Total War: WARHAMMER III

Total War: WARHAMMER III

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Cataclysm Spells for Legendary Lords
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27 May, 2024 @ 7:59am
13 Dec, 2024 @ 12:58pm
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Cataclysm Spells for Legendary Lords

Description
New Cataclysm Spells

Cataclysm spells are some of the most fun spells in the game and - apart from some niche factions - are largely confined to the Realms of Chaos game mode. Not anymore! This mod allows access to the eight cataclysm spells in game, plus another eleven new cataclysm spells for other lores of magic:

  • High - Command the Winds
  • Dark - Hymn of Agony
  • Vampires - Malediction of Nagash
  • Tzeentch - Pendulum of Fate
  • Tzeentch - Dispel Mortal
  • Nurgle - Rotbomb
  • Slaanesh - Slothful Stupor
  • Ruin - Warpstorm
  • Plagues - The Great Red Pox
  • Ice - Ursun's Indomitability

Khorne also gets a bound ability called Wrath of Khorne which is absolutely not any sort of magic or spell or incantation of any sort.

How It Works

Most of these spells are based on the official Storm of Magic book. However, where this isn't possible I have tried to design thematic spells to fill the gaps (you can see my reasoning in this discussion thread). This mod is in no way balanced, as these spells are supposed to be battle-changing and handing them out willy-nilly will change the game balance. Do note, however, that enemy lords will also have access to these spells!

These spells are automatically awarded upon the lord reaching level 30. This should be the case even where a lord is confederated.

This mod is inspired by Liu's Ultimate Spells which has unfortunately not been updated for some time. A huge shout out to Liu for their mod and the inspiration it provided.

Legendary Lords Spell List

Beastmen
  • Malagor the Dark Omen - Dance of Despair (Shadow)

Bretonnia
  • The Fay Enchantress - Storm of Renewal (Life)

Chaos Dwarfs
  • Drazhoath the Ashen - Magma Storm (Fire)
  • Astragoth Ironhand - Magma Storm (Fire)

Dark Elves
  • Malekith - Dance of Despair (Shadows)
  • Morathi - Dance of Despair (Shadows) and Hymn of Agony (Dark)

The Empire
  • Balthasar Gelt - Gehenna's Golden Globe (Metal)
  • Elspeth von Draken - Ashes & Dust (Death)

Grand Cathay
  • Miao Ying - Storm of Renewal (Life)
  • Zhao Ming - Gehenna's Golden Globe (Metal)
  • Yuan Bo - Thorsen's Thunderstorm (Heavens)

Greenskins
  • Azhag the Slaughterer - Ashes and Dust (Death)
  • Wurzzag da Great Prophet - Merciw's Monstrous Regiment (Beasts)

High Elves
  • Teclis - Thorsen's Thunderstorm (Heavens) and Command the Winds (High)
  • Alarielle the Radiant - Storm of Renewal (Life)
  • Eltharion the Grim - Time Amok (Light)

Kislev
  • Tzarina Katarin - Ursun's Indomitability (Ice)
  • Mother Ostankya - Ursun's Indomitability (Ice)

Lizardmen
  • Mazdamundi - Time Amok (Light) and Command the Winds (High)
  • Tehenhauin - Merciw's Monstrous Regiment (Beasts)

Ogres
  • Skrag the Slaughterer - Merciw's Monstrous Regiment (Beasts)

Skaven
  • Ikit Claw - Warpstorm (Ruin)
  • Lord Skrolk - The Great Red Pox (Plague)

Tomb Kings
  • Arkhan the Black - Ashes & Dust (Death)
  • Grand Hierophant Khatep - Time Amok (Light)

Vampire Coast
  • Count Noctilus - Dance of Despair (Shadows)
  • Cylostra Direfin - Hymn of Agony (Dark)

Vampire Counts
  • Mannfred von Crapstein - Ashes & Dust (Death)
  • Helman Ghorst - Malediction of Nagash (Vampires)
  • Heinrich Kemmler - Malediction of Nagash (Vampires)

Warriors of Chaos (and sub-factions)
  • Archaon the Everchosen - Gehenna's Golden Globe (Metal) and Magma Storm (Fire)
  • Azazel - Slothful Slumber (Slaanesh)
  • Be'lakor - Dance of Despair (Shadows)
  • Festus the Leechlord - Rotbomb (Nurgle)
  • Kairos Fateweaver - Pendulum of Fate (Tzeentch) and Dispel Mortal (Tzeentch)
  • Ku'gath Plaguefather - Rotbomb (Nurgle)
  • N'kari - Slothful Slumber (Slaanesh)
  • Skarbrand the Exile - The Wrath of Khorne (Khorne)
  • The Changeling - Dispel Mortal (Tzeentch)
  • Valkia the Bloody - The Wrath of Khorne (Khorne)
  • Vilitch the Curseling - Dispel Mortal (Tzeentch)

