Worbah
Grandmaster Knight

If this mod ever gets made, I think most people will atleast give it a try. First of all, every spell would have it's own spellbook, and every spellbook takes up a weapon slot, so if you make a pure magic character, he'll get 4 spell types per battle. Maybe they should reguire a certain level, instead of the 'wizard'-class. Every spell has different amount of times it can be used, denpending on the strength of it.I'm listing the spells that could be made.
Blesses and Curses
1. Trueshot. Increases the ranged proficiencies for you or one of your allies by 50. additional casts on the same target have no effect. Lasts 20 seconds.3/SB (Spellbook), ML 5(minimum level), 6 sec. CT (Cast time)
2. Fever. The weapon proficiencies of an enemy are reduced by 50. lasts 30 seconds. 4/SB, ML6, 3 sec. CT
3. Frogjump. increases your jump height and distance tremendously for ten seconds or so. Also disables fall damage. Only usable when on foot. Hilltop snipers favorite. Or you can lure the enemy cavalry into a river surrounded by cliffs, where your Vaegir Guards are patiently waiting, and you jump out. 4/SB, ML 7, 4 sec. CT
4. Slow. Halves the speed of an enemy for 20 seconds. Fairly boring, but nice when that last Black Khergit turns your infantry into pincushions. 4/SB, ML 10, 3 sec. CT
5. Hellwoad. Vaegir only.You basically have an incredibly fierce look when under this spell, and enemies of a lower level than you lose 1/4 of their attack speed.
lasts about 30 seconds. 2/SB, ML 12, 6 sec. CT
6. Mass slow. The enemy army loses 1/4 of it's speed for 30 seconds. 2/SB, ML 15, 8 sec. CT
7. Fire And Brimstone. You need stones for this spell. They start to burn, they do some 15 points of additional damage, and they have an increased chance of knockdown. Lasts as long as a single stone bag. 1/SB, ML 14, 6 sec. CT
8. Inevitability. Your soldiers don't suffer the effects of knockdown, and their attacks can't be interrupted. Lasts until the end of the round. 1/SB ML 18, 10 sec CT
9. Sons of Swadia. All of your Swadian troopers ignore 25% of hits directed at them for the rest of the round. 1/SB, ML 20, 12 sec. CT
Attack Spells:
1. Trip. You can knockdown an enemy. usefull when your troops are closing in on a powerfull foe and you want to be sure they get the first hit.
5/SB, ML 5, 3 sec. CT
2. Horsebane. Instantly kills targeted mount with a 75% probability. 4/SB, ML 8, 5 sec. CT
3. Smite. Like Trip, but does 30 points or so of damage. 3/SB, ML 12, 4 sec CT
4. Sleep. Stuns a target. 100-Targets levelx2 is the chance of this spell working. 4/SB, ML 9, 4 sec. CT
5. Boil. Basically boils a river/pond/whatever, causing 10-20 points of damage per second to those in it. Lasts 20 seconds. 1/SB, Ml 22, 8 sec. CT
6. Bedlam. All rocks explode causing 20 or so stones to fly from them. All trees tie nearby enemies down with their roots. All bodies of water evaporate causing 10 points of damage to all in them. This is the most strong spell I'm thinking about adding at the moment. 1/SB ML 25, 15 sec. CT
Summoning:
1. The Dead Walk Again. You summon 3-8 zombies, that are nearly identical with peasants and footmen/militia. The only differences are that these are slower, and they are under the effects of Inevitability. 1/SB, ML 8, 10 sec. CT
2. Dream. Summons a mount that basically is a spirited courser with increased speed and that is less affected by petty little things like gravity. Not able to fly, but you know, doesn't fall down so fast. 1/SB, ML 12, 6 sec. CT
3. Nightmare. Summons a mount that is black, has red eyes and a burning mane. Has the stats of a spirited warhorse, an in addition you are treated as having Hellwoad when mounted on a nightmare. 1/SB, ML 14, 8 sec. CT
4. Valkyrie. Vaegir only. Summons a lance bearing woman riding a Dream. Very high level weapon profiences and all. 1/SB, ML 18, 10 sec CT
This list is a WIP, more spells will be added at a later date. Feel free to comment.
