of Potterworld to thank for all the custom sounds and icons. :)
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Posted Feb 26, 2015@NathanWolf
Wow those sounds are great!