Lore of Light

The Lore of Light is a category of magic spells in the Total War: Warhammer series. It is primarily defensive, consisting of augments, a hex that prevents the enemy from moving, and two damage spells.

List of spellcasters who can access spells from the Lore of Light
The Empire: Lizardmen: High Elves:
 * Light Wizard
 * Slann Mage-Priest (Light)
 * Slann Mage-Priest (Heavens) (Banishment as a bound spell)
 * Slann Mage-Priest (High) (Banishment as a bound spell)
 * Lord Mazdamundi (Net of Amyntok as a proper spell, Banishment as a bound spell)
 * Mage (Light)
 * Archmage (Light)
 * Loremaster of Hoeth (Shem's Burning Gaze)
 * Teclis (Net of Amyntok)
 * Alarielle the Radiant

Tomb Kings:
 * Liche Priest (Light)
 * Hierotitan (Shem's Burning Gaze as a bound spell)

Exorcism
Light Magic excels at the scourging of the supernatural, be they Daemons and the creatures or Chaos, or the unquiet dead.
 * The Passive of the Lore, active mapwide on casting another spell.
 * -8 leadership on undead for 25 seconds
 * Changed as of the Empire Undivided Patch
 * +4 Leadership and Immunity to Psychology mapwide (11 Seconds)

=Spells=

Banishment
Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.

Birona's Timewarp
The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.

Light of Battle
Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.

Net of Amyntok
The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.

Pha's Protection
The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.

Shem's Burning Gaze
Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.

= Strategy =

Lore of Light is one of the strongest lores in the game. Net of Amyntok is the single most reliable means of completely stopping an enemy in their tracks. Other characters abilities and spells can slow an enemy, but won't fully stop them. Net an enemy lord and snipe them with missiles or charge them with your lord, stop heavy cav before it shocks your archers, giving time to reposition or counter charge.

Pha's Protection is another good spell for protecting units from heavy damage. Melee defense is one of the most important stats in the game and +35 melee defense is an absurd amount, doubling most unit's melee defense. Birona's Timewarp is a strong spell for aggressive bursts of intense fighting. Save it for key engagements.

Shem's gaze is a decent missile spell, best used for whittling down large targets or sniping characters, as well as triggering the lore passive. Finally, Banishment is a strong vortex spell that will destroy blobs of infantry. Beware its random nature.

Light of Battle simply imbues unbreakable in an area for 22 seconds. Overcast boosts the duration to 44 seconds. It is quite niche.

=Units=

Tomb Kings
=Videos=