Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

WindsOfMagic.BasicSpells
50 Comments
IHateTheIRS May 14 @ 2:06pm 
Well, the damage is based off of throwing skill, so if you dont have good throwing skill... ya done.
RheaRhe May 8 @ 4:06pm 
what does fireball and bombard do? I've used them a few times but it does like 2 damage to looters and I assumed it was a DOT spell but even after running around and lobbing it at them a bunch it still took like 5+ minutes for them to die
Kellendir May 5 @ 4:31pm 
I am having an interesting issue where, when i summon a new spell, an instance of the old spell is dropped onto the ground. I only noticed this when i began making custom spells and used a mesh with shimmering texture. Now, as a battle goes on, i become blinded by orbs littering the ground lol.
Stawa  [author] May 2 @ 10:09am 
@Fedup New version of framework is live since yesterday and spellpacks are independent from each other. New spells will be released as separate module but i advise to only use one of them at the time because if two mods add a spell with same name only one will be used.
Fedup May 2 @ 9:41am 
Good to know. Will this be save-compatible?
Stawa  [author] May 1 @ 12:27pm 
@Fedup sry i was on vacation for past two weeks and forgot to answer. Updated mod description to include all spells this mod adds. New spellpack with fancy spells that actually look like spells and utilizing new features like weapon and armor effects is on its way :)
Fedup Apr 21 @ 1:34pm 
What spells are currently in this?
Stawa  [author] Apr 21 @ 9:50am 
@zackarynash hi, you should only have 2 wind of magic modules this one and one of the versions of main, old if you intend to play on pre 1.29 and normal for v 1.29. you can set which button opens spellbook in new version or cycles through your spells in old version in MCM menu
zackarynash Apr 21 @ 8:57am 
hey I know this isn't commented on very often, but I have all three of the winds of magic downloaded, found how to add spells and see which keys to cycle through and casts spells but when I use the key to cycle through spells it just opens a radial menu with 1,2,3,4 and back. It will not select spells from there and it will not let me cast anything subsequently. Can any one tell me what I am doing wrong? TYIA
Fedup Feb 15 @ 11:48am 
This works for 1.2.9.
Stawa  [author] Dec 20, 2023 @ 11:05am 
@kelmen not yet. MCM is a hard dependency and it wasnt updated yet. If mcm isnt updated till saturday i wikll probably try to make it a soft dependency and release a version compatibile with current game.
kelmen Dec 19, 2023 @ 1:42pm 
Does It works on 1.2.7?
Stawa  [author] Dec 11, 2023 @ 4:25am 
@Mr. Pro Laps thx for the report. ill look into this. i dont oplay bannerlord currently but im still developing the mod thats why QA part isnt as it should be and some weird bugs can happen ;/
Mr. Pro Laps Dec 10, 2023 @ 6:24pm 
what im gonna tell you next is based on my own experimenting in game, i havent read or tried to interpret the crash reports.

when using any summon or the greater fireball spell in any siege battle, without fail, my game crashes after i click "leave" when the battle ends. I had one or two instances of instantly crashing when using one of those. i tried doing a siege without your mods, no others changed, and my siege went smoothly all the way to open world. I then re-installed and did another siege but only used the "haste" spell and i did not have any problems. for reference- my settings had "player only" for allowed spellcasters. i have yet to do any further testing and im sorry if im posting this in the wrong place but i figured if youre still working on this mod you may want the feedback. thanks if you read this far <3 i love the mod its a staple
Stawa  [author] Dec 8, 2023 @ 12:51pm 
@(TsD) Cube it has a short range and they must be dead for no longer than ~2 minutes. after that time bannerlord removes dead guys from the list and i cannot access their info (yet)
(TsD) Cube Dec 7, 2023 @ 11:47pm 
when i use the raise the dead spell nothing happends and it just says no fresh boddies.
am i doing something wrong?
Stawa  [author] Sep 15, 2023 @ 5:22am 
@Samurai Jack separate skill is basicaly my idea with mutualy exclusive perks for light/dark fire/water etc
Samurai Jack Sep 14, 2023 @ 10:51am 
Great idea, finally standalone magic mod!

It would be awesome to have separate skill for magic like in The Old Realm and not as weapons.
Stawa  [author] Sep 14, 2023 @ 1:03am 
@Sel Und Irae thats because i'm not a graphic dessigner so im using bannerlord assets. more spells will be there rn im working on buffs/debuffs but meteors are definitively on my to do list.
Sel Und Irae Sep 13, 2023 @ 11:16pm 
Really cool mod, Not sure why Arcane Missle is a green orb it looks really out of place.

