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Icon wh main lore high magicThe Lore of High Magic is a lore of magic introduced in Total War: Warhammer II.

Lore Attribute[ | ]

Icon rarity common small Shield of Saphery[ | ]

As the high magic is channelled into the caster, its protective energies form a dome around them.
Wh2 main lore passive shield of saphery Passive AbilityThis ability targets allies or self

Lore of High Magic

Type Icon spell area of augmentsAugment (Area)
Target Self, Allies
Resistance ward save Damage Resistance +10%
Effect range Map-wide
Duration 9 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Arrow increase 1 Triggers when casting spell

Icon rarity common small Ancients' Protection[ | ]

The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need.
Wh2 dlc16 lore passive ancients protection Passive AbilityThis ability targets allies or self

Lore of High Magic

Type Icon spell area of augmentsAugment (Area)
Target Self, Allies
Resistance physical Physical Resistance +10%
Effect range Map-wide
Duration 12 seconds
Affected units Affects allies in range(all)
Enabled if Casting
Arrow increase 1 Triggers when casting spell
Available to Wood Elves Wood Elves only

Spells[ | ]

Icon rarity common small Hand of Glory[ | ]

The spirits of ancient warriors are summoned, and lend their might to allies in the present.
Wh2 main spell high magic hand of glory SpellThis ability targets allies or self

Lore of High Magic

Cost 4 Winds
6 Winds (Overcast)
Type Icon spell augmentAugment
Target Self, Ally
Icon Stat Reload Time Reload Skill +40
+60 (Overcast)
Melee character Melee Attack +24
Range 200 metres
Duration 29 seconds
Cooldown 28 seconds
Affected units Affects allies in range(max: 1)
Miscast chance 50% (Overcast)
Ua winds of magic upgraded icon Additional effect on reloading

Icon rarity common small Apotheosis[ | ]

Waves of pure High Magic infuse the target, radiating in their body, returning vigour and life.
Wh2 main spell high magic apotheosis SpellThis ability targets allies or self

Lore of High Magic

Cost 5 Winds
7 Winds (Overcast)
Type Icon spell regenerationRegeneration
Target Self, Ally
Heal Per Second +0.80%
Causes fear Can Cause Fear
Range 200 metres
600 metres (Overcast)
Duration 10 seconds
Cooldown 29 seconds
Affected units Affects allies in range(max: 1)
Miscast chance 50% (Overcast)
Ua winds of magic upgraded icon Extended cast range
Arrow increase 1 Replenishes Icon stat health noframehit points of combatants

Icon rarity uncommon small Soul Quench[ | ]

White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
Wh2 main spell high magic soul quench SpellThis ability targets enemies

Lore of High Magic

Cost 7 Winds
11 Winds (Overcast)
Type Icon spell magic missileMagic Missile
Target Enemy
Ranged Damage 675 (29%Modifier icon armour piercing ranged) Modifier icon magical
1148 (30%Modifier icon armour piercing ranged) Modifier icon magical (Overcast)
Explosive Damage 180 (0%Icon Stat Explosive Armour Piercing Damage)
306 (0%Icon Stat Explosive Armour Piercing Damage) (Overcast)
Contact Modifier icon overhead moraleQuenched!
Range 300 metres
Cooldown 43 seconds
Miscast chance 50% (Overcast)
Ua winds of magic upgraded icon Increased damage
Arrow increase 1 Causes damage to combatants
Arrow increase 1 Causes moderate Modifier icon magicalmagical damage
Arrow increase 1 Powerful explosion
Arrow increase 1 Effective at long range
Arrow increase 1 Strong vs multiple combatants

Ua arrow decrease 1 Requires line of sight to the target

Icon rarity uncommon small Tempest[ | ]

Without warning, a conflagration of the eight winds forms on the foe, creating a devastating tempest.
Wh2 main spell high magic tempest SpellThis ability targets enemies

