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 28, 2015Ok I will try to be more specific.
Players wouldn't use mana, yet they spells have cooldowns. They get Fury (or any other thing) every time they Auto Attack a player, entity, etc. With fury, they can empower their spells.
Hope that helps! Also i'm trying to create health per level spells. I mean, spells that add max health permanently as long as you have them. Any idea of how to do so?
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Posted Jul 28, 2015@CreepersplaysMC1
That could be a bug, I'd be curious to know if it happens without GriefPrevention present. I'll have to try to reproduce it myself, but that will take some time, I'm really busy right now.
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Posted Jul 28, 2015@NathanWolf
It appears as when our players will lag and log out in combat they lose everything magic items included.
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Posted Jul 28, 2015@Kasamu
I am not familiar with stack fury, sorry, so I'm not entirely sure what you're talking about :(
There's no way to "give mana on getting damaged" if that's what you have in mind. Could possibly add that, though.
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Posted Jul 28, 2015@CreepersplaysMC1
I'm not sure what you mean- wands and higher-level magic items shouldn't drop at all, is that not working?
I don't currently do anything with any kind of combat tagging functions of other plugins, though I'm thinking about it at some point in the future.
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Posted Jul 28, 2015hi, MrHedra asked if it's possible for Magic to not drop player's wands/magic items when a player combat logs from GriefPrevention? :) Thanks!"
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Posted Jul 28, 2015I suggest you to try improving MagicWorlds, it's a pretty nice idea and maybe you can make it less laggy and lighter than terrain control.
Nathan I would like to make a different kind of mana system, instead of normal mana regen, I would like to make a 0 mana system but with every auto attack from players, stack fury or something similar and empower the spells with it. You get it right? Any idea of how to do so?
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Posted Jul 28, 2015@Kasamu
@Atrelyu
MagicWorlds is inherently just going to cause a bit of chunk-generation lag. This is due to the way it works- it lets the vanilla chunk generator do its work (so there you have the normal chunk gen time), and then it goes back over the chunk, inspecting every single block (up to some height limit) to see if it needs to replace the block type.
I would love to make it more efficient eventually, but since finding TerrainControl I haven't been so motivated to work on MagicWorlds... I think TC could do everything that MagicWorlds does if you can figure out how to configure it.
Anyway, your best bet is to just try it out and see how bad it is- I've definitely had issues on my server with someone hopping on a broom and just flying out into the distance on the Other Side, it lagged pretty bad. Your mileage may vary!
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Posted Jul 28, 2015@Atrelyu
Oops, I think I never responded to your last post! Sorry!
That LibsDisguise error is bogus, sorry- I have a fix, but I've been waiting to get a few more fixes/features in before making another release. You can ignore the message, it prints when LibsDisguise integration *works* :(
/mmap only works on maps- you can't really do the same thing with banners... I don't think. Not without a lot of creative effort anyway, lol ... banners are made out of pre-set patterns, though I guess some of those could be arranged into pixel art. Hmmm...
For spells in the new "action" system, it is generally the ModifyBlock action that is making block changes- but it's not the only one. The Burn and Freeze action will make block changes, too. Internally, Magic knows which actions make block changes and will check for break/build permissions accordingly, but there's no real "list of spells that change blocks".
Cool on the Command to play music, great idea! I'm still going to make that PlayRecord action, but sounds like it's not really necessary.
For MagicWorlds, see my next post, I'll explain there.
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Posted Jul 28, 2015It works smoothly! Thanks :D I was reading Atrelyu's comment (Idk but I can't quote it) couldn't find the answer to his question but I also use a custom world, it's bad to use magicworlds in that case? What can i do about it?
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Posted Jul 27, 2015@Winuks
That is precisely what that spell does, nothing more, nothing less ;)
The automata itself is driven by the command block, which is powered by the redstone block. If nothing at all happens, most often that is because you don't have command blocks enabled in your server.properties.
Second-most often, you are trying to create an automata in a protected area where it wouldn't have permission to build.
