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 25, 2016@ProWco
What version of Magic do you have? There is no "/magic help" and the "/mage" command is relatively recent (versions here are all pretty old).
Do /wand elder if you just want to test.
The progression in the potter example works like this:
1. Players use the spellshop to learn new spells at their current year. 2. Every year has a specific spell required to graduate to the next level. You are meant to give your players this spell, or to provide an NPC that does this.
In general the potter configs are called an "example" because they are just that. You're meant to make it your own and craft whatever experience you have in mind!
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Posted Feb 25, 2016@millemila
So, I'm not sure I'd want to implement your suggestion about showing the spell- I will give it some thought. But you have to keep in mind, it's not just an icon - it would be changing the actual item the player is holding - so if they hit someone, for instance, while the spell "display' is active, they are actually hitting with a skull item instead of a sword. They would look like they are holding a small cube with the spell texture (when viewed by another player) and not a sword. In general it would be pretty weird.
That said, you can do everything else you want- simple change that mode_cast parameter to have the sword cast on swing, rather than quick-cast. This makes it behave just like a normal wand. The mode_drop parameter (the default for the word) makes it open/close spell inventory with the drop button rather than right-click, since that is normally block with a sword (at least until 1.9)
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Posted Feb 25, 2016Hi i have a problem iam using the harry potter example so i want tests all the spells first but i cant a lot of commands like /mage or /magic help say me u dont have permissions for this and iam op another thing is i need tests the spells but every time y try use a advanced spell like patronus o avada kedavra the system say me u dont have enough resources i supose i need energy or mana but i dont know how have more mana or more energy? i put the wand in a enchantment table but i cant enchant the wand. pLease help me My questions are. How i can a studen go to the year 2? with a cmd How i can give me more energy or more mana? How i can test all the spells with out cooldown or resources? How i get access to the cmd /mage bc iam op and i dont have access?
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Posted Feb 21, 2016@NathanWolf
Thank you @NathanWolf for awnsering me back,
Sadly i didn't explained myself well enough on one point :l
What i was talking about in the second point (the not-lag-suffering part) is that I would like to allow players to use a different kind of cyclemode that allows them to switch sowrd with the drop button, but that mode (This is really important) also displays the spell that is armed on the sword by showing it in the hotbar for a few seconds, they can then cast spells by right clicking (or swinging the sword, make this configurable) but certains have also (or have only) effects that are casted when the players actually hit someone, and example could be the granade spell that is casted by right clicking, but generates an explosion when an user hits someone (separated cooldown for the 2 effects of the spell).
For lag i meant that players with slow internet connections have got difficoulties at casting spell because they see in late where the spell is being casted and they are not sure if the spell has striked the target, if instead they could also use the normal swords' hit they would be sure that the spell is being casted against the player because they striked him.
Thank you for replyng me back about the other questions i asked, you are a really active dev :D
And also thak you for giving me your time, regards millemila
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Posted Feb 20, 2016@millemila
Hi! Ok so I think we have a few of these features already:
- Magic hooks into Essentials (and CommandBook) for warps. See my example configs for how to set this up on your server:
https://github.com/elBukkit/MagicPlugin/blob/master/src/examples/elworld/spells.yml#L72
- Magic swords behave mostly as describe- do "/wand battle" to try it. I've made the drop button the toggle for opening/closing the wand, and the spells are quick-cast. I personally find it annoying for spells to cast on swing, but if you want that do "/wand configure mode_cast false"
- I had planned on magic bows that fire arrows with spells attached, but at this point I'm waiting for 1.9 if I ever try to implement that feature, since it now has custom arrows as a vanilla feature.
I'm not sure what in here was meant to address lag- I think if you're worried about slow clients, either have them turn off particle effects, or you'd need to customize all the spell FX to reduce the particle count (a daunting task). I will probably be adding more particles, not fewer, in the future since 1.9 has greatly optimized particle effects on the client side.
Hope that helps! Let me know if there's anything else :)
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Posted Feb 19, 2016Hallo
My name is millemila and i'm currently working on a minecraft server that involves magic.
