Total War: WARHAMMER III

Total War: WARHAMMER III

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Impactful Magic 3
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overhaul
Tags: mod
File Size
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715.872 KB
5 Apr, 2022 @ 8:25am
25 Mar @ 11:35pm
40 Change Notes ( view )

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Impactful Magic 3

Description
Introduction
It's day one, so I'm a bit busy right now.
Magic, how does it work? Nobody knows, it's freaking magic! This is a port of my Impactful Magic mod from WH3, with a teensy bit less emphasis on nuking literally everything. Some extraneous features like item effects have also been removed in preparation for an item overhaul I didn't finish before workshop launch.


Features
  • Cheaper, longer lasting spells: Spells have been returned to mana costs closer to those present in WH2. No more 20+ WoM cost spells. However, all spells have longer cooldowns, and overcast spells have even longer cooldowns.
  • More effective direct damage spells: Direct damage from has been increased by up to 50%. All debuffs from direct damage spells have been strengthened.
  • Empowered buffs and debuffs: Almost all buff and debuff spells now have an AoE on overcast. Many AoEs have been increased in size.
  • Unlimited bound spells: Bound spells of all types are now reusable infinitely and all use the regular version of their spell, where applicable. Cooldowns for these are extremely long, though.
  • Reworked Rune Magic: All Runes now cause a miscast explosion centered on the Runeki or Runeriki that used them. These explosions have varied effects that help nearby Dwarfs or harm their foes.


Compatibility
Compatible with anything that does not affect magic in any way. This includes Runes and bound spells for units and items.
Fully save game compatible.

Known Issues
Balance is optional.

Shameless Plug

This is far from the only mod I've put out. My library of Warhammer 3 mods can be found at: https://steamhost.cn/steamcommunity_com/profiles/76561198039493969/myworkshopfiles/?appid=1142710

If you enjoy this mod, make sure to

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82 Comments
Commisar Jon Fuklaw  [author] 25 Mar @ 11:41pm 
Fixed. Thanks for the report.
Arcrier 25 Mar @ 11:33pm 
This one still crashes on startup - there's a text file that still has a capital in it
Commisar Jon Fuklaw  [author] 7 Mar @ 2:21pm 
Yes. Healing is strong, but your units can still be deleted through it.
Uhhhh is nehek supposed to be 10% a second over 3 seconds? Fleshy abundance is the same amount over 30 seconds for more winds, and 8 extra winds if you do the upgraded.
Commisar Jon Fuklaw  [author] 1 Dec, 2024 @ 3:46pm 
Vanilla unit AI issue. Missile spells have always required fucking around with positioning manually or use from extreme range to avoid most of the issues.

...Or you could just use them from a flying mount, where another vanilla bug causes them to have no cast time or firing angle requirements. kek
chance248 1 Dec, 2024 @ 1:46pm 
Hi, thanks for the mod. I noticed that missile type spells have something wrong with them that makes it take a very long time to before they actually start casting them and then theres a 3 second cast time on top of that. I really dont even use them anymore except in the initial clash because of how inefficient they are. They dont even seem to do much damage anymore, definately not enough damage to warrant an 8 to 20 second cast time. Could you lower the cast time to 1 second to offset the ridiculous time it takes to... I dont know what they are doing... like taking baby steps to line up for the shot or something...
Void 17 May, 2024 @ 5:27pm 
@Commisar Jon Fuklaw
You can inform me if there is a table that increases the damage of all spells in the game? I'm trying to find an "easy" way to balance the spells for the unit size mods I'm creating, so if you can help me with any idea on how to do that, I would greatly appreciate it.
Commisar Jon Fuklaw  [author] 4 May, 2024 @ 10:35am 
Spell mastery affects all spells . Period. If "is spell" is ticked, spell mastery affects it.
Joe Kurr 4 May, 2024 @ 9:48am 
Does stacking the spell mastery ability further increase the power of the spells or does the increased spell power from the mod disregard the ability?
Commisar Jon Fuklaw  [author] 30 Apr, 2024 @ 4:04pm 
Probably.