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 Oct 11, 2015@NathanWolf
Interesting. So what does the wand key solution do exactly, is it telling it to look in a wand2.yml file instead of the wands.yml file or something? I ask because I already have load_default_wands: false and also, how would the wand_key thing affect new wands that are created?
If you have a new feature you are putting in by Saturday, you're a rockstar. I don't know enough about programming to have any solid suggestions, if I do think of anything I will be sure to let you know. I forgot you have your own MC server, I suppose most plug-in developers would. I'll have to check it out.
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Posted Oct 11, 2015@KingBohica1
There's no reliable way to get rid of all of the items, unfortunately.
But there is a way to basically reset and start fresh. If you put something like this in config.yml:
All of the existing wands will become inert, because they will not be able to find their data anymore.
I plan on expanding on this feature a little soon (thinking about resetting my own survival server...), so let me know if you have any suggestions, I can probably get this done before your event. I'm thinking of making it so when you hold an old inert wand, it prints a configurable message like "The ancient artifact crumbles to dust" or something, then the item disappears.
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Posted Oct 10, 2015So I see the /magic clean clears up lost wands, but is there any way to purge and/or find instances of wands that are not lost. i.e. chests, players inventories, etc.? I had previously installed Magic and stopped it because I realized I had not customized if for my needs. I am now relaunching the plug-in for a 1,000 follower celebration event in a week (which you are invited to witness if you like, Nathan) and realized that there are still some admin wands floating around that should not be out there. What would be the best way to deal with this? Thanks!
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Posted Oct 10, 2015@ZwPBerserk
You're welcome!
And thanks for the Head's up on the Donation button- it does look broken. There's a working one at the top, though. :)
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Posted Oct 10, 2015@NathanWolf
Thank you You are the best!
BTW Your donation button didnt work. It tells me something went wrong when I click it.
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Posted Oct 9, 2015@ZwPBerserk
I added permission-based spells support to the /mskills menu in 5.2.1. Here's what I suggest you put in your config.yml to use it:
I hope that helps!
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Posted Oct 7, 2015@NathanWolf
Yes that would be awesome! :P
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Posted Oct 5, 2015@NathanWolf
Thanks again! Works great! Also, that target_self: variable gives me some ideas, so thanks for the added info. I can see where having a self-cast no range aoe that doesn't affect the caster could be very beneficial for negative effect spells. Very cool.
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Posted Oct 5, 2015@ZwPBerserk
It's not so much about explaining them, it's about having two plugins with different mechanics that you're trying to use in tandem. Which is doesn't always work very well, which is why you are here :)
But let's see, if you're using Heroes and you're using Magic's /mskills menu - then I guess all you need is what you originally asked for- for Magic spells to show up in /mskills if the player has permission to cast. I can add that when I get a chance.
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Posted Oct 4, 2015@NathanWolf
Yeah im using heroes skills, i have around 260 skills. But as I used all of them, I wanted to use some magic spells as the ultimate skills. They look fancier, and i could easily explain how to use them to the players through the permission skills descriptions. :P
And I fixed it by giving the cast perms to the worlds itself.
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Posted Oct 4, 2015@ZwPBerserk
For the last problem you mentioned, that is a deficiency of most GM's - you can't negate and reinstate a permission on the same group.
You'll need a base class for the negated permission, and then inherit classes from that to add back in spell permissions.
In case I haven't made it clear, I'm really not crazy about permission-based setups with Magic. I'm also not convinced that you could or should try and mix Magic with Heroes or MagicSpells, it's going to result in a confusing mish-mosh of abilities and mechanics. All just my opinion, it could be that MagicSpells (or something like it) will mesh better with Heroes - but honestly if you're using Heroes why not use their skill system? Trying to mix both together just seems like a mess? Sorry, don't mean to sound harsh!
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Posted Oct 4, 2015@NathanWolf
I got it to work with the fill wands thing. (i gave em the permission to do /wand fill to update their wands manually so i can still give out other wands, non-class based)
Only thing im still wondering is.. How do i get the Wand Spell inventory like it is in /mskills is that possible?
When my players do right-click on the wand now. It just puts all their spells from the wand in their inventory. (they cannot organize it themself by putting multiple spells in their hotbar)
(if this isnt possible, they could just use multiple wands. So it wouldnt be a big issue :P)
EDIT: I might have a lil issue here. - -Magic.cast - -Magic.cast.* - -Magic.wand.enchant - -Magic.wand.craft - Magic.commands.wand - Magic.commands.wand.fill - Magic.cast.Flare - Magic.cast.Missile
It doesnt put any spells on the wand. (it does give the spells when I give the spell permission to the person itself)
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Posted Oct 4, 2015@NathanWolf
Okay thanks!
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Posted Oct 4, 2015@ZwPBerserk
The wands will automatically update, yes- and players are never allowed to cast spells they don't have permission for, even if they have a wand with that spell.
You'd probably have to add your own empty wand with however much mana you want to wands.yml. You could just copy one of the beginner/apprentice/master/etc wands from the defaults and remove all the spells.
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Posted Oct 4, 2015@NathanWolf
Thanks, its exactly what i wanted.
So how do i exactly give them an empty wand with some mana ofcourse. The only wands i can get are the empty ones without mana.
Also if they dont have the permission for those spells anymore. Does this stop them from casting them with the wand? Do the wands automatically update? (if they switch classes for example)
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Posted Oct 4, 2015@KingBohica1
Yup, you got the right idea! "target: self" is the best way to do that, it will skip targeting entirely (so "range" isn't needed and would be ignored)
Edit: you may also need "target_self:true" in parameters, to tell the AOE action that you want the caster included.
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Posted Oct 4, 2015@NathanWolf
Yes that does help, thank you. I think I got mixed up on another aspect though. I had range to 8, but it sounds like what I want is radius 8. Basically, there would be no range, only an aoe. So the caster casts, and he and the players within a radius of 8 get the effect. Should I put target self, or put a range of 0 or how would that work?
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Posted Oct 4, 2015@KingBohica1
Hi, cool! Looking that over, the main thing I see wrong is that the PotionEffect and AreaOfEffect actions are reversed.
AreaOfEffect is a "compound" action, meaning it groups other actions underneath it. It will run each of those actions on every entity in a radius.
So I think you'd want
You might also want to add a "radius" parameter for how big the AOE should be, I think the default is only 1 block or something.
In messages.yml, the caster will see the "cast" message, the target will see the "cast_player_message". Hope that helps!
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Posted Oct 4, 2015@ZwPBerserk
If you like, you can add "fill_wands: true" to config.yml.
Then give them an empty wand, it will fill with the spells they have permission to cast.
This is very similar to what you were requesting, which is why I asked :)
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Posted Oct 4, 2015Hi again Nathan,
So I'm doing some more custom spells, borrowing code from some of yours. What I want is when the player casts the spell, all players in the area of effect get night vision. Here's what I have:
As it stands, it either casts the spell on the player you are targeting, or if no target, on yourself. What am I doing wrong? Also, how would I do the message.yml so that the casting player and the effected players receive different messages? Thanks again! =P