Lore of Shadows

The Lore of Shadows is a lore of magic introduced in Total War: Warhammer. 
==Lore Attribute==
=== Smoke & Mirrors=== 	
=== Smoke & Mirrors===
A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is a master or mistress of the 'concealing' arts.	A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is a master or mistress of the 'concealing' arts.
 	Passive AbilityLore of Shadows
Type 	Augment (Area)
Target 	Self, Allies
Speed 	
Effect range 	Map-wide
Duration 	24 seconds
Affected units 	Affects allies in range(all)
Enabled if 	Casting
Triggers when casting spell 	Triggers when casting spell
== Spells ==
=== Melkoth's Mystifying Miasma === 	
=== Melkoth's Mystifying Miasma ===
The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger. 	The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
 	SpellLore of Shadows
Cost 	6 Winds9 Winds (Overcast)
Type 	Direct Damage
Target 	Enemy
Damage Per Second 	65-125
Speed 	
Range 	100 metres300 metres (Overcast)
Duration 	14 seconds
Cooldown 	29 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)
Extended cast range 	Extended cast range
Causes damage to combatants Strong vs 25 men unit or above Strong vs multiple combatants Weak vs a single combatant	Causes damage to combatants Strong vs 25 men unit or above Strong vs multiple combatants Weak vs a single combatant
=== The Enfeebling Foe=== 	
=== The Enfeebling Foe===
When cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.	When cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
 	SpellLore of Shadows
Cost 	6 Winds10 Winds (Overcast)
Type 	Hex
Target 	Enemy
Melee Defence 	
Melee Attack 	
Range 	200 metres
Duration 	17 seconds34 seconds (Overcast)
Cooldown 	30 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)
Extended effect duration 	Extended effect duration
=== The Withering=== 	
=== The Withering===
The Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.	The Wizard destroys their enemies from within, corroding foes' minds with doubt and crisis.
 	SpellLore of Shadows
Cost 	6 Winds12 Winds (Overcast)
Type 	HexHex (Area) (Overcast)
Target 	EnemyEnemies (Overcast)
Leadership 	
Armour 	
Range 	200 metres
Effect range (Overcast) 	35 metres (Overcast)
Duration 	40 seconds
Cooldown 	43 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)Affects enemies in range(all) (Overcast)
Added effect area 	Added effect area
=== The Penumbral Pendulum=== 	
=== The Penumbral Pendulum===
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.	A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
 	SpellLore of Shadows
Cost 	12 Winds16 Winds (Overcast)
Type 	Wind
Target 	Ground, All
Damage Per Second 	36 (50%) 45 (60%) (Overcast)
Duration 	2 seconds
Radius 	4 metres
Movement Speed 	40m/s
Range 	200 metres
Duration 	3 seconds
Cooldown 	40 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)
Affects units if 	Grounded
Increased armour-piercing damage 	Increased armour-piercing damage
Small, foward-moving area of effect Strong vs multiple combatants Weak vs a single combatant 	Small, foward-moving area of effect Strong vs multiple combatants Weak vs a single combatant
=== Pit of Shades=== 	
=== Pit of Shades===
The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.	The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
 	SpellLore of Shadows
Cost 	15 Winds22 Winds (Overcast)
Type 	Vortex
Target 	Ground, All
Damage Per Second 	5 (100%) 8 (100%) (Overcast)
Duration 	13 seconds
Radius 	15 metres
Movement Speed 	40m/s
Range 	200 metres
Duration 	13 seconds
Cooldown 	49 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects enemies in range(max: 1)
Increased armour-piercing damage 	Increased armour-piercing damage
Huge, stationary area of effect Strong vs multiple combatants Good against armour 	Huge, stationary area of effect Strong vs multiple combatants Good against armour
=== Okkam's Mindrazor=== 	
=== Okkam's Mindrazor===
The supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.	The supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
 	SpellLore of Shadows
Cost 	8 Winds14 Winds (Overcast)
Type 	AugmentAugment (Area) (Overcast)
Target 	Self, AllyAllies (Overcast)
Imbuement 	Magical Attacks
Base Weapon Damage 	
Armour-Piercing Weapon Damage 	
Range 	200 metres
Duration 	32 seconds
Cooldown 	46 seconds
Miscast chance 	50% (Overcast)
Affected units 	Affects allies in range(max: 1)Affects allies in range(all) (Overcast)
Added effect area 	Added effect area
== Units ==
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(Formless Horror: Be'lakor) 							
(Formless Horror: Count Noctilus) 							
(Formless Horror: Drycha) 							
(Formless Horror: Isabella von Carstein)							
(Formless Horror: Kairos Fateweaver) 							
(Formless Horror: Malagor the Dark Omen)							
(Formless Horror: Morathi) 							
(Formless Horror: Teclis) 							
(Formless Horror: The Blue Scribes) 							
(Formless Horror: Ulrika Magdova) 							
 							
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== Strategy ==
Lore of shadows is a strong lore with many hex and augment spells alongside some heavy damaging ones. The lore attribute is notable for lasting a surprisingly long time. The speed boost itself is not super significant, but the fact that it lasts for 24 seconds means that your units will be that slight bit faster for a while.
Melkoth's Miasma is a solid spell for slowing enemies down while also doing damage to them, it also works well with the lore passive, speeding all friendly units up to catch slowed enemies.
Penumbral Pendulum is a very strong "wind" spell that can wreck infantry formations. They can be very effective against stationary targets such as archers or the front line of an engagement. 
Pit of Shades is a stationary vortex. Its inherent armor piercing damage makes this spell useful against both light and heavily armored troops. As it is stationary, it is useful when units are bottlenecked or clumped together. Its initial expansion may toss lighter troops away from the subsequent pull and damage of the the rift that opens up. Due to the suction of the rift, units have difficulty escaping its effect radius after the initial expansion. When upgraded, Pit of Shades increases the armor piercing damage it does.
Enfeebling Foe is another great spell for neutering the melee stats of a unit. Useful for critical engagements between lords or hampering a key unit on the battlefield. 
Use whenever you reach a critical engagement of the battle. This spell is useful for preventing damage from going through or increasing the likelihood of an enemy taking damage. 
Okkam's Mindrazor is a straight damage boost, it is percentage based so will effect units with higher values to begin with. Best used on more elite units or even a character that needs to hit harder. Notably, melee attack and defence does not increase, so their likelihood of dealing damage is the same. Enfeebeling Foe and Mindrazor can be used in similar scenarios or combined with another ability to win a fight (use enfeebling to reduce combat stats and Deadly Onslaught to increase damage for example).
The Withering is not very useful, lowering a single enemies leadership and armour is not very worthwhile. Overcast adds an area of effect that can help reduce the armour of many enemies, but still you are better of saving your Winds for another spell. The two effects are quite different and somewhat unrelated which makes it an awkward to use spell. If your enemy has high armour though, this ability can provide some niche utility for stripping it and making them vulnerable to a rear charge that could break their leadership.
Overall this lore has many strong spells, suitably it is a relatively subtle lore of magic that can swing the favor of battle in key engagements.
== Trivia ==
*Available to generic casters of nine races, the Lore of Shadows is the second-most commonly available lore. It is beaten only by Death, available to ten.
Category:Lores of Magic