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Hey There Heretics!
This is it, the BIG magic update.
At the start of legacy we ripped out the entire magic system, in order to start from scratch.
Later, we implemented the automated battle magic system to take the heavy lifting of combat magic off the players and AI. We implemented mana pools tied to your magic traits and we starting uncoiling the "teach yourself magic decision". We created magic laws to allow players to legalize spellcasters and we created dynamically named colleges of magic. Allowing legal realms direct access to trained spell casters. The biggest goal however was the ability to cast spells directly.
Many magic systems created for CKII are clunky, obtuse, and unreliable at best when it comes to the AI. When designing the chaos offmap powers I learned first hand that the AI are extremely willing to use offmap decisions if scripted correctly and the currency generation is very malleable. I worked up a unique GUI and slowly incorporated the various systems and effects into a single resource. For now its a solid framework designed to be modular and easily modified or added too.
Spells are designed to match lore and complement playstyles, some are auras, applying modifiers. Others deal damage, some heal. These are all normalized effects, but some lores get some truly strange things. Almost all lores get 4 spells, except for a few outliers such as the lore of Tzeentch. Necromancy was voted as the #1 favorite lore from our discord community so a very special spell is in the works to expand that lore to 5. The lore of the deep is waiting for pirate societies and the lore of vermin is split in 4 and a bit of a different project but should be done soon!
You can expect polished effects, more localization and more informative tooltips based on your feedback.
Everything below is intended as a resource for players to help understand the various working parts of the magic system and playstyle. I intend to continue to expand and elaborate more on the information included here as I find the time.
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MANA GENERATION
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The First thing we should talk about is how the Winds of Magic actually work.
The primary system fires yearly, resetting spellpower counters across the world and granting any magic user a variable amount of spellpower based on their magic power and the strength of the Doom Counter. So you cant stockpile it and as the game progresses, things begin to heat up and you'll find you have more and more magic available to use.
The secondary system is supplementary and more dependent on the type of magic your using:
Most spellcasters have access to traditional channeling, which grants a variable amount of spellpower, based on your magic power and the strength of the doom counter. This method however comes with the risk of mutation and should only be used when you really must have the spellpower to perform a spell.
For Necromancy, extra spellpower is gained by sacrificing prisoners, this is also the primary way to gain Necromantic Power the secondary resource required to cast necromantic spells. for most necromancers it will be necromantic power not spellpower they are lacking for their magic.
For Ice Magic, extra spellpower is gained by tapping into the land of Kislev itself. This can only be used once a year and only within the geographical region of Kislev. It grants a variable amount of spellpower depending on the strength of winter in the casters current province, if cast somewhere in Kislev not currently experiencing winter in its various forms, you have a very small chance of the magic backfiring and draining health or even killing you.
For Gut Magic, extra spellpower is gained by consuming prisoners. Using the usual targeted decision, the more you eat, the more you can cast.
For Greenskins, extra spellpower is gained by exchanging fightiness. The stacking modifier gained from combat and battles. This is used to maintain a WAAAGH! as well so use it sparingly
Beyond this you can also consume warpstone, for most races this has a chance of causing illness or mutation. Some are immune to this effect or can use it for even more power.
Madcap Mushrooms are planned for greenskins to work in a similar fashion to warpstone to be added by 1.4
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CRAFTING
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A quick break down on crafting. This is an ancient system tuned up and incorporated into the overall magic experience. It has a lot more work to-go but the frame work is here and its solid.
Most crafting will cost some spellpower and some gold for materials and can take years to complete.
ARTIFACTS
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Things such as:
- Rings
- Amulets
- Swords
More planned...
POTIONS
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Potions have an immediate effect on the user.
Potions of healing are the most well known but don't ignore the potion of speed or strength and the potion of Beauty has its uses.
ELIXIRS
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Elixirs enhance the users abilities. There is a cap of course, I'm no madman.
Learning is also off limits, as no amount of liquid is going to make you smarter.
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AUTOMATED MAGIC
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A big problem with most mages, wizards and such in CK2 is how heavily the engine weights martial characters and skills. It quickly becomes most players "main" attribute and they favor characters proficient in the skill. Spellcasters must instead focus on learning, which forms a handicap on the battlefield. A direct contradiction to what spellcasters in Warhammer are supposed to be. Most rulers in the old world would trade any general no matter how great for one mid-grade spellcaster. If magic were legalized of course...
