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CoMWedit
A savegame editor for Caster of Magic for Windows. Open a save, change what you want, and build your own scenarios and challenges.
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README
CoMWedit — Caster of Magic for Windows Save Editor
A savegame editor for Master of Magic: Caster of Magic for Windows (the Steam release). It edits the values stored in your saved games.
This is only for Caster of Magic for Windows — not the original DOS Master of Magic or other versions.
Links
- Home page (start here): https://klassgaming.com/comwedit.html
- Download: https://klassgaming.itch.io/comwedit
- Mailing list (get notified about updates): https://klassgaming.com/mailing-list.html
This repository holds the source code. If you just want to use the editor, grab it from the download link above.
Features
Wizards (yours and the AI players'):
- Gold, mana, casting skill, fame
- Disposition toward you, −100 to +100 (AI wizards)
- Personality and objective (AI wizards)
- Number of spellbooks per realm
- Retorts (on/off)
- Spell status: unknown, researchable, on the research list, or known — one at a time or in bulk by realm
- Global (world-wide) enchantments, including which wizard owns each
Cities:
- Name, owner, race, population
- Buildings — add or remove any building, with the game's build requirements shown (and an option to ignore them)
- City enchantments — add or remove spells cast on the city, and set which wizard owns each
- Create, duplicate, delete, or move a city
Map:
- A clickable minimap of both planes, with zoom (hold Ctrl and roll the mouse wheel)
- Paint terrain like a simple paint program: brush, straight lines, rectangles and ellipses (outline or filled), and a bucket fill — with undo/redo and copy/paste
- Add or remove a tile's resource (ore, gems, wild game, nightshade, etc.)
- Add or remove corruption on a tile
- Export the whole map (terrain, dungeons, and nodes) to a small file and import it into another game of the same size — a simple way to share maps
Dungeons, nodes, and towers:
- Edit the guardians (which monsters and how many) and the treasure (gold, mana, a spell reward, spellbook picks, and a magic-item reward)
- Change a monster site's type, a node's realm, and a node's power
- "Fill from Budget" — auto-stock a dungeon to a chosen difficulty, optionally with a random item
- Create, duplicate, or delete a site
Units and armies:
- Create, edit, duplicate, or delete units
- Type, owner, position, level, experience, damage
- Buffs: weapon upgrades (mithril / adamantium / orihalcon), spell enchantments, and curses
Heroes:
- For a chosen wizard and hero, turn abilities on or off, including super versions where they exist
Game:
- Difficulty level
- Score modifiers (the special options normally chosen when a game is created)
Names for units, spells, items, buildings, races, retorts, and more are read from the game's own data files, so they match any mod you have installed.
Mod support
CoMWedit reads the game's data files directly, so modded content shows up automatically.
It also works with the Warlord mod. Because Warlord runs from its own copy of the game, use the Change… button to point CoMWedit at that folder, and your Warlord saves will load with all of the mod's extra units, races, spells, buildings, and score modifiers.
Safety
- The first time you save a slot, the original is backed up next to it as
<slot>.bakand kept (later saves do not overwrite that backup). Restore Original Save puts it back. - When you save, the editor first checks for a couple of things that can crash the game — such as a wizard with enough retorts to break the Mirror screen — and warns you. You can always save anyway.
- Moves that would put more than 9 units on one tile (which crashes the game) are blocked.
- CoMWedit changes save files only, never the game itself, so it cannot break your install.
Requirements
- Windows, on the PC where the game is installed
- Caster of Magic for Windows
It is a single program; there is no installer or other files to set up.
Running it
- Run CoMWedit.exe. It locates the game folder on its own. If it can't (or you want a different one, such as a Warlord install), click Change… and point it to the folder that contains Spells.dat. It remembers your choice.
- Choose a save from the dropdown and click Load.
- Edit values on the Wizards, Cities, Map, Dungeons, Units, Heroes, and Game tabs. Hover over anything for a short tip, and click Help for a plain-language guide.
- Click Save, then load that save in the game.
Notes
- Save overwrites the slot you chose. Save As writes to a different slot instead.
- The game only lists saves named like its own slots (1.sav–8.sav, QUICKSAVE.SAV, etc.) in its load menu. A custom name from Save As will not show up there.
- Do not save a slot in the editor at the same moment the game is writing that slot.
- Changing a city's race can leave it with buildings that race cannot normally build. This is usually harmless in the game.
- Some effects are decided when a game is first created (starting positions, AI starting bonuses, and similar), so editing them later will not change the game retroactively.
Troubleshooting
- "Windows protected your PC" on first run: this appears for unsigned programs. Click More info, then Run anyway. Scan the file first if you prefer.
- No saves listed, or it keeps asking for the folder: click Change… and point it to your game folder (the one containing Spells.dat). The choice is saved in CoMWedit.ini next to the program.
- A change did not appear in the game: confirm you clicked Save in the editor and then loaded that same slot in the game.
Building from source
See BUILDING.md. In short: open CasterEditor.lpi in Lazarus and build for 32-bit
(i386), or run lazbuild CasterEditor.lpi.
License
MIT — see LICENSE.
Disclaimer
Unofficial fan-made tool, not affiliated with the game's developers. Use at your own risk and keep backups of saves you care about.
Version 2.0

