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 Feb 14, 2016How to i add SP to someone
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Posted Feb 14, 2016@saltnpepperr
Yes, like this (will give Fling on right-click):
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Posted Feb 14, 2016Is it possible that a player could just right click a NPC and get a specific spell from the NPC? Like, it doesn't cost any SP. You just right click the NPC and automatically gets the spell.
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Posted Feb 12, 2016@KingBohica1
There is no way to have Mythic Mobs drop magic items, sadly. I've been considering adding my own mob system to MagicWorlds- right now it's got some basic stuff for mobs with custom names, heath and drops but that's about it.
So, it sounds like you are out of date! Magic is on 5.4.7 - but since the latest builds are only compatible with Spigot, I don't really upload them here except on major revisions. If you want to get the latest, you'll need Spigot 1.8.8 and you can get Magic from the spigotmc site.
Being able to combine wands/magic items on an anvil with enchanted books is kind of an unintended bug, I'd like to fix that in a future update but there is currently no way to prevent it. It is high on my list though.
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Posted Feb 12, 2016Oh hey, I was checking out your server the other day and saw you had MythicMobs installed. I've been playing around with it a bit. Is there a way you know of to have mobs drop items from your plug-in? Spells, wands, etc. Thanks! =P
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Posted Feb 12, 2016@NathanWolf
Hmm, odd. There are some spells in that link that do not appear on my spells.defaults.yml WarpUnlock and some others. Changes to spells to include things like headshots aren't there either. BeastNode shows that it is installed and up to date (5.4), looks like it might not be updating the defaults though? I uninstalled, deleted the directory, and reinstalled on my test server and the defaults are still not up to date. Casting warpunlock, or railgun for example, it just tells me spell is unknown, neither appear in the .yml. Should I be updating Magic through some other means, or just copy pasta new spells from the link you supplied?
I copied the warpunlock spell from the link, and put it in my spells.yml and it works great! It's too bad about the Bukkit limitations, but I know there's only so much it allows you to do, no worries, I'll find a work around for my plans. It's funny you mention using spells and wands in crafting, as I had tried that as well! XD
Another concern I ran into recently though was with robes. I plan to introduce different robe types with added protection and what not, but I found out that apparently the game still treats them as armor. So, for example, players can just combine their Apprentice Leggings with a protection book on an anvil and the leggings get that protection. I have enable_combining: false in the config (although that doesn't seem to prevent combining 2 wands anyway) and the leggings have the locked property set to true. This could lead to some OP robes, can I turn that off?
The robes themselves seem to take damage on death, until the player holds it, at which point it is restored. Wand have a similar attribute. If you rename one on an anvil, it keeps the name until you hold it. Is there like a hold_item_resets: false thing I can put in or something? Basically, can you have wand renames stay renamed, and can you have both wands and robes take durability damage? (I know wands can be set to have a limited # of casts, not that.)
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Posted Feb 11, 2016@NathanWolf
Everything is ok now. Idk why but it works :)
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Posted Feb 11, 2016@Triliton
I'm not sure what you mean. There are permissions, but for crafting players have the permission by default. There's a list of permissions on the wiki.
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Posted Feb 11, 2016@Triliton
Perhaps make a permission.yml ?
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Posted Feb 10, 2016@KingBohica1
Warpunlock spell is in default survival configs, it's relatively recent and won't show up in potter unless you enable it yourself:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L6659
You can also just use recall (e.g. "castp @p recall unlock mywarp"), I just made a separate spell so I could have different FX, and so it doesn't count as a cast of recall for upgrade purposes.
Crafting recipes don't support data values, sorry! It's partly due to limitations on the Bukkit API side, but maybe something I'll try to enhance one day. Wands and spells as crafting ingredients would be cool, too.
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Posted Feb 10, 2016@NathanWolf
Oh, one other question. How do I do item variants in crafting recipes? Like if I wanted 2 different recipes where one uses green dye and the other uses blue, or orange wool vs. white wool?
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Posted Feb 10, 2016@NathanWolf
Hmm, interesting stuff. I looked into the WGCustomFlags, and it might be a bit beyond me. I like how you have it set up, but if I wanted to do an easier version (albeit maybe a bit cheesier) could I? I see it is essentially casting an unlock spell at the player when they enter a region. I'm thinking of maybe just having them step on a pressure plate, or push a button. Could you point me to the warpunlock spell? I tried casting it, and it doesn't seem to exist by default.
