Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Arcane Magisterium
Stawa  [developer] 11 May, 2024 @ 2:13pm
Spells
List of spells:
Arcane Missile - cheap spell suitable against light armored targets
Fireball - Deals heavy aoe damage and burns enemies over time
Lightning Bolt - powerfull small aoe spell that decreases armor of victims
Death spray - fires 3 missiles that drain health from enemies and transfers it to caster
Essencebomb - long range bombardment that spawns 5 missiles
Fire Rain - medium range bombardment that spawns 15 deadly missiles
Minor heal - cheap healing spell that heals for 10 hp
Greater heal - heals caster for 40 hp and applies regeneration
Group Heal - heals allies in 10m radius and applies regeneration
Summon Ancestor - summons imperial legionary to aid caster in combat
Summon Meatwall - summons 10 looters to aid caster in combat
Raise Dead - raises nearby bodies to help caster in combat
Haste - increases atack speed and movement speed of nearby allied troops
Slow - decreases attack speed and movement speed of nearby enemy troops
Stone Skin - increases armor value of nearby allied troops
Teleport Mark - marks location on the map for teleport
Teleport Return - teleports player to previously marked location

Discuss balancing and spells ideas below.
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Showing 1-9 of 9 comments
Tilki 16 May, 2024 @ 9:22am 
I haven't played around with this mod that much, but thus far my only issue is the slow spell.
Slow seems to be stacking and the AI troops (kuzait, not sure if it matters as they're the only ones i'm fighting of late) go crazy with it around the player, consistently slowing me to a crawl in battle or even glueing to the floor.
As a balancing attempt i'd suggest limiting how slow can stack - maybe to a maximum of 40-50% reduction?
Slightly off-topic - an MCM toggle for troops using magic would be great.
Stawa  [developer] 16 May, 2024 @ 9:30am 
Originally posted by Tilki:
I haven't played around with this mod that much, but thus far my only issue is the slow spell.
Slow seems to be stacking and the AI troops (kuzait, not sure if it matters as they're the only ones i'm fighting of late) go crazy with it around the player, consistently slowing me to a crawl in battle or even glueing to the floor.
As a balancing attempt i'd suggest limiting how slow can stack - maybe to a maximum of 40-50% reduction?
Slightly off-topic - an MCM toggle for troops using magic would be great.
Thanks for bringing it up. Every effect should be applied only once, unless form different spell. I ll look it up. Regarding your suggestion i might add it in the future as its not a big deal, but for now you can go to this mods folder/NpcSpells and edit NpcSpellsinstruction.xml to remove troops spellcasting
Asmodaus 22 May, 2024 @ 10:54pm 
yeah i don't know if you changed the way the buffs work from the original mod but you could stack haste

and as for the slow problem(until a fix is made) i would guess just keep poping haste or go into the file and delete the spell or make it cost a high amount of mana so it can only be casted once or twice before going oom (out of mana)
Land_Dolphin 9 Jun, 2024 @ 2:40pm 
A Spell Idea would be Gust of Wind that creates a Cyclone knocking troops down but influencing minimal, if no, damage. Something to disrupt enemy formations and archers.

Is it possible to summon the Ballista or Catapult from a siege into regular combat?

Spells that can manipulate the battlefield would be amazing. Raising walls, etc.
Stawa  [developer] 14 Jun, 2024 @ 1:47pm 
nice ideas, I will work on them after im done with my jobhunt :S
Atrox 6 Sep, 2024 @ 11:50am 
I second the gust of wind / tornado that can rag doll troops etc, some nature spells would be nice, maybe AOE vines or something that lash out and do slash damage or hold troops in a fixed location so archers / mages could lay them to waste, or a defensive rock wall that could be erected, a delayed AOE that causes thunder strikes on a fixed area, Rock launching earth spells.
Atrox 6 Sep, 2024 @ 11:50am 
Ice magic would be cool as well
can you make it so the price of spells is known ahead of time ?
i almost gameover my ironman mode game cuz buying spells even one of em deletes your denars
Stawa  [developer] 14 Jan @ 9:26am 
@ZoraergazU hmm i thought it was displayed in the menu, will check soon when ill be back to modding next month
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Showing 1-9 of 9 comments
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