Crusader Kings II

Crusader Kings II

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Sorcery
   
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2.601 MB
14 Dec, 2014 @ 3:13pm
30 Jul, 2015 @ 12:28pm
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Sorcery

Description
The powers of old are now yours to wield! This mod adds many new targeted decisions to enable you to wield the eldritch forces of magic in your Crusades. While currently there are too many spells to name, this current version is a last submission untill after the new expansion. There are substantial changes to how some spells work as well as a couple of nice new additions to improve quality of life.
Also new in this release is a number of new nested spell abilities, where for an additional outlay of mana you can bring about even increased negative effects. Also included is the ability to meditate and cast your magic from on far.


Credits go to AGOT team, The Witcher mod team. Pietriko and his Valyrian Magic Mod was also a significant contributer in inspiration. Dartnet from the forums has also contributed a unique event, which enables female sorcerers to fill any council role. Credits to this event is entirely his.


Any suggestions at this point would be welcome, I am largely just maintaining this mod in preparation for the new dlc, whih should see a new form of government and province targeted destruction!




Popular Discussions View All (1)
28
16 Jul, 2015 @ 6:07pm
Bug Reports
Zarathustra
303 Comments
EriCNBLUE 29 Dec, 2018 @ 1:08pm 
how to start event?
Sagetim 20 May, 2018 @ 9:47am 
Oh, yeah, I know that you aren't continuing to develop this mod, but it seems to still be popular. I figure mentioning what doesn't work anymore might be helpful as an update.

Also, that sounds pretty sweet. Being able to deploy magic in a duel. Have you got any plans for culture or religion based consequences for doing so (Like, 'that's so dishonorable' etc). Perhaps done as one of those little event trait things to modify opinions of groups that might have something to say about it. I imagine mages would appreciate a magical duelist magicking their opponent to death and proving the superiority of spell over steel. Maybe not so much religious authorities.
Zarathustra  [author] 18 May, 2018 @ 9:35pm 
Tbh, I largely dropped this mod from my development cycle. The techniques used in the other code base greatly exceeded what was efficient to the mechanics of CKII. You can find on the forums an example of what has taken place, including a completely rebuild personal combat system which now includes magic spells as weapons you can use against people while fighting hand to hand.
Sagetim 9 Apr, 2018 @ 1:25pm 
While I don't expect you to fix this version of sorcery (since you went with v2 and all), I figured I would mention that some of the self targeting for spells in this mod no longer works. A lot of it still functions, like summoning an army of skeletons with war magic, for example. And that's one of the best spells anyway. But, for example, I can't seem to target myself for things like healing, ritual of mind and body, or alchemy: money nor Alchemy: stat boost. So, it's kind of wierd like that.

I figured if anyone else is still using this mod, they might want to know ahead of time that you can no longer target yourself with a number of the spells. You can still target others though...so, you know, make your kids awesome, heal the sick, raise an everlasting army of the undead to protecto your counties from raiders, etc etc.
Mayor 18 Dec, 2017 @ 10:36pm 
Thats alright Zarathustra, I think we are all fine with delays, double for this time of year. I managed to try Pietriko's GOT mod for 1.5 and it is actually really good so thanks for mentioning him in your description. Merry Christmas also!
Zarathustra  [author] 27 Nov, 2017 @ 8:10pm 
Ok figured I would mention, I am sorry for the delays in releasing the new mod. updating Gehimisnacht is taking longer than I intended.
Mayor 27 Nov, 2017 @ 7:16pm 
Good to hear! Since I cant get these sorcery mods to ever work for me. . .
Nekosempei 16 Aug, 2017 @ 8:45am 
Yes, I realize that! which is why I mentioned it. I thought it was funny that somehow your terribly old and inefficient mod works somehow, not only in the Vanilla game, but alongside your much beloved and better code. :P
Zarathustra  [author] 15 Aug, 2017 @ 5:55am 
lol, You do realise that I am one of the primary developers of the Gehmisnacht mod, that I am the guy who rewrote the entire magic system. This mod largely uses very old coding practices that are now terribly inefficient.
Nekosempei 12 Aug, 2017 @ 10:44pm 
I know this mod is.. Old. And highly outdated, but Ive been using it recently anyway.
nothing quite like it~

Whats interesting, is that thanks to how this outdated mod is formatted, its oddly compatable -with- the warhammer mod, so Im breaking so much lore with a random sorcerer who has no magical potental who can nonetheless summon up some odd powers.