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: