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The Lore of Life is a category of magic spells in the Total War: Warhammer series. It is mostly focused around healing and defensive buffs, though it also has two damage spells.

Lore Attribute[]

Life Bloom[]

Wh dlc05 spell life life bloom.png Even the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.

  • The Passive of the Lore, active mapwide on casting another spell.
  • Replenishes up to 40 hitpoints of combatants (5 Seconds)

Spells[]

Awakening of the Wood[]

Wh dlc05 spell life awakening of the wood.png Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.

  • Type: Explosion
  • Duration: 12 Seconds
  • Target: Ground, affects enemies in range, 200m
  • Cost: 6 Winds of Magic
  • Cooldown: 31 Seconds
  • Causes magical damage
  • Large explosion area
  • Weak against armour
  • -48% Speed

Earth Blood[]

Wh dlc05 spell life earth blood.png The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.

  • Type: Augment (area)
  • Duration: 14 Seconds
  • Target: Ground, ally, 200m
  • Effect Range: 30m
  • Cost: 6 Winds of Magic
  • Cooldown: 30 Seconds
  • Effect Range: 30m
  • Replenishes up to 336 hitpoints of combatants
  • Overcast: 11 Winds of Magic
  • Extended effect duration to 28 Seconds, increases healing to 672 hitpoints

Shield of Thorns[]

Wh dlc05 spell life shield of thorns.png Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.

  • Type: Augment
  • Duration: 22 Seconds
  • Target: Ground, allies, 200m
  • +22% Physical resistance
  • +30% Base weapon damage
  • Cost: 8 Winds of Magic
  • Cooldown: 44 Seconds
  • Overcast: 12 Winds of Magic
  • +60% Base weapon damage

Flesh to Stone[]

Wh dlc05 spell life flesh to stone.png This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.

  • Type: Augment
  • Duration: 44 Seconds
  • Target: Ally, 200m
  • +60 Armour
  • Cost: 6 Winds of Magic
  • Cooldown: 43 Seconds
  • Overcast: 10 Winds of Magic
  • Duration: 88 Seconds

Regrowth[]

Wh dlc05 spell life regrowth.png By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.

  • Type: Augment
  • Duration: 33 Seconds
  • Target: Ally, 200m
  • Replenishes up to 1392 Hitpoints
  • +100% Vigour
  • Cost: 13 Winds of Magic
  • Cooldown: 48 Seconds
  • Overcast: 17 Winds of Magic
  • Greater effect on replenishment- heals 2088 hitpoints

The Dwellers Below[]

Wh dlc05 spell life the dwellers below.png This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.

  • Type: Direct Damage
  • Duration: 15 Seconds
  • Target: Ground, affects enemies in range
  • Effect Range: 30m
  • Causes severe damage to combatants
  • Large explosion area
  • Chance opponents will resist damage
  • Dwellers Below Contact Effect
  • Cost: 18 Winds of Magic
  • Cooldown: 59 Seconds
  • Overcast: 21 Winds of magic
  • Greater effect on speed

Units[]

Empire[]

Bretonnia[]

High Elves[]

Lizardmen[]

Wood Elves[]

Grand Cathay[]

Strategy[]

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Lore of Life is the most defensive and support oriented lore of magic. The passive is good for mapwide healing whenever a spell is cast. Generally useful if you have a more defensive build or if your units are generally more quality over quantity, but you can't really go wrong with mapwide healing. Notably, it heal units regardless of if they are routing or not (unlike undead healing spells) which can help bring a unit back from routing.

Awakening of the Wood is a weak explosion spell, but cheap and useful for triggering the passive. It has a large radius tho and slows the enemy by a good bit, which can be useful for slowing down retreating units. Best used on clumps of enemies.

Earth blood is a solid healing spell, best used to keep elite or valuable units alive. Notably it does not resurrect models, so if a unit has taken damage and has lost many models there is only so much healing that can be done as each entity has a maximum health.

Shield of Thorns is a good defensive and offensive augment that boosts physical resistance and weapon damage, good if you want more value out of an engagement, but don't need to go full support through healing.

Flesh to Stone is basically just a massive armour boost. It is niche, but can be useful especially if you are a low armour faction like the Wood Elves. Be aware of how much armour piercing you are fighting against that could potentially nullify the spell.

Regrowth is the superior healing spell that also refreshes the vigour of a unit, putting them at full energy. This is useful especially if it a cavalry unit that benefits from maintaining their speed and charge bonus.

Finally, the Dwellers Below is an odd spell that does damage in an area. Useful if you know the enemy is slow moving or cannot move. This makes it useful against missile units or artillery units who will either stay and shoot or flee, reducing their damage output.

See also[]

  • Regeneration, for specific abilities that restore the health of a targeted unit.
  • Replenishment, for recovery of lost units after a battle or attrition in the campaign map.


Magic
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