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 Apr 15, 2016Yeah i know that about the bed and recall stuff. but i thought there was Warps in that Warp menu. or i mean i could make Warps. If not it would be a great idea right?
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Posted Apr 15, 2016@pellepop1212
Hm.. well maybe that's intentional.
I guess, please try this- set down a bed, sleep in it, and then try casting Recall? It should let you return to your bed at that point.
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Posted Apr 15, 2016@pellepop1212
Hm... well I take that back. I think I broke Recall in uncustomized configs, because it's got nothing to do by default :( I'll see about fixing that, thank you!
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Posted Apr 15, 2016@pellepop1212
Hm, warpmenu is not supposed to do that... I'll make sure to turn the markers off completely in the configs for that spell.
You can work-around the problem by not looking straight down when you cast it, though :)
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Posted Apr 15, 2016Hello again NathanWolf. Well, i know this plugin now, but not as good as you of course and i never will. but the point is that i need help founding out about Markers. When i cast Warp Menu it always says "can`t Place a marker there". But how do i know where i shall add a marker?
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Posted Apr 15, 2016Thanks man
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Posted Apr 15, 2016@pellepop1212
Lightsabers are built in now, but only since Magic 6.0.8. Just do
/mgive lightsaber_blue
They're very work-in-progress though.
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Posted Apr 15, 2016Hello Nathanwolf! I`ve followed this plugin for a long time now and it`s the best! I also subscribe ur youtube channel. But anyway. Yesterday there was a "Battle Of Hogwarts" on Potterworld With Yassmir and stuff. It was really funny, but i saw someone With a lightsaber (blue one i Guess). But when i updated this plugin on my own server it did work to get it but not to get out the laser. So i Wonder how does it work to like "shake it" and then the laser pops out as i saw on potterworld.Because it must work to fight With lightsabers right? And i know it`s this plugin potterworld are using and You are staff there. Some other textures and effects Droobledore changed i Guess, but please help me out here.
Have a Nice day and PEACE!
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Posted Apr 13, 2016@borntoblock
Just swing it or right-click it (right-click *might* be broken in 6.0.8, I need to release 6.0.9 here)
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Posted Apr 12, 2016I'm sure this has been answered before but I didn't see an answer with a 3 minute search so I'll ask it here, how do you use the diving helmet? I've made it but I can't seem to be able to equip it or use it as an item.
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Posted Apr 12, 2016@Kasamu
I think permissions are the only way you're going to be able to do that!
What specific issues do you run into by negating cast permissions and re-adding them back in? That is how all "rank-based" servers that use Magic work, and I think it works ok.
The main thing is that you have to negate the permissions in some base group, and re-add them back in another group that inherits from the base group. We do this with PEX and it works ok.
Unless Legend Quest is willing to add direct support for Magic somehow (unlikely, and would be difficult) I think permissions are the way to go there.
Heroes does not in fact work this way- I mean I think you could use Heroes' "permission skills" to a similar effect, but I have no seen anyone actually try this.
The Heroes integration goes the other way- meaning you can use Magic's hotbar functionality with Heroes skills. For instance, on the actual Herocraft server they use Magic, but they use *none* of the Magic spells or wands, it's just powering their skill hotbar.
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Posted Apr 12, 2016Ok I will try being more specific.
Basically, I want to design spells using Magic and then assign them to Classes in legend quest.
So let's say there is a total of 100 spells and 5 classes. Each class possess 20 spells and they can't get anymore unless they change to another one.
In the Heroes plugin, you did something like this. If I'm not wrong, you basically use the Magic commands with the restrictions imposed by Heroes while at the same time using the Magic hotkey bar. Like I said, maybe if there is an option to remove all spells set by default in the plugin (without needing PEX doing things like - -magic.spells.* ), then you could re-add them manually in another plugin. That way: -Pex would work flawlessly. -The other plugin (legend quest) would control WHO posses which spell. -Magic would design the spells and auto fill the wands but only with the permissions settled in Legend Quest.
I hope I have been clearer this time. Sorry to bother you :(
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Posted Apr 12, 2016@Kasamu
Players have permission for all spells by default. Players never possess spells.
This is the fundamental issue with your thinking, Magic is an item-based plugin. It is not a rank/rpg/skills/leveling plugin like Heroes or Legend Quest.
Permissions in magic are really tacked on, because people asked for them. I don't use them and don't really like how they work- permissions should really be used for commands, not for changing in-game behavior and definitely not for progression.
