Total War: WARHAMMER Wiki
The Hag Witches draw from the power from the woodlands, fens and oblasts of Kislev, holding those who stray into them terminally accountable. Incantations and curses take shape to summon forth the spirit-magic of the land, blessing the Kislevites who fight for it and cursing those who may see it harmed.

The Lore of the Hag is a lore of magic introduced in Total War: Warhammer III with Shadows of Change. It was retroactively added with Patch 4.2.0. It is unique to Kislev. This Lore of Magic is unique in that overcasting results in a different spell, usually shifting from negative effects (hex or damage) against enemies to positive effects for allies (augments, regeneration).

Lore Attribute[]

Fate of Interlopers[]

Those trespassing upon this ground soon find their fate is completely sealed; their end decided.
Passive Ability
Lore of the Hag
Type Hex (Area)
Target Enemies
Self, Allies
Self/Ally
Spell Resistance
+20%
Enemy
Leadership
-4
Effect range Infinite
Duration 11 seconds
Affected units Affects enemies in range(all)
Affects allies in range(all)
Enabled if Casting
Triggers when casting spell

Spells[]

Witchbrew[]

The Hag's cauldron erupts in a bubbling crescendo, splashing its contents – and the Motherland’s boundless wrath – all over her hopeless enemies.
Spell
Lore of the Hag
Cost 6 Winds
Type Breath
Target Ground, Enemies
Damage Per Second 23 (0%)
Duration 2 seconds
Radius 12 metres
Movement Speed 24 metre per second
Contact Poison!
Range 100 metres
Duration 2 seconds
Cooldown 29 seconds
Affects units if Grounded
Expanding tear-shaped attack
Strong vs multiple units

Witchbroth[]

"A Witchbroth a day keeps the gangrene away…"
Spell
Lore of the Hag
Cost 8 Winds
Type Breath
Target Ground, Self, Allies
Duration 2 seconds
Radius 12 metres
Movement Speed 24 metre per second
Contact Witchbroth!
Range 100 metres
Duration 2 seconds
Cooldown 30 seconds
Affects units if Grounded
Expanding tear-shaped attack
Replenishes hit points of combatants
Strong vs multiple units

The Forbidden Fens[]

The Hag beseeches ethereal forces deep underground to seep upwards and hamper the progress of her enemies, draining all momentum from them.
SpellThis ability targets enemies
Lore of the Hag
Cost 5 Winds
Type Hex (Area)
Target Ground, Enemies
Speed -25%
Charge Speed -25%
Vigour per second +1%
Range 200 metres
Effect range 55 metres
Duration 24 seconds
Cooldown 31 seconds
Affected units Affects enemies in range(all)
Moderate, stationary area of effect

Whispers in the Woods[]

Carried upon the Hag’s breath are incantations that emanate betwixt the trees, lightening the burden of those chosen to receive her blessings.
SpellThis ability targets allies or self
Lore of the Hag
Cost 6 Winds
Type Augment (Area)
Target Ground, Self, Allies
Speed +25%
Charge Speed +25%
Vigour per second -1%
Strider
Unspottable
Range 200 metres
Effect range 55 metres
Duration 21 seconds
Cooldown 32 seconds
Affected units Affects enemies in range(all)
Moderate, stationary area of effect

Curse of the Ancient Witch[]

A hooded figure summoned by the Hag whispers words of terror, both mortal and immortal, to those who should never, ever have gone wandering in the woods…
SpellThis ability targets enemies
Lore of the Hag
Cost 8 Winds
Type Chain Hex
Target Enemy, Enemies (5)
Missile Block Chance -48
Armour -60
Spread range 30 metres
Range 200 metres
Duration 27 seconds
Cooldown 27 seconds
Affected units Affected units: Affects enemies in range(max: 5)
Will spread to enemies within the Spread Range metres of affected unit

Blessing of the Ancient Witch[]

For those fortunate enough to have the Hag’s favour, her hooded accomplice empowers arrows with the forest’s darkest intentions.
SpellThis ability targets allies or self
Lore of the Hag
Cost 8 Winds
Type Chain Augment
Target Self, Ally, Allies (5)
Imbuement Magical Attacks
Armour-Piercing Missile Damage +25%
Base Missile Damage +25%
Reload Skill +20
Spread range 30 metres
Range 200 metres
Duration 24 seconds
Cooldown 24 seconds
Affected units Affected units: Affects allies in range(max: 5)
Will spread to friends within the Spread Range metres of affected unit

Vengeance of Spirits[]

The Hag channels a malevolent spirit into an enemy’s soul to saturate their being and gradually tear them to bloody, miniscule shreds from the inside out.
SpellThis ability targets enemies
Lore of the Hag
Cost 12 Winds
Type Direct Damage (Area)
Target Ground, Enemies
Damage Per Second 66-113
Silenced
Range 200 metres
Effect range 35 metres
Duration 11 seconds
Cooldown 38 seconds
Affected units Affected units: Affects enemies in range(all)
Causes damage to combatants
Strong vs 25 men unit or above

Weak vs a single combatant

Omen of Spirits[]

