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 Jul 12, 2015When I use the Tweak Shop to change my Master Sword to chest mode, the spells wouldn't work. Is it supposed to be like that or can it be configured to make it work? :)
ADD: Someone duped plants with fireball. Fireball destroys it and drops the item then it regens
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Posted Jul 11, 2015nathan. as I can put a spell icon a panel of colored glass?
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Posted Jul 11, 2015Ok, sorry to bother you again, but I've spent hours on this and haven't been able to figure it out. I'm trying to create a spell that produces a turret that heals nearby players. I've got it to work, except for the fact that it only targets hostile mobs instead of players, and I cannot for the life of me figure out why.
I put the spell in a Pastebin here: http://pastebin.com/2hP7a4f9
In short, it throws a Beacon block that serves as the origin for a repeating AoE effect with a Heal, but for some reason it only targets hostile mobs even though it's set to target_type: Player.
EDIT: Never mind, looks like I just had to restart the server.
Also, is there any way to make a spell that kills mobs without them dropping items?
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Posted Jul 10, 2015@KidoCraftMat
People, as in players?
This is something I've thought a little bit about (I think you can do this in Ars Magika?) but I don't have any specific plans about how to go about it. Roughly thinking there could be a set of "elements" that you'd combine on a crafting table to make a spell with various effects ... but it's probably not something I will add anytime real soon.
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Posted Jul 10, 2015@NathanWolf:
I was wondering if you could edit the plugin so that people can make their own spells
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Posted Jul 10, 2015@NathanWolf
That was the issue, thanks Nathan!! that helped immensely!! Keep up the awesome work!! Never seen a plugin as amazing as this!! :D
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Posted Jul 9, 2015@Heliostorm
Yup, you can add a target_count parameter to limit the number of targets that AreaOfEffect will hit. It hits the ones closest to the center first.
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Posted Jul 9, 2015@Atrelyu
Schematics can be used with any engineering spell- so for instance, do
Then you can use SuperBlob to build chunks of that schematic at a time. Or, use the "paste" spell- though I think Paste is limited to a smaller size than the Elder Tree schematic (which is *very large*). You can use the Wolf wand to bypass this size limit, and it also comes pre-loaded with all of the schematics :)
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Posted Jul 9, 2015@NathanWolf
Thanks, that worked like a charm. One last question (for this spell): is it possible to make a spell only target one mob in an area (i.e. the closest zombie within a 10 block radius, or just random selection)?
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Posted Jul 9, 2015Hey Nathan!
Just to let you know, the ItemLoreStats error have been corrected and now it works perfectly with Magic :) however, remember you have to change the "bound" feature in the default messages in a future update!
Another thing, I do noticed that Magic possess a list of schematics, but I really can't find the appropiate command to place/use them. Could you please tell me what it is :( ?
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Posted Jul 9, 2015@ThePraZ
I do not, that spell was made by the PW server owner and is part of their custom configs.
If I were to add it to my "potter" configs, I would probably just inherit from lightning or smite:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L1577
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Posted Jul 9, 2015nathan. you have the file baubillious PotterWorld spell?
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Posted Jul 9, 2015@Heliostorm
You can use "target_types" instead for that, it'll take a list of entity types- see the Grab spell:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L1232
(And thanks, @Sean_Amor! It's so nice when people answer questions here instead of always just asking ;)
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Posted Jul 9, 2015@Sean_Amor
So, how would I make it target multiple types of mobs?
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Posted Jul 9, 2015@MrHedra
That is done in your customized Recall config- here's the one I use on my survival server:
https://github.com/elBukkit/MagicPlugin/blob/master/src/examples/elworld/spells.yml#L85
Basically just the "locked: true" parameter.
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Posted Jul 9, 2015@Heliostorm Taget type example: http://hastebin.com/havehodaci.sm
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Posted Jul 8, 2015@NathanWolf
I don't know about MagicSpells, but I've managed to integrate Magic with SkillAPI's classes quite nicely by simply having SkillAPI abilities use the /cast command. I've even used Craftbook commanditems to create laser weapons that use Magic spells.
Anyways, thanks for helping with the ImageEffect; I ended up not using it anyways, but it'll be nice to have that trick in the future. I have another question though, is it possible to make a spell that only targets mobs, and not players? I attempted to make an AoE damage spell that only targets mobs, meant to be cast from a command block, but even though I set the playerdamage to 0 it still does the knockback and plays the hurt sound, so while it technically works, it's not very pretty.
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Posted Jul 8, 2015@NathanWolf
Ok thanks. Question, how do you lock the region in the first place?
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Posted Jul 8, 2015@MrHedra
I use WGRegionCommands for that, yes- that lets you run a command when a player enters or exits a region.
Then you can do like this:
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Posted Jul 8, 2015Eyy Nathan, I was wondering. Is that a separate plugin on your server where when you reach a certain place it would say you've unlocked that place and you could use recall to tp to that area?