To fix this, we worked on the creation of automated battle magic. Essentially, any time a spellcaster is leading troops and gets involved in a battle, they begin to proc magic spells. A unique unit type stronger than almost anything in the game, the higher your magic pool, the more times the spells will proc. Providing a much needed boost on the battlefield with careful cultivation and planning. We didn't want to punish the extreme martial characters (looking at Khornates of course) so we gave berserkers a similar treatment, allowing them to proc daemons instead of magic, attracted to the blood spilt in the name of the blood god.
Additionally, when besieging forts, keeps, castles, citadels, and so on. The longer a spellcaster leads troops in the province the more magical devastation is caused and the lower the fort level of the holding under siege. Allowing you to crack open even the strongest of walls.
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SPELL EFFECTS
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This is the big reveal, the main event. Spells.
This is without a doubt the biggest single project for the mod I've ever undertaken. Over 25,000 lines of code. Designed from the ground up to be modular and easy to balance, augment, or add to. Spells follow a simple enough template, each costs mana and applies a cooldown lasting between 1-3 months depending on the tier of spell. Each spell then procs a notification event (currently all are unlocalized but its irrelevant for now and all will be added shortly) this event sets flags, fires effects, and cleans up when its done. Spells are designed to match lore and complement playstyles, some are auras, applying modifiers. Others deal damage, some heal. These are all normalized effects, but some lores get some truly strange things. Listed below is the spells for every lore and a brief description of what they do. Almost all lores get 4 spells, except for a few outliers such as the lore of Tzeentch. Necromancy was voted as the #1 favorite lore from our discord community so a very special spell is in the works to expand that lore to 5. The lore of the deep is waiting for pirate societies and the lore of vermin is split in 4 and a bit of a different project but should be done soon!
Careful with some of these, they do more damage the more magic power is in your magic pool. (when you check your traits)
The same magic power used for automated battle magic, so use it late in a battle and it will have a weaker effect and you sacrifice some of your autocast battle spells.
> NECROMACY
- invocation_of_nehek
# Unnatural Aura, Combat rating, Martial and 20% undead horde defense/offense boost
- gaze_of_nagash
# Plot Protection, Reveals Plots
- curse_of_years
# Ages and harms target, Heals caster
- undead_summoning
# Summons undead horde
> LORE OF DEATH
- aspect_of_the_dreadknight
# Aura, Combat rating, Morale and 25% global revolt risk reduction
- soulblight_spell
# Applies Province Tainted modifier and lowers prosperity
- purple_sun_of_xereus
# Damage units at the current location
- spirit_leech
# Ages and harms target, Heals caster and friendly units at location
> LORE OF LIFE
- shield_of_thorns
# Aura, Defense Modifier and personal combat skill
- regrowth_spell
# Heal units at current location removes tainted province modifier
- the_dwellers_below
# Damage units at the current location
- awakening_of_the_wood
# Summon Treekin event troops
> LORE OF LIGHT
- bironas_timewarp
# Aura, Movement Speed bonus, Land Organisation
- light_of_battle
# Aura, Defense Modifier and personal combat skill
- shems_burning_gaze
# Damage units at the current location
- banishment
# dispels undead horde and demons
> LORE OF FIRE
- cascading_fire_cloak
# Aura, Defense Modifier and personal combat skill
- flame_storm
# Damage units at the current location
- flaming_sword_of_ruin
# Aura, Strength bonus, Land Organisation
- the_burning_head
# Extreme Damage units at the current location
> LORE OF METAL
- glittering_robe
# Aura, Defense Modifier and personal combat skill
- gehennas_golden_hounds
# Damage units at the current location
- transmutation_of_lead
# Grants scaled wealth, half your yearly income, min 100 max 500, money REMOVED later
- searing_doom
# Extreme Damage units at the current location
> LORE OF HEAVENS
- fantastic_foresight
# Plot Protection, Reveals Plots
- chain_lightning
