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[WB 1.172] Magic Tutorial

Other Tutorial 2 comments

2d2c8c81f9a9218be949d0ddb918d252(Current tutorial is for 1.0.2 Final version of the MOD)

In Skilled Magic Calradia we have 11 BATTLE magic schools, which are working slightly different.

a. Arcane magic - create arcane rifts or manage ice and fire together without harming alies.
b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
c. Advanced Elemental Magic - deal damage to different areas.
d. Telekinesis - create and manage dancing weapon and damage far located opponents with melee hits.
e. Holy magic - heal all people around or harm evil beings.
f. Mental magic - turn NPC into state of fighting with each other or make them your servants.
g. Portal magic - teleport yourself or your opponents for short distance in battle at will.
h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
i. Blood magic - stay near opponents to suck their blood or manage their and your blood.
j. Magic of Illusions - manage movement of opponents and allies and create illusions to fight by your side.
k. Energy Manipulation - use different energies to evoke self-defending effects without any artifact.

magic tutorial

Artefaction is not like magic, but just sending some elemental missiles at distance. It is perfect for medium range shooting badly armored opponents due to very fast firing rate and requires no magic skill except artefaction.

What about other magic schools - you have mana orbs in bottom of the screen. Mana orbs are spending in casting of spells. You need 1 mana orb for 1 spell. Some spells can be cast without wasting mana, as spells of Energy Manipulation can spend other energies and several magic school have limits of free spells, which are refreshing once per minute. You are getting messages in battle for such magic schools. Almost each spell is connected with concrete magic artifact - part of clothes or weapon; without equipped or wielded artifact you can not cast almost any battle spell except Energy Manipulation ones.

To cast every spell, you also need proper level of connected magic school. Name of required magic skill is written in 2 ways - in description of the artifact in the inventory or right in a battle in Spell UI (bottom left corner of the screen) by roman numerals (spell name and its magic school appears in battle when concrete artifact is equipped).

Energy Manipulation magic school's spells can be cast without artifact, based only on current skill level of caster, by spending not only mana, but also health or life of closest non-intelligent sacrificable creature like horse. Type of required energy is connected with concrete spell of this magic school. To know more, you should tune into energies in camp menu.

Spells have fixed parameters due to balance reasons. Parameters are written in the description of the artifact, which allows to cast the spell. Number of summoned creatures, distance of casting, range of effect and any other things for every concrete spell are not changing by magic power of caster so you should seek for more powerful artifacts with gaining magic skill.

As a rule, clothes and armor is enchanted with passive auras. Auras are randomly evoking, if you have proper magic skill, spending no mana orbs. In Spell UI you see button, which should be held to cast active spell. Check for spells goes about every second due to performance reasons.

There are 3 types of mana orbs - blue, red and grey. Blue orbs are your current mana, you can waste them on spells and make them red ones, enabling their restoration. Grey orbs are passive, those which have not unlocked yet. Maximum number of active mana orbs is 6, and you can unlock grey ones by Mana Reservoirs skill, having 1 active orb by default and +1 for each 2 points of Mana Reservoirs. Their restoration speed is increasing with Mana Restoration skill.


  • mana orbs are spending in casting of spells
  • without equipped or wielded artifact you can not cast almost any battle spell
  • to cast every spell, you also need proper level of connected magic school
  • Energy Manipulation magic school's spells have different cast
  • in Spell UI you see button, which should be held to cast active spell
  • spells have fixed parameters due to balance reasons

RITUAL magic allows you to waste some ingredients and with some chance acquire soldiers, items, artifacts or cast global spells while also gaining EXP. You should buy proper Lab in goods shop for using ritual magic and then explore its screen in menu of every city (or camp - for Global Rituals). Requirements and rewards are written there. Success chance of every ritual magic spell is increasing with knowledge of required magic schools and with proper ritual magic knowledge.

[WB 1.172] Short description

[WB 1.172] Short description


Shortened description of mod Skilled Magic Calradia v.1.0.2 Final by High_priest_of_Ru for Mount and Blade: Warband 1.172

[M&B 1.011] Short description

[M&B 1.011] Short description


Detailed description of mod Skilled Magic Calradia v.0.9.4 by High_priest_of_Ru for M&B 1.011

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[WB 1.172] Skilled Magic Calradia v.1.0.2 Final

[WB 1.172] Skilled Magic Calradia v.1.0.2 Final

Full Version 1 comment

v.1.0.2 Final - AI damaging global ritual. Battle continues after player's death. Concentration nerf. More affordable Labs. Ritual magic' description...