I hope you add more spells in the future, Maybe an delayed explosive? Teleportation? Meteor Rain? (Spawn catapult projectiles above area where spell is thrown.
Lord Kratos Sep 3, 2023 @ 2:49pm 
pictures please
GrundleTaint Aug 31, 2023 @ 10:43am 
thanks for the cool mod!
Stawa  [author] Aug 2, 2023 @ 3:01am 
@ Khorne Flakes i believe i will add it soon
Khorne Flakes Aug 1, 2023 @ 11:18pm 
Do you think it's possible to summon units with something like this, or do you think that's beyond the capabilities of Bannerlord modding?
Stawa  [author] Mar 17, 2023 @ 3:07am 
@Jumbuck great to hear that! You can always share your spellspack with the community :)
Jumbuck Mar 16, 2023 @ 11:12pm 
Hey just wanted to say great mod. I've started editing some of the spells and I'm having a ton of fun with it.
The Beast Mar 15, 2023 @ 7:29am 
i see that this is a good mod but i dont know how to cast spells
Stawa  [author] Mar 1, 2023 @ 1:15pm 
also if you create some new spells and decide to share with the community and would like me to pin it to main mod page or even add your spells to mod images just let me know :)
Stawa  [author] Mar 1, 2023 @ 1:08pm 
there should be a readme inside of this mod how to do that. you can just copy this mod and use it as a base, as it has spells and items xml's in proper paths for main mod toread them. unfortunately it does not include how to add your own meshes to game as i dont know how to do that yet(im using assets already available in bannerlord, there should be some guides how to do that on the forums). I ll try to find some time to create guide with images to make it easier soon but currently i have some personal stuff going on so untill then just ping me if you need some help
floppernopper Mar 1, 2023 @ 10:25am 
Any guide on how we can add configs for our own spells to steam workshop?
SomeRandomGuyDownTheStreet Mar 1, 2023 @ 5:04am 
I see! Thanks for making the mod, and I look forward to the future of it.
Stawa  [author] Mar 1, 2023 @ 4:58am 
I didn't want my spells to be to op so not to change everybattle into spam spells and win regardless of enemy strength. I want to add more spells and more spell types after im done with ai casting. im not a grapic designer and i will have to learn how to create meshes to do so tho. For now you can easily modify spells by editing xml files of this mod. Probably i will release a silly/op spells pack next week to keep you entertained while waiting for next versions of main mod.
SomeRandomGuyDownTheStreet Mar 1, 2023 @ 4:36am 
Just curious, after playing with the mod a bit, is there a way to buff the spells? Currently they feel a bit underwhelming and I have no incentive to use the greater fireball over just tearing through with my weapons.
Stawa  [author] Feb 27, 2023 @ 5:26am 
yes, currently all spells are either heals or thrown i want to add targeted spells after im done with enabling ai to use spells
SomeRandomGuyDownTheStreet Feb 27, 2023 @ 3:29am 
Does the damage scale with throwing?
Stawa  [author] Feb 27, 2023 @ 3:13am 
more int more mana and mana regen
SomeRandomGuyDownTheStreet Feb 27, 2023 @ 3:07am 
how do we get more mana?
iron side Feb 25, 2023 @ 4:57pm 
dude i thank you for making this.
Stawa  [author] Feb 24, 2023 @ 4:26am 
learn them at any city, then in battle iterate over your list of spells by pressing O and then push Q to cast selected spell. Also this mod only adds config for spells, to use them you will need the required module Bannerlord.WindsOfMagic
KiranKe Feb 24, 2023 @ 4:20am 
how do you use the spells ?
Bong Chong Dong Feb 21, 2023 @ 7:47am 
works for me
makerofthings Feb 18, 2023 @ 9:43pm 
All are accounted for. I'll reinstall your mods soon and send the report. Unless there's a mod youre not accounting for. It causes crashing upon loadup on the latest version
Stawa  [author] Feb 16, 2023 @ 11:47am 
required mods are listed as required. this mod needs windsofmagic and windsofmagic needs harmony
makerofthings Feb 16, 2023 @ 11:22am 
I will send you a crash report soon tomorrow when I'm able. If I had to guess correctly you likely have something supporting your script I don't have as a mod.
Stawa  [author] Feb 12, 2023 @ 5:29am 
@makerofthings can you please send me a crash report? it works fine for me so i cannot replicate the issue
makerofthings Feb 11, 2023 @ 10:20pm 
I alienated your mod as a consistent contributor to crashes upon loadup. It's unworkable for the latest version
Lumiere Feb 9, 2023 @ 10:46pm 
what spells
Stawa  [author] Feb 2, 2023 @ 1:37pm 
this mod just adds few spells for winds of magic. it is probably compatibile with everything as its just xml with items and xml with spells and their attributes.
makerofthings Feb 2, 2023 @ 1:29pm 
Will this be compatible with latest version?
Eagle Feb 1, 2023 @ 4:44pm 
based