The New Magic Systems in TWW3
Currently, magic works as follows:
* You have a base reserve of 60\* (this is the base value before any modifiers, and what is used in multiplayer) * You have a power recharge rate with a base value of 0.15 per second. This scales proportionately with your current reserve over maximum reserve. IE: After spending 30 WoM, your recharge rate decreases from 0.15/s to 0.075/s. Modifiers, like life leeching, arcane conduit, etc... add to the base recharge rate and scale in actual value accordingly. Ex: The lore of death passive, Life Leeching, which adds +0.15 to the base recharge rate, is effectively a 100% boost to the recharge rate for 25 seconds. * Any Increases/reductions to magic reserves apply to both the current and maximum reserve, so if you're at 30/60, and use arcane conduit (which gives +10), you go to 40/70 for the duration, until another spell is cast. * Your available pool caps at 30, at which point, you will generate no magic. * Starting winds are random: normally a value between 5 and 25.
In Warhammer 3, this has been changed (Recharge rate was checked by carefully watching the showcase battles; specifically for Ogres, because the only bonus to recharge rate was Skrag's ability, making it easier to verify the effects):
* The base reserve has been reduced to 50\* (again, before any modifiers) * You start with 12 magic in your usable pool (Probably 24 or 25%? of reserve value, based on the blog) * The power recharge rate determines how quickly your reserves move into your usable pool and become available for use. IE: if your reserve is 50, and you start with 12, you can use 62 magic over the course of the battle, after 500 seconds have passed (8 minutes 20 seconds) unless you have an ability that adds to the reserve to extend that time, or an increase to the recharge rate to reduce it. * The base power recharge rate is 0.1 per second (or 1 magic every 10 seconds). It no longer scales with how much magic you have already used, so is constant throughout the battle (barring any temporary bonuses) * Abilities usually add a % to the power recharge rate (eg: 60% for greater arcane conduit), and/or generate power reserves over time. * There's also spell mastery, which has been noted as a % increase to the effects of all spells cast by the wizard: It increases damage or buff/debuff values by that % (Greater Arcane Conduit gives 10% spell mastery).
For example:
Skrag's Extra ingredients ability adds +160% to the power recharge rate (+0.16 magic per second), and +0.2 reserves per second for 31 seconds. Over the course of the effect, it will add \~6.2 magic to your reserves, with \~5 of that being transferred to your usable pool, and the remainder being left in the pool to be transferred later. If you use the ability while your reserves are empty (which will occur about 9 minutes into the battle if you're using this ability on cooldown.), it will generate 6 winds of magic to use.
Life Leeching, the Lore of Death passive, has been changed from +100% to the recharge rate to adding +0.1 to the reserve each second for 25 seconds, adding \~2.5 winds of magic to the reserve for each spell you cast with a death wizard, assuming the interval between casts is 25 seconds or longer. This has no effect until you've burned through your other reserves, instead allowing you to cast more spells over the course of a battle.
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Sidenote: Given the clarification on spell mastery, it seems likely that spell resistance will affect buff/debuff spells as well as damage from spells, as the mechanics for that are in place, though we haven't been given such details yet.