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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    I don't know why, or how to fix it, but every time i type /cast list or /cast help or /cast anything it keeps telling me "You do not know a spell by that name", nothing in the config or the forums seems to be suggesting whats wrong =/.
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    I still can't figure out this Mana feature, I've enabled it but how do I set it to use mana instead of items?
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    You have to actually learn the spells. Either edit the spellbook file or use the server console. Spellbook, you just have to put the names of the spells in, on individual lines, console, is just cast teach <player> <spell>. Unless you have Ops get all spells on, the game will not grant you any spells.

    magicspells.cast.crater is separate from .cast.explode. Spell copy just says "This spell is the same effect, but a different spell." =)
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    So it creates a new permissions node with every copy I make?
  6. in the config, where it says "cost:" you want to change from using regents to - mana <amount>

    name: engulf
    description: Encase an enemy in lava.
    cast-item: 280
    cooldown: 0
    range: 15
    obey-los: true
    target-players: true
    tomb-block-type: 11
    tomb-duration: 1
    - mana 90
    str-cost: 90 MP
    str-no-target: No target found.

    For this spell to work you would need engulf=entomb in the spell copies section.

    have you set up permissions? to use a spell a player must have both magispells.learn.(spellnamehere) and magicspells.cast.(spellnamehere)

    I give everyone on my server magicspells.learn.* so they can learn any spells, but not use ones they don't have the magicspells.cast permission for. for example only mods have the magicspells.cast.explode permission

    Also ( and sorry if this is obvious) but you need to have learned the spell. You can use magicspells.grant.* to teach a user 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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    I'm having some problems with your plugin, everytime I edit the config, cb fails to detect the plugin. And I can't use it.

    EDIT: It's ok, found my problem. Apparently I can't use apostrophes in 'str' params.=_= hehe, fail.
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    Hey, I've got a "bug" report. I'm running the newest version of bukkit, permissions, and this mod.
    I'll try to be as descriptive as possible...

    My other mods include (all up to date): AngryWolves, Anti-Items, AutoRegionGuard, cavein, ChunkRegenerate, DropControl, FullChest, GravelClay, HeroicDeath, iConomy, LimitSpawnLite, Lockette, MagicSpells, mcMMO, MiningTNT, MobDrops, Money2XP, NaturalGiants, OreDetector, Paid2Mine, Permissions, PermissionsSQL, PickBoat, SignShop, SkyLandsPlugin, Stackable, Stargate, Tombstone, & WirelessRedstone.

    OK, so I've got a 'Default' group, a 'Regulars' group, and an 'Admin' group.
    Each takes the usual order of inheritance.
    Default has the 'magicspells.learn.*' permission node
    Regulars has the 'magicspells.cast.*', 'magicspells.teach.*', and 'magicspells.grant.*' nodes
    And Admin has no explicit nodes only '*.*' and inheritance
    Everything else works as far as permissions with other mods so I know the formats not off....

    OK, to the point. When one of my Regulars joins the game, they cant cast anything. If I make them /op then they can cast spells, if I /deop them after that, then they can continue to cast spells until the next time they log in. If I remove myself from the Admin group, then add myself to the Regulars group I can still cast spells, and can continue to even after I log out and back in. I have two (that I know of) Regulars who loose the ability when they log in and out, and 1 Regular who never looses the ability. This has puzzled me, and honestly, its been going on for about a week and I've been trying to trouble shoot it myself thinking that its my permissions or something. I have my host look over the permissions and they think everything looks good and that its a problem with the way this mod checks the permissions file. I don't know, and honestly I hate to bug you with this, but this a last resort. Any help you can give me would be thoroughly appreciated
  9. What version of permissions?

    The only thing I could think to try would be not using magicpsells.grant.* but rather teaching one of your regular's all the spells, then copying that user's .txt file in plugins/MagicSpells/spellbooks/ and make rename a copy for each of your regulars with all the spells in it.

    This way all the regulars will have learned all the spells and you avoid this weird bug with the magicspells.grant permission node.
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    Do you have the use-permissions option set to true?
    You can as long as you wrap the string in quotation marks. I do this already with any strings that have colons or start with a percent sign. I should probably go through and add quotes to all of them to avoid this problem.
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    Can you add an spell for the walkspeed in the new bukkit build 953? That would be pretty nice

    an other idea is to metamorphose animals or enemies in chickens or something else xD

    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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    An Idea: Mana potions? I need a way to refill mana quickly.
  13. We can't manage descend on windwalk. Even destroying middle glass block does not seem to work anymore.

