Master of Magic

Master of Magic

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Rise of the Planeswalkers
   
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5 Jan, 2024 @ 9:29am
10 Feb, 2024 @ 12:05pm
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Rise of the Planeswalkers

Description
Transforms the original wizards into more than 40 iconic planeswalkers from various eras of the MTG universe. I've infused the game with new traits, aiming to create unique and varied gameplay experience. While I strive to maintain lore-friendliness, the main focus is on fun, bringing together planeswalkers from different timelines. Get ready for a fresh and exciting twist on your Master of Magic gameplay!

This mod is compatible with existing DLCs. To fully experience the extensive content and features of the mod, including all the unique planeswalkers and traits, it is recommended to have all the DLCs installed.

Currently only English localization is supported.

CHANGES: Demologist requirements have changed from 1 Chaos and 1 Death books to 2 Chaos or 2 Death books.

NEW TRAITS:
Master Assassin: Mastering arts of the assassination grants all non-fantastic units Poison +1.
Cost 2 picks

Weather Bending: As a master of celestial magic the wizard is able to control weather granting all non-fantastic units Scouting +1 and Pathfinding.
Cost 1 pick

Enchanter: Focusing on persisting magic, makes it twice as hard to dispel their spells and grants all non-fantastic units Enchanted Weapons. The Wizard's spells are also immune to the dispelling power of nodes.
Cost 1 pick

Illusionist: The wizard has the ability to create lifelike illusions adding Illusion skill to all summoned units.
Cost 2 picks

Dragon Commander: The wizard is revering dragons as divine beings. This reduces the spell Research time and casting cost of Chaos spells by 15%, makes it twice as hard to dispel Chaos spells, and doubles the magic Power obtained from all nodes.
Cost 1 pick (needs to start as Draconians)

Shield Mage: Expertiese in protective magic allows the Wizard to increase Resistance by +2, and adds +2 to the unit's armour against all ranged attacks. This applies to all non-fantastic units.
Cost 1 pick

Myrran Threat: The Wizard is a godlike Myrran being and a threat to the whole Arcanus plane. Increases the Casting Skill of the Wizard by +10, and makes it twice as hard to dispel their spells. There is a 50% bonus to all Power spent on increasing the skill. Doubles the magical Power obtained from all magic nodes. The Wizard's spells are also immune to the dispelling power of nodes. Increases the Power of their religious buildings by 50%.
Cist 2 picks (needs Myrran trait and 2 books from 3 different realms)

Master Creator: The wizard is skilled in creating magical constructs. The Master Creator Wizard begins with a Drona Scout unit, as well as its summoning spell, Tech Sprite spell, and Reconstruct spell. Additionally, they gain a +25% bonus to Research Tech Magic. Increases the Casting Skill of the Wizard by +10. Allows the Wizard to increase stats of all Tech and Soultrapped units by +1. Racial units get both Regeneration, and Combat Regeneration Skills.
Cost 7 picks (needs no more than 2 books, needs to start as Soul Trapped)

Spirit Realm: The wizard resides in a spirit realm. Gives additional two units of Magic Spirit at start, as well as the Blur Spell. Increases the Casting Skill of the Wizard by +10. Allows the Wizard to increase Hit Points by +1 but decrease Resistance by -3 to all racial units. In addition, they recieve: Natural Enchanted Weapons, Death/Poison/Stoning immunity, Non-Corporeal and new skill Etheric, which ignores half of armor and negates first strike. Increases the Power gain of their religious buildings by 50%.
Cost 7 picks (needs no more than 2 books)

DISCLAIMER: All characters and elements added in this content are the intellectual property of Wizards of the Coast. The use of these characters and elements in this work is for non-commercial purposes only and does not represent an official endorsement or partnership with Wizards of the Coast.

NEXUS MODS PAGE:
https://www.nexusmods.com/masterofmagic/mods/33

CONTACT
Discord: Jindor#2070
25 Comments
ergotoxin 17 Dec, 2024 @ 8:59am 
Great mod! Thank you for your work
XenoReaver 4 Feb, 2024 @ 12:11am 
Well Steam won't let me post anything of the code here in this message as an example but I changed the default stuff to the new ones, I forget who was who but instead of the code saying Freya, Rjak etc etc it all says Ajani, Oko, Tibalt etc etc. Took a while to change and made a few mistakes at first but eventually got it all working.
ArcaniteM 2 Feb, 2024 @ 4:37pm 
@XenoReaver How ?
Jindor  [author] 2 Feb, 2024 @ 1:28pm 
Cool! Also don't forget greeting messages.
XenoReaver 29 Jan, 2024 @ 11:46pm 
Late to the party but I modified the mod (for my own personal use only) where none of the planeswalkers replace the original wizards.
ArcaniteM 13 Jan, 2024 @ 10:42am 
I see thank you. No I wanted more, thats why I wanted to add the wizards in the game to those from your mod.
Jindor  [author] 13 Jan, 2024 @ 8:57am 
ArcaniteM yes, it is exactly how Dorian said. However, if you would like to play with less Planeswalkers, you can disable DLCS or addons. For example if you disable all the DLCs and addons, you will come with just same amount of Planewalers as have the original game. This is to allow people who wan't as much as same immersive experience as the 90s game, just with planeswalkers. You can "tweak" this setting to see which update has which planeswalkers.
Jindor  [author] 13 Jan, 2024 @ 8:54am 
Thank you Dorian! Well yeah, actually I didn't like much the artworks of the original MoM remake game. That also motivated me to make this.
Dorian Gray 11 Jan, 2024 @ 7:59pm 
@ArcaniteM

There is not one right now.

It is due to the way DB_WIZARD.xml file is structured.

In the current Mod, many of the entries of the base game wizards are over-written with plainswalker wizard definitions.

This is not the fault of the Mod Dev, but was a result of how the modding was implemented by Muhaha.

To have a version of the Mod that had both the base game wizards AND the plainswalker wizards would require a good deal of modification to the current XML file... so much so it is unlikely it can be done in the same Mod.

It would require the Dev to create a new Mod for this. (it is do-able, but is not a trivial change)
ArcaniteM 11 Jan, 2024 @ 2:02pm 
I didnt fully understand. Is there a version of this mod on Mod DB that comes with less plainswalkers but allows you to use the base game wizards as well ?