Crusader Kings II

Crusader Kings II

Sorcery
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.

Zarathustra  [author] 9 Aug, 2017 @ 8:27pm 
I will be over the weekend building a cut down version of the warhammer magic system and releasing that as a replacement for this. Will also include the warhammer duel engine if the newest version stops breaking :D
Mayor 24 Jun, 2017 @ 2:59am 
This mod is not timeless...
Six 16 Apr, 2017 @ 2:47am 
PLEASE update this mod! V2 never seemed to work as well, but this version was by far the best mod for CK2.
Zarathustra  [author] 5 Feb, 2016 @ 10:55pm 
Annoucing here, the new release has been done, look for Sorcery Mod V2. This is still very work in progress and is more of a beta than anything else, but it does possess the new casting system, and some changes to how the game as a whole plays. It has largely been done with a look at increasing the breadth of the mod, enabling you to learn magic as a result of a foci, and including a progression (for instance to use the foci, you must first have done scholarship foci) The version 2 of the mod is a substantial attempt to extend the roleplay elements.
Sagetim 2 Feb, 2016 @ 10:33pm 
I've enjoyed this mod greatly, so thank you for making it and please keep going. Now that Concalves is out, I look forward to your revision/update. Though, it means I'll have to start a new buddhist polish empire...
Troubles The Cat 18 Jan, 2016 @ 8:29pm 
So the next release is only going to come with Conclaves? Aww. Well looking forward to it good luck man!
Zarathustra  [author] 11 Jan, 2016 @ 8:18am 
Hey guys, been rather demoralized of late due to a certain idiot developer who shall go nameless.. That said, Conclaves looks freaking awesome so expect to see a total revision done to this mod. I will probably leave this up and release the heavily revised mod as its own distribution. The new version includes a lot of changes to the rpg and mana elements.
Oddness 8 Jan, 2016 @ 10:19pm 
Truth. It took me a while to figure it out, but once I got it it wasn't that hard. You pick it as your ambition or design one in the ruler designer by choosing the sorcerer trait. If you want to add it via the console you do so by typing "charinfo" in the console, scroll over your character so that you can see their character id, and type "add_trait Sorcery (Insert Character ID)" Sorcery has a capital (if you don't know that it will piss you off when you look in the mod folder). lol.
Troubles The Cat 8 Jan, 2016 @ 8:11pm 
Why do no mods have instructions on how it works lol. How do we become a sorcerer? :D
Oddness 7 Jan, 2016 @ 7:08pm 
Just wanted to follow up and say that I figured it out. Not being able to use reincarnation had nothing to do with traits or the Gods mod. All I had to do was use the meditate command. Whether this was by design or there is a problem with the game recognizing me to be in the same place as the other character, I don't know. or I fixed it when I removed the age limit (despite being over 30). In any case, if the former doesn't work, then the ladder fix should. Thank you again for a fun and well made mod!
Oddness 7 Jan, 2016 @ 4:52am 
Quick Question: I am having problems getting my character to be able to reincarnate. I'm using the Gods mod and am wondering if the traits from that mod could be interfering with switching character. If so, would adding said traits to the your traits folder resolve the problem?

Thank you very much for an excellent mod. I believe that you can do most of these things from the console, but this adds a level of immersion to the cheating that is greatly appreciated. Thank you for you time. :)
Alfred Hitchcock 6 Jan, 2016 @ 6:13pm 
Any chances you could do a mod for AGOT since Valyrian Magic seems to have been abandoned?
tassroussos 15 Nov, 2015 @ 7:12pm 
Hi just a quick question if I may, why is the sorcery option available some one character and then not for another? any explenation would be appreciated cheers.
baharroth 18 Sep, 2015 @ 2:01pm 
Hello I like the mod but when I put it with other mods when you save the information gets stuck and then exit the program did and tests and mod is what gives me the review it error can be a problem otherwise I charm, Greetings .
PS: I use mods are (more wife and concubines, designer unlock ruler, Thadian-cheats)
Anyway thanks for the mod.

Hola me gusto el mod pero cuando lo pongo con otros mods cuando guarda la información se atora y después se sale del programa ya hice pruebas y su mod es el que me da el error revísenlo puede que haya algún problema por lo demás me encanto, saludos.
P.d: los mods que uso son (more wife and concubines, ruler designer unlock, Thadian-cheats)
como sea gracias por el mod .:steamhappy:
Zarathustra  [author] 13 Sep, 2015 @ 10:48am 
At the moment I am not sure. I have been using the downtime waiting for the feature patch to creat a number of new mechanics and systems. I will probaly release soon a beta with some of the new ideas, namely new ways of acquiring magic, as well as a couple of reworked spell systems.
dartnet 13 Sep, 2015 @ 7:25am 
Any idea when we will see an update?
Zarathustra  [author] 5 Sep, 2015 @ 12:54am 
Crikey, I have been more or less ignoring the steam version while working on a bunch of different things. Currently, I have reworked how immortality works, as can be seen on the github repo. I am currently pausing development for a bit while I work on a couple of other projects and contribue to a couple of other mods too. I am also waiting for new targeting mechanics that are coming with the next feature patch. The git is the latest version, though alchemy is sorta broken. Just look on the forums for the sorcery mod thread to find the git link.
ausa The EllVoy 4 Sep, 2015 @ 7:57pm 
Is there a readme file on how to use this mod to its full potential? It would be nice if there was instructions that came with this mod. My sorcerer king died and his apprentice children don't seem to have powers or than to sacrifice. I also do not see the magic focus option. And to get immortality do I need to kill 10 people all at once, or over any period of time?
Zarathustra  [author] 5 Aug, 2015 @ 12:25pm 
I fixed the enchant bug btw
I am currently working on a massive overhaul of some spells, streamlining the ai and reworks for the mind magic system. It will soon be possible to manipulate any characters opinion or relationship with other characters as well as possible to manipulate personality traits. Note you cannot do this to yourself. I am actually removing a lot of the self enhancement options or making them temporary buffs instead. This is to encourage people to still engage in selective breeding and all that entails. I will also be overhauling the immortality system, to make it more worthwhile to use the incarnation spell over the gift of eternity. Gift of Eternity instead will be removed from any character that has it every 20 years, forcing you to constantly look towards ensuring your own immortality. This also lets it be a useful stopgap while waiitng for a desired incarnation victim to appear.
Zarathustra  [author] 5 Aug, 2015 @ 12:21pm 
There is an ambition
Arumath 5 Aug, 2015 @ 7:04am 
Is there any way to start studying Magic? My sorceror made in ruler designer and his apprentice son died in acrusade and sincethen I cna find no way to begin again. am I missing something?
DGriffy 26 Jul, 2015 @ 3:13pm 
I was having the same problem as Mattress and Joss. Not only was the computer using the enchant decision but it appeared to be doing so repeatedly, over the course of one year the opinion modifier went from plus 1000 to plus 2900.

