Inactive [FUN] MagicSpells - Add magic to your server

Discussion in 'Inactive/Unsupported Plugins' started by nisovin, May 8, 2011.

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    MagicSpells - Add magic to your server!

    View the plugin on BukkitDev!

    MagicSpells is a plugin that creates 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. Each spell can be assigned customized reagent (item) costs, cooldowns. durations, ranges, and so on. Spells can be cast by using the /cast command, swinging a wand, or both. It's all customizable.


    Important: Read before downloading! There is a lot of information in this post. I know, it's a lot to read. However, I spent quite a while writing it all in what I hope is a clear, informative, and understandable manner. So, please, read the entire post before asking a question. Chances are, the answer is already here. I also suggest taking a nice look through the configuration file. Is it a massive file? Yes, it is. But if your question is "can I do this?" then a look through the configuration options would be a good idea.
    Plugin Manual

    There is a lot of useful information in the plugin manual, which can be found here:

    MagicSpells Plugin Manual


    Spells can be cast either by using the /cast command or by using a wand item. To cast a spell, a player must first know the spell. Server operators know all spells by default. They can teach spells to other players by using the teach spell. For example, to teach bob the blink spell, an operator would type: /cast teach bob blink.

    Bob can now use 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.


    View Spell List


    The zip file contains a config.yml file that should go into the MagicSpells folder within your plugins directory. The default configuration has appropriate spell costs, durations, and messages for each spell. However, you will most likely want to customize this to fit your server.

    You can modify the config.yml file directly, or you can choose to leave it intact and instead create an alternate config file, by default altConfig.yml. Any configuration values in this alternate file will override the values in the main config file.

    There are some general configuration options that apply to all spells, as well as options for each individual spell. Important: The default configuration file does NOT contain all config options, it is just an example. Just because a config option isn't in the default doesn't mean it is not available. For example, it's possible to add a duration to any buff spell, even though the default configuration file does not have a duration on all buff spells.

    To reload the configuration, simply cast the fake reload spell (/cast reload). Only server operators can do this (it can also be done from the command line).

    Please see the plugin manual for information about all of the various configuration options.

    Frequently Asked Questions

    Help me! Why isn't it working?
    If - after reading through this entire post - you can't figure out why it isn't working, please take the time to submit a proper help request. You can post your request either on in this thread or in the MagicSpells forum. You should provide the following information:
    • The CraftBukkit build you're using.
    • The MagicSpells version you're using.
    • Which permissions plugin (if any) you are using.
    • The error in the console, if there is one.
    • Your config file(s). Please don't post them directly , use a service like and just post the link.
    It says I need reagents whenever I cast a spell! Where do I get reagents?
    One of the main ideas behind this plugin is to give players cool abilities, but with a cost. The reagents are the spell's cost. This can be configured in the config.yml file individually for every spell. The config option name is "cost". You can also add your name to the list of exceptions in the general.cast-for-free option.

    Can I unbind spells from items?
    Yes. Simply use the bind spell to bind the spell to your empty hand, and it will no longer be bound to any item.

    Why can't my players cast spells?
    Why does it say "You cannot cast that spell right now" when I try to cast any spell?
    If you're using Permissions, please make sure your permissions are all set up correctly. Look in the Configuration: Permissions section for more information. Also double check and make sure your use-permissions config option is set to true.

    What are the Permissions nodes?
    The nodes are listed on the permissions information page in the plugin manual.

    I can't get my Permissions working! Can you help me?
    Remember that all nodes use the "real" spell name, rather than the name you define with the "name" option. If you cannot get your permissions working, feel free to ask for help. Make sure you specify which permissions plugin you are using, and all of the items from the "Help Me!" question above.

    Will you add iConomy (or another economy plugin) support?
    With the addition of the 'tome' and 'scroll' spells, I currently have no plans to add special support for an economy plugin. You should be able to create tomes and scrolls and sell them using any plugin that allows you to sell items, thus allowing you to sell spells.

    I have a great spell idea! Will you add it?
    Please tell me about it by submitting a ticket! I can't guarantee that I'll make it, but if it's a feasible idea, I'll definitely consider it. I'm always looking for new spell ideas. Note that I may not respond directly to your idea, but I always read the suggestions.

