Total War: WARHAMMER Wiki

The Lore of High Magic is a lore of magic introduced in Total War: Warhammer II.

Lore Attribute[]

Shield of Saphery[]

As the High Magic is channelled into the caster, its preserving energies form a dome of protection around them.
Passive AbilityThis ability targets allies or self
Lore of High Magic
Type Ward Save (Area)
Target Self and Multiple Allies
Damage Resistance +10%
Effect range Infinite
Duration 9 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Triggers when casting spell

Ancients' Protection[]

The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need.
Passive AbilityThis ability targets allies or self
Lore of High Magic
Type Ward Save (Area)
Target Self and Multiple Allies
Physical Resistance +10%
Effect range Infinite
Duration 15 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Triggers when casting spell
Available to Wood Elves only.

Spells[]

Apotheosis[]

Waves of pure High Magic infuse the target, radiating within the body, returning vigour and life.
SpellThis ability targets allies or self
Lore of High Magic
Cost 5 Winds
Type Regeneration
Target Self or Single Ally
Heal Per Second +0.80%
Can Cause Fear
Range 200 metres
Duration 10 seconds
Cooldown 29 seconds
Affected units Affects allies in range(max: 1)
Replenishes hit points of combatants

Apotheosis Upgraded[]

Waves of pure High Magic infuse the target, radiating within the body, returning vigour and life.
SpellThis ability targets allies or self
Lore of High Magic
Cost 7 Winds
Type Regeneration
Target Self or Single Ally
Heal Per Second +0.80%
Can Cause Fear
Range 600 metres
Duration 10 seconds
Cooldown 29 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 1)
Extended cast range/span>
Replenishes hit points of combatants

Hand of Glory[]

The spirits of ancient warriors are summoned and lend their might to allies in the present.
SpellThis ability targets allies or self
Lore of High Magic
Cost 4 Winds
Type Augment
Target Self or Single Ally
Reload Skill +40
Melee Attack +24
Range 200 metres
Duration 29 seconds
Cooldown 29 seconds
Affected units Affects allies in range(max: 1)

Hand of Glory Upgraded[]

The spirits of ancient warriors are summoned and lend their might to allies in the present.
SpellThis ability targets allies or self
Lore of High Magic
Cost 6 Winds
Type Augment
Target Self or Single Ally
Reload Skill +60
Melee Attack +24
Range 200 metres
Duration 29 seconds
Cooldown 29 seconds
Miscast chance 50%
Affected units Affects allies in range(max: 1)
Additional effect on reloading

Soul Quench[]

White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
SpellThis ability targets enemies
Lore of High Magic
Cost 7 Winds
Type Magic Missile
Target Single Enemy
Range Damage 675 (29%)
Explosive Damage 180 (0%)
Contact Quenched!
Range 300 metres
Cooldown 43 seconds
Causes damage to combatants
Causes moderate magical damage
Powerful explosion
Effective at long range
Strong vs multiple combatants
Requires line of sight to the target
Dwellers Below (3s)
Damage Per Second: 62-125

Soul Quench Upgraded[]

White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
SpellThis ability targets enemies
Lore of High Magic
Cost 11 Winds
Type Magic Missile
Target Single Enemy
Range Damage 1148 (30%)
Explosive Damage 306 (0%)
Contact Quenched!
Range 300 metres
Cooldown 43 seconds
Miscast chance 50%
Increased damage
Causes damage to combatants
Causes moderate magical damage
Powerful explosion
Effective at long range
Strong vs multiple combatants
Requires line of sight to the target
Dwellers Below (3s)
Damage Per Second: 62-125

Tempest[]

Without warning, a conflagration of the eight arcane Winds forms on the foe, creating a devastating tempest.
SpellThis ability targets enemies
Lore of High Magic
Cost 10 Winds
Type Direct Damage (Area)
Target Single Enemy (Initial Spell Target) and Multiple Enemies
Damage Per Second 33-67
Speed -60%
Range 150 metres
Effect range 35 metres
Duration 17 seconds
Cooldown 37 seconds
Affected units Affects enemies in range(all)
Affects units if Flying unit
Strong vs characters
Good against flying
Strong vs a single combatant

