> For the complete documentation index, see [llms.txt](https://m3ii0.gitbook.io/magicalwands/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://m3ii0.gitbook.io/magicalwands/wands-and-charms-file-examples/charm-example.md).

# Charm Example

```yaml
# Turn off/on charm
Enabled: false

# What permission is required to see this charm as available?
# NOTE: Without permission player is not available to use this charm
Permission: "magicwands.charm.CustomCharm"

# What skull will they see in GUI?
# NOTE: Open https://minecraft-heads.com/, select head and paste here Value
Skull: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZjkwMWYwNzg1ZDIyMmU5YWZhNTA1NmNkZGFmZGI3YTMzYTRhYTljODllOTEyZWU3MWYzM2I2ZDc2MzEwNTRkIn19fQ=="

# Define raw name for Charm
# NOTE: Don't use colors there
Name: "CustomCharm"

# Define description, a little lore what charm does
Description: "Just example how to correctly create Charm!"

# Define display name for Charm
# NOTE: You can use colors now!
DisplayName: "&{#ffa408}CustomCharm"

# Full number with delay (In seconds)
# NOTE: Configure this properly, spamming can affect CPU performance
Delay: 10

# Configure functions of Wand
Functions:

  # Send message to player after dispatch! (Fully supports HEX, Gradient & PAPI)
  PlayerMessage:
    - "&aYou've used CharmExample!"

  # Dispatch command as player
  # NOTE: Without '/'
  PlayerCommand:
   - "say hello"

  # Dispatch command as Console
  # NOTE: Without '/'
  ConsoleCommand:
    - "say hello"

  # Broadcast message (Fully supports HEX, Gradient & PAPI)
  Broadcast:
    - "&a%player_name% used CharmExample!"

  # Send message to looking target if it is player! (Fully supports HEX, Gradient & PAPI)
  # NOTE: Placeholders will be applied for DAMAGED entity
  MessageLookingEntity:
    - "&cYou've been attacked!"

  # Send message to all damaged entities! (Fully supports HEX, Gradient & PAPI)
  # NOTE: Placeholders will be applied for each DAMAGED entity
  MessageToAllDamaged:
    - "&cYou've been attacked!"

# Select and configure damages for charm
Damages:

  # Damage to executing entity (Player)
  SelfDamage:

    # Damage to damage dealer (Sender)
    # NOTE: Amplifier won't change this value
    Damage: 5.0

  # Give damage to looking entity
  LookingEntity:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Length: 10

    # Damage
    # NOTE: Wand amplifier will be included here!
    Damage: 20.0

  # Damage all in radius
  AllInRadius:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Damage
    # NOTE: Wand amplifier will be included here!
    Damage: 3.0

  # Damage all in radius and kill randomly
  AllInRadiusAndKillRandomly:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Damage
    # NOTE: Wand amplifier will be included here!
    Damage: 3.0

  # Damage all in radius and kill the closest one
  AllInRadiusAndKillClosest:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Damage
    # NOTE: Wand amplifier will be included here!
    Damage: 3.0

  # Damage all in radius and kill the closest one
  AllInRadiusRandomDamage:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Minimum Damage value
    MinDamage: 1.0

    # Maximum Damage value
    MaxDamage: 2.0

  # Damage all in radius and kill randomly
  AllInRadiusAndKillRandomlyRandomDamage:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Minimum Damage value
    MinDamage: 1.0

    # Maximum Damage value
    MaxDamage: 2.0

  # Damage all in radius and kill the closest one
  AllInRadiusAndKillClosestRandomDamage:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # Minimum Damage value
    MinDamage: 1.0

    # Maximum Damage value
    MaxDamage: 2.0

  # Kill randomly in radius
  KillRandomlyInRadius:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

  # Kill the closest in radius
  KillClosestInRadius:

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

  # Push out/in targeted entity
  PushLookingEntity:

    # Power of punch
    Power: 4.8

    # If reverse = true, entity will be pushed INTO player's location
    Reverse: false

  # Push out/in entities in radius
  PushAllInRadius:

    # Power of punch
    Power: 4.8

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

    # If reverse = true, entity will be pushed INTO player's location
    Reverse: false

  # Launch out/in targeted entity to sky
  LaunchLookingEntity:

    # Power of launch
    Power: 4.8

  # Launch out/in entities in radius to sky
  LaunchAllInRadius:

    # Power of launch
    Power: 4.8

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

  # Burn targeted entity
  BurnLookingEntity:

    # Number (Seconds of fire duration)
    Duration: 3

  # Burn targeted entity entities
  BurnAllInRadius:

    # Number (Seconds of fire duration)
    Duration: 3

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

  # Potion effect to looking entity
  PortionEffectToLookingEntity:

    # Potion effect (List can be found on WIKI)
    # FORMAT: "effect;amplifier;duration"
    Effects:
      - "SLOWNESS;1;3"

  # Potion effect to entities in radius
  PortionEffectToEntitiesInRadius:

    # Potion effect (List can be found on WIKI)
    # FORMAT: "effect;amplifier;duration"
    Effects:
      - "SLOWNESS;1;3"

    # Number of blocks (Radius limitation)
    # NOTE: Don't set this value too high, it can affect server performance
    Radius: 10

