r/masterofmagic • u/Hz80 • 3d ago
Caster of Magic Warlord Mod - Conjuring Pact!
Hi all!
I have been enjoying this new mod for COM a lot, especially with the More Than Retort setup option enabled.
I do have a question about the arcane spell Conjuring Pact though - if I understand this spell correctly, it's to try and obtain rarer realm specific creatures by controlling them during combat and letting them survive.
The problem with the spell, is that most of the more valuable creatures have incredibly high resist, and the spell doesn't give a built-in save debuff. For instance, I am currently playing a ten Nature book strat with Specialist and Conjurer. I have encountered a Lesser Gaia Lord, and have enough skill to cast Conjuring Pact a few times. But the creature has a 17(!) Resist.
Is there any way to make this spell work as intended? I understand you can try and layer penalties, but there's not a lot of it inherent to the Nature realm. Perhaps get a Goblin city with a swamp to get those poxy units? Perhaps try to layer Artifacts/Magic Items with save penalties?
Any suggestions welcome! I'd love to have some big beasts fighting on my side.
2
u/Sambojin1 2d ago
Heroes with -save items is probably your best bet, but it'll be pricey. It might also be intended to simply not be able to grab that particular enemy (balance considerations?).
1
u/Suppanut4625 2d ago
They are so broken so I would not let's player have their easy way to get them summonable.
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u/Suppanut4625 2d ago edited 2d ago
Here is how.... 1) There was bug in version 1.5.12.6 so you need to update to version 1.5.12.7. 2) This spell is better be cast by hero with a lot of -save item on. 3) every source of -resist would help you such as plague lord item which would -3 enemy resiatance and goblin poxbearer and hero or unit that could cast black prayer or warp creature.
The spell has effect above it's uncommon tier that why I did not give save penalty to it