Lore of High Magic
Lore Attribute[edit | edit source]
Shield of Saphery[edit | edit source]
As the high magic is channelled into the caster, its protective energies form a dome around them.
The Passive of the Lore, active mapwide on casting another spell.
- Type: Ward Save (Area)
- Target: Self, affects allies in range
- Duration: Constant (while casting) (9 seconds)
- Range: Map-wide
- +11% Damage resistance (ward save)
Spells[edit | edit source]
Hand of Glory[edit | edit source]
The spirits of ancient warriors are summoned, and lend their might to allies in the present.
- Type: Augment
Apotheosis[edit | edit source]
Waves of pure High Magic infuse the target, radiating in their body, returning vigour and life.
- Type: Regeneration
Soul Quench[edit | edit source]
White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
- Type: Magic Missile
Tempest[edit | edit source]
Without warning, a conflagration of the eight winds forms on the foe, creating a devastating tempest.
- Type: Vortex
Fiery Convocation[edit | edit source]
The caster utters words of power, and a phoenix of pure fire manifests to swoop on the target, bathing them in pure flame.
- Type: Wind
Arcane Unforging[edit | edit source]
Unseen fingers seep into cracks in armour, attacking the wearers.
- Type: Direct Damage
Units[edit | edit source]
Units which can use spells from this lore:
- High Elves
- Teclis (Fiery Convocation as a bound spell in campaign, Shield of Saphery in campaign and multiplayer)
- Alarielle the Radiant (Tempest and Arcane Unforging)
- Mage (High)
Items[edit | edit source]
Items with bound spells from this lore:
Strategy[edit | edit source]
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 noot truly excel at anything.
The Lore attribute 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. Hands of Glory boosts the Melee attack and reload skill of a unit. It is good, but not amazing. Apotheosis is a solid healing spell which is valuable to Lizardmen and High Elves. Causing fear is a niche trait, but it may help in niche situations. Soul Quench is actually a pretty good missile spell relatively speaking. Good for blasting an enemy.
Tempest is good when you know the enemy is putting significant resources into their airforce. If they put a key Lord or elite units in the air, bring Tempest and some archers to keep them in check. Fiery Convocation is too slow and overcost, looks cool, but dont bother. Arcane Unforging is a direct damage spell, very solid.