Total War: WARHAMMER III

Total War: WARHAMMER III

Better magic collection 6.0
Rosalina  [developer] 6 Apr @ 11:57am
Better Beast Magic
Note

I wanted to re-balance all magic, mostly without changing core mechanics or effects.
Most Damaging spells of the same category but different lores, will have similar cost and damage.
Buffs and debuffs, generally regarded as waste of Winds, can have increased duration,
an increase in range and effectiveness and lower Winds of magic cost.
I hope to bring the buffs and debuffs to a level where they are not so dramatically outshined by Damage spells.

I exactly describe every change I made below.
If you find some to be OP or still useless please say so in the comments.


Numbers in front are regular cast, in brackets are overcast.
If there are no brackets, overcast is not changed.
If there are only brackets it means there is no change to the Spells normal cast.

Amber spear now explodes in a big radius little smaller than a Vortex.
It feels very fun and I tried to not overdo it with the damage.

Blob the enemies up chuck that thing in there and enjoy.



Amber Spear
  • Radius 2 -> 10 ( 4 -> 15)
  • Damage AP 108-> 54 (216-> 72)
  • Cooldown 43 -> 40
  • Damage 0 -> 22 ( 0 -> 36)
  • Wind-cost 7 -> 10 (11 -> 15)

Flock of Doom
  • Wind-cost 6 -> 5 (12 -> 11)
  • Damage 5 -> 7 ( 5 -> 7)

Panns Impenetrable Pelt
  • Meele Def. 24 -> 28
  • Duration 31 -> 50
  • Cooldown 43 -> 30
  • Wind-cost 7 -> 6 (13 -> 10)

Curse of Anraheir
  • Cooldown 47 -> 30
  • Duration 21 -> 45
  • Wind-cost 11 -> 7 (14 -> 10)

Transformation of Kadon
  • Cooldown 45 -> 30
  • Uses 2 -> 3
  • Wind-cost 20 -> 10

Wyssans Wildform
  • Duration 19 -> 45
  • Cooldown 28 -> 22
  • AP Buff 25 -> 35