Server Compatibility

The current version of Magic hosted here is intended for use on a 1.7 Craftbukkit server. It will continue to run on 1.8 servers, but will not make use of features (like custom spell icons), block types or entity types that are specific to 1.8.

If you are running Magic on a 1.8 server, I highly suggest you seek out a Magic build from whence you obtained your server!



Magic is a plugin that adds powerful magic wands and items to your server. With over 100 spells (plus 100 more HP spells!), a variety of wand templates, and complete customization, you can use Magic to craft a unique experience for your server.

Spells in Magic revolve around unique wand items. Players do not "know" spells, they find, buy, or craft wands that do. Wands may be bound to a specific player (meaning no other player may use them), and a wand may be set to stay with the player if they die. In this way, the spells are somewhat bound to a player, but in Magic it is really all about the wands.

Resource Pack

For the full Magic experience, you will also want to use the Magic resource pack:

You are free to mix this into your own RP, or use it directly. (I may remove this link if hosting costs become too high though!)

The resource pack tries to avoid changing anything important, but it does replace the following items (which are not craftable anymore using the default Magic configs)

  • Wood hoe (the default wand)
  • Gold axe (Engineer/Architect wands)
  • Gold hoe (The Wolf - admin wand)
  • Gold spade (Broomsticks)
  • Zombie horse textures and sounds (Broomstick riding)
  • Command block texture (for automata)
  • Ender portal frame inventory texture (not the in-game block), for Magic hat.
  • Chainmail armor set, for wizard's robes.

Please see the Magic home page on github for up-to-date information!

Metrics Collection

Magic Metrics

This plugin uses Hidendra's plugin metrics system. The information sent to 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.


Full changelog can be viewed on github


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  • Avatar of NathanWolf NathanWolf Jul 29, 2015 at 20:25 UTC - 0 likes

    @Atrelyu: Go

    You can attach spells to an item, that auto-cast on an interval- and you can add potion effects to items that are active while you are holding or wearing those items. That's the closest I've got!


  • Avatar of Atrelyu Atrelyu Jul 29, 2015 at 19:55 UTC - 0 likes

    Hi Nathan and thanks for answering :) So, I was thinking, is there anyway to create passive spells? Like, spells that grants certain stats or buffs all the time?

  • Avatar of Kasamu Kasamu Jul 29, 2015 at 19:51 UTC - 0 likes

    Thanks! Meanwhile I will try working with other things.

    Maybe you should try to create some kind of database so admins could have a clearer guide to create spells. Something that explains the variables and other things in a website, like MythicMobs does for example. They have some good guides (some of them a bit outdated but it's better than nothing imo)

  • Avatar of NathanWolf NathanWolf Jul 29, 2015 at 19:46 UTC - 0 likes

    @Kasamu: Go

    That wouldn't be difficult to add, then, I can try and get to that soon.

    Near-term plans are kind of "whatever I have time for" right now, but mainly my focus is on two big things:

    1. Finding and fixing the remaining undo bug(s)- blocks sometimes fail to restore, particularly when there is server lag (I think)
    2. Adding database support for storing player data, to allow Bungee environments to make better use of the plugin
  • Avatar of Kasamu Kasamu Jul 29, 2015 at 19:34 UTC - 0 likes

    Actually I would like it to work exactly as you said, some kind of sword that is actually a wand and players gain mana by dealing damage :D and some kind of tweak to empower spells with that fury.

    What's on your near-term plans?

  • Avatar of NathanWolf NathanWolf Jul 29, 2015 at 19:20 UTC - 0 likes

    @Kasamu: Go

    Ok, then! I think all I'd have to add to make that work is a wand option to add mana for doing damage, but to be clear on how Magic works, players can't gain mana while not holding a wand. Because players don't have mana, only wands do.

    So the best I can do is make it so a wand gains "fury" anytime you do damage while holding that wand. This might make sense for sword-wands or other incarnations of wands-as-battle-weapons, but it doesn't work if you were planning on having damage dealt by, say, a vanilla sword somehow giving the player spell energy.

    For any of that, you'll have to wait until I do the player/class-based refactor of Magic (to optionally work more like MagicSpells), but that is not on my near-term plans.

  • Avatar of Kasamu Kasamu Jul 29, 2015 at 19:12 UTC - 0 likes

    Exactly! Rename "mana" to any other thing (fury in this case) and anytime a player hits an entity, they start filling that bar and their spells get empowered by how much fury they have stack :)

  • Avatar of NathanWolf NathanWolf Jul 29, 2015 at 15:25 UTC - 0 likes

    @Capehenrykid: Go

    I think I've got your enchanting configs fixed:

    The main problem was you had the "Dragon" path inheriting from itself... I need to add some circular dependency checks in there.

  • Avatar of NathanWolf NathanWolf Jul 29, 2015 at 14:09 UTC - 0 likes

    @Kasamu: Go

    Spells can't give max health, that's not really the kind of thing a "spell" would do- you might look into Heroes or some other RPG framework for "player levelling" sort of things.

    What does "auto attack" a player mean? I think that will be the root of what you want. It sounds like you just want to rename "mana" to "Fury" and give it to players some way other than over time. That's probably doable, but I'm not sure what that "some way" is- anytime the player damages anything?

  • Avatar of Kasamu Kasamu Jul 29, 2015 at 04:34 UTC - 0 likes

    Ok I will try to be more specific.

    Players wouldn't use mana, yet they spells have cooldowns. They get Fury (or any other thing) every time they Auto Attack a player, entity, etc. With fury, they can empower their spells.

    Hope that helps! Also i'm trying to create health per level spells. I mean, spells that add max health permanently as long as you have them. Any idea of how to do so?


Date created
Sep 18, 2011
Last update
May 18, 2015
Development stage
  • enUS
  • koKR
  • zhTW
GNU General Public License version 3 (GPLv3)
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