Wood Elves
  • Drycha - Dance of Despair (Shadows)
  • Durthu - Merciw's Monstrous Regiment (Beasts)

Cataclysm Spells as Bound

All the cataclysm spells in this mod are bound to the legendary lord, rather than being done as army abilities. This ensure that they won't interfere with any army spells (e.g. from Gelt or via the storm of magic mechanics). It also means that the AI is more likely to use them in combat (compared to if they were high WoM spells).

Feedback

Do note that I am not an effects artist and so most of these spells are built using existing game file assets. However, I always welcome feedback on balance and design choices, although I may not be able to make every change suggested.

Future Changes
  1. Possible sub-mod for Mixu's legendary lords.
  2. Possible cataclysm spells for legendary heroes.
  3. Possible Ancestor Runes for Dwarfs.
  4. For lords that could fit into multiple categories (such as vampires, Daemon Prince, Mazdamundi, etc), I may redesign their tree to allow them to pick from a selection of spells. This should provide more player agency when building lords.

Compatability

I've elected to use the spell row of the skill tree to add these mods (either row 2 or 3 depending on the lord). This should ensure compatibility with mods that provide general overhauls (such as Singe's Lord Skills Compilation) which tend to use rows 0 and 1.
69 Comments
Mercer Talon  [author] 10 Aug @ 1:27pm 
Hey @요술 쓰레기통 , no plans currently. But that might change depending on what content we get in the future and if there's a better reason for cataclysm spells (at the minute, the spell would be used by only one lord each so it's not worth the hassle).
요술 쓰레기통 8 Aug @ 9:17am 
Are there any plans to develop cataclysmic magic for Lores of Nehekhara or Lores of the Deep?
Immortal Zeki 2 Aug @ 7:30am 
I haven't played enough of your mod yet to know if it auto unlocks the spell when you reach a certain level. If that is how it works, the ADDvisor submod could be like a normal spell select where you choose which one you wants.
Immortal Zeki 2 Aug @ 7:25am 
If it is bound per lord, could you not just bind them all to the advisor and allow us to pick whatever we want just like that mod allows us to pick whatever lore we want?
Mercer Talon  [author] 2 Aug @ 4:41am 
Hey @Immortal Zeki , I've never heard of the ADDvisor mod but it looks really fun - I might have to try it! The cataclysm spells in my mod are bound per lord, rather than per magic school, so I'm not sure how I'd go about varying the spell based on the school picked.

The easier option would probably be for the ADDvisor author to make a submod that adds the vanilla cataclysm spells to the effect bundle that is unlocked in their skill tree, since their mod already has 90% of the framework for it.
Immortal Zeki 1 Aug @ 9:00am 
Would a submod for the ADDvisor mod be possible? Like if you select the metal lore, you also get the metal spell from this mod? including the submod that gives more lores to the advisor.
Crimson ReapeR 22 Jul @ 3:50am 
thanks for the response, ill be honest i dont know anything about that stuff, im a compplete idiot when it comes to anything computer related bbut thank you anyway
Mercer Talon  [author] 17 Jul @ 12:14am 
Hi @CrimsonReaper , thanks for the feedback. Submod might be tricky because every mod uses the skill tree differently. A mod has to pick what row/column the skill goes into on the skill tree (like an Excel sheet). My spells are always on column 37 and either rows 2 or 3.

But if somebody else also puts their skill in that slot, then one will overwrite the other (depending on load order). A submod would have to work out where other modders have put their skills and either prioritise this mod, or move this mod's skills to a different spot.

An easier option would probably be to grab a copy of RPFM (the main modding tool) and check in the table character_skill_nodes_tables to see where the skills are placed. You could then adjust either of the mods to make them compatible by picking different skill locations. It sounds daunting but prior to this mod I had zero modding experience, and RPFM isn't too difficult to pick up, especially if you're making very minor table changes.
Crimson ReapeR 15 Jul @ 11:54am 
i have a mod for tabletop caps that makes the lords level increase caps, the skills in this mod (which is awesome btw) unfortunately take the place of the skills in that mod, do you think you could make a submod or something
Mercer Talon  [author] 6 Jul @ 2:48pm 
Hi @BALENCIAGA_XIV_SKIBIDI . Shouldn't need updates currently, but next patch it may do depending on what lords we get :-)