MagicSpells
Note: MagicSpells is being maintained on this GitHub fork and you can find help at the official Discord.
Info
MagicSpells is a Minecraft Bukkit plugin that creates magic spells your players can use. Its main purpose is to give your players access to certain abilities that you might not want to give them unlimited access to. However, instead of just giving them access to boring commands, they instead get more interesting spells. Each spell can be configured in many ways:
- Reagent costs (the cost of using the spell, including items, mana, health, hunger, experience, and item durability)
- Cooldowns (the amount of time a player must wait between uses)
- Durations (how long certain effects last)
- Ranges (how far away spells can be used from their target)
- Many more options, depending on the spell
Spells can be cast by using the /cast command, swinging a configurable wand item, or both. It's also possible to have them triggered from other actions the player may take. It's all customizable.
Usage
Before a player can cast a spell, they must already know it. There are several ways a player can learn a spell:
- Taught with the teach spell
- Learned from a spellbook
- Learned from a tome
- Gained from a grant permission
- Purchased from a shop
- Being a server op (they know all spells) For example, a server op can teach Bob the blink spell by typing: ''/cast teach bob blink''.
Once a spell is learned, it can be cast either by using the ''/cast'' command or by using a wand item. Now that Bob knows the blink spell, he can either cast it by command, by typing ''/cast blink'', or he can cast it with a wand item. To select the spell, he holds the wand in his hand and right clicks. Right clicking will cycle through any spells assigned to the item he is holding. When he has the one he wants, he left clicks to cast.
If Bob does not have the required reagents for the spell, or if he has cast it recently and it is still on cooldown, he will not be able to cast the spell and will instead receive an error message.
If mana is enabled, a player can use the ''/mana'' command to see how much mana they currently have. Mana can also be configured so it is displayed on the experience bar.
Useful Links
Videos
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Posted Feb 18, 2013Hello, quick question here. Really loving all of the features that Passive spells opens up to us! I was wondering though, if I use Passive spells for "double drops" (i.e., If blockbreak "leaves" conjure "golden apple" 1% of the time), will that increase the server's CPU load too much? Is this the best way to go about it, or are passive spells not designed to be used in this way?
Additionally, is it possible to disable buff-type spells dispelling themselves when cast a second time?
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Posted Feb 17, 2013Hi,
I have had a problem with spellbook txt files part of the plugin its a set of text files the
plugin is suppose to generate but its not generating them for people for some reason
and no one is able to gain spells and ops dont have only have the basic help and list spells
These are my magicspells nodes for owner and I am using bpermissions - magicspells.grant.* - magicspells.learn.* - magicspells.cast.* - magicspells.teach.*
and in the spellbook folder there is no txt file created for me and the people that do have a a txt file have extra spells ingame that they dont have in there txt file. So it would seem that only some txt files are generating.
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Posted Feb 17, 2013hi, I'm interested in using incantations (spoken word to trigger a spell), but the documentation seems pretty bad, is there any better recorded documentation around?
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Posted Feb 17, 2013Hi there, I noticed with this plugin, Although amazing and brings hundreds on my server, I noticed that when using the Spell Shop plugin, Some spells cannot be learned by users as it just reports 'You do not know a spell by that name'. They have full permission, however only an Admin can purchase. Any help or advice would be Much Appreciated. Regards.
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Posted Feb 17, 2013Hmm, the angry effect spawns villagers? Is there a way to fix this? Thanks.
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Posted Feb 16, 2013Is there a way to make multi-spells pick one spell out of it's list to cast by random?
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Posted Feb 16, 2013@Superboop
Yes, you just have to make sure the ignore-plugins options is set to false for every spell.
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Posted Feb 16, 2013Hi,
I have had a problem with spellbook txt files part of the plugin its a set of text files the
plugin is suppose to generate but its not generating them for people for some reason
and no one is able to gain spells and ops dont have only have the basic help and list spells
These are my magicspells nodes for owner and I am using bpermissions - magicspells.grant.* - magicspells.learn.* - magicspells.cast.* - magicspells.teach.*
and in the spellbook folder there is no txt file created for me and the people that do have a a txt file have extra spells ingame that they dont have in there txt file. So it would seem that no txt files are generating.
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Posted Feb 12, 2013@Superboop
Oh god that would be so awesome!
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Posted Feb 12, 2013I haven't tested it myself yet, but does Magicspells have Faction support? (Not dealing damage to allies, healing only to allies, etc.)
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Posted Feb 12, 2013@zarakh01 I thought about having it used indirectly on a friend through a pulser or a multispell, but I think putting it in a multispell might not work. I'd have to test it. I also thought about using an area effect spell, but that would mean the user would have to target the ground and not the intended subject, which wouldn't come naturally to the user.
Also, you're right, the heal and harm spells would be easier to implement and give me more control over the damage dealt/removed, but making use of the potion effects means I can have dual-purpose spells, like a projectile spell that heals a friend, but wounds a zombie.
fuzyfeet and zrakh01, thank you both for your help. It saves me a lot of trouble! : )
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Posted Feb 12, 2013Any way of adding just the enchantment effect to an item without actually adding an enchant?
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Posted Feb 11, 2013@centaurianArcher Negative values do work to reverse the effects of spells. Nisovin has stated that LifeDrain can work just the way you asked, and I tested repair and it removed durability.
@crore Your looking for the mana.yml, and the config options are here.
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Posted Feb 11, 2013@centaurianArcher
4 - Answer: No, i am 90% sure a buff cannot be applied to a target. 5 - Asnwer: Yes, you can use them, if you click the wiki link above the potion effects, it lists all of them, heal and harm are not in there because they deal 6 damage, im sure negative values could reduce the effect, but why use heal and harm potions when u can use the pain spell, and the prayer/heal spell...
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Posted Feb 11, 2013a while back i thought i had seen an addon or a config for this that i could change the ammount of mana a rank has ... is this still possible and if so please explain?
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Posted Feb 10, 2013Firstly, thank you for this wonderful plugin! I love the flexibility and power it provides! I can't express this enough.
Secondly, I've been tinkering with a few spell copies(as I lack the knowledge to flat out make my own), and I have a few questions:
1) Can I use negative values in DrainLife to make a life //giving// spell?
2) Can I use negative values in Repair to make a sort of rust spell?
3) Is the Farm spell //supposed// to only affect wheat? If so, how can I make it affect other crops, as well?
4) I'm trying to make an instant spell function like a targeted spell, affecting the creature in the user's crosshairs(for example, a repair spell that affects a friend, rather than the user). Is there a way to do this?
5) I noticed that the potion.heal and potion.harm effects are missing from the list for the PotionEffect spell. Is this because they won't work? I'd like to use them, if possible.
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Posted Feb 10, 2013Why does the fireball spell not let u change its damage, it always does like 20 damage...
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Posted Feb 10, 2013@Skiyei
Your looking for the 'prerequisites' option in the a spell's configuration (see here).
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Posted Feb 10, 2013Is it possible for spells to be only taught if the user already knows an other specific spell? So in order to learn Firenova for example, a person must already be able to use Fireball, or else they cant learn it. Is that possible?
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Posted Feb 8, 2013Is the fireball spell bugged? It doesnt seem to scale with power ratios. And also, does the target multispell still cast all the spells even if your say 20 blocks away, and the spell has a 15 block range.