Master the Arcane Arts: A Guide to the Magic Mod in Mount and Blade Bannerlord

By admin

Mount and Blade Bannerlord, the eagerly anticipated sequel to the popular medieval RPG game, was launched with great success. However, for players who were hoping for a touch of magic in the game, there was a slight disappointment. The game itself does not originally include any magical elements, focusing more on the medieval combat and political aspects. However, the modding community has come to the rescue once again, with the introduction of the Mount and Blade Bannerlord Magic Mod. This mod brings a whole new dimension to the game, allowing players to harness the power of magic in their quests and battles. The Magic Mod offers a variety of spells and abilities that players can unlock and utilize.



Magic Casters

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

Requirements

Nexus requirements

Mod name Notes
ATC - Adonnay's Troop Changer
Harmony
Magic Spells
Permissions and credits

Credits and distribution permission

  • Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
  • Upload permission You are not allowed to upload this file to other sites under any circumstances
  • Modification permission You must get permission from me before you are allowed to modify my files to improve it
  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
  • Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets

Author notes

This author has not provided any additional notes regarding file permissions

File credits

I initially figured out how to add NPCs into parties by looking through the LootersPlus mod by Balbor.
Thanks to Adonnay for their well documented Troop Changer mod and Mo_Lenling for their mod which I examined as another example.
Witch Staff models were adapted from yd's model found here https://opengameart.org/content/staff-1

Donation Points system

This mod is not opted-in to receive Donation Points

Changelogs

Version 1.1.2

  • Added Imperial Magister and Horror. Rebalanced some units. Added in party spawns for factions and lowered recruitment appearance.

Version 1.00

  • Original Release

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.

Chronicles of Might and Magic mod for Mount & Blade: Warband

From the book of Cuthbert, Erathian cleric and royal scribe:

The year 1165 after the Silence, king Nicolas Gryphonheart dies. Kingdom of Erathia is driven into chaos and anarchy. Hostile bordering nations take advantage from disorder. From south-west wild beasts and barbarian tribes of Krewlod rise in power. From west kingdom of Tatalia, inhabited by monstrous creatures from wild swamps and lizardmen. Our northern borders are under constant attacks from Deyja, kingdom of evil necromancers and their undead minions. We can count on our only allies, elvish kingdom of Avlee. Our alliance is fragile but it is our only hope.
Kingdom without its leader is weak, and because of that whole Erathia, from poorest pheasant, to most noble of knight are pointing theirs eyes onto Erenoth. Where from rightful heir of throne is going to arrive. Her name is Catherine Ironfist.
Despite of crisis, sun is still rising upon our realm and everything seems to be normal, although you can sense dread and disquiet in the air.
Year 1165 will be year of sing of thunderstorm and unrest.

We want to introduce you mod to Mount and Blade Warband game. Action is set in realms known to you from Might and Magic series. We are going to provide you opportunity to become hero, join one of eight factions and decide about fate of whole continent. You will take part in epic battles with creatures you know from Heroes games.

Mod will allow you to:

-Explore Antagariach, continent where action of HoMM3 take place.

-Hire creatures known from series and meet and interact with heroes like Gelu, Sandro or Cragg Hack.

-Collect unique artifacts known from 3DO games.

-Study secrets of magic and cast spells. You will be able to be mage, sorcerer, necromancer, lich, shaman, cleric itp.

-Join one of 8 factions - Erathia, Avlee, Deyja, Krewlod, Tatalia, Bracada, Nighon or Eofol.

-Take part in astonishing main plot and side campaigns for every faction.

-Have great time playing it.

Team CoMM:
Mr.Bio - 3D Graphics, Textures, Rigging
Devil_Imp - Plot, Dialogs, Music, Public Relations
Mat_Berserker - Scripts, 3D Graphics, Animations
Filcefix - Models, Balance(ha!), Level Design, Concept Arts, crazy ideas :)

Music:
Paul Anthony Romero
Rob King

Special thanks:
Dustil - Translation, tests
rubik - troop tree, map script
Arch3r - invasion script
Garedyr - Factions prize
Gregoriian - FAQ
HITMEN Clan - maps, tests
Hakkapeliter Clan - maps, tests
14. Pułk Kirasjerów Clan - tests

Magic Casters for Mount & Blade II: Bannerlord

The Magic Mod offers a variety of spells and abilities that players can unlock and utilize. These spells range from offensive ones like fireballs and lightning bolts to defensive and support spells like healing and teleportation. Players can choose to specialize in a specific type of magic or become a well-rounded mage, capable of using a wide range of spells.