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Posted Feb 9, 2016@Triliton
Permissions are all here:
https://github.com/elBukkit/MagicPlugin/wiki/Permissions
Players have permission to cast, craft and enchant by default- pretty much everything but commands. So it sounds like you've got something else wrong there.
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Posted Feb 9, 2016Are there any permissions? i cant seem to find any,yet i get messages from players who cant craft a wand useing a blazerod + netherstar.
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Posted Feb 9, 2016@KingBohica1
What I do is use the WGCustomEvents plugin (requires WGCustomFlags). I use the server-enter-command flag to unlock warps when players enter a specific region. See here for examples:
https://github.com/elBukkit/MagicPlugin/blob/master/src/examples/elworld/regions.cmd#L6
Warp unlocks are shared among different versions of the Recall spell. If you want to group them, you can use the "unlock_key" parameter in your spell config to change the group, it defaults to "recall_warps".
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Posted Feb 8, 2016@NathanWolf
So what is the mechanic for unlocking a warp? Is the unlocking of a warp saved to the player, i.e. different spells that use the same warp all work once they 'discover' the warp point? What are the ways in which a player can unlock a warp?
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Posted Feb 8, 2016@NathanWolf
Omg, you're the best! I should have come to you sooner, I just hate to bug you. Haha! I do have ideas for the custom projectiles thing and am glad you added it (always wanted something like that) but it is really nice just to put that 1 line in and the spells I already have work as intended again.
I tried the warp using both the menu, and the one off way. Both look great! I like the option of having to find a warp to unlock it, thanks for explaining that too. Also, it looks like you can have a spell run command lines as well?! Sweet!
You're a rockstar, thanks again! =D
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Posted Feb 8, 2016@KingBohica1
Yes, everything basically changed to a projectile. As part of the change, instant-effect spells no longer reflect or break breakable blocks by default. Honestly this functionality was always super-hacky and I was glad to be rid of it. But of course, I can never completely remove anything...
If you want the old behavior, add "instant_block_effects: true" to the parameters of your spell, it will then "reflect" as before (which was basically reversing the spell to target the caster).
For recall- you customize it like any other spell, so just add what you want to change in your spells.yml on top of the existing configs. The "commands" section runs command, you don't need it unless you want to add commands to the menu.
So your recall in spells.yml would look something like
You can also make one-off versions of Recall that send a player to a specific warp using a parameter like "warp: town". Try "/cast recall warp town" to test this. You could also just use a Command spell that does "/warp" at that point, if you wanted to.
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Posted Feb 8, 2016@NathanWolf
So, after further testing, it seems that the only way to make spells interact with a 'reflect' type spell, is to add in the custom projectile thing, is this the case? I see that your missile spell does reflect off of a reflective wall, because it is a projectile. But something like your wound spell, which looks like my 'before' set-up in the below post, i.e. not a projectile, does not seem to interact with reflective surfaces.
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Posted Feb 8, 2016@NathanWolf
Ok, so I think I figured it out. My spell was (I think) originally based on your missile spell. Looking through some of the defaults, it looks like you changed the way some spells work. I changed my spell from this:
To this:
and it appears to be working now. The reflect % chance doesn't make the spell automatically hit the caster on a reflect, but it bounces off the surface at an angle. This is certainly different, and I'm guessing intentional. While it's not originally what I had in mind, I can see this being fun. =P Will have to play with it.
So, for the warping, I looked at the new recall example, but I'm not sure what to do with it. 1) How does command differ from warps? You have 'hub' listed under commands, and I don't know if I need something there or not. 2) How does it factor into the current recall set-up? So currently this is the parameters at the bottom of the recall spell:
Do I replace that portion of the spell with what you have here: https://github.com/elBukkit/MagicPlugin/blob/master/src/examples/elworld/spells.yml#L72 or is it a whole new spell, or what? Basically, as it stands players just use /warp (name of a warp I set up) in the game, I'm trying to make it so casting a spell replaces that. Can 1 spell equate to 1 specific warp, or does it always pop-up in a spell-shop menu, or can you do either or depending on the spell?
Sorry if I am all over the place with my messages, but my head goes all over the place trying to learn how to program things. =P Thanks again for the help, and the amazing plug-in! I don't know how you guys make all this from scratch