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 26, 2015@ShadowWolf294
No worries! I wish I had more time to work on documentation :)
The "paths" are how wands level up, basically.
The default set up defines a progression like this:
beginner->student->apprentice->master
Each step in that chain is a path. Each path has its own set of spells and rules for advancement (gaining mana, etc). When a player collects all of the spells in a path, they advance to the next one.
Advancement to a path may have its own bonuses, like changing wand appearance, or putting players in a new permission group.
Paths may also be "locked"- meaning a player can't naturally progress to the next path. The default configs come with two locked paths- engineer and architect.
To progress from Master to Engineer, the player must acquire the Rollback spell- which is not naturally available. This is to allow admins to easily control these (much more powerful) ranks. Players cannot obtain engineering spells unless you sell or give out the Rollback spell, in other words.
Architect is locked on the "Absorb" spell in a similar way.
NPCs can be set up to allow players to buy these lock spells only when they're ready- like at the end of the Master path to buy Rollback, or the end of the Engineer path to buy Absorb.
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Posted Oct 26, 2015@NathanWolf
Sorry to come back to you again, but I have a question. I don't exactly understand the "paths". Could you possibly explain to me what they are used for and what they do?
Many thanks! :)
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Posted Oct 26, 2015@ShadowWolf294
Funnily enough (maybe?) the reason I went with using the enchanting system was to try and make Magic feel as much like an extension of Vanilla mechanics as possible :)
I think it worked really well when enchanting was purely XP-based .. this makes sense, earn XP, level up wand, learn new spells, etc. I wish that Mojang hadn't messed with enchanting so badly.
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Posted Oct 26, 2015@NathanWolf
Okay! Thanks for the information! I'll take into consideration the NPC system and start learning the basics on they work. Thanks a bunch! :)
I love the idea of spell points! I think it'd be great to add it to this plugin! It would almost make this plugin seem like it is a modification to the game rather than an addon! xD
I saw where you were coming from at the start of this plugin with enchanting, but ever since the 1.8 update, it's slightly outdated. Coming up with a whole new spell points variable would change the plugin entirely! (In a good way) :)
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Posted Oct 26, 2015@ShadowWolf294
I've actually got pretty decent documentation on the NPCs (I need to work on docs- I'll try and take some time to do that after I finish this projectile work!)
https://github.com/elBukkit/MagicPlugin/wiki/NPC
Basically you can add a "magic" trait to Citizens NPCs, allowing the NPC to cast a spell on player right-click.
I have some "spells" in the default configs that are meant for NPCs and aren't really spells at all. One such spell is "spellshop" - this allows player to spend physical or digital currency on spells.
The spellshop works via the same enchanting configs as wand enchanting- it is meant to emulate or replace enchanting, allowing the player to progress by purchasing all of the spells at their current level, before moving on to the next.
Now, I have to admit, you've got me thinking :)
I've been wanting to re-do the way progression works, in a future version of Magic I aim to support players "knowing" spells, rather than spells being attached only to wand items.
I also haven't been really happy with the enchanting mechanics since 1.8 - having to factor Lapis in threw off the whole balance of everything.
So.. that said, I'm going to think about this! A system where players acquired "magic skill points" or something for successful spell casts, and then could spend those points at something like the spell shop to gain new spells- I could see this being a great replacement for enchanting. I'm going to be thinking about it! I can't promise anything soon, but this seems like it could be an excellent system.
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Posted Oct 26, 2015@HlgBruski
Like ShadowWolf said, for the colors you put "color" in the effect lib block. This will only work with redstone, spell_mob and spell_mob_ambient.
Some effects use other color parameters- and this is unfortunately not documented very well. DNAEffect, for instance, can take colorHelix, colorBase1 and colorBase2 parameters. In general I've tried to allow separate colors for each particle used in an effect, when more than one are used.
Here is an example:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L5908
Additionally, you can use the player's wand color for one effectlib color by using the "colorOverride" parameter- this goes in the main effect block, above the effectlib params.
This will take your wand's color, and pass it down to whichever effectlib parameter you provide- the most common use is "colorOverride: color", like in Magic Missile:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L5796
The HP configs don't really come with more than one wand, except for the Elder - you can see them all here:
http://mine.elmakers.com/?example=potter#wands
Or look directly at the configs here:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/examples/potter/wands.yml
Editing them works like normal Magic configuration- add new wands to wands.yml, or override existing wands by adding your modifications to wands.yml. See the wiki for general customization info:
https://github.com/elBukkit/MagicPlugin/wiki/Customization
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Posted Oct 26, 2015@NathanWolf
It's okay! I already knew about upgrading the spells which is awesome :3 However, you mentioned something about NPC's? Could you please explain more about how to use them?
