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 Jun 6, 2015@NathanWolf
Awesome!
I'll send you a PM in a bit for the IP of the server (again, because there was a IP switch).
I just want players to maybe get a paper from classes, events, and giveaways and they can redeem them at the NPC stands. As for donators, I just want to give off some signature spells like Mosmorde.
I have one more question. Can I make custom spells in the configs?
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Posted Jun 5, 2015@AvocadoAJ
Hi, glad to hear it!
I think you could do that by setting up NPC's with the "GiveItem" action.. but I don't have anything really pre-made.
It'd basically follow the pattern of the "ollivander" spell from my potter configs- you'd make a "wand" item for each piece of paper you want, and an NPC to exchange that piece of paper for a specific spell.
I don't have a way to have a single NPC do trades for multiple items that give different spells- I think Shopkeepers could be used for that, though.
Let me know if you want help setting this up, I can try and lend a hand!
For donator spells, you can just give them the spell directly (or via a command if you're using Buycraft or similar). If you want to make absolutely sure they're the only ones that can use that spell, spell permissions are "Magic.cast.<spellname>".
... I do have to give my usual disclaimer here, though, if you're giving them anything but Flare or some harmless "effects only" spell, you're violating the EULA you signed when starting your server :)
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Posted Jun 5, 2015Hello Nathan!
My server is going very well at the moment, although - I would like to implement a upgrading system. When a player gets a wand, they get the basic spells. I would like to set up NPC's that take a credit, or piece of paper and you get spells from it. I have seen this be done on multiple servers and I would like to know how to do this too! I was always wondering how to whitelist spells for certain groups. I would like to have donator spells for specific players only.
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Posted Jun 3, 2015@Shzam20
Wands in inventory mode will now automatically fall back to chest mode when a player is in creative.
I think I have some bugs to work out with it, but I wanted you to know I think I have a fix for your issue, if you're still looking for one :)
It's in the latest dev build- some spells seem to temporarily go missing when you switch to creative, but I should be able to fix that soon.
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Posted Jun 3, 2015@Heliostorm
Well- I apologize, looking at the code I was wrong. Magic doesn't actually look in Magic/schematics by default.. oddly enough. That folder is just where it used to put the builtin ones, but it doesn't do that anymore. So I guess my question now is how was it ever working for you? :D
I'll have it check for that folder going forward, since it's kind of weird you have to have WorldEdit/schematics folder. I think my reasoning there was that 1) Magic doesn't have a way to save schematics, so you need WE to get any and 2) Magic used to depend on WE for schematic loading, though it does not anymore.
EDIT: Latest dev build will look in the Magic/schematics folder for schematics, no matter what. I also added a new command, "/magic list schematics" that will show all schematics in the Magic folder, built into the jar, or in the WorldEdit folder (or whatever "extra" path you have in config.yml)
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Posted Jun 3, 2015@NathanWolf
I had them in plugins/Magic/schematics, and it wasn't reading from them. I changed the config file to read from Magic/schematics instead of Worldedit/schematics and it started working again.
I didn't edit Magic itself (except messing around with spells.yml), but I was changing around other plugins on my server around the time, so I assume that's what caused it. But the REALLY weird part was that I also had a test server with a different plugin configuration that I DIDN'T change, yet Magic schematics stopped working on both servers at the same time. I'm fairly certain it's nothing to do with the schematics themselves, since they both worked previously and worked now, and I when I renamed the cage.schematic it failed to work as well when referenced in a non-default spell. At any rate, the problem's solved now; it probably has to do with something I screwed up when changing plugins than anything wrong with Magic, even though I am clueless as to what I could have done to change both servers at the same time.
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Posted Jun 3, 2015@fr233
I'm sorry, I'm not sure what you mean - what would I do with Enchantment API?
If you just want to hide the vanilla enchants on magic items, you can do that by tweaking config.yml, add the following:
Otherwise, please be more specific about what you want- I don't think I need EnchantmentAPI for anything, but if there's some specific thing it does you're looking for, let me know what that thing is :)
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Posted Jun 3, 2015please add EnchantmentAPI support(the magic weapons will be added enchantments and others, i dont want that,it makes weapons strange :(
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Posted Jun 3, 2015@WinMillion20
http://ci.citizensnpcs.co/job/Citizens2/
I've got 2.0.16 from a few days ago, it's been working fine for me!
