Winds of Magic

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Author: Traktor z Tesco

Last revision: 6 Dec, 2024 at 16:30 UTC (2)

File size: 8.14 MB

On Steam Workshop

Description:

Step into the Medieval World with Winds of Magic, a mod that brings the mystical powers of the Warhammer universe into Crusader Kings 3. Harness the chaotic winds of magic and shape your dynasty’s fate with powerful new abilities.

Three Lores of Magic: Master the Lore of Life, Beasts, and Heavens, each with unique traits, events, and interactions.

How to start:

You need to possess Magic Potential, a genetic trait, to unlock magical abilities. This trait allows you to take the Learn Magic decision, but be warned—the process is challenging, and characters with high Learning are more likely to succeed. Upon completion, you will gain a leveled Lore of Magic trait, each providing passive bonuses. Each Lore offers unique character interactions, special travel event options, and additional magical abilities for a more immersive experience.

Current Notes:
Version 1.2
– Added Lore of Heavens and Lore of Beasts character interaction (First Portent of Amul and Beast Unleashed)
– Implemented minor chaos manifestations from the WFRP 2nd edition rulebook
– Added magic potential icon

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Revisions:

Old revisions of this mod are available below. Click the link to download.