Total War: WARHAMMER Wiki

The Lore of Light is a lore of magic introduced in Total War: Warhammer.

Lore Attribute[]

Exorcism[]

Light Magic excels at the scourging of the supernatural, be they Daemons and creatures of Chaos, or the unquiet dead.
Passive AbilityThis ability targets allies or self
Lore of Light
Type Augment (Area)
Target Self, Allies
Leadership +4
Immune to Psychology
Effect range Map-wide
Duration 11 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Triggers when casting

Spells[]

Shem's Burning Gaze[]

Bolts of cleansing energy fly from the Wizard’s hands, searing evil wherever they strike.
SpellThis ability targets enemies
Lore of Light
Cost 5 Winds
9 Winds (Overcast)
Type Magic Missiles
Target Enemy
Ranged Damage 70 (71%)
140 (71%) (Overcast)
Explosive Damage 70 (69%)
130 (69%) (Overcast)
Number of projectiles 5
Range 250 metres
Cooldown 30 seconds
Miscast chance 50% (Overcast)
Increased armour-piercing damage
Causes minor magical & fire damage
Strong vs a single combatant
Good against large combatants
Good against armour

Requires line of sight to the target

Pha's Protection[]

The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.
SpellThis ability targets allies or self
Lore of Light
Cost 5 Winds
10 Winds (Overcast)
Type Augment
Target Self, Ally
Allies (Overcast)
Armour +30
Melee Defence +24
Range 200 metres
Effect range (Overcast) 35 metres (Overcast)
Duration 22 seconds
Cooldown 29 seconds
Miscast chance 50% (Overcast)
Affected units Affects allies in range(max: 1)
Affects allies in range(all) (Overcast)
Added effect area

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.
SpellThis ability targets enemies
Lore of Light
Cost 9 Winds
18 Winds (Overcast)
Type Hex
Hex (Area) (Overcast)
Target Enemy
Enemies (Overcast)
Cannot move
Range 100 metres
Effect range (Overcast) 35 metres (Overcast)
Duration 20 seconds
Cooldown 38 seconds
Miscast chance 50% (Overcast)
Affected units Affects enemy in range(max: 1)
Affects enemies in range(all) (Overcast)
Added effect area

Light of Battle[]

Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.
SpellThis ability targets allies or self
Lore of Light
Cost 6 Winds
10 Winds (Overcast)
Type Augment (Area)
Target Self, Allies
Unbreakable
Range 200 metres
Effect range 35 metres
Duration 22 seconds
44 seconds (Overcast)
Cooldown 43 seconds
Miscast chance 50% (Overcast)
Affected units Affects allies in range(all)
Extended effect duration

Birona's Timewarp[]

The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.
SpellThis ability targets allies or self
Lore of Light
Cost 11 Winds
14 Winds (Overcast)
Type Augment (Area)
Target Self, Allies
Speed +25%
Melee Attack +24
Range 200 metres
Effect range 35 metres
55 metres (Overcast)
Duration 50 seconds
Cooldown 47 seconds
Miscast chance 50% (Overcast)
Affected units Affects allies in range(all)
Increased effect area

Banishment[]

Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.
Spell
Lore of Light
Cost 17 Winds
24 Winds (Overcast)
Type Vortex
Target Ground, All
Damage Per Second 7 (100%)
14 (50%) (Overcast)
Duration 18 seconds
Radius 12 metres
Movement Speed 3m/s
Range 250 metres
Duration 18 seconds
Cooldown 30 seconds
Miscast chance 50% (Overcast)
Increased damage
Huge, randomly-moving area of effect
Good against armour
Strong vs multiple units

Units[]

Daemons of Chaos[]

Unit
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Grand Cathay[]

Unit
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High Elves[]

Unit
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Lizardmen[]

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Empire[]

Unit

Tomb Kings[]

Unit

Tzeentch[]

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(Formless Horror: Alarielle the Radiant)
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(Formless Horror: Kairos Fateweaver)
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(Formless Horror: Lord Mazdamundi)
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(Formless Horror: Teclis)
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(Formless Horror: The Blue Scribes)
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(Formless Horror: Yuan Bo, the Jade Dragon)
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Warriors of Chaos[]

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Bound spells[]

Units[]

Spell Race Unit Notes
Tomb Kings
Grand Cathay Campaign only
Lizardmen Campaign only
Campaign only

Strategy[]

Click here to add a strategy!

Lore of Light is one of the more versatile lores in the game, with several kinds of augments and damage spells and a very useful hex.

  • Shem's Burning Gaze is a decent missile spell, best used for whittling down large targets or sniping characters, as well as triggering the lore passive.
  • 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.
  • 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.
  • Light of Battle simply imbues unbreakable in an area for 22 seconds. Overcast boosts the duration to 44 seconds. It is quite niche.
  • Birona's Timewarp is a strong spell for aggressive bursts of intense fighting. Save it for key engagements.
  • Banishment is a strong vortex spell that will destroy blobs of infantry. Beware its random nature.

Trivia[]

  • With the release of Total War: Warhammer III, this is now the least available of the eight standard lores of magic. It is available to generic casters from just four factions.

Videos[]

Lore of Light Spell Guide[]

Magic