The Hag invokes an ancient Sorcerer’s spirit, enthralling it to her bidding and sending it forth to siphon additional magical potency.
SpellThis ability targets allies or self
Lore of the Hag
Cost 8 Winds
Type Augment of the Winds
Uses 3
Target Ground, Self, Allies
Damage Per Second 66-33
Power Recharge +60%
Spell Mastery
Range 200 metres
Effect range 35 metres
Duration 19 seconds
Cooldown 39 seconds
Affected units Affected units: Affects allies in range(all)
Causes damage to self

Malediction of Madness[]

A sudden rush of nightmarish visions floods the victim’s psyche, driving them to a fleeting madness that debilitates even the hardiest warrior.
SpellThis ability targets enemies
Lore of the Hag
Cost 16 Winds
Type Hex
Target Enemy
Base Weapon Damage -50%
Armour-Piercing Weapon Damage -50%
Melee Attack -24
Rampage!
Range 100 metres
Duration 15 seconds
Cooldown 46 seconds
Affected units Affected units: Affects enemies in range(max: 1)
Affects units if: Not on or below a platform

Incantation of Mania[]

On the Hag’s word, flashes of spectral moonlight reflect from blades and spearheads murderously thrust forth in a near-mindless bloodlust.
SpellThis ability targets allies or self
Lore of the Hag
Cost 16 Winds
Type Augment
Target Self, Ally
Base Weapon Damage +50%
Armour-Piercing Weapon Damage +50%
Melee Attack +24
Rampage!
Range 100 metres
Duration 43 seconds
Cooldown 46 seconds
Affected units Affected units: Affects allies in range(max: 1)

Cursed Cauldron[]

Conjured up from the Hag's cauldron, spectral missiles shoot upwards to rain carnage down with indiscriminate devastation.
Spell
Lore of the Hag
Cost 18 Winds
Type Bombardment
Target Ground, All
Damage Per Second 2 (100%)
Duration 10 seconds
Radius 10 metres
Ranged Damage 130 (69%)
Explosive Damage 92 (69%)
Range 200 metres
Duration 22 seconds
Cooldown 18 seconds
Affects units if: Not on or below a platform
Causes major magical damage
Medium strike area
Strong vs a single unit
Good against armour

Blessed Cauldron[]

Conjured up from the Hag's cauldron, spectral missiles shoot upwards to rain carnage down, yet sparing the coven from harm.
Spell
Lore of the Hag
Cost 22 Winds
Type Bombardment
Target Ground, Enemies
Damage Per Second 2 (100%)
Duration 10 seconds
Radius 10 metres
Ranged Damage 130 (69%)
Explosive Damage 92 (69%)
Range 200 metres
Duration 22 seconds
Cooldown 18 seconds
Affects units if: Not on or below a platform
Spell cannot harm friendly troops
Causes major magical damage
Medium strike area
Strong vs a single unit
Good against armour

Units with the Lore of the Hag[]

Daemons of Chaos[]

Unit
🗙

Kislev[]

Unit

Tzeentch[]

Unit

(Formless Horror: Mother Ostankya)

(Formless Horror: The Blue Scribes)
🗙
🗙

Warriors of Chaos[]

Unit
🗙

Strategy[]

Lore of the Hag is a very unique Lore of Magic, as it's overcast does not buff the normal casting but usually, activate the "opposite" variant of it.

Witchbrew is a breath-attack that damages enemies, there isn't much to say about it while Witchbroth allows you to heal, something that other than Patriarch Heroes can only do until now. Use this on your masses of Infantry or blob-up all of your single-entities to patch them up after battles. Very useful.

The Forbidden Fens slow enemies down, if combined with Ice Sheet can pretty much immobilize the enemies, allowing you to use Kislev's powerful ranged units to absolutely destroy anything before they can even reach your frontline. Whispers in the Woods to utilize the most out of your Kislevite Dervishes or The Things in the Woods. Place them in woods then use the spell on them before moving out so that enemy's ranged units will never know what's coming (the answer is their routing and/or death).

Curse of the Ancient Witch makes enemies more vulnerable to ranged units while Blessing of the Ancient Witch empowers your own ranged units. It might be worth it to combine those with Forbidden Fens/Ice Sheet if you have the Winds of Magic to spare.

Vengeance of Spirits deal AOE damage along with Silenced. Best used when enemy's Lord is near another unit to ensure most damage and to stop the said Lord from using their abilities, use them on your Everchosen today. Omen of Spirits allow regeneration of Winds of Magic and it's damage on self-use can be negated with Patriarch's ability or Witchbroth.

Malediction of Madness is very useful against powerful melee Lords, giving them Rampage and weakens their combat efficiency, which are known to be residing in areas around Kislev such as Archaon, Sigvald, Arbaal,.., allowing the said Lord to be easily seperated from their army and sniped. Incantation of Mania is a risky spell to use, as the unit will not withdraw during Madness and replacing a lost unit can be costly. Best used for Boris Ursus since he already has an ability that gives him Rampage, your frontline units that are having a "fair" fight or your Boyar/Druzhina/Heroes's dueling another Lord/Hero/S.E.M. Or use them on a dying unit that is about to rout if you want to buy as much time as possible.

Cursed Cauldron is quite easy to understand as it's just "bombardment" over an area. Use it on blob of enemy's highly-armored infantry. It's overcast just deal more damage while negating friendly fire, use it if avoiding friendly damage is a concern.

It's weakness is probably not having access to "buffed, overcasted" version of it's normal spells.

Magic