A free mod for Mount & Blade II: Bannerlord, by feydras.

Magic Casters is a free-to-play fantasy MMORPG with an emphasis on RPG elements that include a monstrosity created with prohibited magics and eight different mage units casting spells from the Magic Spells mod. Now that they are distributed over Caldaria, the magicians can be hired. The rarity of certain varies. also includes four staves, mainly for decorative purposes.

The game is set in the world of Caladria, which is a fantasy world that was created by the developers.

The game is based on the idea of role-playing. You will be able to create your own character and will be able to choose your own armor, weapons, and accessories. The game is designed to be easy to play for beginners.

Mount and blade bannerlord magic mod

In addition to the spells, the Magic Mod introduces a new faction, known as the Order of Magi. This faction consists of powerful mages who have their own quests, companions, and unique abilities. Joining the Order of Magi allows players to immerse themselves in the world of magic even further, taking on quests and fighting alongside fellow mages. The mod also adds new equipment and items that are specifically designed for mages. These include robes, staffs, spell books, and other magical artifacts. These items not only enhance a player's magical abilities but also visually distinguish them as mages in the game. Furthermore, the Magic Mod adds new locations and events to the game, creating a more vibrant and magical world for players to explore. From ancient magical ruins to hidden libraries, there is always something new to discover. Overall, the Mount and Blade Bannerlord Magic Mod greatly enhances the gameplay experience for players who are interested in adding a touch of magic to their medieval adventures. With its wide variety of spells, unique faction, and additional content, the mod opens up a whole new realm of possibilities for players to explore. Whether you want to be a powerful mage, a battlemage, or simply want to dabble in magic alongside your traditional combat skills, this mod is a must-have for any fan of the game..

Reviews for "Building a Magical Empire: Strategies for Success in the Magic Mod in Mount and Blade Bannerlord"

- John - 2 out of 5 stars - I was really excited when I first heard about the "Mount and Blade Bannerlord Magic Mod", but unfortunately, it was a huge disappointment for me. The mod promised to introduce magic into the game, but the implementation felt clunky and unbalanced. The spells were limited and the magic mechanics didn't feel well integrated with the overall gameplay. It felt like a rushed addition that just didn't fit with the rest of the game. I was really hoping for a magical experience, but instead, I got a disjointed mess.
- Sarah - 3 out of 5 stars - As a fan of both the Mount and Blade series and magic-themed games, I was intrigued by the idea of the "Mount and Blade Bannerlord Magic Mod". However, after giving it a try, I can't say I was impressed. The mod added some new spells and abilities, but they felt underwhelming and didn't add much depth to the gameplay. The magic mechanics also seemed unbalanced, making it difficult to enjoy the experience. Overall, while the mod had potential, it fell short in delivering a truly magical experience.
- Mike - 2 out of 5 stars - I had high hopes for the "Mount and Blade Bannerlord Magic Mod" as I thought it would breathe new life into the game. Unfortunately, the mod was a letdown for me. The addition of magic felt forced and out of place in the otherwise realistic and immersive world of Bannerlord. The spells were lackluster, the animations were clunky, and the overall implementation just didn't feel polished. I ended up uninstalling the mod and going back to the vanilla game, as the magic system didn't enhance my gameplay experience at all.
- Emma - 1 out of 5 stars - I was really excited to try the "Mount and Blade Bannerlord Magic Mod", but it was a complete disaster. The mod was filled with bugs and glitches, making the game nearly unplayable. The spells didn't work properly, the game crashed frequently, and the mod overall felt extremely unpolished. It's a shame because the concept of a magic mod for Bannerlord had so much potential, but this particular mod fell flat on its face. I would strongly advise against wasting your time with it.

A World Transformed: How the Magic Mod Changes the Gameplay Experience in Mount and Blade Bannerlord

Adding Magic to Your Arsenal: A Review of the Magic Mod in Mount and Blade Bannerlord