Tempest Upgraded[]

Without warning, a conflagration of the eight arcane Winds forms on the foe, creating a devastating tempest.
SpellThis ability targets enemies
Lore of High Magic
Cost 16 Winds
Type Direct Damage (Area)
Target Single Enemy (Initial Spell Target) and Multiple Enemies
Damage Per Second 66-133
Speed -60%
Range 150 metres
Effect range 35 metres
Duration 17 seconds
Cooldown 44 seconds
Miscast chance 50%
Affected units Affects enemies in range(all)
Affects units if Flying unit
Increased damage
Strong vs characters
Good against flying
Strong vs a single combatant

Arcane Unforging[]

Fingers of light seep into enemy armour, attacking its wearers.
SpellThis ability targets enemies
Lore of High Magic
Cost 14 Winds
Type Direct Damage
Target Single Enemy
Damage Per Second 33-67
Increase Cooldowns +30 seconds
Range 100 metres
Duration 22 seconds
Cooldown 52 seconds
Affected units Affects enemies in range(max: 1)
Strong vs characters
Strong vs a single combatant
Weak vs a multiple combatants

Arcane Unforging Upgraded[]

Fingers of light seep into enemy armour, attacking its wearers.
SpellThis ability targets enemies
Lore of High Magic
Cost 18 Winds
Type Direct Damage
Target Single Enemy
Damage Per Second 33-67
Increase Cooldowns +45 seconds
Range 100 metres
Duration 22 seconds
Cooldown 52 seconds
Miscast chance 50%
Affected units Affects enemies in range(max: 1)
Greater effect on ability cooldown
Strong vs characters
Strong vs a single combatant
Weak vs a multiple combatants

Fiery Convocation[]

The caster utters words of power and a phoenix of pure fire manifests to swoop upon the enemy, bathing them in cleansing flame.
Spell
Lore of High Magic
Cost 13 Winds
Type Wind
Target Ground (Initial Spell Target) and Ally/Enemy Units
Damage Per Second 35 (100%)
Duration 3 seconds
Radius 7 metres
Movement Speed 44 metre per second
Range 150 metres
Duration 10 seconds
Cooldown 52 seconds
Affects units if Not on or below platform
Causes major magical & fire damage
Medium, forward-moving area of effect
Good against armour
Strong vs multiple units
Weak vs a single combatant

Fiery Convocation Upgraded[]

The caster utters words of power and a phoenix of pure fire manifests to swoop upon the enemy, bathing them in cleansing flame.
Spell
Lore of High Magic
Cost 20 Winds
Type Wind
Target Ground (Initial Spell Target) and Ally/Enemy Units
Damage Per Second 60 (100%)
Duration 3 seconds
Radius 7 metres
Movement Speed 44 metre per second
Range 150 metres
Duration 10 seconds
Cooldown 52 seconds
Miscast chance 50%
Affects units if Not on or below platform
Increased armour-piercing damage
Causes major magical & fire damage
Medium, forward-moving area of effect
Good against armour
Strong vs multiple units
Weak vs a single combatant

Units with the Lore of High Magic[]

Daemons of Chaos[]

Unit
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High Elves[]

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Lizardmen[]

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Tzeentch[]

Unit

(Formless Horror: Ariel)
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(Formless Horror: Eltharion the Grim)

(Formless Horror: Teclis)
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(Formless Horror: Lord Mazdamundi)
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(Formless Horror: The Blue Scribes)
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Warriors of Chaos[]

Unit
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Wood Elves[]

Unit
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Bound Spells[]

Unit abilities[]

Items[]

Items with bound spells from this lore:

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.
Magic