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 13, 2016Ok I think I got it, you basically took the whole code and split it into a lot of micro-pieces so you can assemble spells with no coding.
But since the Actions pretty much replaced classes, it means that most coding that used to be like this: actions: cast: - class: Torch
Could be written like this? actions: cast: - actions: Torch
Actions pretty much determine the behavior about what the spell would do but I don't know about their Classes.
Another thing is, I know the Spread variable makes that launched proyectiles "spred" around the origin. But how about if I would like to shoot 3 proyectiles in a cone? Let's say 3 fireballs, so for example: Origin: o Directions: / | \ / | \
I guess I should use some kind of X,Y,Z parameters? And regarding about the wave spell, how about if the spell just move foward? Like if we were looking pictures per frame. It starts at position 1 (frame 1) then it dissapears and re-appears at position 2 (frame 2) and so on. It should give a movement feeling, like when you draw some pictures on multiple papers and they move it very quickly, just like cartoons does!. Maybe adding a Repeat action and re-execute the spell but some lines in front of the last wave. I hope I've explained myself correctly!
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Posted Oct 13, 2016@Atrelyu
No problem!
Ok, so the first thing to keep in mind is that the action system replaced the class-based system. It used to be that every spell was its own class, meaning the logic behind the spell was written in code. If you wanted a new spell that does something very different from existing spells, you had to write code to do it and put it in your own plugin (that's dependent on Magic)
With the action system, I attempted to take all of the "atomic" bits of logic and separate them into individual actions. Then I put most of the builtin spells back together using actions and configuration, instead of having all of the logic in code.
For instance, there is a FrostSpell class that's not used anymore. It would freeze blocks in a radius, as well as damage and slow any entities in range. Now that spell is configuration-based instead, using the Disc, Cover, Freeze, AreaOfEffect, Damage and PotionEffect actions.
So the configuration can be really complex for an action spell, but it gives you the ability to piece together your own logic without needing any coding experience or tools.
So that all said, there are 3 main parts of a modern (action-based) spell. Sounds like you have a handle on them, but:
I hope that helps a bit, let me know if I can explain better!
To use custom schematics, simply make a folder "/plugins/Magic/schematics" on your server and copy any schematics you want to use there. You can use "/magic list schematics" in-game to make sure they've shown up, at which point you can use them in configs just like any of the built-in ones, or test it in-game like
The Bubble spell uses the Volume action, which makes a cuboid. If you give it the "radius" parameter like bubble does, it'll make a cube. So just increase the radius parameter to make it bigger or smaller. You can also use x_size, y_size and z_size to make an irregular cuboid shape. If you make different sizes for X and Z you may want to set "orient: true" so that it will have roughly the same shape no matter the angle at which it's cast.
Making it animated like a wave might be really tricky- you may be able to use the Line action inside a Repeat for that with "increment_data: true". That'll make the Line action increase the data value of the water, which will make it raise up in level.. not really sure that'd work, but I guess that's where I'd start playing. You could also take a look at the "wave" spell, I never really got that one working well but that was my original attempt to make a wave-like animation.
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Posted Oct 13, 2016@NathanWolf
Awesome, I just test it and it works smoothly, thanks! :)
Now I'm trying to understand how exactly works every spell but there are certain things that I still can't catch up. I think I'm ok with Effects and Parameters but I just don't get how to use Actions and Classes.
I believe that every damage modifier is contained in the Actions variables and there are actions inside classes and vice versa but I honestly don't totally get it, could you give me a little explanation please? Already checked your documentation https://github.com/elBukkit/MagicPlugin/wiki/Actions :)
Another thing is, I noticed that there are spells (Like Tendril...which I don't know what it does since it doesn't seem to make damage or maybe I'm using it wrongly) that can use schematics, how can I import or use my own schematics? I know that most of yours are already included into the plugin but that's all.
And finally, the Bubble spell and Simulate spell. How can you determine the width and height of the blocks? How about If I would like to make it move like a wave? And how exactly works the simulate spell? I saw a video on your channel where you make some kind of moving platforms with it and looks so good haha.
I hope I'm not overwhelming you with so many questions x.x thanks for your constant help!
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Posted Oct 10, 2016@Skailon
You are so multi-lingual! :D
Yes you can spawn magic mobs with command blocks, or better use the spawners. Try "/cast spawnershop" to see the built-in ones.
