Wizardly Magic

Features
Want to be a cool wizard with all kinds of spells? Well now you can! You can build a Spell Altar, craft over 50 unique spells, gain knowledge, and use all kinds of wizardly magic! This plugin is inspired by the Minecraft Forge mod Ars Magica.
Note: This plugin is in early alpha, so expect bugs, if you get any please create a ticket with them here.
Spell Altar:
You build a spell altar by putting redstone around an enchanting table. You don't gold blocks, but the type of blocks the altar is build on effects the altar level. Certain spells require higher level altars.
- Anything: 0
- Iron: 1
- Gold: 2
- Diamond: 3

Knowledge:
Knowledge is needed to make spells, each spell has certain knowledge it requires to be crafted. You can learn different bits knowledge by doing normal Minecraft actions. For example, picking up a Notch apple will teach you "Divine Intervention". Sometimes you can get mana from gaining knowledge. You can see info on how to get knowledge in the "Book of Knowledge".
Mana:
Spells require mana to cast, you start with 10 (Unless your server owner has changed it). When you gain knowledge you can get mana. Also there is a slight chance to gain mana each time you cast a spell.
Spell Book:
When you kill a boss (Wither, Ender Dragon, or Elder Guardian), they have a 50% chance to drop a spell book. You can store up to 9 spells in a Spell Book. Sneak right-click to open the book, then you can put spells in, or take them out. Right-click the cast the spell in slot 1. Sneak left-click to toggle the active spell to the one next to it.
Spells:
To craft a spell, you must put the recipe in a spell altar, then drop a Arcane Scroll on the altar. If you don't have required knowledge, if the recipe is invalid, or if your altar level is to low, you will get a chat message prompt telling you what to do. You can see info on spells and their recipes in the "Book of Spells".
Staffs:
You can craft staffs for better spell manipulation. Once you get a staff your click with it to open the binding menu. You put the spells you want in the slots and close it. Now those spells have been bound to the staff, you can not change these spells ever, its a one time thing. You can right-click to cast and left-click to cycle through the spells. There are three tiers of staffs, they get harder and harder to craft. For crafting recipes see the recipe section.
Special Mob Drops:
This plugin adds special mob drops that are used in spell recipes. For example, there is a 20% chance for a creeper to drop a "creeper heart" when killed. Then you can use the "creeper heart" to craft the TNT spell. You can change, remove, and add these in the config as you wish. You can see all the special drops, how to get them, and the chance they have to drop in the "Book of Drops".
Wizard Robes:
Wizard Robes are just normal leather armour. However, all the armour pieces must be the same colour. If you are wearing full wizard robes your mana will regenerate double.
Mana Potions:
You can make mana potions by throwing a empty glass bottle into a pool of water, then drop a slime ball, magma cream, or eye of ender in with it. Lastly throw in some binding powder. It will form a mana potion. If you drop in more than one of each of these items it will keep generating at one a second till it runs out of ingredients.
Configurability:
This plugin is very configurable. All the spells, recipes, and knowledge are configurable in the config. It does not end there though, you can crate your own spells with all the components the default spells use. Also, for convenience there is a /setSpellRecipe command to make setting a spell's recipe easier.
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Recipes
Arcane Scroll recipe:
Spell Recipes:
You can see spell recipes with a command. For a list of spells, info on them, and the command to get each spells recipe, you will need to craft the Book of Spells:
Other Books:
You can craft other books for more info.
Book of Knowledge:
Book of Drops:
Staffs:
To craft staffs or staff caps, you need to put the recipe into a spell altar. But instead of dropping an arcane scroll onto the altar, you have to drop binding powder (Which you can get from killing zombies).
Staff Types:
Note: The staff caps seen here are not the vanilla items, they are ether crafted, or dropped from mobs.
Caps:
Ender Cap:
The ender-pearl in this recipe is just the vanilla one, but the other four items are special orbs dropped by mobs.
Nether Cap:
The nether-star in this recipe is just the vanilla one, but the other four items are special orbs dropped by mobs.
Getting Started Video Tutorial:
Player holding a spell:
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Commands
OP Commands:
/wm reload
/wm getSpell <name>
/wm setSpellRecipe <name>
/wm giveSpell <spell> <player>
/wm spellBook
/wm getDrops <mob>
Player Commands:
/mana
/srecipe <spell>
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Permissions
Permission to use the OP commands is: wizardly.magic.commands
All players can use the /mana command.
You can specify permissions for certain spells in the config, but none have perms by default.
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Installation
1. Copy the plugin and the WizardlyMagic folder into your plugins folder, then reload the server.
2. You can edit any options you want in the config.
3. If you have any problems, read the FAQ before posting.
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Creating A Custom Spell
This is for admins, here is a test spell with all the available spell options included:
Remove all things you don't want in the spell.
spells: test: type: <touch/projectile/self> description: "A test spell" spellType: <pvp/build/other> perms: test.spell projectile: <enderpearl/snowball/egg/arrow/fireBall/item/block/beam/witherskull/entity> projectileCount: 1 projectileInterval: 5 projectileSound: BLAZE_BREATH randomRadius: 3 randomDistance: 0.2 homing: false trailParticalEffect: LARGE_SMOKE:0:3 beamRange: 50 speed: 3 drop: false fixedDrop: true height: 25 data: <"particalType"/"id:data/entityType"> cooldown: 3 sound: blaze_beath lifeTime: <ticks> mana: 1 altarLevel: 0 requiredKnowledge: - Start - Dig selfEffects: recall: false potionEffects: - "regeneration:1:5" effects: damage: 2 changeBlock: "20:0:10" recall: false dig: 1 digPower: 1 digReplace: true mount: false potionEffects: - "blindness:1:5" - "weakness:1:5" splash: radius: 3 particalEffect: LARGE_SMOKE:1:50:1 sound: explode gravityBlocks: false changeBlock: "20:0:10" explode: false lightning: false recall: false mark: false knockBack: 0 tp: false fireWork: "255:80:0" fireWorkLife: 0 velocity: "0:1:0" effects: disarm: false damage: 2 potionEffects: - "blindness:1:5" - "weakness:1:5" clearPotionEffects: - "poison:1:5" recipe: 0: item: 3
You do not need to manually define the spell recipe, you can do that in-game with a command.
Spell making video tutorial:
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Upcoming Features
- Bug Fixes
- More Spells!
- Charms
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MC Stats
This plugin sends info on how many servers and players are using this plugin.
If you wish to disable the usage stats, look at /plugins/PluginMetrics/config.yml.
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Donate
If you like my plugins and want to help me out:
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YouTube/FaceBook/Twitter
Check out my YouTube for more Minecraft awesomeness:
http://www.youtube.com/user/Jacobvejvoda
Keep up to date or get help on my Discord: https://discord.gg/yHkSSedczg
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Want your own custom plugin?

