Server Compatibility

Please make sure you download the correct version for your server:

  • 1.9.x => Latest Build
  • 1.8.8: => Magic-5.5
  • 1.8.3: => Magic-5.3.3
  • 1.7.x => Magic-CB1.x
  • Earlier: => Check Compatibility in Files Section

If you are running with the 1.7 CB build, you will not see custom spell icons!



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:

For 1.8 :

You are free to mix this into your own RP, or use it directly.

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 ProWco ProWco Oct 19, 2016 at 07:16 UTC - 0 likes

    Excuse me one question. In your example potter you have tons of wands and spells, Where i can found all this wands and spells in the config? Because i wanna edit some wands change the ids of the items and maybe translate in spanish... So i need found the potter wands and spells config for edit where i can found this buddy?

    Thanks for the help.

    Last edited Oct 19, 2016 by ProWco
  • Avatar of Atrelyu Atrelyu Oct 13, 2016 at 21:00 UTC - 0 likes

    Ok I think I got it, you basically took the whole code and split it into a lot of micro-pieces so you can assemble spells with no coding.

    But since the Actions pretty much replaced classes, it means that most coding that used to be like this: actions: cast: - class: Torch

    Could be written like this? actions: cast: - actions: Torch

    Actions pretty much determine the behavior about what the spell would do but I don't know about their Classes.

    Another thing is, I know the Spread variable makes that launched proyectiles "spred" around the origin. But how about if I would like to shoot 3 proyectiles in a cone? Let's say 3 fireballs, so for example: Origin: o Directions: / | \ / | \

    I guess I should use some kind of X,Y,Z parameters? And regarding about the wave spell, how about if the spell just move foward? Like if we were looking pictures per frame. It starts at position 1 (frame 1) then it dissapears and re-appears at position 2 (frame 2) and so on. It should give a movement feeling, like when you draw some pictures on multiple papers and they move it very quickly, just like cartoons does!. Maybe adding a Repeat action and re-execute the spell but some lines in front of the last wave. I hope I've explained myself correctly!

  • Avatar of NathanWolf NathanWolf Oct 13, 2016 at 19:03 UTC - 0 likes

    @Atrelyu: Go

    No problem!

    Ok, so the first thing to keep in mind is that the action system replaced the class-based system. It used to be that every spell was its own class, meaning the logic behind the spell was written in code. If you wanted a new spell that does something very different from existing spells, you had to write code to do it and put it in your own plugin (that's dependent on Magic)

    With the action system, I attempted to take all of the "atomic" bits of logic and separate them into individual actions. Then I put most of the builtin spells back together using actions and configuration, instead of having all of the logic in code.

    For instance, there is a FrostSpell class that's not used anymore. It would freeze blocks in a radius, as well as damage and slow any entities in range. Now that spell is configuration-based instead, using the Disc, Cover, Freeze, AreaOfEffect, Damage and PotionEffect actions.

    So the configuration can be really complex for an action spell, but it gives you the ability to piece together your own logic without needing any coding experience or tools.

    So that all said, there are 3 main parts of a modern (action-based) spell. Sounds like you have a handle on them, but:

    • The action list. This is what defines the actual spell behavior. If you want to modify (erase/change) a block, you'd use the ModifyBlock action. If you want to damage the target entity, you'd use the Damage action. Actions can be put inside other actions, like AreaOfEffect (apply actions to all entities in a radius) or Sphere (apply actions to all blocks in a radius). So what you end up doing is building a "tree" of actions that define what the spell does. This can span multiple ticks, like with the Delay and Repeat actions- so you can make spells with truly animated effects.
    • The effects list. This is mostly independent of the rest of the spell, though it can tie into actions with the PlayEffects action, giving you the ability to add custom effects to any part of your spell's behavior.
    • The parameters, these tweak how the actions in the action list work. Every action has its own set of tweakable parameters (which unfortunately aren't very well documented at the moment). A lot of them are obvious- like "radius" will effect the AreaOfEffect and Sphere actions, "damage" the Damage action, and so on.