    I've found a bug! What do I do?
    Please submit a ticket! Please include your CraftBukkit build number, any error in the console, the situation that caused the error (if known), and if you think it's applicable, the list of plugins you use.

    Change Log

    View full change log

    Donate: Always gotta have a donate link for those who love their plugin authors.
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    Hey nisovin :)

    I have a suggestion about something that has been coming up rather recently about spells on our server.

    Though, before I tell you, I want you to know that I totally respect you for this awesome work. I know there are tons of players that say "omg you shud add this featur, it was be so awesum!" so, if you are totally non-interested I understand lol, this is your plugin.

    We have wars at times, between rival towns and clans etc. Lots of attacks happen around castles and bases they have setup etc. One issue that is happening, is players are being able to bypass walls, traps etc using spells, and there is no foreseeable way to really prevent it in a real way atm (aside from admins manually drawing world-guard regions for everyone, which can be a hassle).

    We were thinking, it would be awesome to be able to place a beacon, something like 3 blocks (Lapiz, gold, and diamond for example) to create an anti-magic shield within a configurable amount of blocks. This would just make Pvp with spells that much better in war scenarios. With this, clans can invest in making a few anti-magic beacons to disrupt players from blinking, or leaping over their walls and defenses, or even place one in the middle of their base to prevent magic inside the walls.

    Just an idea we had. Some players we upset that after about 2 days of building these awesome defenses, an enemy team was able to just bunny hop just about everything they had (invuln for traps, jump and blink for walls etc), and wreck them all lol.
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    I agree with this, in addition to the un-quoted respect section, because I do love this plugin as well.
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    Permissions spell is just what I've been waiting for, NICE!

    Gonna wait until you test the new update more but this will definitely open up so many new spells :]
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    Hi, I just downloaded this for my server and it's a great plugin. I have a couple of questions though.

    1. Is it possible to disable the stick being a wand item?

    2. Every time I try to cycle through spells and use them, when I left or right click it seems to activate twice. For example, when I right click it'll scroll through two spells at a time, and when I left click to use one of them it'll activate and deactivate instantly. I'm guessing this means that when I click once it registers as clicking twice for some reason. Is there a way to fix this?

    Thanks, and again this is a really fun plugin.
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    Turn on global cool down in your config
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    1. Yes. Read the configuration information.

    2. Sounds like you might have two instances of the plugin running.
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    I looked through the configuration file and couldn't find it. I'll look at the info, thanks.

    Two instances of the plugin running though? I don't think that's the problem... Wouldn't I be able to tell?

    There's no global cool down, just cool down for each individual spell.
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    Top of the config


    Set it to something like 500
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    An anyone else confirm that Permission spells, and temporary permission spells don't work at all with PEX?
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    I wouldn't be surprised. I'm just using Bukkit's built-in system for granting temporary permissions, and PEX seems to override a lot of default behaviors.
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    Thanks for the fix, reading books to learn spells is now permanent and my players are loving it!
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    Anyone here using bPerms? Does MagicSpells work with it? I would really like to make some awesome new spells but... giving people the permission to use the commands themselves is the only way I can do it atm (Which sucks)

    I can't move away from PEX, unless bPerms works, otherwise... any other permission change would be downgrading, and not worth permission spells.
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    Also not sure if its fixed in the new version, but before setting mana to a negative number on a drain spell made mana go beyond 100 (I have 100 as the max) Was trying to create a mana heal spell for my healer class, anyway to make a roof for mana?

    Tried the new update: got this

    30.12 20:21:54 [Server] INFO at
    30.12 20:21:54 [Server] INFO at
    30.12 20:21:54 [Server] INFO at net.minecraft.server.MinecraftServer.init(
    30.12 20:21:54 [Server] INFO at net.minecraft.server.MinecraftServer.a(
    30.12 20:21:54 [Server] INFO at net.minecraft.server.MinecraftServer.t(
    30.12 20:21:54 [Server] INFO at org.bukkit.craftbukkit.CraftServer.enablePlugins(
    30.12 20:21:54 [Server] INFO at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    30.12 20:21:54 [Server] INFO at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    30.12 20:21:54 [Server] INFO at
    30.12 20:21:54 [Server] INFO at
    30.12 20:21:54 [Server] INFO at com.nisovin.magicspells.MagicSpells.onEnable(
    30.12 20:21:54 [Server] INFO at com.nisovin.magicspells.MagicSpells.load(
    30.12 20:21:54 [Server] INFO at com.nisovin.magicspells.MagicSpells.loadMultiSpells(
    30.12 20:21:54 [Server] INFO at com.nisovin.magicspells.util.MagicConfig.getKeys(
    30.12 20:21:54 [Server] INFO java.lang.NullPointerException
    30.12 20:21:54 [Server] SEVERE Error occurred while enabling MagicSpells v2.1 (Is it up to date?): null

