Miscast Mod – SFO Edition
Miscasts will no longer be the forgotten mechanic you scroll past on character screens, or only notice in fine-tooth combed reviews of battle replays. Out from underneath the hood and on to centre stage, Miscast Mod – SFO Edition gives miscasts:
- Huge swirling lightshows
- Detonation effects to ragdoll the mage and surrounding units
- Miscast damage now tiers to the mana expenditure of the spell:
- High 18+ mana spells: 32 HP damage per entity, 16 non-AP plus 16 AP.
- Mid 12-17 mana spells: 16 HP damage per entity, 8 non-AP plus 8 AP.
- Low 0-12 mana spells: 8 HP damage per entity, 4 non-AP plus 4 AP.
- Terrain scorch effects
- Applies a 20 second contact effect (with unit and banner vfx) to the mage and other victims of the magic energy discharge, stumbling around blindly as Surge Struck
- For Greenskins, instead the Madness of Mork (or Gork), a 20 second contact effect mini-waaagh rampage of greentide surge
- For Dwarf rune magic miscasts, a new Petrification contact effect as Dwarven spell dabblers turn to stone. Adds rock hard 20% physical resistance and immunity to psychology, at the cost of losing their 35% magic resistance, slowing affected units by 80%, and a small fatigue malus, for 20 seconds.
- 20 second cooldown on all spells and abilities for anyone contacted by the miscast explosion. Because of vanilla limitations missile spells will only have a 20 second recharge delay added, typically only affecting the spell that caused the miscast plus an other spelly on delay.
This edition of Miscast Mod includes SFO’s spell changes to enable tiered miscast damage to spell mana cost:
- High 18+ mana spells: 32 HP damage per entity, 16 non-AP plus 16 AP.
- Mid 12-17 mana spells: 16 HP damage per entity, 8 non-AP plus 8 AP.
- Low 0-12 mana spells: 8 HP damage per entity, 4 non-AP plus 4 AP.
Note the mana tier is based on the base mana in the spell tables, not the actual mana used in battle as affected by character skills, technologies, or items. Low and mid tier has some crossover at 12 mana based on spell cast up times.
The vanilla detonation damage applied to the immediate tiny radius around the mage of 588 HP (288 non-AP + 300 AP) is removed in favour of a dramatic large radius detonation intended to hit and ragdoll more unit entities with the mild damage listed above.
Some spells and abilities have a unique miscast effect, usually reversing the spells HP or stat effect. Those miscasts are left as is and not changed by this mod. They include Soul Stealer, Rebirth, Doppelgang, Reaper of Souls, Mislead, The Amber Trance, The Daemons Curse, Heroic Fortitude, and Stay Here I’ll Get Help.
Italian Sparatus’s Top Mods List (Week 1) for Total War: Warhammer 3 @15m06s
https://www.youtube.com/watch?v=mMhvuS-zXEE&t=906s
Your Best Friend’s 30* Mods to make Total Warhammer 2 kinda cool @6m53s
https://www.youtube.com/watch?v=IXJei5ehhsQ&t=413s
Gamethumb’s Skaven vs Grudgebringers – TWW2 Cinematic Battle @6m59s
https://www.youtube.com/watch?v=fGfpuKT80SQ&t=419s
Thanks to bmstanfield’s ‘BM Alternative Miscast’ mod for the inspiration and providing a guide on the tables to edit:
https://steamcommunity.com/sharedfiles/filedetails/?id=1365339205
Thanks to Ubermorgen and Fenriswolf for their help with getting icon displays and tooltip descriptions to work.
Warhammer II edition of Miscast Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2095977495
See Also:

Cult of Pleasure Can Recruit Slaanesh Daemons

Miscast Mod – Big Loud Exciting Miscasts
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SFO: Grimhammer III - Storm of Chaos — Steam Workshop