Total War: WARHAMMER II

Total War: WARHAMMER II

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Vicz Impactful Magic 2 (No Longer Supported)
   
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Tags: mod, Battle
File Size
Posted
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580.012 KB
10 Oct, 2017 @ 5:25am
31 May, 2018 @ 4:08pm
10 Change Notes ( view )

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Vicz Impactful Magic 2 (No Longer Supported)

Description
THIS MOD IS WILL NO LONGER BE UPDATED OR SUPPORTED. PERMISSION IS GIVEN TO ANYONE WHO WANTS TO REMAKE THE MOD FOR THE LATEST VERSION OF TWWH2.

The Warhammer 2 version of my Warhammer 1 mod which is found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1007292899

I always felt as though the spellcasters never really felt worth the slot they take up in an army and that an extra unit would be more worthwhile in most cases. With that in mind I made this mod, its an overhaul of almost every spell from each lore of magic with the intent to make casting magic feel more impactful on the battlefield.

All affected spells have had their Mana costs reduced to allow for more casts.

The Majority of Buff and Debuff spells have had the durations increased and recharge times significantly reduced to increase their uptime.

Damaging and Healing spells have had their damage/healing increased (possibly too much in some cases, awaiting feedback) so that the spellcasters feel as though they are a force to be reckoned with. All Healing spells now also resurrect.

Highly unlikely to be compatible with any other mod that alters spell values.

UPDATE: Dark, High, Ruin and Plague school spells damage reduced by 50 to 60%

UPDATE: Increased damage of the Plague vortex spell.

UPDATE: Updated for Mortal Empires.

UPDATE: Fix duration of Overcast Okkam's Mindrazor.

UPDATE: Updated for Tomb Kings, Lore of Nehekhara spells brought into line with other spell schools, Damaging bound spells now deal the same damage as their mana costing equivalents.

UPDATE: Updated for the Resurgent update. Also did a little rebalancing to keep the spells in line with the changes CA made during the patch. E.g. CA made the normal Amber Spear damage split between Dmg and Ap Dmg so I split the modded damage approximately the same way.

Version with no additional resurrection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1201886776
93 Comments
Konkey Dong 15 Nov, 2018 @ 5:50am 
Commisar Jon Fuklaw 15 Nov, 2018 @ 1:44am 
I have an updated version of this with tentative Lore of the Deep values. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565337653&searchtext=Vicz
Norsad 9 Nov, 2018 @ 7:31am 
Hey, i really liked the mod when i last played WH2. Will you update this for the new vampire patch?
dagobert dogburglar 23 Sep, 2018 @ 8:48am 
Healing for every lore is incredibly broken and you can cheese every battle with it. This needs to be fixed because its not even a challenge when using lore of undeath/life.
Code_FFA500 28 Jul, 2018 @ 10:15pm 
Version with no additional resurrection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1201886776 to even shit out for you
RedFox 27 Jul, 2018 @ 8:46am 
Have to say that healing spells for Alarielle the Everqueen are extremely OP. I can win extremely difficult battles with hardly any casualties at all. Healing spell recharge rate and mana usage rate easily make it the most overpowered spell in this mod.
Vicz  [author] 14 Jul, 2018 @ 3:11am 
Sorry for late reply, been away for a bit. @some_old_fox that depends on the spell Some, such as fireball, get their damage from the projectiles and projectiles_explosion tables while Banishment gets it form the battle_vortexs table and Fate of Bjurna gets it from Special_ability_phases.
Albedo 5 Jul, 2018 @ 9:28am 
You should consider a patreon or paypal link, I think your mod has become essential for a lot of people.
Arbaletto 27 Jun, 2018 @ 6:50am 
hello! can you tell me in what table in DAVE you change damage of spells? i cant find it self (((
Code_FFA500 18 Jun, 2018 @ 9:13am 
yes. there's a version to remove resurrections for lore of life and other non-death lores bottom of description