# Damage units at the current location
- harmonic_convergence
# Enhances Province Prosperity
- comet_of_casandora
# Extreme Damage units at the current location
> LORE OF BEASTS
- panns_impenetrable_pelt
# Aura, Defense Modifier and personal combat skill
- flock_of_doom
# Damage units at the current location
- beast_master
# Summons, random animal commander for a limited amount of time
- wyssans_wildform
# Transforms Target Prisoner into a pig toad or other beast
> LORE OF THE WILD
- devolve
# Lowers Prosperity of current location
- bray_scream
# Damage units at the current location
- beast_made_well
# Heal units at current location and applies a strength aura
- viletide
# Extreme Damage units at the current location
> LORE OF SHADOWS
- enfeebling_foe
# Influences target opinion of caster
- the_withering
# Damage units at the current location
- okkams_mindrazor
# Aura, Strength bonus, Land Organisation
- pit_of_shades
# Extreme Damage units at the current location
> LORE OF HIGH MAGIC
- soul_quench
# Morale Damage units at the current location and drains commanders of magic and spellpower
- apotheosis_spell
# Heal units at current location removes tainted province modifier
- fiery_convocation
# Extreme Damage units at the current location
- hand_of_glory
# Enhances Province Prosperity and adds strength and speed auras
> LORE OF DARK MAGIC
- doombolt
# Damage units at the current location
- word_of_pain
# Morale Damage units at the current location and drains commanders of magic and spellpower
- blade_wind
# Extreme Damage units at the current location
- soul_stealer
# Ages and harms target, Heals caster and friendly units at location
> LORE OF CHAOS
- boon_of_chaos
# Aura, Strength bonus, Land Organisation
- burning_blood
# Damage units at the current location
- lure_of_Chaos
# Influences target opinion of caster
- veil_of_corruption
# Extreme Damage units at the current location
> LORE OF NURGLE
- plague_wind
# Applies Province Tainted modifier and lowers prosperity
- rotbomb
# Damage units at the current location
- nurgles_boon
# Heal units at current location removes tainted province modifier and reduces disease
- sumptuous_pestilence
# Spawns Disease at current location and adds morale and combat auras
> LORE OF TZEENTCH
- flames_of_fate
# Plot Protection, Reveals Plots
- treason_of_tzeentch
# Morale Damage units at the current location and drains commanders of magic and spellpower
- infernal_gateway
# Damage units at the current location
- mindfire
# Influences target opinion of caster
- tzeentchs_blessing
# Potentially Mutates and harms target, Heals caster and friendly units at location
- daemonfire_vortex
# Extreme Damage units at the current location
> LORE OF SLAANESH
- luxurious_torment
# Damage units at the current location
- song_of_seduction
# Influences target opinion of caster and adds morale and combat auras
- slothful_stupor_spell
# Applies Slothful Stupor modifier and lowers prosperity
- pavane_of_slaanesh
# Extreme Damage units at the current location
> LORE OF HASHUT
- ash_storm
# Damage units at the current location
- breath_of_hatred
# Aura, Strength bonus, Land Organisation
- dark_subjugation
# Enhances Province Prosperity
- flames_of_azgorh
# Extreme Damage units at the current location
> LORE OF NEHEKHARA
- incantation_of_protection
# Aura, Defense Modifier and personal combat skill
- incantation_of_desert_wind
# Applies Desert Wind modifier and lowers prosperity
- incantation_of_urgency
# Aura, Movement Speed bonus, Land Organisation
- incantation_of_vengeance
# Damage units at the current location
> LORE OF THE BIG WAAAAGH
- brain_bursta
# Damage units at the current location
- ard_as_nails
# Aura, Strength bonus, Land Organisation
- the_evil_sun
# Extreme Damage units at the current location
> LORE OF THE LITTLE WAAAAGH
- great_green_spite
# Lowers Prosperity of current location
- gift_of_the_spider_god
# Aura, Movement Speed bonus, Land Organisation
- curse_of_da_bad_moon
# Morale Damage units at the current location and drains commanders of magic and spellpower
> ICE MAGIC
- chill_voice
# Aura, Charisma and Diplomacy boost
- hawks_of_miska
# Damage units at the current location
- blizzard
# Applies Blizzard modifier
- ice_maidens_kiss
# Extreme Damage units at the current location
> ICE HAG MAGIC
- fortune_told
# Plot Protection, Reveals Plots
- resist_chaos