[WB 1.172] Skilled Magic Calradia v.1.0.1

[WB 1.172] Skilled Magic Calradia v.1.0.1

Full Version 6 comments

v.1.0.1 - SMC Kingdom customization. Constant health restoration. Aristocracy families randomization. Arcanium. More tavern NPC. Balance changes. Bugfixes...

[M&B 1.011]  Skilled Magic Calradia v.0.9.4

[M&B 1.011] Skilled Magic Calradia v.0.9.4

Full Version 1 comment

v.0.9.4 - Large number of new Aura spells. Archmagic changes. Classic magic balance. Great number of bugfixes and performance changes.

Comments  (0 - 10 of 136)

can you transform to other creatures? If not you should remove that description in skill description at character page

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thankyou so much :)

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Any idea for the release date of the next update ?????

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High_priest_of_Ru Creator

v.1.0.2 Final is uploading now. This update contains a lot of changes to Ritual Magic while fixing several bugs. Sadly, mages won't use their staves as melee weapon - it caused problems with casting spells.

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Okay, so first of all i really loved this mod, however there are several english errors that makes me a bit confused about instructions and other things. Specially since english is not my first language as well.

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High_priest_of_Ru Creator

Trying to fix grammar. Some of text aren't written by me, but mindlessly copied from different pathetic sources.

If you want, send me screens with those issues and i will solve it :)

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Hello,would you give a melee attack options to staves, rods etc.
Beacuse there ar lots of people would like to smackwith therir staves like gandalf.
I hope that you will bring this feature.

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High_priest_of_Ru Creator

Yea, time to announce next update.

Heh) This is not hard to add such possibility (just change magic attack button in code and pictures, then modify their item properties - and it will be done), but damage output of magic staves is balanced for magic attacks only. So they have pierced attack, which is deadly and great for damaging heavily armored opponent. And its damage maybe very low (for example, as staves of Archmages have - due to their huge area of damage) or very high - for direct magic damage (this is connected with the way, engine applies direct damage to agents).

That's still a great and atmospheric idea, man, so i will realize it in 1.0.2. But the damage output will be definitely compensated with attack speed for any magic staff with direct magic damage. Due to balance reasons resulting effectiveness of magic staves in melee will suck, just to know!) These staves are too decorated masterpieces to be good weapon in melee, i guess (and mages have Auras to defend themselves at close range, so primitive stick fighting will not be what they likes)))

Another thing, i will rework in next version, is Concentration. I will seek for a lower slow value for mages, which are using summoning and heal magic. This amount must be enough low to not allow mages to escape from chasing melee soldiers, but current 50% slow looks excessive - it brings too large problems in positioning of player's army and an ability of player to position himself in close combat. 15%, maybe, is a better decision.

v.1.0.2 will also forbid use of portal magic in streets and hall assault scenes (siege ones). Portal Auras right now throws NPC out of attack range and forces player to escape fight if he or his soldiers have no close range magic damage.
Despite the fact that it is almost impossible with recommended battlesizer settings to face this problem, it is still annoying. Personally i found it not when playing, but when cheating with city capturing when i was testing 1.0.1 kingdom customization)

Also i will add Ritual Mages. They will be weak troops, which are using like resource for damaging Global Rituals. Every party, which have Ritual Mage, will be able to unleash dangerous magic attack on the global map upon closest target, killing about 10% of enemy party - if this is possible at all by inflict_casualties_to_party_group operation, i don't know yet.
Ritual mages will come with High mages every day, if party have no other Ritual mages. Player will also be able to hire em for a low fee.

Also all kinds of Ritual magic can be viewed even without proper Labs in inventories and cost of these labs will be lowed to 10k denars.

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Maybe you can balance the melee staff thing with using nex item as melee.
So the next item would have the balance among blunt staves and for mages.

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High_priest_of_Ru Creator

No guarantee way. Magic staves are counting as melee weapon itself, so mages will not switch between them in fighting and - which worse - engine can give them only melee staff or only magic one as both will be melee by his liking. It was tested.

Of course, more in-battle scripts will solve this problem, but they will also require better PC for recommended size of battle.

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