Lore of High Magic

Cost 10 Winds
17 Winds (Overcast)
Type Icon spell area of direct damageDirect Damage (Area)
Target Enemies
Damage Per Second 33-67
66-133 (Overcast)
Icon stat speed Speed -60%
Effect range 35 metres
Duration 15 seconds
Cooldown 44 seconds
Miscast chance 50% (Overcast)
Affected units Affects enemies in range(all)
Affects units if Flying unit
Ua winds of magic upgraded icon Increased damage
Arrow increase 1 Strong vs character
Arrow increase 1 Good against flying
Arrow increase 1 Strong vs single combatant

Icon rarity rare small Fiery Convocation[ | ]

The caster utters words of power, and a phoenix of pure fire manifests to swoop on the target, bathing them in pure flame.
Wh2 main spell high magic fiery convocation Spell

Lore of High Magic

Cost 15 Winds
22 Winds (Overcast)
Type Icon spell windWind
Target All
Damage Per Second 35 (100%Modifier icon armour piercing) Modifier icon flaming channel Modifier icon magical
60 (100%Modifier icon armour piercing) Modifier icon flaming channel Modifier icon magical (Overcast)
Duration 3 seconds
Radius 7 metres
Movement Speed 44m/s
Range 150 metres
Duration 10 seconds
Cooldown 43 seconds
Miscast chance 50% (Overcast)
Ua winds of magic upgraded icon Increased Modifier icon armour piercingarmour-piercing damage
Arrow increase 1 Causes major Modifier icon magicalmagical & Modifier icon flaming channelfire damage
Arrow increase 1 Medium, foward-moving area of effect
Arrow increase 1 Good against armour
Arrow increase 1 Strong vs multiple combatants

Ua arrow decrease 1 Weak vs a single combatant

Icon rarity rare small Arcane Unforging[ | ]

Unseen fingers seep into cracks in armour, attacking the wearers.
Wh2 main spell high magic arcane unforging SpellThis ability targets enemies

Lore of High Magic

Cost 16 Winds
20 Winds (Overcast)
Type Icon spell direct damageDirect Damage
Target Enemy
Damage Per Second 33-67
Increase Cooldowns +30 seconds
+45 seconds (Overcast)
Range 100 metres
Duration 22 seconds
Cooldown 52 seconds
Miscast chance 50% (Overcast)
Affected units Affects enemies in range(max: 1)
Ua winds of magic upgraded icon Greater effect on ability cooldown
Arrow increase 1 Strong vs character
Arrow increase 1 Strong vs single combatant

Ua arrow decrease 1 Weak vs multiple combatants

Units[ | ]

Wh3 main dae daemon prince 256 Daemons of Chaos[ | ]

Unit Wh2 main lore passive shield of saphery Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging
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High Elves High Elves[ | ]

Unit Wh2 main lore passive shield of saphery Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging
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Lizardmen Lizardmen[ | ]

Unit Wh2 main lore passive shield of saphery Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging
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Tzeentch Tzeentch[ | ]

Unit Wh2 main lore passive shield of saphery Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging

(Formless Horror: Alarielle the Radiant)
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(Formless Horror: Eltharion)

(Formless Horror: Teclis)
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(Formless Horror: Lord Mazdamundi)
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(Formless Horror: Ariel)
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(Formless Horror: The Blue Scribes)
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Wood Elves Wood Elves[ | ]

Unit Wh2 dlc16 lore passive ancients protection Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging
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Warhost of the Apocalypse Warriors of Chaos[ | ]

Unit Wh2 main lore passive shield of saphery Wh2 main spell high magic hand of glory Wh2 main spell high magic apotheosis Wh2 main spell high magic soul quench Wh2 main spell high magic tempest Wh2 main spell high magic fiery convocation Wh2 main spell high magic arcane unforging
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Bound Spells[ | ]

Unit abilities[ | ]

Items[ | ]

Items with bound spells from this lore:

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.

  • Shield of Saphery 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 will be fielding several air units. If they put a key Lord or elite units in the air, bring Tempest and some archers to keep them in check.
  • Fiery Convocation causes extreme damage, but takes a long time to go into effect. Only use it on a target if you are certain that they will not be moving for several seconds.
  • Arcane Unforging is a direct damage spell that also increases enemy cooldowns. It has its uses but the skill points are likely better spent elsewhere.
Magic
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