I would really like to ask you to add some features in this plugin that is awesome, but isn't really easy to understand for users and may suffer of low-powered internet connections, so i'm writing you for propose some features that doesen't suffer much about laggy connections because minecraft does half of the job needed client-side.
This is a personal request for my server, and what i am asking is iif you could make the plugin hook into essentials for casting the recall spell in some warps and the the spawn (maybe using permissions nodes, if you dont have the permission magic.warp.namewarp you wont be able to teleport there)
This is the not-lag-suffering part, i would really like to see some spells for the swords, not like the ones that are made for wands, what i am asking for is ones made only for swords, like if they cast when you hit someone after you enabled the spell (that costs mana) using right click on the sword, and when you want to disarm the spell you do by pushing the drop key while holding it. Maybe you can add the feature in the cyclemode to allow users to see the spells they are arming on the sword in the slot next to the sword's one or making it replace the sword slot for something like a second so you are able to see the spell you arm before you use it.
If i am not asking too much i would really like to see this done even for bows and it would be cool to have spells that consume themself after the use (please make this configurable too so owners can choose wich one make configurable and wich ones don't, so owners would be able to disable mana cost in certain spells that are consumable).
Sorry for bothering you with thoose requests but if you realise them that would be really awesome and i think many of us (server owners) would be using your awesome plugin :D and also please scuse me for repeating many times the word sword, english is not my native language
if you need explanations of any kinds about my ideas PM me and i'll write you back as soon as i can.
regards millemila
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Posted Feb 18, 2016@saltnpepperr
/cast spellshop
Will do that. Take care not to give players permission to use /cast though- Magic commands are not meant for players.
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Posted Feb 18, 2016Hello Nathan! Is there a command that when you type it, it'll pop up a menu of spells you could buy.
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Posted Feb 18, 2016@marckusfransson
Try this:
That will make the NPC give alohomora on right-click, and will only be accessible to students who are ready to graduate from year1.
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Posted Feb 18, 2016@NathanWolf
I tried to make a NPC give a spell to me, but he is just casting it on me... How do I change that?
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Posted Feb 18, 2016@marckusfransson
Ha, yeah elder is not great for testing!
Advancement generally works the same way as survival, using Skill Points:
https://github.com/elBukkit/MagicPlugin/wiki/SkillPoints
If I recall correctly, the difference is in the potter configs each "year" has a special spell you must learn to proceed to the next year. I would generally set this up with NPCs, Quests, or some other means for players to get that spell when they're ready to graduate to the next year.
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Posted Feb 18, 2016Well, there is my problem... you can't graduate with elder wand because it is already graduated xD
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Posted Feb 17, 2016I'm trying to "advance" with the potter example. How do I do that? It says I need 25 SP, and I know that survival spells makes you advance when you have a specific amount of spells.
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Posted Feb 15, 2016@marckusfransson
Oops! Apparently I had to remove the # bits on the configs, now I got a ticket from Ollivander, which makes me say: It works!
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Posted Feb 15, 2016It still doesn't work. All of the survival spells are still there, and none of the Potter spells is.
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Posted Feb 15, 2016@marckusfransson
Just put "example: potter" in your config yml :)
See the wiki for more info: https://github.com/elBukkit/MagicPlugin/wiki/Examples
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Posted Feb 15, 2016Hello Nathan! How do you load the potter configuration? I can't seem to get it to work.
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Posted Feb 15, 2016@saltnpepperr
In spells.yml, put
That will translate SP values to emeralds. You can change the item used for currency, and the scale in config.yml (check the defaults for how to do this).
Alternately, you can make your own spell shop with specific lists of of spells and costs, see the engineershop for an example.
If you're not using sp, it'd also be a good idea to put "enable_sp: false" in config.yml to disable the system completely.
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Posted Feb 14, 2016Question; How could I change the shop currency into items, not keep it as SP. Like, players have to use specific items to pay for spells in the spell shop, and not use SP. :P
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Posted Feb 14, 2016@nathan2439
There are a couple of ways, using /mgive - see the wiki:
https://github.com/elBukkit/MagicPlugin/wiki/SkillPoints