# Aura, Defense Modifier and personal combat skill
- cleanse_soul
# Heal units at current location removes tainted province modifier and reduces disease
- witchs_curse
# Morale Damage units at the current location and drains commanders of magic and spellpower
> GUT MAGIC
- spinemarrow
# Aura, Strength bonus, Land Organisation
- bonecrusher
# Damage units at the current location
- trollguts
# Heal units at current location removes tainted province modifier and reduces disease
- the_maw
# Extreme Damage units at the current location
> GENERIC SPELLS
- mystic_shield
# Aura, Defense Modifier and personal combat skill
- arcane_blast
# Damage units at the current location
- twilight_pathway
# Heal units at current location removes tainted province modifier and reduces disease
> LORE OF THE DEEP
#IN PROGRESS
> LORE OF VERMIN
#IN PROGRESS
- invocation_of_nehek
# Unnatural Aura, Combat rating, Martial and 20% undead horde defense/offense boost
- gaze_of_nagash
# Plot Protection, Reveals Plots
- curse_of_years
# Ages and harms target, Heals caster
- undead_summoning
# Summons undead horde
> LORE OF DEATH
- aspect_of_the_dreadknight
# Aura, Combat rating, Morale and 25% global revolt risk reduction
- soulblight_spell
# Applies Province Tainted modifier and lowers prosperity
- purple_sun_of_xereus
# Damage units at the current location
- spirit_leech
# Ages and harms target, Heals caster and friendly units at location
> LORE OF LIFE
- shield_of_thorns
# Aura, Defense Modifier and personal combat skill
- regrowth_spell
# Heal units at current location removes tainted province modifier
- the_dwellers_below
# Damage units at the current location
- awakening_of_the_wood
# Summon Treekin event troops
> LORE OF LIGHT
- bironas_timewarp
# Aura, Movement Speed bonus, Land Organisation
- light_of_battle
# Aura, Defense Modifier and personal combat skill
- shems_burning_gaze
# Damage units at the current location
- banishment
# dispels undead horde and demons
> LORE OF FIRE
- cascading_fire_cloak
# Aura, Defense Modifier and personal combat skill
- flame_storm
# Damage units at the current location
- flaming_sword_of_ruin
# Aura, Strength bonus, Land Organisation
- the_burning_head
# Extreme Damage units at the current location
> LORE OF METAL
- glittering_robe
# Aura, Defense Modifier and personal combat skill
- gehennas_golden_hounds
# Damage units at the current location
- transmutation_of_lead
# Grants scaled wealth, half your yearly income, min 100 max 500, money REMOVED later
- searing_doom
# Extreme Damage units at the current location
> LORE OF HEAVENS
- fantastic_foresight
# Plot Protection, Reveals Plots
- chain_lightning
# Damage units at the current location
- harmonic_convergence
# Enhances Province Prosperity
- comet_of_casandora
# Extreme Damage units at the current location
> LORE OF BEASTS
- panns_impenetrable_pelt
# Aura, Defense Modifier and personal combat skill
- flock_of_doom
# Damage units at the current location
- beast_master
# Summons, random animal commander for a limited amount of time
- wyssans_wildform
# Transforms Target Prisoner into a pig toad or other beast
> LORE OF THE WILD
- devolve
# Lowers Prosperity of current location
- bray_scream
# Damage units at the current location
- beast_made_well
# Heal units at current location and applies a strength aura
- viletide
# Extreme Damage units at the current location
> LORE OF SHADOWS
- enfeebling_foe
# Influences target opinion of caster
- the_withering
# Damage units at the current location
- okkams_mindrazor
# Aura, Strength bonus, Land Organisation
- pit_of_shades
# Extreme Damage units at the current location
> LORE OF HIGH MAGIC
- soul_quench
# Morale Damage units at the current location and drains commanders of magic and spellpower
- apotheosis_spell
# Heal units at current location removes tainted province modifier
- fiery_convocation
# Extreme Damage units at the current location
- hand_of_glory
# Enhances Province Prosperity and adds strength and speed auras
> LORE OF DARK MAGIC
- doombolt
# Damage units at the current location
- word_of_pain
# Morale Damage units at the current location and drains commanders of magic and spellpower
- blade_wind
# Extreme Damage units at the current location
- soul_stealer
# Ages and harms target, Heals caster and friendly units at location
> LORE OF CHAOS
- boon_of_chaos
# Aura, Strength bonus, Land Organisation
- burning_blood