# Select and configure particle effects to Charm
# NOTE: Be careful and configure Arguments carefully
# NOTE: This is just an example, if you don't want to use some effect, just remove section...
Effects:

  # Spawn static colored particle
  Static:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    Target: DEALER

    # Define color for particle
    # NOTE: This animation is not supporting Gradient or Multiple effect color!
    Color: "#ffffff"

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

  # Spawn static circle around target
  Circle:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
    Target: DEALER

    # Define color for particle
    # NOTE: This animation supports Gradient and Multiple color particles
    # Examples:
    #
    #  > Multiple colors -> #ffffff,#000000,...
    #    - Insert how many colors do you like to have
    #
    #  > Gradient effect -> Gradient(#ffffff,#000000,10)
    #    - Insert first color, second color and number of colors in transition
    Color: "#ffffff"

    # Difference between particles
    # NOTE: Don't set this value too low, can affect server performance
    Density: 0.05

    # Define size of circle around the target
    # NOTE: Don't set this value too high, can affect server performance
    Radius: 5

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

  # Create straight line in front of player
  PointingLine:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    Target: DEALER

    # Define color for particle
    # NOTE: This animation supports Gradient and Multiple color particles
    # Examples:
    #
    #  > Multiple colors -> #ffffff,#000000,...
    #    - Insert how many colors do you like to have
    #
    #  > Gradient effect -> Gradient(#ffffff,#000000,10)
    #    - Insert first color, second color and number of colors in transition
    Color: "#ffffff"

    # Number of blocks (Length of the line)
    # NOTE: Don't set this value too high, can affect server performance
    Length: 10

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

  # Create random curved line in front of player
  RipplePointingLine:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    Target: DEALER

    # Define color for particle
    # NOTE: This animation supports Gradient and Multiple color particles
    # Examples:
    #
    #  > Multiple colors -> #ffffff,#000000,...
    #    - Insert how many colors do you like to have
    #
    #  > Gradient effect -> Gradient(#ffffff,#000000,10)
    #    - Insert first color, second color and number of colors in transition
    Color: "#ffffff"

    # Number of blocks (Length of the line)
    # NOTE: Don't set this value too high, can affect server performance
    Length: 10

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

  # Create spiral incoming into the target
  RotatedSpiral:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
    Target: DEALER

    # Define color for particle
    # NOTE: This animation supports Gradient and Multiple color particles
    # Examples:
    #
    #  > Multiple colors -> #ffffff,#000000,...
    #    - Insert how many colors do you like to have
    #
    #  > Gradient effect -> Gradient(#ffffff,#000000,10)
    #    - Insert first color, second color and number of colors in transition
    Color: "#ffffff"

    # Define size of circle around the target
    # NOTE: Don't set this value too high, can affect server performance
    Radius: 5

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

  # Create spiral incoming into the target
  Wave:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    Target: DEALER

    # Define color for particle
    # NOTE: This animation supports Gradient and Multiple color particles
    # Examples:
    #
    #  > Multiple colors -> #ffffff,#000000,...
    #    - Insert how many colors do you like to have
    #
    #  > Gradient effect -> Gradient(#ffffff,#000000,10)
    #    - Insert first color, second color and number of colors in transition
    Color: "#ffffff"

    # Define size of circle around the target
    # NOTE: Don't set this value too high, can affect server performance
    Radius: 5

    # Difference between particles
    # NOTE: Don't set this value too low, can affect server performance
    Density: 0.05

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.3

  # Creates line above entity
  VerticalLine:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
    Target: DEALER

    # Height of line in blocks (Y)
    Height: 8

    # Define size of particle
    # NOTE: Default = 1.0
    Size: 10.0

    # Amount of particles
    # NOTE: Default = 1
    Amount: 10

    # This value is optional (Use it when you're using ALL Target value)
    Radius: 5

  Lightning:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
    Target: DEALER

    # This value is optional (Use it when you're using ALL Target value)
    Radius: 5

  Explosion:

    # Define where should particle spawn
    # Values:
    #   > DEALER - Entity who used charm
    #   > DAMAGED - Primary damaged entity
    #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
    Target: DAMAGED

    # This value is optional (Use it when you're using ALL Target value)
    Radius: 5

    # Offset for Y
    # NOTE: Starting on target's location
    Y_Offset: 0.8

# Configure sounds of charm
# FORMAT: "SOUND_NAME"
# List of sounds you can find on https://m3ii0.gitbook.io/magicalwands/
Sounds:
  - "AMBIENT_CAVE"

```


---

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