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 25, 2014@pwollan
Without integrating into WorldGuard to create a custom region flag, the best I can offer is this-
Use "pvp_restricted: true" on any spells you want to prevent the players from using (add this to spells.yml if needed), and then set the "PVP" flag on the regions where you want to disallow casting.
I'm thinking of adding some global flags to make things like this easier, I could add a global "all spells count as PVP" kind of thing.
I'd love a WG region flag like "allow-casting", but I'm not sure how difficult (or possible) that is.
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Posted May 23, 2014is there a way to make spells unusable in specific areas?
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Posted May 22, 2014Attention
The elMakers server (Survival, Jira, Jenkins, the Magic web site) will be down for maintenance until tomorrow.
Sorry for any inconvenience!
(The Dev/Free-For-All server will still be up, thank you NodeCraft!)
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Posted May 21, 2014@samdouglas
Answer 1: There is a "welcome_wand" option in config.yml you can use for that.
Answer 2: You must have command blocks enabled in server.properties, but otherwise there's no configuration required. Try casting on a smallish Blob of something (like pumpkin)- they do need a bit of "food" to get started or they will die.
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Posted May 21, 2014Question 1: How do i make it so when players first join they are given a wand
Question 2: Is their an option to enable automata because when i try to spawn them they just die
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Posted May 20, 2014@Gotex007
/wand unenchant will destroy a wand
Unfortunately I'm not sure what's going on at this point. I've been doing some experimental stuff in the dev builds, but if you were having these issues in 3.1 or 3.2, it's got to be an interaction with one of your other plugins. Sorry!
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Posted May 20, 2014@NathanWolf
I don't "use" creative mode. I switch into creative with the wand in my inventory (not hotbar because otherwise it drops) in order to destroy it instead of dropping it since I have no other way to get rid of them.
I tried testing it again now and it seems that simply placing the wand in my inventory consistently breaks it for some reason. (In survival)
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Posted May 20, 2014@Gotex007
If you're using creative mode, that's definitely the problem. It would also cause the issue with wands not being tracked, since the plugin no longer knows it's a wand.
If you're not looking for some bleeding-edge feature, the release builds here should be the way to go. If I make a critical bug fix of some kind, I'll always push a release out.
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Posted May 20, 2014@NathanWolf
Maybe it's the "copying" thing. Would an auto-worldsaving plugin do that? I mean it auto-saves every 15 minutes.
And I've been using 3.3's snapshop of the most recent stable version in hopes that the most recent updates would resolve some of the issues I've been having.
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Posted May 20, 2014If the wand loses it's enchant glow, that's a good sign it got wiped.
Are you using a dev build for some reason, or is this all happening on 3.1?
EDIT: Or, I guess, 3.2, since that was apparently approved (thought I'd get an email...)?
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Posted May 20, 2014@Gotex007
Creative mode definitely breaks any wands in your inventory if you open your inventory.
A plugin that only looks at your inventory should be ok, though I've seen some plugins (dtlTraders for instance) that will copy the inventory (breaking wands) even when not modifying it.
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Posted May 20, 2014@NathanWolf
I have a plugin that allows the inventory to be looked at, but nothing that modifies it. And sometimes it happens if I go into creative, sometimes not. It seems inconsistent when the wand bugs out on me.
Edit: Like right now. I cast day, then weather twice and the wand's broken now. It just doesn't work anymore.
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Posted May 20, 2014@Gotex007
Do you use creative mode or any plugins that mess with your inventory?
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Posted May 20, 2014@NathanWolf
Well I did throw them on the ground and they still aren't found. I'm just playing around with them at the moment since I'm not sure how much I want to incorporate the plugin yet on my server.
I also have a problem where the wands will randomly just stop working so I have to toss them and make a new one.
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Posted May 20, 2014@Gotex007
Some clarifications:
"clean" and "list" are only for wands on the ground. "Lost" wands. Wands in your inventory, in chests, whatever, are not tracked.
I will eventually have something you can use to scan for all wands anywhere, but it's going to have to load every offline player's data file and every single region file and chunk, so not something you really want to have to use often. It's more for a migration that may be required in the future.
Anyway, when you do "clean", it's scanning the internal list of wands and then looking for those items in the world. If "/magic list" is coming up empty, "/magic clean" is not going to do anything.
That said, it is supposed to keep track of them. I used to have a feature where it would detect the items on chunk load, but that proved to be a bit expensive. I may put it back in as an option. In the meantime, I'm afraid there's no way for the plugin to find them at the moment, I'm not sure how they got "un-tracked" for you :(
If you have some kind of setup where you're constantly generating wands and then dropping them all over the place, you probably want to just turn off indestructible wands. It's no excuse for my code being broken, and I'll make a point to test all this out more thoroughly when I get a chance.
This all seems to be working on my Survival server, as far as I can tell, though. What version of CraftBukkit are you running?
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Posted May 20, 2014@NathanWolf
Cleaning still doesn't work. Using "all" and specifying myself doesn't work. Using /magic list wands doesn't even show that any wands exist in the world, whether they are in my inventory or laying on the ground randomly. However, I'm not thrown an error in the console using it now.
And thanks for the config tip. I must've missed the options.
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Posted May 20, 2014@Gotex007
Hrm, I did try and improve the clean command, but maybe I slightly broke it. Try "/magic clean ALL" - that'll remove all wands, owned or not. "/magic clean" is only supposed to remove unowned wands, but it looks like I have a bug there I need to fix. Sorry about that!
You can also do "/magic clean Gotex007" (or whatever your IGN is) to remove only your own lost wands.
And here are some config options you may be interested in (config.yml):
Note that only indestructible wands show up on dynmap, so if you turn off the first option, the second should (theoretically) be irrelevant.
EDIT: The "/magic clean" issue should be fixed in the latest dev build.
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Posted May 20, 2014Having trouble with the /magic clean command. I tried it on this version then tried it on the current development version. I also noticed OPs don't have the /magic list command by default on the dev version. Anyway, this is what it throws me when I ran it on the dev version: http://pastebin.com/wMVB0S4t
I figure it just hates me, but I was playing around with wands and need a more reliable way to get rid of them when I'm done with them.
Also, how do I not have spells and wands show up on dynmap? It isn't necessary for me.
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Posted May 19, 2014@Silversbane
Do you want players to be able to have a spell that does /butcher, but not have access to the command? Can you do "/butcher <player>"?
The latest dev build has a very simple CommandSpell. It can do "/butcher" if the player has perms, you can see I use "/spawn" for an example "Respawn" spell.
I'll need to do some additional work to support something like "butcher @p", which would be executed as the console.
I don't think, without some hackery, I can execute a command on behalf of a player if they don't have permission to use that command.
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Posted May 19, 2014@Silversbane
The property for that is "uses" - the "recalltoken" now uses it. I did do away with the concept of limited-use wands in the default configs, but I'm going to have more "Magic items" that are basically the same thing but don't look like wands.
Increasing the radius of Neutron Bomb should increase the damage radius- how big the area of effect is. It is centered around where the projectile lands.
It does damage, though- that's not really what you want.
I think what you want is CommandSpell. I was trying to put that together tonight, but got a bit distracted by some other stuff so not sure that's happening- it will be in a dev build soon, though, I'll try not to make you wait long :)