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 ZwPBerserk ZwPBerserk Oct 07, 2015 at 21:29 UTC - 0 likes

    @NathanWolf: Go

    Yes that would be awesome! :P

  • Avatar of KingBohica1 KingBohica1 Oct 05, 2015 at 16:31 UTC - 1 like

    @NathanWolf: Go

    Thanks again! Works great! Also, that target_self: variable gives me some ideas, so thanks for the added info. I can see where having a self-cast no range aoe that doesn't affect the caster could be very beneficial for negative effect spells. Very cool.

  • Avatar of NathanWolf NathanWolf Oct 05, 2015 at 14:52 UTC - 0 likes

    @ZwPBerserk: Go

    It's not so much about explaining them, it's about having two plugins with different mechanics that you're trying to use in tandem. Which is doesn't always work very well, which is why you are here :)

    But let's see, if you're using Heroes and you're using Magic's /mskills menu - then I guess all you need is what you originally asked for- for Magic spells to show up in /mskills if the player has permission to cast. I can add that when I get a chance.


  • Avatar of ZwPBerserk ZwPBerserk Oct 05, 2015 at 06:57 UTC - 0 likes

    @NathanWolf: Go

    Yeah im using heroes skills, i have around 260 skills. But as I used all of them, I wanted to use some magic spells as the ultimate skills. They look fancier, and i could easily explain how to use them to the players through the permission skills descriptions. :P

    And I fixed it by giving the cast perms to the worlds itself.

    Last edited Oct 05, 2015 by ZwPBerserk
  • Avatar of NathanWolf NathanWolf Oct 04, 2015 at 23:14 UTC - 0 likes

    @ZwPBerserk: Go

    For the last problem you mentioned, that is a deficiency of most GM's - you can't negate and reinstate a permission on the same group.

    You'll need a base class for the negated permission, and then inherit classes from that to add back in spell permissions.

    In case I haven't made it clear, I'm really not crazy about permission-based setups with Magic. I'm also not convinced that you could or should try and mix Magic with Heroes or MagicSpells, it's going to result in a confusing mish-mosh of abilities and mechanics. All just my opinion, it could be that MagicSpells (or something like it) will mesh better with Heroes - but honestly if you're using Heroes why not use their skill system? Trying to mix both together just seems like a mess? Sorry, don't mean to sound harsh!

  • Avatar of ZwPBerserk ZwPBerserk Oct 04, 2015 at 21:55 UTC - 0 likes

    @NathanWolf: Go

    I got it to work with the fill wands thing. (i gave em the permission to do /wand fill to update their wands manually so i can still give out other wands, non-class based)

    Only thing im still wondering is.. How do i get the Wand Spell inventory like it is in /mskills is that possible?

    When my players do right-click on the wand now. It just puts all their spells from the wand in their inventory. (they cannot organize it themself by putting multiple spells in their hotbar)

    (if this isnt possible, they could just use multiple wands. So it wouldnt be a big issue :P)

    EDIT: I might have a lil issue here. - -Magic.cast - -Magic.cast.* - -Magic.wand.enchant - -Magic.wand.craft - Magic.commands.wand - Magic.commands.wand.fill - Magic.cast.Flare - Magic.cast.Missile

    It doesnt put any spells on the wand. (it does give the spells when I give the spell permission to the person itself)

    Last edited Oct 04, 2015 by ZwPBerserk
  • Avatar of ZwPBerserk ZwPBerserk Oct 04, 2015 at 21:01 UTC - 0 likes

    @NathanWolf: Go

    Okay thanks!

  • Avatar of NathanWolf NathanWolf Oct 04, 2015 at 17:51 UTC - 1 like

    @ZwPBerserk: Go

    The wands will automatically update, yes- and players are never allowed to cast spells they don't have permission for, even if they have a wand with that spell.

    You'd probably have to add your own empty wand with however much mana you want to wands.yml. You could just copy one of the beginner/apprentice/master/etc wands from the defaults and remove all the spells.

  • Avatar of ZwPBerserk ZwPBerserk Oct 04, 2015 at 17:21 UTC - 0 likes

    @NathanWolf: Go

    Thanks, its exactly what i wanted.

    So how do i exactly give them an empty wand with some mana ofcourse. The only wands i can get are the empty ones without mana.

    Also if they dont have the permission for those spells anymore. Does this stop them from casting them with the wand? Do the wands automatically update? (if they switch classes for example)

  • Avatar of NathanWolf NathanWolf Oct 04, 2015 at 16:11 UTC - 0 likes

    @KingBohica1: Go

    Yup, you got the right idea! "target: self" is the best way to do that, it will skip targeting entirely (so "range" isn't needed and would be ignored)

    Edit: you may also need "target_self:true" in parameters, to tell the AOE action that you want the caster included.

    Last edited Oct 04, 2015 by NathanWolf


Date created
Sep 18, 2011
Last update
Aug 09, 2015
Development stage
  • enUS
  • koKR
  • zhTW
GNU General Public License version 3 (GPLv3)
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