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 May 5, 2014I love the plugin, but most of it is as you said, quite destructive, on most servers this be a great addition, but as I run a no raid/grief server, as fun as it is, I foresee problems with grief with it, the server restarts every 24h as most players who grief are only on for a short period of time and never return. The Towny and such integration would be very helpful, but many servers also use CoreProtect, which is a block logger, and can be used to rollback anything, items in chests etc. But like a couple of other plugins (HerobrineAI for example) blocks placed by the plugin leave no block data, as if they were naturally generated by the world. I'll keep this plugin, and use it on any other servers I come to own that are not raid/grief free. Might just keep it for the Staff for shits and giggles.
It's a great plugin, and I recommend it to any server looking to add an RPG element to their server. It just sadly isn't for this one. The plugin works great though, endless customization, but with all the construction removed it almost defeats the purpose. Thanks for helping me yesterday, and good luck to you!
(The mount spell looks sick btw!)
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Posted May 5, 2014I added a simple new spell for 3.1:
I've still got a few issues to work out, and given the amount of changes in here, I'm going to let it sit in testing some more, but 3.1 is coming along really well.
Just a general note, now that we're in official release mode you will see less frequent official updates. I'll try and make sure each official build is as stable as possible and has some worthwhile improvements. If you want to keep up with more rapid updates, you can always use dev builds :)
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Posted May 4, 2014@ThatBondDude
Rewind is great, I've been improving it a lot- the one downside is if the player logs out, you shut down and restart the server- you can't undo their stuff unless they log back in again.
That dupe glitch was a shame- an internal Bukkit change in the way enchanting works, I kept waiting for them to fix it but eventually had to put in a workaround. Real bummer :(
You can also use SuperConvert+erase to get rid of specific blocks ... Backup+Repair are also great tools, but requires that you cast Backup in advance so not so useful in this situation.
Magic is definitely largely about block changes, that's really what I love working on. I realize that makes the plugin fundamentally destructive, but I've done as much as I can to make it better! You can also use WorldGuard or Factions, and eventually I'd like to integrate with Towny, Precious Stones and anything else I can.
Good luck!
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Posted May 4, 2014@NathanWolf
The new player got dome from the enchanting dupe glitch, I fixed it, and I'm working on all the spells now. Thanks a lot for all of your help. I just world edited out the mycelium, but Ill dot hat next time if I have too
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Posted May 4, 2014@ThatBondDude
Doh, sorry, the formatting was messed up on my last two posts- I fixed them both. Each spell needs two lines, one for the key and one for the "enabled" property.
You can use the Rewind spell to remove other player's constructions if you have an Admin or Wolf wand.
How did a new player get Dome, though, is what I'm wondering? Via enchanting or crafting?
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Posted May 4, 2014Well we had a new player come on, use dome to cover another players house, and left. Could really undo it, and /co i showed no block info. Does each spell go on a different line? Thank you for the help
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Posted May 4, 2014@ThatBondDude
Just do like this in spells.yml:
blob: enabled: false superblob: enabled: falseIt'll be a bit tedious... yet another option is to use permissions, but then players will have spells on their wands they can't cast, which is odd.
I'm not sure about CoreProtect.... so many protection plugins, sure which there was a Vault-like universal API. Anyway I can't imagine how it would have any affect on the undo info, that seems kind of crazy- you've tried the Rollback spell and it doesn't work?
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Posted May 4, 2014Thanks! I use CoreProtect to protect against grief/raiding, but the plugin when using Construction spells leaves no block Data to undo.
How, in spells.yml would I remove a spell? It has the list of spells in the spells.defualt.yml and I can go through and see the ones I want to remove, but not sure how that correlates into the spells.yml It has the General Format: in there but what would I add to just remove it? Sorry again for the trouble
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Posted May 4, 2014@ThatBondDude
That's probably it, yeah. I'm guessing when LimitedCreative saves the inventory, it does not save the extra wand data, so the wand is destroyed.
I was using MV Inventories for a while, it was fine with wands but seemed to have a lot of bugs of its own. Unfortunately I have no other recommendations there.
You can disable any spells you want completely using spells.yml, or you can use wands.yml to change the "random" wand (assuming you use enchanting and crafting) to determine what spells players can get naturally.
If you would like them to be able to use the spells, but have them be "safe", you can make them auto undo. Just add something like this to spells.yml:
blob: parameters: undo: 5000That will make the "Blob" spell auto-undo after 5 seconds (5000 milliseconds).
Alternately, there is an "auto_undo" option you can add to config.yml, like
That will make all spells auto-undo after 5 seconds ... though now that I think of it, that may cause really strange behavior in 3.1 since almost everything is undoable.
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Posted May 4, 2014There are separate worlds for creative and survival, I use LimitedCreative to separate their inventories and keep Creative from spilling into Survival, not sure if that would do it. Is there a way to prevent any of the world edit like spells as well?
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Posted May 4, 2014@ThatBondDude
Do you let players use creative mode? Do you have any plugins that mess with the inventory, like organize or save it? Those sorts of things can often break wands.
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Posted May 4, 2014Sorry I have another question, some players are saying their wands stop glowing like enchanted items and then no longer work? What is that, sorry for the 20Q
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Posted May 4, 2014Thanks! Awesome to have a Dev that actually pays attention to comments, you are my hero lol
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Posted May 4, 2014@ThatBondDude
Yes, and they are labelled as such ;)
All recent Magic builds (3.anything) work with all CB's from 1.6 on- with the exception of the broken enchanting, which is mentioned in the notes of the version that it affects.
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Posted May 4, 2014Will 3.0 or 3.0-RC1 work on CB 1.7.2 ? Thanks for quick reply!
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Posted May 4, 2014@ThatBondDude
Use 3.0 - they all work with the most recent CB.
CraftBukkit 1.7.2 R3 broke enchanting. You can either use R2, or upgrade to Magic 3.0 RC2 or higher which has a work-around.
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Posted May 4, 2014Hi, running CB 1.7.2 and using the Magic 3.0-RC1 since that is the one for 1.7.2
I'm having trouble with a dupe glitch, players can enchant and not use any levels, just keep clicking enchant. Any way to fix or am I doing something wrong?
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Posted May 4, 2014@HosomITA
Excellent! If you'd share it, that'd be great! I'm hoping to eventually provide a variety of translations with the plugin. So far I only have English and an old, weird, partial Chinese translation :)
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Posted May 4, 2014@NathanWolf
Of course! :) I'll start working on it tomorrow! I have to do it anyway, because my players are not understanding a shi* (And fortunately this is a command-less plugin lol)
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Posted May 4, 2014@HosomITA
Your English is great! Could I interest you in localizing Magic to Italian? :)
And you are right, I was mainly just venting. I'm hoping I can make Shopkeepers work, I'm looking through the source now...