Mod «A RimWorld of Magic» for Rimworld (v1.0 - 1.5)

A RimWorld of Magic

This mod adds classes with unique abilities.
There are currently 12 magic classes and 6 fighter classes. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.

Magic classes: fire mage, ice mage, lightning mage, arcane mage, druid, paladin, priest, necromancer, summoner, warlock/succubus, bard, blood mage, geomancer, chronomancer, technomancer, enchanter, and chaos mage
Fighter classes: gladiator, bladedancer, sniper, faceless, psionic, ranger, death knight, monk and super soldier

Additional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, several events, a unique research tree, and a "magic" faction.

To add to the challenge, AI classes are able to use abilities.

Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop.

The mod can be added to an existing save, but works and plays best when starting with a new game.

Mod requires: 

  • Added DLC required tags for darkrobe and mask of serenity

29.06.24 for Rimworld (v1.0 - 1.5)


23.04.24 for Rimworld (v1.0 - 1.5)


24.09.23 for Rimworld (v1.0 - 1.5)


30.04.23 for Rimworld (v1.0 - 1.4)


12.03.23 for Rimworld (v1.0 - 1.4)


19.02.23 for Rimworld (v1.0 - 1.4)


11.12.22 for Rimworld (v1.0 - 1.4)


06.11.22 for Rimworld (v1.0 - 1.4)


28.10.22 for Rimworld (v1.0 - 1.4)


Version 26.10.22 for Rimworld (v1.0 - 1.4)

  • Update to game version 1.4


Version 18.08.22 for Rimworld (v1.0 - 1.3)


Version 13.08.22 for Rimworld (v1.0 - 1.3)


Version 12.08.22 for Rimworld (v1.0 - 1.3)


  • Code optimization and performance improvements.

Extended classes:

  • A unique type of custom class that can be added (or removed) to existing classes
  • Share the same pawn level and appear on the same power/magic tabs with the base class and other advanced classes
  • Advanced classes have the same xml definition as regular classes, but are identified using the <isAdvancedClass> tag.
  • As an example, see the possessed class.
  • Other options for extended classes include:
    • Restrict the extended class to require the base class first, using <requiresBaseClass> (true/false).
    • Allow an extended class to be added as a feature when generating a pawn using <canSpawnWithClass> (true/false).
    • Create "chains" of advanced classes by removing a pre-required trait with <removeRequiredTrait> (true/false)
    • Specify one or more admissible preliminary traits with <requiredTraits> (TraitDef list)
    • Prohibit pawns with certain traits from becoming an advanced class with <disallowedTraits> (TraitDef list)

New Class:

  • Possessed - An invisible, wandering spirit capable of possessing the bodies of the dead or living using spirit energy.
  • Dies when spirit energy runs out completely
  • Uses spirit energy to fuel his abilities
  • Able to master other bodies and enhance the abilities of the occupied body
  • Able to master a corpse with all the skills, talents, and memories of a dead pawn, but spirit energy is gradually depleted and must be replenished.
  • Ability to master animals and control their actions; spirit has limited influence while in the body of the animal, and spirit energy is gradually depleted
  • Ability to master living pawns; the loss of spirit energy is much less than in the other options, but the host pawn will have conflicting thoughts - this can be compensated for if spirit and host pawn have the same outlook on life (preference in background, character traits, gender, ideo, etc.).
  • The spirit extraction shard is used to extract the spirit from the pawn; the spirit can leave the animal's body at any time.
  • The wielder can receive spirit energy naturally by performing normal meditative tasks, or can receive spirit energy forcibly, through spirit desiccation or melee damage.
  • A possessed pawn can no longer heal naturally; wounds can only be healed by external items, abilities or spells, or when the possessed pawn receives spirit energy (by any means).


  • Summoned creatures will react more aggressively if summoned near enemies
  • Magical closet automatically sets replacement gear as forced/blocked
  • Changed brand graphics to make fewer mistakes
  • Improved Totem Master shaman efficiency skill to reduce mana cost per totem from 2%->4% per skill level

Bug fixes:

  • Bug fix for intermittent drop in RimHud caused by Arcane Pathway inspiration, courtesy of Kolton/noreenko
  • Polymorphed or werewolfed animals will again perform summoning orders
  • Mockingjay objects will no longer attempt to attack a dead mockingjay
  • Fixed a bug where the AI would not use abilities if autocasting was disabled.
  • Cure a disease by wearing a shield belt
  • Defensive pylon will only spam the wrong location message once, not indefinitely
  • Abilities with autocast in the queue will generate an error after loading
  • Bug fixes for immovable pawns and might users having the wrong abilities


Version 17.07.22 for Rimworld (v1.0-1.3)


Version 13.06.22 for Rimworld (v1.0-1.3)


Version 30.05.22 for Rimworld (v1.0-1.3)


Version 23.04.22 for Rimworld (v1.0-1.3)


Version 19.03.22 for Rimworld (v1.0-1.3)


File info

  • Added by: Den Martin
  • Author: Torann
  • Mod version: 06.07.24
  • File format: ZIP
  • File size: 72.0 mb
  • Source: Go to
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hello it is possible to assign the classes to the pawns.


Yes, add any mod that can edit a pawn, like Pawn Editor or EDB or similar, and add a class as Trait on your pawn. like Mage, Fire Mage etc. done


I'm the only one who gets an error when generating the map, the factions don't even appear, or it needs some more mod to be executed correctly, Harmony HugsLibJecsTools in this order and only the base game and it still has an error, if anyone would know how to make it work, I would appreciate it