Thanks! :)
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Posted Oct 26, 2015@HlgBruski
I'm pretty sure colors only work with certain particle effects such as redstone and spell. To do so you just need to add "color: <hex color code here>" underneath effectlib. It uses Hex color codes to determine what color the particles will be.
Hope this helps! :)
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Posted Oct 25, 2015@NathanWolf
You're the man! Thanks so much :) I have one more question, how do I add the color effects for cast spells. Sorry if this is all on the wiki, I just can't find it :/
Edit: oh also, I don't know how to configure the harry potter wands, I'm not sure what wands there are and such and can't find them in the plugin. Such as the elder wand.
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Posted Oct 25, 2015@ShadowWolf294
Hi! Thanks for your compliments!
The only thing right now that will let players progress simply by casting are spell levels. Individual spells can level up when cast. In the configs, these are the spells with a "|" character- a pipe. The number to the right of the spell name is the level, spells progress from the base spell (level 1) to level 2, and so on.
Otherwise there is no system for earning new spells other than enchanting, NPC's, or whatever custom thing you want to set up.
I hope that helps!
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Posted Oct 25, 2015@HlgBruski
Just put "example: potter" in config.yml. See the wiki for more info:
https://github.com/elBukkit/MagicPlugin/wiki/Examples
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Posted Oct 25, 2015Hello! Before I begin, I would just like to say I love your plugin! It is just wonderful! So, I have an enquiry about customising spells and linking them to wands and I was wondering if you could help me?
I have played around a bit with the default spells and have decided after many hours of fun to code my own spells and explore the plugin more. Firstly, I have created a few spells to begin with and messed around with designs and parameters. I would like to create a system where someone has a wand and the more they use it (the higher the level the wand is), the higher the chance they are of randomly obtaining a new spell? If that makes sense? I'm pretty sure there is a way, but at this moment in time I am not sure how to do it. If it doesn't please just say as it's kind of complicated to explain.
Hope you can help! :D
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Posted Oct 25, 2015Hi I was just curious about the harry potter spells. I've been digging around but don't seem to see them. Where can I find them so I can use them? Is it a desperate spell.yml file I need to download?
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Posted Oct 25, 2015Crafting doesn't work! What should i do?
Also no files generated at "Magic" folder in "plugins" folder!
Edit: Also when i type "/magic give elder" it sais me the list of subcommands.
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Posted Oct 25, 2015Sounds like the plugin failed to load. Check your server logs, make sure there are no Magic errors.
If you see something about "deep magic" failing, you may have the wrong plugin for your server version. Magic doesn't run on Forge or any of its derivatives.
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Posted Oct 26, 2015Thanks. I re-installed the bukkit on earlier version(1.8). Now it works
How to turn into engineer/architect?
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Posted Dec 20, 2015Sorry I missed your edit!
You unlock Engineer by getting the Rollback spell, and Architect by getting Absorb. There are built in shops for both - right now they are locked because they are cheaty and OP.
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Posted Oct 24, 2015Cool plugin! I like the Harry Potter feature like the wands, spells, broomsticks, and other magical items. But i have some Questions.
1. Can i make a npc that sells year 1 spells after a player bought all the year one spells the chat says <player> is now year 2! And if the player opens the shop again he can buy the spells for year 2. Hoe do i make this?
2. The mythic mobs are a bit weird they are too fast, do not cast spells and i want that Players cant hit mobs with their hands or items. But with their wands. Hoe do i fix this?
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Posted Oct 26, 2015That is what the "spellshop" spell does- see the wiki for how to set up an NPC as a Spell Shop:
https://github.com/elBukkit/MagicPlugin/wiki/NPC
To prevent melee damage entirely, you can add the following to config.yml:
I can't help too much with MythicMobs- things have changed a lot since 2.0, I think you just have to re-tweak their speeds.
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Posted Oct 26, 2015Ah, I think I see your confusion- the potter example is set up with each year requiring a speciifc spell to graduate.
These spells don't appear in the spell shop, it is intended that players take an exam or finish a quest to graduate.
You can customize this if you want, though- either remove spell requirements from each year (path), or add "show_required: true" to your spellsho configs.
The examples are just that, examples - they are meant to give you an idea of what you can do, but they are not all that you can do.