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 15, 2015@MrHedra
Sadly I can't do that yet either :(
The way the armor works, is they can "auto-cast" a spell for you at some interval. Unfortunately this doesn't really work out with Levitate.
I'll see about making it so you can have a spell that activates on wearing an item, and deactivates when you take it off- that's what you would want?
If you have the WGCustomFlags plugin, you can do "/region flag myregion blocked-spells blink".
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Posted Jun 14, 2015@NathanWolf
You have a point with Cooldown and Cost Reduction. Ok so for example I want diamond boots that when you wear it, lets you fly (levitate spell). What should I do? ^^
What flag to use to disable Blink spell in worldguarded areas?
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Posted Jun 14, 2015@MrHedra
Armor is a little limited at the moment, but in general you configure them the same way as wands:
https://github.com/elBukkit/MagicPlugin/blob/master/WANDS.md
If you're starting with normal armor in-game, do "/wand enchant" first.
But cooldown and cost reduction won't work, I think.
Mainly there is bonus mana and mana regen, and then the potion effects that work on the armor.
I've honestly been trying to phase out "cooldown reduction" in general - it's too easy to throw off the balance with that.
For instance, a spell like Petrify becomes really OP if the cooldown falls down lower than the duration - you can keep someone paralyzed forever.
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Posted Jun 14, 2015@NathanWolf
That's so cool! I'm sorry If I'm too noob for this but is there a way we can add magic properties like Cooldown Reduction # on normal armor in-game? Is there a page for that here? I can't find it >.<
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Posted Jun 14, 2015@MrHedra
Oh- interesting, I didn't think NCP would mess with survival fly.. well thanks!
The "Map" thing is a brush, so you use it with engineering spells, sounds like you figured that bit out.
What that does is paint using the last map item you've held. This could be a vanilla map, or a map created with Magic's "/mmap load <url>" command.
I think the default Map does a 16x16, so a very scaled down version- but you can do "/wand add material map:128" for a full-scale one, or anything in between.
You can do some pretty cool stuff with this, like the "projector" I recently put together using command blocks and Fill+Map:
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Posted Jun 14, 2015@NathanWolf
It was NoCheatPlus. Well the Owner of the server found out and he said to thank you. He didn't explain much but I will ask again. Also, how does Map spell work? Seems to paint just random blocks.
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Posted Jun 13, 2015@MrHedra
Oh, what was the issue? I'd be curious to know, in case anyone else has the same problem.
The Craftbukkit build is basically at end-of-life. If anyone finds any major issues I will certainly fix and post an update here.
However, not being able to use 1.8 features and generally just keep up with the state of the Art in Minecraft was too limiting, so I have moved on. Magic in 1.7 doesn't even have custom spell icons, it's like a completely different plugin at this point.
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Posted Jun 13, 2015@NathanWolf
I think I found the problem xD
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Posted Jun 13, 2015[delete]
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Posted Jun 13, 2015@NathanWolf
Ok thanks for the help! But is the plugin here different from the one at Spigot's? If so, which one is better or more updated? :o
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Posted Jun 13, 2015@MrHedra
Just a quick follow-up here- I tested it myself and it seemed to work fine, but some things I can think of- I mentioned I changed active mana drain in 5.1.5 - I should've said I fixed it.
Prior to that, it was 4 times as fast as it should've been.
Right now, with the default configs, by the time you get Levitate (not until the Engineer level), you've got way more mana regen than it takes to keep Levitate active- so it will basically never deactivate until you land. Is that maybe what you're seeing? Let me know the mana regen rate of the wand you're using (my Engineer wand was at 80/s by the time I got Levitate) or if you've changed Levitate from the default 20 mana / second.
If I knock my wand regen down to 1/s and then use Levitate, it drains my mana and deactivates as expected.
Barring conflicts with other plugins, that's the only thing I can think of .. but maybe you've got a customized config to where you can get Levitate on a less powerful wand? Even still, it ought to work and seemed to when I tested... hoping we can figure this out.
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Posted Jun 13, 2015@MrHedra
Hm- ok sorry- well for one, you may want to move over to spigotmc's Discussion thread for issues with the Spigot version of the plugin, since other people there may be having the same issue.
I did re-do the way Levitate works a little bit in 5.1.5, to fix the active mana drain- so I guess I'd suggest trying to downgrade to 5.1.4 or lower and see if that helps?
Sorry about that, I'm not seeing this issue myself, so I'm wondering if Essentials or some other plugin is getting in the way :|
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Posted Jun 13, 2015@NathanWolf
Hi! We're using the 5.1.5 version from SpigotMC. It didn't give the user /fly permission but it allowed him to fly like he was using /fly and we had to /fly (playername) him and it would say "fly:disabled". Yeah, when the user's mana runs out, the particles disappeared but he could keep on flying even after landing, he could double jump and fly as if in creative mode. Also adding -essentials.fly.safelogin did not work :(
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Posted Jun 13, 2015@NathanWolf
Sure that would be good, im going to try a few more things too and play aorund I guess :P But yeah I would appreciate the prototype :)
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Posted Jun 13, 2015@MrHedra
One thing I thought of- Essentials has a "feature" that will restore fly mode on logout/login. Is that maybe the problem?
If so, you'll need to either turn that feature off in Essentials' config, or disable the Broom and Levitate spells.
Those both work by putting the player in flight (creative fly) mode, but they do not give the player permission for commands or anything like that.
And I was 99% sure it turned off as it is supposed to when the mana runs out- it certainly works that way in the current build, and I can't think of any reason why it wouldn't in the latest CB build, either, though I will definitely try it out when I get a chance to be sure.
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Posted Jun 13, 2015@HannahEliz92
That does make sense! It'd be possible to get rid of the projectile, but it might not "fly" quite the same way.. this would actually be very, very similar to Tornado at that point- just an effect that moves away from the player at a speed.
If you want I can try and rig up a prototype of that for you when I get a chance!
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Posted Jun 13, 2015Ok I probably made a lot of mistakes :P
http://pastebin.com/mSStRJM5
So I can get it to hit but the Helix Effect doesn't move fast enough and the projectile atm which is an arrow doesnt continue travelling...
So the next part are how cna I get rid of the need for an arrow as the projectile How can I keep the spell continuing on Speed of the moving Helix Effect :3
Hope im making sense :D
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Posted Jun 13, 2015@HannahEliz92
That sounds cool!
I think you could start with a projectile, and attach the helix effect- then make a bigger helix effect as the "hit" effect.
For the AOE damage as it moves, you could try putting a Repeat/Delay/AreaOfEffect/Damage kind of thing in there, like Tornado has- but you'd need it to repeat pretty fast, I think, unless you pick a really slow-moving projectile!
Let me know if you want more specific help with that!
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Posted Jun 13, 2015@MrHedra
Are you using the CB build from here? If so, I'll have to try this out myself when I get a chance- this build hasn't change in a while, I don't remember that ever being an issue.
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Posted Jun 13, 2015So I have been trying to make a really nice custom spell but I dont know where to start...
So I want it to have the HelixEffect but it want to be the projectile and have it move until it hits.. Anything in the area as it travels deals damage and when it hits I want the HelixEffect to expand out and deal AoE damage :3