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 19, 2014@NathanWolf
So I used neutron and made a new spell called neutron_gift
and increase the radius from 32 to 100. But its doesn't seem to be taking that change the radius still seems to be stuck at 32. My guess is this is the radius of the damage but I am not sure. Also neutron still has all the loot drop which might become a problem. I might have to wait on this idea until you have commands ready. Commands are the big thing because I can do much more with it to.I do want to know how this all works though so I can make my own custom spells but I am having a hard time understanding it. Also you use to have two wands Fireball and Arrow that had charges on them but now they are gone. How do I add a wand with limited charges of a spell again?
Thanks
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Posted May 19, 2014@Silversbane
Hm.. I don't really have a spell that does that. PurgeSpell could be modified to do that pretty easily, but for no particular reason that spell is part of MagicWorlds.
Neutron Bomb does nearly this, but it uses a projectile rather than a specific spot.
If there were a reliable "harm" potion effect, I'd probably want to implement this as an area-of-effect PotionEffectSpell for flexibility.. but it sounds like a simple area-of-effect damage or kill spell is what you want. I'll add that to the TODO list, maybe just combine it with PotionEffectSpell by giving it a pure "damage" or "kill" parameter.
Anyway, this is all getting a bit off-topic. What you want is pretty specific, I don't think killing mobs without dropping loot is a normal spell kind of thing- you're getting more into PowerTool territory at that point. I think CommandSpell is what you want- I'll try and get that in soon. I think it's really simple to do simply, but I wanted to spend some time making it work with parameters and stuff.
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Posted May 19, 2014hmm well then I am trying to make a one charge wand that casts a spell that remove all monsters and entities in a given radius around the user. Similar to using the essentials
/killall or /butcher
and
/remove
Is this something I can create with the current configurations. I already looked at that link and didn't see a way to do it. Most importantly I just want to remove all the monster mobs in a given radius without them dropping anything.
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Posted May 19, 2014@Silversbane
This is the most complete list I have now:
https://github.com/elBukkit/MagicPlugin/blob/master/SPELLS.md
In-game or console tab completion is also fairly complete and should help suggest applicable parameters.
I don't yet have a "Command" spell, it is on my list but I kind of keep pushing it back .. I'll hopefully really do it for 3.3.
http://jira.elmakers.com/browse/MAGIC-27
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Posted May 19, 2014elMakers I am making my own custom spells and was wondering if you had a full list of spell parameters and if there is one that allows me to run a command when the person uses the wand?
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Posted May 17, 20143.3 - WAND PROGRESSION
Hi all!
I'm working on a pretty-big new feature for 3.3 that I've been thinking about for quite a while. I finally have what I hope is a good plan, so I wanted to share it and see if anyone has any ideas or feedback.
If you're interested in any of the following (I know a lot of you are!) keep reading:
I'm trying to kill a few birds with one stone here by making a consolidated, customizable crafting/enchanting system.
You will be able to specify one or more crafting recipes, here's an example of what the default config might look like:
You can see I've set up a few new crafting recipes by default. This currently doesn't support spell items, but I'd like to add that in, or perhaps make this into a way to add a spell into a wand via crafting (e.g. wand + feather + nether star = added blink to wand). Still thinking about this part.
This is going to facilitate having different progression paths- each wand here is also linked to a different enchanting path, which will be defined in a separate file (each of these will be new enchanting.yml and crafting.yml files).
The enchanting paths resemble the current wands.yml "random" entry, so are too complex to list here. If you're not familiar with it, it lets you specify how a wand gains spells and other properties when it is upgraded on an enchanting table.
You can now configure more than one enchanting path and link a wand template to a path so that it upgrades a certain way when enchanted. Each crafting recipe will use an empty wand template that is bound to a different enchanting path. So you'll still get a random wand when crafting, but you'll get a fundamentally different kind of wand depending on the recipe used, not just a visually different one.
This means you can craft a wand with a stick and a diamond now- but it will be a low-powered wand with a limited progression path. You'll want to upgrade to at least a blaze rod and diamond, or go ahead and get a nether star for the full wand experience.
Customization-wize, this should make it much easier for you to change how you want things to work. If you, for instance, don't want anyone to get any engineering spells- just change the "master" wand to use the "apprentice" wand path. I am going to try to have "apprentice" basically mean "pretty awesome but not super OP". So no Engineering magic, no Nuke, that kind of thing.
All pre-3.3 wands will be "grandfathered" in as master wands, though that is also configurable.
If you want, comment here with any ideas or suggestions, while there's still time for me to work it in :)
You can also comment directly on the Jira issues, if you'd like your ideas preserved :) http://jira.elmakers.com/browse/MAGIC-79?jql=text%20~%20%22wand%20progression%22 http://jira.elmakers.com/browse/MAGIC-15?jql=text%20~%20%22crafting%22
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Posted May 17, 2014@GPSforLEGENDS
That should be fixed in 3.2 and the latest dev builds. The fix also required a change to messages.yml, I had the hoe marked as enchantable.
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Posted May 17, 2014i still cant enchant any wands even why i put wand_item_enchantable: wood_sword ind the config.
Nobody else have this problem?
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Posted May 17, 2014I wanted to take a brief moment to point out a new spell in 3.2 that I've kind of underplayed, but I actually think is really cool, and has an astounding amount of tech behind it.
