Hello, I don't understand how the damage output of this spell works. Let me explain my problem. I have two different run, one with a Dark elf shadow sorceress Lord and one run with Shadow Chaos Hero. When i play with the dark elf, pendulum rekt people, one time i had to defend a settlement against 2 full armies of chaos (high armor) and that spell nearly wiped out chaos knight or chaos. To cast a spell, first left-click a spell button and then left-click a target; many spells may be overcast by left-clicking on the spell button a second time before casting. An overcast spells has a greater effect, but also a chance of being miscast and dealing damage to the caster, so use this warily.

Welcome to!A subreddit for all of those who love the Total War series. I recently learned how to overcast, I feel a little dumb not realizing it wasn't a passive upgrade. I don't really understand how much or how exactly overcast enhanced spells. Either I'm overlooking something in tooltips or I don't know where to access the information for overcast.When should I overcast instead of regular overcast or why? Are they simply a number value increase or do any overcast spells behave differently?

I really want to play a campaign focused on magic, but I'm not really sure what faction to use for that or how exactly I should go about it in general.Spells are my least utilized aspect of the game, even when I play Vampires I tend to only use a few spells from LLs and ignore the rest of their repertoire. I guess the same applies to other factions now that I think about it. Overcasting is one of the biggest, worst explained systems in the game.Almost everything else, the new player experience/advisor covers, but the magic explanation is shit.TO overcast; Click the spell icon an additional time in the battle UI (so; say your spell is fireball, click once and it lights up slightly, click again and it lights up brighter and is now 'overcast' - requires you to have upgraded it overcast level)In the skill trees; the first point of a THREE point spell is just the basic spell. The 2nd point tends to be something like 'grants you the 'spellnamex' upgraded' which means overcast, and -30% CD to 'spellnamex' (the basic spell when NOT overcast) - This means that even if you NEVER overcast, you still get benefits to the base spell via talent points, usually CD and mana cost reductions. The 3rd point also tends to add -X winds of magic cost to both the upgraded, and the normal spell, as well as reducing the overcast risk% by some XYZ amount.Like others have said, overcasting comes with a risk of damage dealt the caster attempting to cast.

(the% of risk usually shown in the skill tree, not sure if shown in battle UI off the top of my head). And in general it's 50%. There is usually a talent for reducing that by -15.An overcast 'fail' causes damage to the caster, but the spell will still be cast.

You can overcast by double clicking the spell. They cost more Winds of Magic and have a small chance to hurt the caster. Most spells can be overcast but not all. The effects can be read in the tooltip when double cliking or inspecting the Lore spell book (quick access it right clicking a spell), but the most common are increased damage, increased duration, additional buffs, additional debuffs or area of effect (if originall single target).For instance, you want to use regular cast Wind Blast against light armored troops, but if you want to damage armored enemies then try to overcast it and see how it works wonders, as overcast Wind Blast adds armor piercing damage. Right click on your spells - it'll open the spell browser that'll show you how it looks, and tell you what it does.There's a little double-arrow that lets you see the upgraded version.To fire your overcast, double click - but know that a miscast will cause your mage to hurt themselves.

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It's very dumb to overcast when they're on low health, especially if it's your lord;).The answer is - it varies. I mean, it always increases costs, so it isn't always worthwhile.There's a spell guide on the sidebar that tells you what happens when something overcasts.I usually overcast when:. Overcasting makes a single target spell AOE (Invocation of Nehek, Pha's protection, Withering, Occam's Mindrazor, Glittering Robe, Doom and Darkness, ). It does the thing, harder.

A larger debuff is usually worth having. So for example - wither (plague spell) does -60 armour instead of -30.

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It does more damage - direct damage spells will run for longer and thus do more damage. So for all the reasons you wanted to direct damage, you want more direct damage. Final Transmutation, fate of bjuna. But also stuff like Wind of Death does more damage, Warp lightning does more blasts, Comet of Casendora (in particular, it goes from 48 to 96 detonation damage, and that's enough to go from hurting to obliterating most units). Increase radius of damage - almost always, when you're dropping an AOE, you're doing it on a blob. Hitting more of the blob is good.

(Burning Head, Gehenna's Golden hounds, Wind of Death)It's a bit more variable for spells that increase duration - particularly vortices are prone to wandering off and wasting time.So Flame Storm does more damage and lasts longer, but odds are good that it'll have wandered off for the last part. Bladewind likewise is prone to wandering off. (but it does move slower when overcast, so it stays on target longer).But most stuff like buff/debuff spells, the increased duration is usually useful. Especially for things like Aspect of the Dreadknight when you get both AOE and increased duration.

The only time it might not be is when you expect the fight to be over faster, but I think that's rarely the case.Also range boosts - sometimes that's useful, but I don't use it that often. Just note that as well as increasing range on shem's gaze, fireball, etc. It often also increases damage and blast radius. (Overcast fireball doubles in radius and damage).And then you've a whole bundle that do 'auxiliary effects':. Ptra's incantation of smiting adds +20 reload skill to missile damage. That's worth having because it's more ROF on a missile unit.

(The base spell also adds weapon damage). Pestilent Breath adds a poison debuff to it's damage. That's useful, if you're casting into melee, because it counts as damage and debuff together. It's not useful if you're hitting something on the other side of a wall though. Traitor kin does direct damage, but also adds a speed malus.

The speed malus is larger when overcast. That's vaguely useful, but I find it's not so worth it. Arcane unforging increases skill reuse time, but the primary purpose is direct damage (at least when I'm casting) so I tend not to bother. Word of pain adds -27MD to it's -44 MA -60% accuracy. I find that worth having, because I am usually casting it to debuff an enemy lord or monster. Lower MD means they go down much faster.In all this - I find referring to ' to be invaluable. Overcast has a miscast chance that might do 10-30% HP damage to your caster.

Most overcast spells add to whatever the main effects are but the main reason to overcast is that many spells upgrade from only affecting a single unit to covering an area of effect which might damage/heal/buff several units for only a bit more magic cost. Also the duration can change for overcast spells which is important to note as AoE effect + increased duration can more than be a 3-5x boost in a spell for only +50% cost.