# Damage units at the current location
- lure_of_Chaos
# Influences target opinion of caster
- veil_of_corruption
# Extreme Damage units at the current location
> LORE OF NURGLE
- plague_wind
# Applies Province Tainted modifier and lowers prosperity
- rotbomb
# Damage units at the current location
- nurgles_boon
# Heal units at current location removes tainted province modifier and reduces disease
- sumptuous_pestilence
# Spawns Disease at current location and adds morale and combat auras
> LORE OF TZEENTCH
- flames_of_fate
# Plot Protection, Reveals Plots
- treason_of_tzeentch
# Morale Damage units at the current location and drains commanders of magic and spellpower
- infernal_gateway
# Damage units at the current location
- mindfire
# Influences target opinion of caster
- tzeentchs_blessing
# Potentially Mutates and harms target, Heals caster and friendly units at location
- daemonfire_vortex
# Extreme Damage units at the current location
> LORE OF SLAANESH
- luxurious_torment
# Damage units at the current location
- song_of_seduction
# Influences target opinion of caster and adds morale and combat auras
- slothful_stupor_spell
# Applies Slothful Stupor modifier and lowers prosperity
- pavane_of_slaanesh
# Extreme Damage units at the current location
> LORE OF HASHUT
- ash_storm
# Damage units at the current location
- breath_of_hatred
# Aura, Strength bonus, Land Organisation
- dark_subjugation
# Enhances Province Prosperity
- flames_of_azgorh
# Extreme Damage units at the current location
> LORE OF NEHEKHARA
- incantation_of_protection
# Aura, Defense Modifier and personal combat skill
- incantation_of_desert_wind
# Applies Desert Wind modifier and lowers prosperity
- incantation_of_urgency
# Aura, Movement Speed bonus, Land Organisation
- incantation_of_vengeance
# Damage units at the current location
> LORE OF THE BIG WAAAAGH
- brain_bursta
# Damage units at the current location
- ard_as_nails
# Aura, Strength bonus, Land Organisation
- the_evil_sun
# Extreme Damage units at the current location
> LORE OF THE LITTLE WAAAAGH
- great_green_spite
# Lowers Prosperity of current location
- gift_of_the_spider_god
# Aura, Movement Speed bonus, Land Organisation
- curse_of_da_bad_moon
# Morale Damage units at the current location and drains commanders of magic and spellpower
> ICE MAGIC
- chill_voice
# Aura, Charisma and Diplomacy boost
- hawks_of_miska
# Damage units at the current location
- blizzard
# Applies Blizzard modifier
- ice_maidens_kiss
# Extreme Damage units at the current location
> ICE HAG MAGIC
- fortune_told
# Plot Protection, Reveals Plots
- resist_chaos
# Aura, Defense Modifier and personal combat skill
- cleanse_soul
# Heal units at current location removes tainted province modifier and reduces disease
- witchs_curse
# Morale Damage units at the current location and drains commanders of magic and spellpower
> GUT MAGIC
- spinemarrow
# Aura, Strength bonus, Land Organisation
- bonecrusher
# Damage units at the current location
- trollguts
# Heal units at current location removes tainted province modifier and reduces disease
- the_maw
# Extreme Damage units at the current location
> GENERIC SPELLS
- mystic_shield
# Aura, Defense Modifier and personal combat skill
- arcane_blast
# Damage units at the current location
- twilight_pathway
# Heal units at current location removes tainted province modifier and reduces disease
> LORE OF THE DEEP
#IN PROGRESS
> LORE OF VERMIN
#IN PROGRESS
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LEARNING MAGIC
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COLLEGES OF MAGIC
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TEMPLE BASED SPELLCASTERS
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- Damsels
- Ice Hags
- Elves
- and so on.
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I think that's all I have for today, I've done some cursory testing, reread each file and line several times and did the usual validator checks for errors before release.
But I know this is going to take some more work to polish, please provide any feedback you can and report bugs to your nearest witchhunter! Check back in later for the rest of the information this document may be missing.
For now stay safe, healthy, and happy.
Cheers for always believing in us!
- Komioski
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