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 Jul 24, 2014<<reply 2280755="">>
Cycle mode??? You madman! ;)
That's an interesting idea- I already use that for brush cycling, but I don't suppose anyone is doing any magical engineering in cycle mode... ?
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Posted Jul 24, 2014In cycle mode, you should make that shift+right click go back a spell. :P
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Posted Jul 23, 2014@KnightcraftRPGServer
The perms have "."'s in them, right? "magic.cast.cage"?
This only also matters if you've explicitly denied Magic.cast.* - in my experience, this negation has to be done at a lower group, and the inheriting groups can add back in individual cast permissions.
Though magic.cast.* ought to work. All players have permissions to cast all spells by default- but all spells also respect build and (as appropriate) PvP flags, so that may be the issue too.
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Posted Jul 23, 2014Hi, If I gave someone the permission magic.cast cage or magic.cast grenade, or even magic.cast.* they cant cast grenade or cage.
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Posted Jul 23, 2014@Zachzachattack
That is on purpose (I think) - well that is, I mean all schematics are "grounded" at where you cast, so they only go up from there. The shape of it is basically a diamond, so if you build the whole thing, the bottom/center block *ought* to touch the ground, but most of it will be 1-2 blocks above.
Otherwise, it might just be a long-standing issue with that schematic :) To be honest I am normally casting that way up in the air, or underground.. and may not have noticed a block offset.
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Posted Jul 23, 2014Sorry, typo on first one.
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Posted Jul 23, 2014Hey, I noticed something wonky on your server; the flare beacon brush goes 2-4 blocks up from where you cast it.
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Posted Jul 23, 2014Hey, I noticed something wonky on your server; the stash chest brush goes 2-4 blocks up from where you cast it.
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Posted Jul 22, 2014@Desrath
Well that's great to hear! Hope you enjoy it :)
That version actually has an updated enchanting system that you can configure so wands "level up". Check the "potter" example configs enchanting.yml to see how this works, it's unused in the default configs.
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Posted Jul 22, 2014@NathanWolf
Found it, and it indeed fixed the issue I was having. Really excited to try out more of such a fun mod. Thanks a bunch!
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Posted Jul 22, 2014@ph1823
It is released, but pending approval. You can get it now via my CI server, there's a link above.
I'd like to know of if it fixes your issue, but I suspect SwordGuns is just causing a conflict.
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Posted Jul 22, 2014You do not need thus more my logs? And will can your credit note the version 3.4 on bukkit plz
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Posted Jul 22, 2014We are generally not allowed to link to unapproved builds here directly- I am allowed to link to my CI server, there is a button above for it- and hopefully the latest build is reasonable easy to find there.
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Posted Jul 21, 2014@NathanWolf
If you wouldn't mind pointing where to download the latest dev build, I'd rather go with that, that way I'm sure I'm not messing it up :P
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Posted Jul 21, 2014@Desrath
Ok, I can confirm that does seem broken in 1.7.9R2, but the fix I suggested also works.
Please make sure you're editing plugins/Magic.config.yml
Do not edit the defaults file.
I put nothing but
In my config.yml and it fixed the issue for me.
This is now the default, too- if you'd prefer, just download the latest dev build and start clean.
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Posted Jul 21, 2014@Desrath
No, it should be just an empty string .. let me try this out myself with 1.7.9R2.
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Posted Jul 21, 2014@NathanWolf
I do not, I've tried running the server with just Magic to see if they might be interfering, but got the same result. I did notice however that the suggestion you gave before came through as just, wand_item_enchantable: "", is that how it should look? Maybe the line got messed up.
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Posted Jul 21, 2014@Desrath
You put that in config.yml? That should work, it's the only thing that tells Magic to swap out an item on enchant.
Also try something like "/wand configure icon wood_sword" to make your wand a wood sword.
My guess is something is interfering with enchanting either way, though. Do you have any other plugins that might be blocking or using the enchantment table?
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Posted Jul 21, 2014@NathanWolf
Well I just tried it, it flashed enchantments for a second, but then the wand turned into a wooden sword and the enchantments went away.
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Posted Jul 21, 2014@Desrath
Hrm - ok, yeah, please do. Otherwise it could be some other plugin you have- those versions should definitely work together.