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 Apr 2, 2015@NathanWolf
Well the whole idea around faction raiding / griefing on my server is based upon TNT-cannons players can make and blow up the enemy base. The problem with the grenade spell, it seems like a free tnt-cannon that can easily be abused. So even though I don't really like the idea of it completely "not-exploding" if it lands in an enemy claim, this suggestion is still probably the best idea. So if you could add that in or make an option to toggle faction griefing, that'd be great, thanks. :)
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Posted Apr 2, 2015@x3ladex
That item glitch is fixed in 4.8, really sorry about that - please update!
As for grenade, It is tricky since it is thrown - should I prevent them exploding if they land jn an enemy claim?
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Posted Apr 1, 2015Hey Nathan. I encountered this problem earlier where my player was raiding another faction (protected land) and he threw the Grenade spell into their base. The grenade hit the core of the base blowing up almost all of their chests as a result. This would all be fine if the chest atleast dropped items, but since Grenade reverts it's effect (rebuilds) the broken terrain, so did the chests. The problem was that the recreated chests had only 1 item of each type it held before, with a red colored 0. Upon trying to right click it, it disappears. Any idea how to fix this or change the way Grenade or the blowing up system works? :/ This is a serious issue for me since most players were yelling how some players who have access to wands and the Grenade spell in particular are overpowered and shouldn't be allowed. Any ideas on what I should do?
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Posted Apr 1, 2015@TheFrozenshot
It is actually not a helmet!
Do /wand magichat
To get one. It is actually an ender portal frame block.
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Posted Apr 1, 2015Oh another question :)
Which kind of leather cap is that to make the wizard hat. I can't figure it out :D
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Posted Apr 1, 2015No other problems I have fixed them all.
Thank you for your fast response. And keep up the good work ! It's an awesome plugin
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Posted Mar 31, 2015@broluigi
If you want them to consume actual XP, you'd have to customize every spell you want to use, changing the costs to XP. XP and Mana are entirely separate, despite mana taking over the XP bar.
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Posted Mar 31, 2015how do i make it so all the spells only cost experience points, and dont regenerate? I need players to use them sparingly knowing they cant cast anymore after running out
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Posted Mar 31, 2015@TheFrozenshot
That is the latest, other than the dev builds of 4.8 (which I'm hoping to release soon)
There are quite a few wands in the default configs, I just don't use them. See http://mine.elmakers.com to look at them all.
.. and I see the RP issues are resolved. Do you have any other problems?
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Posted Mar 31, 2015@NathanWolf
4.7.1
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Posted Mar 31, 2015@TheFrozenshot
What version do you have? (You can just look at the filename)
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Posted Mar 31, 2015Hi Nathan ,
I have a stupid question ... I downloaded the plugin and it's still the old version ( I think ) Is it already updated like seen in the video ? Or is it normal that you have a lot of wands cause I think there are only like 5 now and a hat. And I copied your texture pack and it isn't working .
Edit : already fixed the texture pack
Already Thanks
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Posted Mar 31, 2015NEW WANDS
For those of you directly using my resource pack from S3, you get new wands today!
Courtesy of my friend Droobledore of Potterworld .. they are pretty epic in my opinion!
Beginner -> Master
Engineer -> Architect
Engineer, First Person
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Posted Mar 29, 2015@x3ladex
Latest dev build (#842 and up) has an option in config.yml:
Will turn off spell upgrades.
Push is also fixed in that build- it was generally broken, nothing to do with the upgraded version or upgrade system.
Push is now a continuous effect, for a few moments- giving you the opportunity to sweep up several enemies, or redirect the force of the push slightly. I liken it to putting some English on a pool ball.
I'm still working on it, but it should be back to more like the force it had before.
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Posted Mar 29, 2015@NathanWolf
Thanks :D
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Posted Mar 29, 2015@marckusfransson
This is the best/only tutorial I have on that at the moment:
https://www.youtube.com/watch?v=0WoIvy1H3K8
I'm working on the shops a lot for 4.8 and will try and add some stuff about them to the wiki when I can.
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Posted Mar 29, 2015@x3ladex
Did you grab a dev build? I was playing with Push and left it a little broken, yeah.
Anyway, I'll add that upgrade on/off switch for you.
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Posted Mar 29, 2015@NathanWolf
I think there might be something wrong with the upgrade system on my server, I had an ordinary Beginner wand and was using the push spell that could push away for maybe 5-6 blocks. The after a bit of use it upgraded to lvl 2 and it could literally push mobs and players 30-40 blocks and so high up into the air that it could kill them. Maybe that was just for me?
Could you tell me how to turn off upgrading on the spells? Or even better, just add a global on/off switch, cuz that'd really help me out a lot. Since my server is 100% survival, I think the base spell abilities are enough and there is no need for upgrading them.
Looking forward to your reply, thanks again. :)
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Posted Mar 29, 2015Nathan, on your server, you have custom villagers like the Spell Progress villager. How do you make those?
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Posted Mar 28, 2015@x3ladex
You would need to use WorldGuard for now if you want to completely disable spell usage in a region.
I have looked into integrating into Factions for Safezone checks, and it is frankly a pain in the butt. They have no useable API, there are two totally separate version of the plugins I have to support, and the way they check for "is safezone" is a big complicated mess of "can X do damage to Y" instead of a simple location check.
That said, I'd love to get it working one day- I don't think it'll be anytime soon, though.
Spells start out very weak and level up- nothing changes them fundamentally so as to break survival - the plugin is meant to be used in survival, and is (I think) pretty well balanced.
If you don't want upgrades, but still want to use the enchanting system, you'll have to customize all the spells that upgrade to turn off upgrading .. I don't have a global on/off switch. Though, if this is a big pain for you, that's something that would not be hard to add.