Lore of Fire

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The Lore of Fire is a category of magic spells introduced in Total War: Warhammer, and present in it's sequels as well. The lore is focused on offense, it is mostly damage spells with a few augments.

Lore Attribute[edit | edit source]

Kindleflame[edit | edit source]

Wh main lore passive kindleflame.png Fire feeds fire, two blazes together are stronger and hotter than two apart. The Kindleflame intensifies such fire.

  • The Passive of the Lore, active mapwide on casting another spell.
  • +12% Weakness to fire damage
  • 15 Seconds

Spells[edit | edit source]

Cascading Fire Cloak[edit | edit source]

Wh main spell fire cascading fire cloak.png A blazing aura surrounds the Pyromancer's chosen ally, shielding them with protective flame and augmenting their abilities.

Overview
Type: Augment
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 5
Recharge Time: 23 seconds
Wind up Time: 1 seconds
Target: Ally
Effected Units: 1
Range: 200m
Augment
Duration: 19 seconds
Effect:
+36% Melee AP Damage
+36 Melee Defence

Fireball[edit | edit source]

Wh main spell fire fireball.png The Wizard conjures a boiling ball of magical flame and hurls it at a nearby foe.

Overview
Type: Magic Missiles
Strength: Weak and disposable, can help in a pinch. Low costs and recharge.
Cast
Power Cost: 8
Recharge Time: 23 seconds
Wind up Time: 1 seconds
Target: Enemy
Effected Units: No Limit
Range: 300m
Projectile
Number of Projectiles: 1
Damage: 720
AP Damage: 0
Minimum Range: 10
Maximum Range: 300
Velocity: 30
Collision Radius: 1
Explosion
Damage: 180
AP Damage: 0
Radius: 3
Force: 70

Flame Storm[edit | edit source]

Wh main spell fire flame storm.png Conjured by a Bright Wizard or Chaos Sorcerer, a column of churning fire erupts from the battlefield, causing much destruction!

Overview
Type: Vortex
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 15
Recharge Time: 26 seconds
Wind up Time: 5 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 150m
Vortex
Duration: 27 seconds
Damage: 12
AP Damage: 6
Radius: 7m
Movement Speed: 1.5
Movement Change Frequency: 1
Movement Change Maximum Angle: 170°
Detonation Force: 40

Flaming Sword of Rhuin[edit | edit source]

Wh main spell fire flaming sword of rhuin.png The Wizard ensorcels allied weapons, making them burn with a savage fire. The targets of the spell are augmented with superior flaming blades.

Overview
Type: Augment
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 8
Recharge Time: 17 seconds
Wind up Time: 3 seconds
Target: Ally, Ground
Effected Units: No Limit
Area of Effect: 45
Range: 200m
Augment
Duration: 17 seconds
Effect:
+22% Missile Damage
+22% Weapon Damage

Piercing Bolts of Burning[edit | edit source]

Wh main spell fire piercing bolts of burning.png Focusing all his mystical might, the Pyromancer strikes the foe with a flurry of incandescent missiles.

Overview
Type: Bombardment
Strength: Strong and long lasting effects. High costs and recharge.
Cast
Power Cost: 12
Recharge Time: 32 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 200m

The Burning Head[edit | edit source]

Wh main spell fire the burning head.png A cackling, flaming visage appears before the Wizard. With a gleeful screech, it swirls around the battlefield, immolating anything in its way.

Overview
Type: Vortex
Strength: Useful in the right context. Balanced cost and recharge.
Cast
Power Cost: 11
Recharge Time: 20 seconds
Wind up Time: 3 seconds
Target: Enemy, Ground
Effected Units: No Limit
Range: 150m
Vortex
Duration: 20 seconds
Damage: 22
AP Damage: 0
Radius: 4.5m
Movement Speed: 3
Movement Change Frequency: 1
Movement Change Maximum Angle: 90°
Detonation Force: 30
Effect:
-8 Leadership

Units[edit | edit source]

Units which can use spells from this lore:

The Empire[edit | edit source]

Warriors of Chaos[edit | edit source]

Norsca[edit | edit source]

Lizardmen[edit | edit source]

High Elves[edit | edit source]

Dark Elves[edit | edit source]

Bound spells[edit | edit source]

Unit abilities[edit | edit source]

High Elves:

Items[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!

The Lore of Fire is a great lore that is difficult to go wrong with. The lore attribute makes all units 12% weaker to fire damage which compounds on other fire weaknesses like regeneration or Tomb Kings lords for example.

Cascading Fire Cloak is a defensive and offensive spell that boosts melee defence and armour piercing damage. Both are very useful stats to have in combat, taking less hits and dealing more armour piercing damage.

Fireball is a useful snipe spell that is good for blasting enemies. Very straightforward.

Flame Storm is a fiery vortex that is very random, but destroys blobs of infantry. It is a costly spell and there are better spells in the lore.

Flaming Sword of Rhuin is a raw damage upgrade that also imbues fire damage on affected units. This is great when coupled with the lore passive allowing all units to do more damage. It also affects missile damage, so can be used to give fire attacks to ranged units as well.

Piercing bolts is a straightforward bombardment spell. It can do a decent amount of damage to blobs, but also to large units if it falls directly on them.

Finally, the Burning Head is one of the better wind spells in the game. It lasts for a long time, so it can end up impacting enemies who seemed out of reach from the initial path. Its movement can also send it careening towards friends or foes, so be wary. That being said, it does a tremendous amount of damage and can tear through all but the most heavily armoured infantry in the game.


Magic