EDIT1: Valkyrie, Bedlam, and Sons of Swadia added.
Blesses and Curses
1. Trueshot. Increases the ranged proficiencies for you or one of your allies by 50. additional casts on the same target have no effect. Lasts 20 seconds.3/SB (Spellbook), ML 5(minimum level), 6 sec. CT (Cast time)
2. Fever. The weapon proficiencies of an enemy are reduced by 50. lasts 30 seconds. 4/SB, ML6, 3 sec. CT
3. Frogjump. increases your jump height and distance tremendously for ten seconds or so. Also disables fall damage. Only usable when on foot. Hilltop snipers favorite. Or you can lure the enemy cavalry into a river surrounded by cliffs, where your Vaegir Guards are patiently waiting, and you jump out. 4/SB, ML 7, 4 sec. CT
4. Slow. Halves the speed of an enemy for 20 seconds. Fairly boring, but nice when that last Black Khergit turns your infantry into pincushions. 4/SB, ML 10, 3 sec. CT
5. Hellwoad. Vaegir only.You basically have an incredibly fierce look when under this spell, and enemies of a lower level than you lose 1/4 of their attack speed.
lasts about 30 seconds. 2/SB, ML 12, 6 sec. CT
6. Mass slow. The enemy army loses 1/4 of it's speed for 30 seconds. 2/SB, ML 15, 8 sec. CT
7. Fire And Brimstone. You need stones for this spell. They start to burn, they do some 15 points of additional damage, and they have an increased chance of knockdown. Lasts as long as a single stone bag. 1/SB, ML 14, 6 sec. CT
8. Inevitability. Your soldiers don't suffer the effects of knockdown, and their attacks can't be interrupted. Lasts until the end of the round. 1/SB ML 18, 10 sec CT
9. Sons of Swadia. All of your Swadian troopers ignore 25% of hits directed at them for the rest of the round. 1/SB, ML 20, 12 sec. CT
Attack Spells:
1. Trip. You can knockdown an enemy. usefull when your troops are closing in on a powerfull foe and you want to be sure they get the first hit.
5/SB, ML 5, 3 sec. CT
2. Horsebane. Instantly kills targeted mount with a 75% probability. 4/SB, ML 8, 5 sec. CT
3. Smite. Like Trip, but does 30 points or so of damage. 3/SB, ML 12, 4 sec CT
4. Sleep. Stuns a target. 100-Targets levelx2 is the chance of this spell working. 4/SB, ML 9, 4 sec. CT
5. Boil. Basically boils a river/pond/whatever, causing 10-20 points of damage per second to those in it. Lasts 20 seconds. 1/SB, Ml 22, 8 sec. CT
6. Bedlam. All rocks explode causing 20 or so stones to fly from them. All trees tie nearby enemies down with their roots. All bodies of water evaporate causing 10 points of damage to all in them. This is the most strong spell I'm thinking about adding at the moment. 1/SB ML 25, 15 sec. CT
Summoning:
1. The Dead Walk Again. You summon 3-8 zombies, that are nearly identical with peasants and footmen/militia. The only differences are that these are slower, and they are under the effects of Inevitability. 1/SB, ML 8, 10 sec. CT
2. Dream. Summons a mount that basically is a spirited courser with increased speed and that is less affected by petty little things like gravity. Not able to fly, but you know, doesn't fall down so fast. 1/SB, ML 12, 6 sec. CT
3. Nightmare. Summons a mount that is black, has red eyes and a burning mane. Has the stats of a spirited warhorse, an in addition you are treated as having Hellwoad when mounted on a nightmare. 1/SB, ML 14, 8 sec. CT
4. Valkyrie. Vaegir only. Summons a lance bearing woman riding a Dream. Very high level weapon profiences and all. 1/SB, ML 18, 10 sec CT
This list is a WIP, more spells will be added at a later date. Feel free to comment.
EDIT1: Valkyrie, Bedlam, and Sons of Swadia added.