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Posted Jul 27, 2015@NathanWolf
Ooooohhhhh!!! I geeeeet it now! I didn't know Pex could deny certain commands or permissions :) pretty interesting.
So what I have to do is: Newcomer: - -magic.cast.* And then, a new group like: Apprentice: - magic.cast.frost Right? I'm gonna test it later and see if it works :D
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Posted Jul 27, 2015Whenever I use the defender spell it just puts down a command block next to a redstone block.
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Posted Jul 27, 2015@Kasamu
No, I meant like giving "- -Magic.cast.*" to the Newcomer group- that dash I had was meant to be the negation :)
So you make it so players start with no permission to cast any spell by default, and then add in "- Magic.cast.blink" or whatever you want them to be able to cast.
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Posted Jul 27, 2015@NathanWolf
Sorry but I didn't understand very well. What you are trying to say is, to add a permission to a specific group that gives all spells to the players (magic.cast.*) and then, removing the ones that I don't want them to possess in other groups? Like, creating a group like this: Newcomer: - magic.cast.*
And then, denying the spells that I don't want them to use? like: Apprentice: - magic.denycast.fireball (for example?)
If so, how can I negate those spells for players? It seems kinda inefficient in my oppinion. Could you please give me a more clear example or better way to do this? Thanks!
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Posted Jul 27, 2015@Kasamu
There are no permissions for individual crafting recipes, sorry- only an overall permission to be able to craft or not. That's something I could add in the future, though.
All players have permission for all spells by default. If your GM supports negation and wildcards, you can do "-Magic.cast.*" and then add back in the spells you want them to have. Depending on your GM, that negation may have to be in a base group and the additions in groups that inherit from it (this stuff seems flaky in my experience, but that's how it is meant to work).
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Posted Jul 27, 2015Hi, I was trying to use fill_wands and stablish certain permissions using magic.cast.<spell> so players could only use the spells that they have permission. But even though I only gave them permission for 4 spells (fireball, lightning, frost and wither) they basically got access to ALL spells :( how can I fix that? Also, is there any permission for wands? Like, I want novices to be able to craft an apprentice wand but other people can craft better ones. Thanks.
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Posted Jul 27, 2015@Capehenrykid
Could you please also pastebin your full spells.yml and wands.yml configs so I can test it all together? That'd make things easier for me. You can PM them if you want to keep them private.
Hoping I can help!
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Posted Jul 27, 2015I am making a new enchantment path for 4 wands I have, and I finished it but it is not working: http://pastebin.com/hP1DasPn
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Posted Jul 24, 2015@NathanWolf
Mmm maybe I will find out some kind of trick to make it work :)
By the way, today I updated Magic to the new version for Spigot 5.1.7 which says that LibsDisguise integration was added. However, when I start the server, a new error regarding magic appears and it says: "10:48:08 p.m. [WARN] [Magic] Something went wrong with LibsDisguise integration"
It used to work fine before so I guess the error only applies to this new version. I would update LibsDisguise to the newest file but since I'm also using MythicMobs I'm restricted to certain versions. :(
Also, the /mmap load <url> also works on banners? or just maps? I tried it just in case but nothing happened.
One more thing, some spells destroy blocks, some don't. Looking at the default spells I noticed the "modifyblock" variable. Is that the one that actually destroys/places them everywhere? I would like to know so I could add/remove it from certain spells :)
Sorry for the long post x.x thanks for the awesome support!
EDIT: For some weird reason, disguises seems to work fine, even if they are casted as spells. I guess that error is not the big deal after all.
I was looking into using Magic Worlds plugin but, when I was reading it, I noticed that if I'm using a custom map/world, it could cause lots of lag. Could you please explain me why this occurs and if there is some way to make it not so laggy when used with a custom world :) ?
EDIT 2: Welp, I figure it out how to make a specific music record by just using the command class. This spell reproduces the "far" record but It can be edited quite easily. I leave it here so anyone who is interested can use it/edit it or whatever. http://pastebin.com/LhtKTpxw :)