The Lore of High Magic is a lore of magic introduced in Total War: Warhammer II.
Lore Attribute[]
| |
|---|---|
| The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need. | |
| Passive Ability Lore of High Magic | |
| Type | |
| Target | Self and Multiple Allies |
| +10% | |
| Effect range | |
| Duration | 15 seconds |
| Affected units | Affects allies in range(all) |
| Enabled if | Casting |
| Available to | |
Spells[]
| |
|---|---|
| Waves of pure High Magic infuse the target, radiating within the body, returning vigour and life. | |
|
Spell Lore of High Magic |
| Cost | 5 Winds |
| Type | |
| Target | Self or Single Ally |
| Heal Per Second | +0.80% |
| Range | 200 metres |
| Duration | 10 seconds |
| Cooldown | 29 seconds |
| Affected units | Affects allies in range(max: 1) |
| |
|---|---|
| Waves of pure High Magic infuse the target, radiating within the body, returning vigour and life. | |
|
Spell Lore of High Magic |
| Cost | 7 Winds |
| Type | |
| Target | Self or Single Ally |
| Heal Per Second | +0.80% |
| Range | 600 metres |
| Duration | 10 seconds |
| Cooldown | 29 seconds |
| Miscast chance | 50% |
| Affected units | Affects allies in range(max: 1) |
| |
|---|---|
| White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark. | |
|
Spell Lore of High Magic |
| Cost | 7 Winds |
| Type | |
| Target | Single Enemy |
| Range Damage | 675 (29% |
| Explosive Damage | 180 (0% |
| Contact | |
| Range | 300 metres |
| Cooldown | 43 seconds |
Damage Per Second: 62-125 | |
| |
|---|---|
| White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark. | |
|
Spell Lore of High Magic |
| Cost | 11 Winds |
| Type | |
| Target | Single Enemy |
| Range Damage | 1148 (30% |
| Explosive Damage | 306 (0% |
| Contact | |
| Range | 300 metres |
| Cooldown | 43 seconds |
| Miscast chance | 50% |
Damage Per Second: 62-125 | |
Units with the Lore of High Magic[]
Daemons of Chaos[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
| 🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
High Elves[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
| 🗙 | 🗙 | 🗙 | 🗙 | ✔ | ✔ | 🗙 | |
| ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
| ✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | |
| ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
| ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Lizardmen[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
| ✔ | ✔ | 🗙 | ✔ | 🗙 | 🗙 | 🗙 | |
| ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
| ✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 |
Tzeentch[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
(Formless Horror: Ariel) |
✔ | 🗙 | ✔ | 🗙 | ✔ | 🗙 | 🗙 |
| Unit | |||||||
(Formless Horror: Eltharion the Grim) |
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
(Formless Horror: Teclis) |
✔ | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 | 🗙 |
(Formless Horror: Lord Mazdamundi) |
✔ | 🗙 | ✔ | 🗙 | 🗙 | 🗙 | ✔ |
(Formless Horror: The Blue Scribes) |
🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| 🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Warriors of Chaos[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
| 🗙 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Wood Elves[]
| Unit | |||||||
|---|---|---|---|---|---|---|---|
| ✔ | 🗙 | ✔ | 🗙 | ✔ | 🗙 | 🗙 | |
| ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Bound Spells[]
Unit abilities[]
Items[]
Items with bound spells from this lore:
- Burning Phoenix Pinion
- Khaine's Ring of Fury
- Radiant Gem of Hoeth
- Ring of Corin
- The Seerstaff of Saphery
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.
- Shield of Saphery 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.
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