Impactful Magic 2 Reborn
I initially started this project to keep Impactful Magic alive when its creator decided to stop supporting it back in 2018. Since then, I’ve learned to Actually Make Mods™ and have expanded this and other dead mods, as well as having started a few of my own.
Link to old mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1164462491
If you want a version that has significantly less dangerous, but still stronger than vanilla magic, I’ve made a not so impactful version of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1749949388
The original premise behind this mod was to make the severely lackluster magic in Warhammer 1 (and later 2) have a much bigger…impact on the battlefield. Originally, all spells were between 2 and 30 times stronger than their vanilla counterparts, and it could be a bit over the top when facing an AI (or player) that was actually doing caster micro properly. Obviously, this was never something you could consider balanced. So I’ve added effects onto various spells, added bound item effects/spells to the scope of the mod, and made an attempt at bringing some of the outliers down to more reasonable levels.
Well, guess what? It’s still not balanced! It never will be, and that’s great. Imbalance has been a feature of some of history’s greatest video games, and this continues that tradition.
You can expect the following from this mod:
- Windier winds: The winds of magic blow ever stronger. No longer will you start off with a pitance of winds that lets you cast two spells before needing to take a nap.
- Cheaper spells: All spells have had their winds cost reduced. Steps have been taken to fix the free spells exploits present in the old mod. No more Alarielle the Everchosen singlehandedly annihilating 8000+ troops.
- Much stronger spells: All evocation spells have significant increases to damage or healing. Buffs/debuffs are no longer the be-all-end-all.
- Better buffs: All buff and debuff spells have large increases to duration, no cooldown, and even special effects, such as fatigue replenishment/removal or healing.
- Better on-cast procs : The on-cast procs in vanilla were largely useless. This mod changes that. Only proof-of-concept work done on lore of life, vampires, fire, and nehekara completed.
- Better bound spells: The original mod never did bring bound spells into line with unbound spells. Now, when you get a magic item with a bound spell, you no longer have to worry about it being a waste of a bound spell slot for your characters.
- Better potions: Same as with bound spells, the original mod never changed potion values to account for ♥♥♥♥♥♥♥♥ spells. All potions have been improved. More effects, stronger effects, stronger healing. Just plain better.
Any spell that resurrects dead models can and, at some point, WILL crash your game mid-battle. It will be more common here because more models will be resurrected over the course of a typical battle involving healing spells. This is an issue with CA’s handling of the resurrection effect dating back to WH1. There is no fix because CA can’t be bothered to investigate it. Reload your battle and have another go.
This mod is compatible with anything that does not affect spell behavior, non-unique(quest) item behavior, winds of magic rules, or AI spell usage. If you use such a mod already, whichever has the higher priority table names will overwrite the conflicting values of the other.
This mod is save compatible and save-removable.
Do yourself a favor.
https://github.com/Kaedrin/warhammer-mod-manager/releases
I will not support issues caused by CA’s garbage tier mod manager.
Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I’ve already done all the irritating stuff.
Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn’t read the compatibility section. Use Kaedrin’s Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.
Q: I found a bug!
A: That’s not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it’ll get looked at Soon™ if it’s a plausible issue within the scope of this mod.
Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you’d be so kind).
I’ve restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570
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Revisions:
Old revisions of this mod are available below. Click the link to download.