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 24, 2015@Atrelyu
I like the idea! But, sort of unfortunately, the Secure spell uses vanilla mechanics- in 1.8 Mojang added the ability to lock containers. It doesn't apply to doors or anything else.
You could use a similar mechanic with NPC's, though- at least for certain actions. I don't think the "command" trait supports item cost requirements but I could add that if it'd be useful (e.g. exchange item for a command). Denizens can do that out of the box, too, I think.
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Posted Jul 23, 2015Hello Nathan! I think I figured it out how to give magic permissions to certain classes. I will answer Kasamu if this method works :)
Anyways I was messing around with spells and I fall in love with the Lock and Key spell but I was wondering if it would be posible to apply it to things like doors, so players would need "keys" to access certain areas, or maybe Magic with his integration with Citizens have some way to handle items to villagers and then execute certain specific commands. Maybe there is another and more efficient way but i think you get my idea :)
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Posted Jul 23, 2015@Capehenrykid
Pastebin, please! Yikes- just delete the comment, please, I got what I needed.
Your problem is the PVP integration with MultiVerse- it looks like you have a bad MV config and the plugin is failing to load.
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Posted Jul 23, 2015@Capehenrykid
No- "An internal error has occurred" should never happen. There will be a corresponding error in your server logs that will help me figure out what's causing this- it will be something to do with the PVP integration of one of the plugins you've got.
If you could find that error (it will be a long Java stack trace) and put it on pastebin so I can see it, that would help a lot.
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Posted Jul 23, 2015is this suppost to happen in the wilderness???
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Posted Jul 22, 2015@Atrelyu
Well the thing with the "fill_wands" setting is it's kind of all or nothing. Once you have that turned on there's no way to make any other kind of wands.
I could probably make it better than that, so only certain wands get the "fill" behavior, but you could still have other one-off wands with specific spells, etc.
You can add vanilla enchantments to wands, like this:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/wands.defaults.yml#L1325
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Posted Jul 22, 2015@Kasamu
I've no idea, sorry, I've never used SkillAPI. I guess I assumed there was a way for it to give permissions or assign players to groups.
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Posted Jul 21, 2015@NathanWolf
Hi, how can I give players those permissions in skillapi?
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Posted Jul 21, 2015@NathanWolf
All right! That's pretty smart I must say thank you! and yeah I understand that the whole point of Magic have always been using wands :) I know about magicspells but I guess I just don't like it.
Now, I was wondering, It would be possible to create a wand that possess custom propierties? For example, there is a Battle wand that speciffically possess battle spells, but it would be possible to add stats like Sharpness, Knockback or things like that? I checked the default configs but couldn't found something similar to what I'm looking for :)
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Posted Jul 21, 2015@Atrelyu
What I would suggest, if you want this completely SkillAPI/permission-driven, is to add the following to config.yml:
That will make it so, whenever a player gets a wand or holds a wand, it will contain all of the spells they have permission to cast (and remove any they don't).
You could then continue to use the Magic enchanting system, or sell wand upgrades, to add mana or whatever other wand properties- but the spells a player could cast and would see on their wand would be permission-driven.
For "why is /cast bad", refer to the example below I showed you for testing out a new "volley". If you let players use "/cast", they can not only "/cast volley", they could also "/cast volley repeat 100" - or, maybe a better example, "/cast nuke radius 10000". Don't try that one out for yourself :D
EDIT: Not to mention that the wand system is kind of the whole point of Magic ;) If you want players using /cast commands I think MagicSpells would be a better fit.
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Posted Jul 21, 2015Oh, well if it really is so bad I'm not gonna do it but, do you have any other idea about how can I give players specific spells per class (or something like that and probably using) SkillAPI?
Why players shouldn't have access to /cast ? It overrides cooldowns or something like that :o ? I'm sorry I just would like to know what's the bad thing about it.
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Posted Jul 21, 2015@Capehenrykid
Not being able to cast those spells at spawn or another player's faction, or a safe zone is expected.
Wilderness should be OK, if they can break blocks there it should be castable.
Try using "/magic check <playername>" on one of these players, while they are in the wilderness and holding a wand with one of the "non-castable" spells active. It will tell you a bunch of information about why they don't have permission. Might be something useful in there.
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Posted Jul 21, 2015Players can break blocks, They can't cast it at the server spawn or another faction, but they also can't do it in the wilderness
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Posted Jul 21, 2015@Capehenrykid
If players don't have permission to build or break blocks, they don't have permission to cast spells that do so.
This can be overridden via configs, but it's generally a good idea to keep it this way, particularly on a Factions server- not really fair if players can grief other factions with magic.
If players can physically break a block but still can't cast those spells, then something is wrong.
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Posted Jul 21, 2015I am using worldguard, and factions
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Posted Jul 21, 2015@Atrelyu
I would not recommend giving players /cast under any circumstances! Magic is not meant to be used like that.... if you really, really want that I could add an additional permission to prevent adding parameters when command-line casting, otherwise it's going to be very dangerous. The /cast command is mainly meant for admins to use when playing around with spells to create new ones or tweak existing ones.
For instance:
To test out more blocks thrown with the Volley spell ;)
The /cast command is also really useful in-game if you use the tab-completion. So, do "/cast volley <tab>" and it will tell you all of the available parameters for that spell.
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Posted Jul 20, 2015Hello Nathan! So I was messing around with spells trying to understand them in order to create a new one. I wanted to create a spell similar to Volley but instead of shooting 3 arrows, make it shoot 10 (for example).
Which variable should I use in order to do this or how else could I do it? Thanks in advance :)
One more thing! I'm planning to use SkillAPI since I Heroes didn't meet my expectatives so, it would be posible to asign a specific spell for a specific class? giving them the ability to do /cast <spell> and of course the respective permission like magic.missile ?
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Posted Jul 20, 2015@awswolf1
Yes to all of the above :)
Magic.cast.<spell> is the permission for each spell, so like Magic.cast.missile
Magic will use break/build and PVP checks for both Factions and GriefPrevention.
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Posted Jul 20, 2015hey nathan!
is there a way to set a permission for each and single magic spell? And are the spells integrated with factions or grief prevention?
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Posted Jul 20, 2015@Capehenrykid
Those are all spells that require build/break permission. Are you using WorldGuard, Towny, GriefPrevention, Factions, PreciousStones?