Player-driven spells I can't give an ETA on- it's something people want, but not something I'm personally very interested in so it doesn't get a lot of priority with me :)
I don't think it'd really help much in your specific situation anyway, it certainly would not be a good way to give temporary spells, if that's what you're trying to do.
I'm actually a little confused about what you're trying to do, to be honest- but permissions are going to be the only way to get something like Legend Quest to interact with Magic, at least for now.
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Posted Apr 12, 2016@NathanWolf
I have read somewhere that by default all players possess all spells (even though they basically have to earn or master them).
Maybe if there was some kind of option like negate players all spells by default and then add them to specific groups would make things easier. Because when you remove permissions from everyone from Pex using - -magic.spells.* (or something like that) and then re-add them in Pex itself, sometimes bugs happens and giving special ranks would be useless since people would loose everything if they change between classes.
What I basically want to do is create spells with Magic and then throw them in specific groups with another plugin (let's say Legend Quest) without using Pex (if possible, so I can use it to give special ranks to donators etc). Legend Quest can temporary grant certain permissions I think but then again the hotkry bar would be lost
Are you going to add the player driven spells anytime soon? I'm not sure if they would help me but hell I gotta try it qt least. :(
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Posted Apr 11, 2016@Kasamu
Well- I should amend my statement on Legend Quest and Heroes. It *can* be done, if you are using spell permissions- just have Legend Quest give permissions for spells.
It's extremely awkward though, requires that you use auto-filling wands and is not very efficient.
I plan on eventually incorporating "player-driven spells" like how skills, MagicSpells and most other plugins work. I'm not sure if this would help you.
Magic has its own progression system and it's generally very hard to tie this into other plugins since those plugins don't know anything about wands, and in Magic wands are what carry spells, not players.
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Posted Apr 11, 2016@Kasamu
So, firstly- when using the Wolf wand are you op'd? If you've got a recent version of Magic it basically requires that you are op'd to use that wand. Specifically, it requires two permissions, Magic.wand.use.protected and Magic.wand.use.powered.
Other than those two flags, I don't have per-wand permissions, only per-spell.
For Legend Quest- I'm not really sure how that'd work, but I'm guessing it would require some integration on their side. It's the same with Heroes- the integration there is one-way. You can use Heroes skills as Magic spells, but you can't have Magic spells given as Heroes skills, because that would require Heroes to integrate with Magic.
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Posted Apr 11, 2016Hello and good day Nathan.
I was playing around with Magic and while testing some things, I removed all spells permissions for everyone on PEX by using - -magic.spell.<anything> (I can't remember if that's the correct sentence but I think you get what I did.)
It worked as intended, however I noticed something really weird. Even though I removed the permissions for EVERYONE, when I'm using the Wolf wand, I'm still able to cast some spells, no matter what my permissions are. I can't remember right now which ones but I will try checking it later. Do you know why does this happens?
Also, it's posible to set permissions for wands? Like, removing all wand types and re-adding specific ones to certain groups? I guess using something like - -magic.wand.<wand> should work right?.
Finally, I found a plugin called Legend Quest (you can check it here: http://dev.bukkit.org/bukkit-plugins/legendquest/ ) And I noticed that you can basically add commands or permissions from other plugins into this one so you can use them as spells. However, they lack from things like a Hotkey bar. I have been following your plugin for a few years already and I've noticed a lot of people who wants to use Magic as a RPG. So, could you try giving Magic a little more compatibility with LegendQuest so people can just add specific spells from Magic in there and still use things like the Hotkey Bar etc? I understand that you are quite busy, but you made something similar with the Heroes plugin but this is kinda inflexible in many, MANY aspects without mentioning some of their problems etc. So, can I ask you to at least check it out my request please :) ?
Thank you for your time and sorry for the wall of text :(
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Posted Apr 3, 2016@MC_Nerd
Well I'm sure you noticed I have lightsabers and a blaster very reminiscent of Han Solo's .. So yeah I've definitely thought about it ;)
I'd probably try to make Magic flexible enough to do it right, rather than starting a whole new plugin. If I ever had the time, anyway - the current Stars configs are really just a quickly thrown-together thing but I think I could make it work well if I had the time!
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Posted Apr 3, 2016Nathan, have you ever considered creating a plugin purely oriented towards Star Wars? Of all the plugin developers I've encountered, you seem like the person who could create a plugin capable of fully capturing the experience of Star Wars and transfering it to Minecraft. If you see something like that happening in the future then I am sure that many people would support and appreciate any effort you put towards it.
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Posted Apr 2, 2016@saltnpepperr
Magic 5.5.x is for Spigot 1.8.x