Lore of High Magic

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Icon wh main lore high magic.pngThe Lore of High Magic is a lore of magic introduced in Total War: Warhammer II. It is a very versatile lore, with spells to suit many situations.

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.

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
Lizardmen

Items[edit | edit source]

Items with bound spells from this lore:

Strategy[edit | edit source]

Click here to add a strategy!

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 not 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. For Lizardmen this is useful for their large monsters, but not super significant. Hands of Glory boosts the Melee attack and reload skill of a unit. It is a decent spell, but not amazing. Apotheosis is a solid healing spell which is valuable to both Lizardmen and High Elves. The spell allows the healing unit to causing fear which is a niche trait, but it may help in certain situations. Soul Quench is actually a pretty good missile spell relatively speaking. Good for blasting an enemy for relatively cheap and triggering the lore passive.

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 that also increases enemy cooldowns, useful but again not that amazing.


Magic