    I hope that helps a bit, let me know if I can explain better!

    To use custom schematics, simply make a folder "/plugins/Magic/schematics" on your server and copy any schematics you want to use there. You can use "/magic list schematics" in-game to make sure they've shown up, at which point you can use them in configs just like any of the built-in ones, or test it in-game like

    (with a wand in-hand)
    /mgive schematic:mycustomschematic
    /mgive paste
    (cast the Paste spell to paste in your schematic)

    The Bubble spell uses the Volume action, which makes a cuboid. If you give it the "radius" parameter like bubble does, it'll make a cube. So just increase the radius parameter to make it bigger or smaller. You can also use x_size, y_size and z_size to make an irregular cuboid shape. If you make different sizes for X and Z you may want to set "orient: true" so that it will have roughly the same shape no matter the angle at which it's cast.

    Making it animated like a wave might be really tricky- you may be able to use the Line action inside a Repeat for that with "increment_data: true". That'll make the Line action increase the data value of the water, which will make it raise up in level.. not really sure that'd work, but I guess that's where I'd start playing. You could also take a look at the "wave" spell, I never really got that one working well but that was my original attempt to make a wave-like animation.


  • Avatar of Atrelyu Atrelyu Oct 13, 2016 at 18:31 UTC - 0 likes

    @NathanWolf: Go

    Awesome, I just test it and it works smoothly, thanks! :)

    Now I'm trying to understand how exactly works every spell but there are certain things that I still can't catch up. I think I'm ok with Effects and Parameters but I just don't get how to use Actions and Classes.

    I believe that every damage modifier is contained in the Actions variables and there are actions inside classes and vice versa but I honestly don't totally get it, could you give me a little explanation please? Already checked your documentation :)

    Another thing is, I noticed that there are spells (Like Tendril...which I don't know what it does since it doesn't seem to make damage or maybe I'm using it wrongly) that can use schematics, how can I import or use my own schematics? I know that most of yours are already included into the plugin but that's all.

    And finally, the Bubble spell and Simulate spell. How can you determine the width and height of the blocks? How about If I would like to make it move like a wave? And how exactly works the simulate spell? I saw a video on your channel where you make some kind of moving platforms with it and looks so good haha.

    I hope I'm not overwhelming you with so many questions x.x thanks for your constant help!

    Last edited Oct 13, 2016 by Atrelyu
  • Avatar of NathanWolf NathanWolf Oct 10, 2016 at 19:50 UTC - 0 likes

    @Skailon: Go

    You are so multi-lingual! :D

    Yes you can spawn magic mobs with command blocks, or better use the spawners. Try "/cast spawnershop" to see the built-in ones.

  • Avatar of Skailon Skailon Oct 10, 2016 at 19:39 UTC - 0 likes

    NathanWolf, А можно сделать через командный блок это как ни будь ?

  • Avatar of NathanWolf NathanWolf Oct 10, 2016 at 19:07 UTC - 0 likes

    @Skailon: Go

    There is no way to do that built into Magic.

    MagicWorlds can do that, but it's pretty tricky to get it configured, and relies on natural mob spawning. Meaning it can replace all chickens in a region with some other mob or magic mob type (for instance) but it can't force spawning of mobs anywhere.

  • Avatar of Skailon Skailon Oct 10, 2016 at 18:55 UTC - 0 likes

    NathanWolf, How in the region to make spawn mobs ?

  • Avatar of Skailon Skailon Oct 10, 2016 at 18:53 UTC - 0 likes

    NathanWolf, Wie in der Region machen spawn Mobs ?

  • Avatar of NathanWolf NathanWolf Oct 10, 2016 at 03:20 UTC - 0 likes

    @ifamous9877: Go

    What have you tried?

    You only need to download the right version of the plugin for your server version, and put it in your plugins/ folder- that's literally it :)

    If you are certain you have the right version, please check your server log for errors.


Date created
Sep 18, 2011
Last update
Aug 30, 2016
Development stage
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GNU General Public License version 3 (GPLv3)
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