Aside from the first fantasy setting for the series, Total War: Warhammer further separates itself from its predecessors with the introduction of magic spells. With less than two weeks before launch, the developers provided a quick overview of the game’s new mechanics.
The amount of magic used in combat is determined by the amount of power provided by the Winds of Magic. Obviously, the more power available, the more you can utilize each spell on the battlefield. These Winds of Magic are located in various spots throughout the land, and if you choose to fight in an area with a high concentration of these Winds, you’ll have more magic to use in battle.
Depending on the character, you’ll use six spells from one of the magic Lores, such as the Lore of Fire or Lore of Heavens. Some of these spells affect a large area that can decimate large groups or slow down an enemy cavalry charge while others can target individual units for a more precise attack. Some of the spells from each Lore can be Overcast for a stronger attack (which costs more power). However, overcasting a spell increases the chance that your character also gets injured in the process. It’s important to note that not all spells are aggressive, as you can cast other effects to strengthen a few of your own units so that they can withstand a powerful attack from the enemy.
Total War: Warhammer arrives on May 24.
Check out the Trailer:
“Magic can have large tactical effects on the battlefield in Total War: WARHAMMER. Whether it’s pinning down enemies with powerful hexs or raising the dead itself to fight alongside you, understanding your spells and the lore you’re using will give you a supreme advantage over your enemy!”
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Includes several titles.
Which was showcased at E3 2003.