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 16, 2016
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    To whome it may concern

    I have gotten the Citizens plugin and the Magic plugin to work hand in hand to create NPCs that will grant users the ability to obtain magic spells via quests. The Citizens pluggin quests have the ability to grant permissions as quest rewards

    using the permissions "magicspells.grant.spellname" and "magicspells.cast.spellname"

    users need to have both permisions in order to cast a spell. Because of this you can effectivly setup a spell hierarchy where they need to complete quests that grant them minor spells before they can cast high level spells

    By default magicspells.cast.* is enabled for all users, so you will need to add "-magicspells.cast.*" to your users

    Quest 1

    Quest 2

    quest 1 provides both permissions for a user to cast "combust" and 1 part of the permisions to cast "firenova" quest 2 provides the second permission for a user to be able to cast "firenova"

    With this the user must complete only quest 1 to cast "combust" and both in order to cast "firenova"
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    That is so awesome! I am definitely gonna use this on my future Survival/RPG Server as soon as this has some sort of multiworld support :p
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    Great job !

    But i got a problem... I want to use it only in arena, then, i need a whitelist in only some region. If they aren't, nothing will spend.
    An other problem is the command /m for the mana. On my server, i have essential and the command /m to do a private message doesn't work anymore with your plugin
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    Hey! Thanks so much for fixing spell loss! It's been plaguing my server since beginning to use MagicSpells! Problem solved. Huzzah!
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    How do you get a wand?

    oh i found the wand but how comes wand dosent hold all spells

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 16, 2016
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    so any word on this error?

    Can anyone confirm this works with the new spell loading method (/cast reload too)
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    You need to switch your multispells to the new setup.
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    hmm okay, I'll try again later today when less players are on

    edit: Even for the old spell loading system?
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    You weren't supposed to see that! Read the new post.

    Edit: And yes. That was a fail on my part.
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    Aah okay awesome! :p Thanks a bunch

    quick question, for the old spell system, the permission spell to make a spell copy itd be

    itd be newspell=permission
    or newspell=torcharrow?

    edit: Do I have to switch to the new loading system to get multispells to work?

    edit: nevermind, just sucked it up and redid my config for the new load method, works great

    just 1 suggestion

    add a str-fade:
    option for the permission spell

    I need some help

    cast-item: 340
    range: 35
    cooldown: 0
    check-individual-cooldowns: false
    - mana 35
    target-players: true
    str-cast-self: You call down Level 3 lightning.
    str-cast-others: "%a calls down Level 3 lightning."
    - lightning
    - cripple

    This does no mana cost when cast in game

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 16, 2016
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    so i disabled my multi spells for a while, I then transfered them over to external spells to get them to work, now these spells are gone (they are the same name as the old multispells) from their spellbooks, and they paid in game cash to learn them. Is there anyway I can fix this?

    edit: okay only the people who were online seemed to have lost them when i reload the config, so its not TOO bad
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    Nobody should have lost any spells. Check the actual spellbook files to see if the spells are still listed there.

    Also, version 2.1.1 should fix the multispell issue.
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    hello, i have a problem, i am in the process of making a avatar the last airbender server, and It seems that i can not use any spells unless i make "ops have all spells: True" and make myself a op, but i do not want all of the users to be ops and to have all of the spells, what do you think i did wrong?
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    awesome! that was quick :D
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    Did you read the entire first post of this thread? If not, please do. If so, please read it again. I'd guess you either haven't taught yourself any spells, or you don't have permissions set up correctly.
    Zooatooie likes this.

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