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Posted Jun 3, 2015@NathanWolf
What dev build are you using?
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Posted Jun 2, 2015@Heliostorm
That's odd- where are you putting the schematics? I think it looks in plugins/Magic/schematics/ and plugins/WorldEdit/schematics
If you didn't update the plugin, that's especially weird ... of course I assume CraftBukkit didn't update. Can you somehow send me one of the schematics you're trying to load?
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Posted Jun 2, 2015I'm using CB-1.1 on a 1.7.10 server. Everything was working fine, but recently Magic has stopped being able to use non-default schematics. This message is printed every time:
2015-06-02 21:59:48 [WARN] [Magic] Could not load schematic: darkhole
The other effects of the spells still work, it's just the schematic. Default spells like Cage and Glider still work. The schematics worked fine until yesterday, and I didn't change the plugin version, so I have no idea what's causing this.
EDIT: Never mind, fixed it. Somehow the config file changed so that schematics were loading from WorldEdit/schematics instead of Magic/schematics.
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Posted Jun 2, 2015@WinMillion20
Check their dev builds, I'm running Citizens on 1.8.6.
Essentials signs are an easy way, the Shopkeepers plugin also sort-of-works, though the icons break without a server patch. Spells are hard to sell in shops due to the icons- but they may work fine even if they look broken.
Generally players get new spells by enchanting, if you've got some kind of economy set up that's mostly up to you!
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Posted Jun 2, 2015Hey, citizens is currently not working for 1.8.5, how can players buy new spells without the citizens plugin?
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Posted May 30, 2015@Shzam20
Please check to make sure you are on the latest version of WorldGuard 6. If the Magic integration doesn't seem to be working, check your startup logs and make sure there's nothing wrong there. You should see a message like this:
I will see what I can do about creative mode, but it's not as simple as you're thinking. I would suggest using one of the alternatives in the meantime- the chest mode is probably the least disruptive, and you can always switch it back later if I'm able to add a special option for you.
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Posted May 30, 2015A request that is simple to to implent is a option in config to disable spell hotbar in gm 1. Please we are alot of server owners that let players use gm 1 as donators in limited way using the plugin limited creative...
please release a small fix to block gm 1 to use the spell hotbar ok
and 1 more issue players can burn players with spells in a wg safezone.... even if pvp deny
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Posted May 30, 2015@Shzam20
Wands aren't meant to be used in creative mode. Magic is a gameplay plugin, gm 1 is like being a god and frankly it's not something you should sell to players for money or allow at all if it's not a creative server... kind of totally unfair.
That aside, I have two options to suggest. The first is to change wands to use the chest mode, by putting this in your plugins/Magic/config.yml:
Alternately, you can force players' wands to drop on the ground when they use creative, like this:
Magic spells will respect WG regions if you are using the latest version of WorldGuard 6. Spells that break or build blocks will respect build/break permissions, and spells won't target players in no-PVP regions. Some spells, like Fire, that can damage other players incidentally aren't castable in no-PVP regions at all.
If you want more fine-grained control over what spells can be cast where, get the latest dev build of the WGCustomFlags plugin:
http://ci.mewin.de/job/WGCustomFlags/
Magic will add several flags, including "blocked-spells". You can do "/region flag myregion blocked-spells *" to prevent casting of all spells in a region.
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Posted May 30, 20151 more problem
players can cast spells in safezone please fix with a worldguard flag ok
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Posted May 30, 2015Please fix so that gm 1 users cant use the spell hotbar ok
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Posted May 30, 2015We found a really big BUG when we used this plugin.
We offer Gamemode 1 to our donators. And we use limited creative to prevent them from stealing items from gm 1 and Place in gm 0.
The problem is that they spawn in items when they are using this plugin in wand hotbar they go gm 1 and then gm 0 + they seems to be able to drop with q from gm 1 when this plugin is installed.
Is there a way for you to safe this plugin so that servers with limited creative and gm 1 players can use magic? http://dev.bukkit.org/bukkit-plugins/limited-creative/