Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Winds of magic

Every army carries a reserve of magic, the Winds of Magic Power Reserve (20–100). The winds over each province raise or drain it every turn, and in battle the reserve is what spells are cast from. The numbers below are the game's own, patch 9.0.

Wind strengths in the campaign

StrengthReserve per turnUsable at a battle's startWeight
Calm-100%1
Weak-510%3
Blowing020%5
Strong+530%3
Tempestuous+1040%1
Storm of Magic+10050%0

Reserve per turn: the change to an army's reserve while its lord is in a province with that wind (campaign_effect_lists of campaign_map_winds_of_magic_strengths). Usable at a battle's start: pool_initial_mana_available_ratio. Weight: the table's frequency column.

In battle

Game constantValue
Largest reserve100
Reserve at the start of a custom battle80
Share of it usable at the start of a custom battle15%
pool_gamble_min-10
pool_gamble_max10
magical_charge_capacity30
restored_points_base0.1
base_multiplier_for_estimated_max_recharge1.33
random_aoe_interval_min10
random_aoe_interval_max30

Reserve bands

  • low1–40
  • medium41–80
  • high81–120

winds_of_magic_battle_thresholds.

How fast Winds come back during a battle is not in the game's tables, so it isn't given here.

Overcast

175 spells have an overcast version, which costs -6–12 more Winds (Fireball: 5 → 9). Every spell's cost, overcast included, is on the lores of magic pages.

Source: pooled_resources (wh3_main_winds_of_magic), campaign_map_winds_of_magic_strengths and campaign_effect_list_effect_junctions, campaign_map_winds_of_magic_areas, winds_of_magic_battle_thresholds, _kv_winds_of_magic_params; overcast from unit_special_abilities.mana_cost of each spell and its _upgraded version (patch 9.0 data). Overcast range computed on this site.