Mount & Blade II: Bannerlord

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feydras

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feydrasnm

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About this mod

Incompatible with current version of Bannerlord. I give full permission to fix, update, or add to the mod. I'd love to see it updated!

Adds 8 different mage units with spells from Magic Spells mod and a horror built from dark magics. Recruitable mages dispersed throughout Caldaria, some rarer than others. Also adds four staves for aesthe

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Changelogs
The Arcane sciences have a long and storied history in Caladria. In the old empire the Imperial Academy of Arcana stands as the largest, recognized organization dedicated to the study of magic. Those born with the talent are very rare, and those who can learn to master this difficult and consuming science rarer still. In past ages it is recorded that mages applied their craft to a variety of fields but today any with a spark of magical potential are forged into battlemages. In the wake of the empire’s collapse the Academy has been fighting a losing struggle to position itself above politics. With it’s outer branches splintered and destroyed, only a few schools remain. Very few trust the Academy, but within the Imperial remnants battlemages are still considered a vital part of tactical warfare.
 
Imperial Adept
Fresh mages right out of the Academy and thrown into the heat of battle. Trained in two or three spells they provide good ranged support when well defended. Empire faction.
 
Imperial Magus
Advanced rank mages with experience and more deadly firepower. Empire faction.

Imperial Magister
Rarely seen outside castlewalls these venerable mages are living siege weapons. Empire faction.
 
Sha’ir
Sorcerers have walked the southern deserts serving as advisors going back to the days of the patriarch Asera. Eschewing violence they have been revered and welcomed by nearly all the clans. The current upheaval has many questioning this stance. A handful of young, strong warrior mages have taken to joining the clans of Aserai in war. Riding camels into battle they are feared for their mastery of the deadly desert wind magic. Aserai faction.

Mage
Despite the Academy's claims there are still a handful of independent covens and wizards in Caladria. These casters are as diverse and flexible as they are rare. Factionless but not usually found in Imperial lands.

Arcanist
Rare is the man who can conquer the corruping nature of magic as the darker edges of it have a stronger, seductive pull for them. Arcanists have wrestled with this power and come out with a mastery of themselves. Factionless and rare. 

Warlock
Savage men born with magical talent but hunted in civilized lands. They have turned to developing their magic in forbidden ways. Most live short, brutal lives addicted to the power that consumes them. Faction Bandits, found with looters.
 
Witch
Shunned or forgotten by the Academy these casters find their magic where they can and usually have no qualms about using the dread Witchfire. Generally more sane than their warlock brethen, witches will occasionally take employment in the armies of others. Faction Bandits, but sometimes found with other factions.

Horror
In the deepest mountain caverns the cult of the Grand Maw works dark magic to bring this monstrosity to a rough mockery of life. While it breathes and eats, it only barely resembles a human. Horrors cannot cast magic themselves but the bindings holding them together are terrible and powerful. Only the truly mad would fight alongside of a horror but some mountain clans are desperate enough. 


Possible in Future

Maledict - Folk tales whisper of powerful warlocks who have become more monster than man.
Mage companions

Compatibility

Tested and working on versions 1.1.4 (probably other recent versions)
This mod is safe to install into an existing saved game. It may take awhile for the mages to start spawning into groups.

Uninstallation

If uninstalled from a saved game this mod will crash that saved game. Instead open the file magiccasters_parties.xml by right clicking and choosing edit. Then change all of the minimum and maximum numbers of all of the added magic using units to 0. Then you will need to open the file magiccasters_ATC.modconfig.xml and remove all the lines about troops. That will stop any magic casters from spawning anymore.