I don't know much about modding but I decided to go have a fumble around and see what i could find. Since Zarathustra mentioned it being a modifier called enchantment I started with the 'enchant' file in the 'decisions' folder. In the file there is a line that says:

"ai_will_do = {
factor = 1"

When I changed this to '0' the problem was solved and the modifier expired after 6 months and has not so far re-appeared.

I don't know whether that was the problem or whether something else ended the modifier but I thought I'd mention it here in case it helps.

rileyxcx 26 Jul, 2015 @ 11:19am 
So is the AI casting spells now? I got the same thing as Joss, except I couldn't find any NPC's with a sorcery or mentalist trait.
Zarathustra  [author] 26 Jul, 2015 @ 5:01am 
There is now a cooldown. Nothing else has changed on my end.
zilverknight 26 Jul, 2015 @ 4:59am 
Could you two versions of your mod. This one and the previous one? As since the update can't cast nor can educate my vassals
Zarathustra  [author] 25 Jul, 2015 @ 2:14pm 
I do not know what is applying the effect as the ai cannot cast spells.
Joss 25 Jul, 2015 @ 2:02pm 
How compatible is this mod, i had couple of other mods activated, small mods nothing huge. But maybe that's messing something up.
Zarathustra  [author] 25 Jul, 2015 @ 1:43pm 
mmmm I wonder, that is a modifier applied for a short duration called enchantment. It should wear off in six months. it should only be castable by an illusionist as well...
Joss 25 Jul, 2015 @ 9:07am 
For some reason all the rulers in my current game have all the vassals with max opinion of them, because they all have opinion_mind_control1. Every ruler, as far as i have checked, small or big.
Zarathustra  [author] 24 Jul, 2015 @ 4:34pm 
Yes
Joss 24 Jul, 2015 @ 1:35pm 
Is it compatible with current version?
rileyxcx 19 Jul, 2015 @ 7:16am 
Ah, thanks. I wasn't sure how long the cooldowns lasted so this really helps.
Zarathustra  [author] 18 Jul, 2015 @ 6:50pm 
cooldown is now in each decision. Each spell has it's own cooldown, Mana regeneration is now much slower as well. Magic is something you should now use to turn situations to your advantage rather than to overwelm everything.
rileyxcx 17 Jul, 2015 @ 4:22am 
I'm unable to cast spells despite having enough mana. Is there a new cooldown in place, and if so, where could I see/modify it?

I'm glad you moved away from using health, this makes the mod feel a lot less OP.
Dixie Normous 15 Jul, 2015 @ 3:19am 
Aight man, im no modder myself so ill believe you when you say its hard. Good luck working on it though.
Zarathustra  [author] 15 Jul, 2015 @ 3:13am 
I am toning down the offensive magics, but as I mentioned before, it is kinda hard to do. All that can really happen is you destroy the armies directly led by a commander, which has the effect of making the fight different to say the least. Alternatively, I could apply temporary modifiers to increase power using tactics. Also, the fire ball spell and the like, they are most effective when let lose against a settlement and this simulates catching an enemy at home in their castle with a fire storm, which would more than likely destroy an army outright. This game is exceptionally hard to balance the combat around due it is many parts.
Dixie Normous 15 Jul, 2015 @ 3:04am 
I like this mod because its like a cheat but its limited in scope since you introduced cooldowns and reduced mana gain. So even though its kinda just like cheating, its still with limits and presented in a way that it can pass as sorcery, which is fun. You might want to reduce the effect or remove super OP spells altogether so it feels like youre a sorceror and and not a god. In my opinion a sorceror shouldnt be able to destroy an entire army in one got, but he should defenitively have the power to inflict a lot of damage and tilt the battle in his favor. That would go a long way to make it feel less like a cheat mod.
Zarathustra  [author] 15 Jul, 2015 @ 2:50am 
I will be reintroducing custom tactics. The issue also Weed is the way that units and commanders interact with each other. If I could just target an army I would, likewise I would target just a commander, however, for the most part these events would simply be overpowered or too random. I am considering however, randomly firing the magical assault spell when in combat, with it targeting a random commander and inflicting either death, maimed or blinded on them. I might also add a flat 10% chance for them to strike and kill the wizard.. Anyway, things will have to wait for a while, I am simply enjoying the game and testing things for the most part now.
Dixie Normous 15 Jul, 2015 @ 2:46am 
O wait I already suggested that, nvm
Dixie Normous 15 Jul, 2015 @ 2:46am 
You know what you should do? Add unique events, a war mage for example should be receiving military events more frequently where well placed fireballs strike a random enemy commander or two. Just a suggestion, cheers.