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Posted Aug 9, 2015hey is there a way using my permission plugin that i can make it so only one rank can access this plugin?
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Posted Aug 8, 2015@Onoitsu2
OK, v 1.4.3 should have all the stuff.
I added a summon sword spell so you can see how its done.
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Posted Aug 8, 2015@Onoitsu2
Ill do the door thing, and Ill check the farm land thing.
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Posted Aug 8, 2015Not sure if this is known either, but spellbooks activate automatically when stepping on farm land. This can be hazardous to your health, especially if you have fireball as the spell currently installed.
It is not Worldguard, nor FarmProtect plugin, as I've tried all combinations of each protecting farmland, or not, it always triggers the books.
Another option, would be great if you could have it check if you are opening a door, or chest, or well using anything so you do not accidentally blow your own eyebrows off.
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Posted Aug 7, 2015@jacob_vejvoda
Again! YOU ROCK!
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Posted Aug 7, 2015@Onoitsu2
I will add item summoning and the mana suff you mentioned.
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Posted Aug 4, 2015Is there a way to have it either 1 summon an item that can be picked up, or 2 summon an item directly into the user's inventory. I would like to make a summon sword spell, for the lowly adventurer that is without any other option. I already made a Heal AoE spell, that of course doubles as an attack against some mobs, and a Summon Food and Summon Food AoE, allowing you to feed other players. Heck even have a meditate of sorts kind of spell, that uses negative mana value to replenish mana, with a fairly high cooldown on its use. The odd thing is it allow you to go above the maximum mana.
I plan on taking many spells like EverQuest had, as many are the "standard" spell list for things like D&D, or other games that have magic.
EverQuest Spells List
I would much rather utilize this plugin for it, than making command blocks that are triggered from a button, or pressure plate.
It would be great if you could get items by either picking up, or straight to the inventory if a self target spell. I also wish there was a way to set current mana, as currently it only has a way to set max mana, and for an admin testing, it is a real pain to test, reload, and test some more when you are out of mana, hence my uncovering negative value for mana to replenish it.
You rock for making this plugin, and I hope it will flourish all over the minecraft world, as it is pretty awesome, once properly configured to your personal liking.
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Posted Aug 2, 2015@DjShocker
There is no such thing as "start research" if you use the latest version of the config.
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Posted Aug 2, 2015How do i get the start research? it's not in the book of knowlege
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Posted Jul 31, 2015@jacob_vejvoda
I think you do? I have WG anyway so I haven't checked. I meant for others sake :)
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Posted Jul 31, 2015@triarry
Sorry, I thought I had WG on softdepend.
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Posted Jul 31, 2015@Goldentoenail
I am not receiving these problems, all that needs to happen is WorldGuard is put on a softdepend so that it isn't required.
You're using an outdated version of WorldGuard and WizardlyMagic, just upgrade them to 1.4.2 and 6.1.
WorldGuard support should not be removed because of user error.
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Posted Jul 31, 2015@jacob_vejvoda
I guess I will give it a try in a couple of weeks due to having a vacation. With everything updated.
However I think you may consider reviewing your methods for accessing WorldGuard in light of the problems being returned.
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Posted Jul 30, 2015@Goldentoenail
Why not use WM 1.4.2? Also since WG 5.9 does not support 1.8, just upgrade to 6.0
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Posted Jul 30, 2015@jacob_vejvoda
WG 5.9 does not say that it supports MC 1.8. However it does not throw any conflicts.I am aware of.
Using WM v1.2, I set the region world to PVP and the 'Live' server crashed with errors from WM
So I guess it is a no go although there are no errors on the local server.
It is quite an odd situation !
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Posted Jul 30, 2015@jacob_vejvoda
Ah okay, we run on a bukkit server. but wasn't sure if the plugin was just messing up is all. Thanks.
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Posted Jul 30, 2015@hollowtpm
As far as I know, its a spigot problem.
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Posted Jul 30, 2015Hi,
First off gotta say I love this plugin. My RP Survival server has been looking for a nice plugin that gives magic to players not through commands, so this has been great.
However a quick question that i don't know if know the answer too, but when ever someone uses a spell, the console then gets flooded with:
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
[Server thread/WARN]: Filtered out large getEntities call -98,-85 -95,-85
do you know what could be causing this?
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Posted Jul 29, 2015@Goldentoenail
Does WG 5.9 support 1.8? If so I think I could add support for it.
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Posted Jul 29, 2015@Goldentoenail
That just means you set it up wrong. I use Spigot 1.8.7 and have been using WG 1.6 since 1.8.3.
No problems.