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 30, 2016@Terrasynthe
Permissions are here:
https://github.com/elBukkit/MagicPlugin/wiki/Permissions
You probably want to negate Magic.wand.enchant, and disable SP in config.yml
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Posted Apr 30, 2016@NathanWolf
Where do I find the nodes for perms to make sure users may not alter their wands?
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Posted Apr 30, 2016@NathanWolf
Thanks so much! I'll play around a little bit, and if I'm having issues not with parsing, I'll let you know!
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Posted Apr 29, 2016@Terrasynthe
One of two ways:
- Use EssentialsX, wands should work in kits there if you put "wand" as the item. You can also use "wand:wandname" for a specific wand.
- Use a kit plugin that supports serialized items. Usually these would be ones where you save your inventory from in-game to a kit (like StarterKit).
It's very rare to see config-based kit plugins that support NBT tags directly, so those are probably the only two real options.
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Posted Apr 29, 2016NathanWolf,
How would I go about adding a wand to a kit without the wand losing it's texture and abilities?
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Posted Apr 29, 2016@Atrelyu
I just checked timings ("/timings on", wait a while "/timings paste") whenever "/tps" gets low.
In the case of our survival server, with (at the time) a very small player count, MythicMobs would often be in the 20-70% range. Not good. It looked like something to do with having random spawns turned on.I have not seen this problem on Potterworld, with lots more players but they only use MythicMobs' Spawners.
Check out "/cast mobshop" and "/cast spawnershop" btw- you can package up Magic Mobs in spawn eggs, or create spawners for them, it's pretty neat :)
The latest dev version also has a pnode to let non-op'd players place spawners (something vanilla MC blocks, I learned the hard way)
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Posted Apr 29, 2016@NathanWolf
It's actually a really nice replacement. There are a lot of plugins that actually can create custom mobs but the really interesting characteristic of it was the fact that they could use spells. With this new implementation everything is packed in a single plugin :)
And randomized drops or the AI is not something really important. A simple custom drop is more tham enough.
I'm wondering, how do you measure the cpu usage for every plugin? That's something that I always wanted to know and yeah, since I installed MM I felt that my server was running a bit slowly.
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Posted Apr 29, 2016@Atrelyu
Thanks! It's still work-in-progress but I think for most use cases it should be able to replace MythicMobs. It's mainly that, for me, it makes sense for mobs to use Magic spells which was kind of a pain to rig up in MythicMobs. I also wanted them to be able to drop Skill Points or other Magic items.
That, and the MM plugin would randomly spike CPU usage like crazy :(
There are a few key things not implemented yet that you may miss until I get a chance to add them:
- Randomized loot/XP drops, this is probably the biggest one. - A real spawning system, though between MagicWorlds' natural spawning and using "vanilla" spawners I may be OK without this - Any kind of custom AI, I may never do this
So it's definitely not as robust as MythicMobs, but mostly I was just using it to have mostly-vanilla mobs that cast spells, so for me this is a good replacement :)
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Posted Apr 29, 2016@NathanWolf
That's awesome! I just read some of the configs and it looks really good and complete.
You can also use disguises with the libs disguises plugin. I'm guessing this since I saw something like "skin: NathanWolf". Looks pretty much like Mythic Mobs but with an easier and cleaner way to customize it. I will probably stop using mythic mobs then. Thanks for your support :) !
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Posted Apr 29, 2016@Atrelyu
Totally separate!
To be completely honest, I got a little frustrated with MythicMobs and I don't really use it anymore. It's a great plugin, but I had some specific issues with it and decided to just do my own thing.
The wiki has some general info: https://github.com/elBukkit/MagicPlugin/wiki/MagicMobs
And you can see the builtin ones here: https://github.com/elBukkit/MagicPlugin/tree/master/src/main/resources/defaults/mobs
You can create new ones and just drop them in your plugins/Magic/mobs.yml, or in plugins/Magic/mobs (the folder gets auto-created in the latest dev builds, or you can just create it yourself)
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Posted Apr 29, 2016Good day Nathan.
I noticed that you're adding some kind of custom mobs but, are this mobs some kind of add-on for the mythic mobs plugin or this is actually a total new characteristic of Magic? If so, how can I edit or create my own mobs with it :) ? Haven't seen any kind of folder with that content!
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Posted Apr 29, 2016@Hu7ker
Negate their permission for Magic.wand.use
You can also negate Magic.use.<wandname> to disallow specific wands, or "Magic.use.*" and then re-enable individual wands. (How this works will depend on your group manager)
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Posted Apr 29, 2016How to restrict a group to use a stick
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Posted Apr 29, 2016NathanWolf how to disable the wand for any group
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Posted Apr 28, 2016Yeah i know there is. But i never turned into a werewolf in the werewolf plugin. It was a bug or something and i know you can do better than them.
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Posted Apr 28, 2016@pellepop1212
I guess you could do something like that with disguises - but honestly I think there are better werewolf/vampire plugins already out there. Like ones that handle having to feed, turning at the full moon, etc. :)
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Posted Apr 28, 2016Nathan? I have an idea for ur plugin. Could you please add Werewolves and vampires in ur plugin? Like, werewolves get a werewolf skinn and etc.
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Posted Apr 22, 2016@pellepop1212
Ok, you are misunderstanding here :)
A "Marker" is not the same as a warp.
Recall, when upgraded, gives the player the ability to place a single marker, by aiming straight down and casting. That marker then appears in their Recall menu, next to "Last Death", any lost wands, and any other warps or features you've added to Recall.
If you want players to have warps in the recall menu, you have to configure that yourself. I linked to this before, but here it is again:
https://github.com/elBukkit/MagicPlugin/blob/master/src/examples/elworld/spells.yml#L63
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Posted Apr 22, 2016@Atrelyu
That's correct, yeah. If you plan on having a setup where players can get multiple wands that don't progress, you may want to enable anvil combining so avoid the annoying situation you just described :)
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Posted Apr 22, 2016Nathan.. No errors at all. it says i have to aim at command Blocks and i do. it still says i can`t Place a marker there. And if i cast Recall it pop up some effect around me and then i get a menu up and have to choose. Last Death it says. and i wanna Place marker. Like when People join i will make sure they get recall as a Warp item. When they explore different locations they will get New "marker stops"/"Warps" by finding those locations. But i can`t even Place a marker, i did it one time before, but when i do the same again it won`t make a marker.