Total War: WARHAMMER Wiki
Advertisement

Icon wh main lore high magic.pngThe Lore of High Magic is a lore of magic introduced in Total War: Warhammer II. It is a very versatile lore, with spells to suit many situations.

Lore Attribute[]

Shield of Saphery[]

As the high magic is channelled into the caster, its protective energies form a dome around them.

The Passive of the Lore, active mapwide on casting another spell.

  • Type: Ward Save (Area)
  • Target: Self, affects allies in range
  • Duration: Constant (while casting) (9 seconds)
  • Range: Map-wide
  • +10% Damage resistance (ward save)

Ancients' Protection[]

Wood Elf casters get a unique version (Ariel and Spellweaver (High)).

The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need.

  • Type: Ward Save (area)
  • Duration: Constant
  • Target: Self, affects allies in range
  • Active if: Casting
  • Effect Range: Map-wide
  • +10% Physical resistance (12 Seconds)

Spells[]

Hand of Glory[]

The spirits of ancient warriors are summoned, and lend their might to allies in the present.

  • Type: Augment
  • Cost: ? Winds of Magic
  • Target: Self, Ally 200m
  • Duration: ?
  • Cooldown: 28 Seconds
  • +24 Melee attack
  • Overcast: 6
  • +60 Reload skill

Apotheosis[]

Waves of pure High Magic infuse the target, radiating in their body, returning vigour and life.

  • Type: Regeneration
  • Cost: ? Winds of Magic
  • Target: Self, ally 200m (?)
  • Duration: 22 Seconds
  • Cooldown: 29 Seconds
  • Restores hitpoints of combatants
  • Causes fear
  • Overcast: 7
  • Extended range: 600m

Soul Quench[]

White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.

  • Type: Magic Missile
  • Cost: ?
  • Target: Enemy, 250m
  • Causes moderate magical damage
  • Powerful explosion
  • Effective at long range
  • Strong vs. multiple combatants
  • Overcast: 11 Winds of magic
  • Increased damage

Tempest[]

Without warning, a conflagration of the eight winds forms on the foe, creating a devastating tempest.

  • Type: Vortex
  • Cost: ?
  • Target: Enemy, 150m
  • Target if: Flying
  • Duration: ? Seconds
  • Effect Range: 20m
  • Causes major magical damage
  • Huge, randomly moving area of effect
  • Strong vs. a single combatant
  • Imbues: Contact Effect: Caught in the Tempest!
  • Overcast: 12 Winds of Magic
  • Extended duration (22 Seconds)

Fiery Convocation[]

The caster utters words of power, and a phoenix of pure fire manifests to swoop on the target, bathing them in pure flame.

  • Type: Wind
  • Cost: ?
  • Duration: 10 Seconds
  • Target: Ground, 150m
  • Cooldown: 52 Seconds
  • Causes major magical and fire damage
  • Medium, randomly moving area of effect
  • Good against armour
  • Strong vs. multiple units
  • Overcast: 22 Winds
  • Increased armour-piercing damage

Arcane Unforging[]

Unseen fingers seep into cracks in armour, attacking the wearers.

  • Type: Direct Damage
  • Cost: ?
  • Duration 22 Seconds
  • Target: Enemy, 100m
  • Cooldown: 52 Seconds
  • Strong vs. a single combatant
  • Chance opponents will resist damage
  • Weak vs. multiple combatants
  • + X seconds on ability recharge
  • Overcast: 20 Winds of magic
  • Increased effect on ability cooldown (+45 seconds)

Units[]

Units which can use spells from this lore:

High Elves

Wood Elves

Lizardmen

Items[]

Items with bound spells from this lore:

Strategy[]

Click here to add a strategy!

The Lore of High Magic is a well rounded lore that does a bit of everything, it is almost because of this that it does not truly excel at anything.

The Lore attribute provides damage resistance mapwide which is good for the High Elves as they want to always keep their units above 50% health for Martial Prowess. For Lizardmen this is useful for their large monsters, but not super significant. Hands of Glory boosts the Melee attack and reload skill of a unit. It is a decent spell, but not amazing. Apotheosis is a solid healing spell which is valuable to both Lizardmen and High Elves. The spell allows the healing unit to causing fear which is a niche trait, but it may help in certain situations. Soul Quench is actually a pretty good missile spell relatively speaking. Good for blasting an enemy for relatively cheap and triggering the lore passive.

Tempest is good when you know the enemy will be fielding several air units. If they put a key Lord or elite units in the air, bring Tempest and some archers to keep them in check. Fiery Convocation causes extreme damage, but takes a long time to go into effect. Only use it on a target if you are certain that they will not be moving for several seconds. Arcane Unforging is a direct damage spell that also increases enemy cooldowns. It has its uses but the skill points are likely better spent elsewhere.

Magic
Advertisement