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Posted Oct 10, 2016NathanWolf, А можно сделать через командный блок это как ни будь ?
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Posted Oct 10, 2016@Skailon
There is no way to do that built into Magic.
MagicWorlds can do that, but it's pretty tricky to get it configured, and relies on natural mob spawning. Meaning it can replace all chickens in a region with some other mob or magic mob type (for instance) but it can't force spawning of mobs anywhere.
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Posted Oct 10, 2016NathanWolf, How in the region to make spawn mobs ?
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Posted Oct 10, 2016NathanWolf, Wie in der Region machen spawn Mobs ?
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Posted Oct 9, 2016@ifamous9877
What have you tried?
You only need to download the right version of the plugin for your server version, and put it in your plugins/ folder- that's literally it :)
https://github.com/elBukkit/MagicPlugin/wiki#version-compatibility
If you are certain you have the right version, please check your server log for errors.
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Posted Oct 9, 2016@Atrelyu
There's no way to directly grant permissions, no, but you can have the items run commands as you said. Have them run as console and it should work fine. So the basic steps would be:
1. Make a spell using the Command action to grant permissions 2. Make a single-use wand item that casts the spell from #1 3. ... Profit!
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Posted Oct 8, 2016Can someone please tell me how to install this plugin and what i need to get it working plz? thnx been trying for days now
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Posted Oct 7, 2016Awesome thanks for the quick reply, I will give it a try later :) I wanted to give players the ability to delete/remove their wands since I think having a lot of them and not being able to take them out of the inventory could be annoying.
By the way, I was wondering if it's possible to create a consumable item that grants 1 or multiple permissions when right clicked while holding it.
As simple as it sounds. A player gets an item he right click it while holding it the item executes something like: /pex user @p add <perm> the permission(s) is granted and the item dissapears.
I know you can add commands from other plugins to wands or even make them spells, but (if posible) I would rather just using a simple item than the wand. I searched in the items.defaults.yml but couldn't see anything permission related. Also checked in here: https://github.com/elBukkit/MagicPlugin/wiki/CustomItems But still nothing. Is there any way?
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Posted Oct 6, 2016@Atrelyu
Permissions wiki:
https://github.com/elBukkit/MagicPlugin/wiki/Permissions
Complete list of permissions is in the plugin.yml file:
https://github.com/elBukkit/MagicPlugin/blob/master/Magic/src/main/resources/plugin.yml#L412
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Posted Oct 6, 2016@Atrelyu
Sounds like you want the "Magic.wand.override_drop" and "Magic.commands.wand" permissions.
Normal players can't drop wands or put them in chests, nor use any commands.
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Posted Oct 6, 2016Hello Nathan. For some odd reason I can't use /wand neither take them out of my inventory. However, this is possible when I'm OP. I'm guessing this is a permission issue but the only permissions on my list are: - -magic.cast.* - magic.use (or something similar) That's all. Any idea of which one am I missing?
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Posted Oct 3, 2016@AustralianGamerMC
Oh, and it's also possible to make invisible wand items via a resource pack, which maybe is what you saw but I can't really be sure.
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Posted Oct 3, 2016@AustralianGamerMC
Hm, that is not strictly possible with this plugin. All of the data about casting is encoded on the wand items themselves. It's *possible* a server was set up to use /cast somehow, but that sounds more like it'd be using MagicSpells.
The best place to look for spell configs are the built-in spells themselves!
https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/defaults/spells
That contains all of the default survival spells. Your best bet is probably to pick one that is similar to what you want (Magic Missile is a decent "starter spell"), copy the file, put it in plugins/Magic/spells and then start tweaking it. The first thing you'd want to do is change the "key name", so change the first line from "missile:" to "mycustomspell:" or whatever.
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Posted Oct 3, 2016If not than can you post on here a spell config. So I can mess around with it and create custom spells. Thanks
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Posted Oct 3, 2016I was on a server where they had this plugin except they managed to find a way to cast the spells except without any item, just the hands. I was wondering if you knew how to and you could tell me or guide me on how to do it. This would be very helpful to me. THANK YOU!
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Posted Oct 2, 2016@Yisgrammor
Ah- yeah, whoops! See the compatibility list here:
https://github.com/elBukkit/MagicPlugin/wiki#version-compatibility
You'll need to stay on Magic 6.0.4 until you update to at least Spigot 1.9.1