    Ideally, crouching would make you descend, if possible!
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    I've being playing around with this and its really fun.

    Im just wondering if i can give certain players or permissions groups. To start out with certain spells without having taught them.
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    Codex Arcanum

    It would be nice if this plugin had a log file of when and where player's cast spells. That way you can see


    To figure who blew up your wall.
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    I'm still having issues where users will have to reconnect after having their group change (and therefore their grant and cast rights changed). This is after casting reload on that player.

    Also, can you make a spell that unbinds all things for that player? I basically want them to be able to change from cleric to mage without still having cleric spells (which they can now not use) bound to their items.

    EDIT: Yet another request. Can you make spells that end up killing people count towards plugins like PVPrewards so we can track deaths and have pvp plugins work with mage PVP? :]
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    ...ok, this was my first post on these boards...and I think everyone is allowed just 1 eff up. So yeah...I guess I'm 'that guy' today... (I mean, it only states what you suggested in the FAQ of the OP, no one should mess that up right?)

    Turns out the file that we where all looking at was the previous file from the previous install, not the new yeah...I turned permissions on...and face-palmed big time...

    thanks for your assitance...I'm seriously not that retarded...

    (and to think, I actually fix computers for a living)
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    Could someone please explain to me: What is this "reagents" thing?
    And, when I try to use a spell, it tells me: "You can't cast that spell right now." How do i make it work?
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    I didnt read all 15 pages BUT
    with the minion spell mine doesnt attack.
    and I think you should make it customizable like Zombie:3 so you can spawn 3 zombies or like have

    Zombies:2 20(20% chance)
    Zombies:3 15

    etc i think you get the idea... :)

    Any thoughts on why it doesnt attack?
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    hey whats up? this plugn is jsut awesome!

    There´s jsut one thing ;( :

    I am playing on an RPG server and there are classes for sure and its seems like every class have their skills, expect the mages, so i´m asking if you could add an option like if you use 1 one speel xxx times you automaticly unlock another spell (like the second version with more damage etc.)

    so yeah hope you can do that =)
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    This said nothing about reagents:confused:...Can you make Something telling what you need
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    With the minion spell, can you make it so you can spawn spider jockeys or a mob ontop of another mob?
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    You both need to read the first post more carefully.
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    I figured it out a short while ago, but unfortunately i dnt know how to use permissions.
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    Any news for blocking ghast-fireball-blockdmg?
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    Anyone Know the code to summon An Angry Wolf instead of a Skeleton?
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    What exactly is the spellbook file for?
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    i have a question about wand items. ill follow your example with bob and his new blink spell. say bob assigns the wand item to be a watch. he learns a few more spells and can r click to scroll through them on his watch and cast them etc. does this mean all watches on the server will store/cast bobs spells? or is bobs watch with spells assigned to it just for bob and another player could learn different spells and store/cast them from his own watch?

    edit - is it possible to make a buff spells 'wand' item into a pair of boots or something? (stealth armor, lifewalk boots, boots that negate falling dmg etc)?
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    You should link this to mcMMO, and allow the ability to to more with the custom spells, if you already have it. Also If you do have the ability for custom spells make it so you have a toggle feature, so EX /cast vanish for 10 seconds = /vanish then at the end of 10 seconds it type /vanish again to toggle off the command.

    There is a bug while using Regios Plugin With its protect. If a region is protected and you use a spell, that one player who used the spell will stop receiving data or something, and you can't type, hit, or no one will see you.

    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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    Hey man, I freakin' love your plugin. It's a huge part of my server, and I have it split up in to multiple classes. Really makes it awesome.

    My problem, is that the plugin doesnt play very well with any other plugins. For example:

    Factions: Spells can be used/hurt people in safezones. This breaks the safezone mechanic and starts a lot of squabbles and rabble on my server.

    WorldGuard/MobArena: In both of these plugins I'd like to disallow certain /cast commands (or all of them, depending on what I"m trying to do) but disabling the commands doesn't disable item binds, which makes arbitration of spells per-location (via worldguard disallowed commands or mob arena blocked commands) impossible.

    And just in general, killing someone with a spell wouldnt trigger a wanted level plugin or something of that scope, because it seems like most of the spells dont actually "hit" the person, they just subtract health. (I didn't look nor am I a coder) this is just observation.

    (also a little addon, my players still seem to have to reconnect after picking a class and inheriting rights)

    I'd be more than willing to pay a small sum for adjustments or what have you, I just really hope somehow these issues can be resolved as they're the only things stopping this plugin from being absolutely flawless.

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