Counterspell : This spell is meant specifically for deuling other Mages. This can be other Players, or MythicMob bosses that cast Magic spells.
The spell uses the new and improved undo system to Rollback the last spell your target cast, within the last 10 seconds (an artificial configurable limit, for balance purposes).
Since nearly everything is now undoable, this can be a game changer in a magical duel, and I'm hoping provides a new level of strategy- do you lead with your powerful spells, or throw out some feints to get your opponent to burn up some counters?
It probably still needs a lot of balancing, but the potential is there. It's very cool to counter your opponent's Grenade cast- even after the explosion has gone off :)
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Posted May 16, 2014@HannahEliz92
Oh there's also
wandp @p organize
Which is a one time reorganization. That works on chest mode if they don't want to switch, but then you're stuck with how it organizes you.
I did put quite a bit if work into the organization, though, it works by category as well as your personal favorite spells. Going to add an item for this in 3.2, too :)
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Posted May 16, 2014@HannahEliz92
Your OCD players (probably any veteran player) should make sure to try out inventory mode. I'm going to add some upgrade items in 3.2 to make this easier, but for now you can use command blocks or admins can do
wandp @p configure mode inventory
The inventory mode gives you the ability to reorganize your wand inventory, as well as a hot bar which will drastically increase your ability to pull off spell combos and generally be more nimble in combat and engineering. It takes some getting used to, though, which is why chest mode is the default.
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Posted May 16, 2014Will there be a way or is there a way to move the spell items around in wand inventories? Got some OCD players missing spells after I remove them from our custom config :P
Btw love the trailer :D
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Posted May 15, 2014Why do I love making trailers so much? I don't know!
Magic 3.2 will have a surprise new feature- EffectLib integration. If you're familiar with EffectLib, this should be exciting!
If you're not familiar with it, click the link and check it out. What this means is if EffectLib is present, Magic will have access to all of its effects for spell effects.
I am in the process of updating the default config so many spells will use EffectLib effects. Spells will fall back to the same old builtin effects if EffectLib isn't there, so unless you go download it you shouldn't notice any changes.
And, as always, this will be completely customizable! I've made a system that gives you configuration-level access to all of the API power of EffectLib. You can set up any spell to use any effect type, and customize any of the effects' custom properties.
@danjosh11
Thanks! So kind of you!
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Posted May 15, 2014BEST PLUGIN ever! I love it! Thanks so much!
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Posted May 15, 2014@HannahEliz92
ooooh. sorry, no, I meant a dev build - that feature will be in 3.2, so you'll have to wait a bit for an official build. Sorry for the confusion there, and for wasting your time!
https://github.com/elBukkit/MagicPlugin/blob/master/CHANGELOG.md
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Posted May 15, 2014So I do have the 3.1.1 build, and I had it at the time of testing, The Cure effect should have been off for now since I want to make seperate spells for cure/feed.
Anyway so I shifted around the parameters and tried every combo of parameter I could, and no mater what happens it always just full heals :/
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Posted May 15, 2014@HannahEliz92
Unfortunately that lost all the oh-so-important YAML formatting... but "percentage" should be all that's required. So I'm not sure what's wrong there :\
Here's my config for cure: https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/spells.defaults.yml#L1083
And the code while I'm at it... it'll look for "amount", then "percentage", then just default to full health.
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/java/com/elmakers/mine/bukkit/spell/builtin/HealSpell.java#L37
You grabbed the latest dev build?
Does having the "cure" there also remove poison or wither? That was part of the same new feature change. As was the "feed" parameter, so the Cure spell shouldn't adjust hunger. If none of that is working then you somehow didn't get this change :\
The only other thing I could think of is maybe if you have a plugin throwing off max health, in which case "amount" may work even if "percentage" does not?
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Posted May 15, 2014So even with the updated jar file the new parameters for HealSpell arent working :/ The both just fully heal no mater what I put into the ammount or persentage.
Perhaps you can tell me what im doing wrong? cure: icon: cookie category: light class: HealSpell worth: 30 effects: cast: - class: EffectSingle sound: cat_purr - class: EffectTrail particle: heart - class: EffectRing particle: heart location: target parameters: target_type: LivingEntity target: any allow_max_range: false range: 16 feed: false cure: true percentage: 0.1 costs: xp: 20 heal: icon: bread category: light class: HealSpell effects: cast: - class: EffectSingle sound: cat_purr - class: EffectTrail particle: heart - class: EffectRing particle: heart location: target parameters: target_type: LivingEntity target: any allow_max_range: false feed: true percentage: 0.55 ammount: 5 costs: xp: 100 vacine: icon: bread category: light class: HealSpell effects: cast: - class: EffectSingle sound: cat_purr - class: EffectTrail particle: heart - class: EffectRing particle: heart location: target parameters: target_type: LivingEntity target: any allow_max_range: false feed: true percentage: 0.80 ammount: 8 costs: xp: 200
3 examples to show 3 levels of healing
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Posted May 14, 2014@KnightcraftRPGServer
Ah, ok, not what I'm after then :)
You've customized wands.yml, "random"- does it have a "materials: []" property? I think that should do it.
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Posted May 14, 2014@NathanWolf
That works, but I am trying to completely remove the constructive/destructive spells. Ive managed to disable the spells but the materials still show up.