Lore of High Magic

The Lore of High Magic is a lore of magic introduced in Total War: Warhammer II.
==Lore Attribute==
=== Shield of Saphery=== 	
=== Shield of Saphery===
As the high magic is channelled into the caster, its protective energies form a dome around them.	As the high magic is channelled into the caster, its protective energies form a dome around them.
 	Passive Ability
Lore of High Magic
Type 	Augment (Area)
Target 	Self, Allies
Damage Resistance 	
Effect range 	Map-wide
Duration 	9 seconds
Affected units 	Affects allies in range(all)
Enabled if 	Casting
Triggers when casting spell 	Triggers when casting spell
=== Ancients' Protection=== 	
=== Ancients' Protection===
The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need.	The warding powers of the Ancients are manifested to harden the Asrai in times of their greatest need.
 	Passive Ability
Lore of High Magic
Type 	Augment (Area)
Target 	Self, Allies
Physical Resistance 	
Effect range 	Map-wide
Duration 	12 seconds
Affected units 	Affects allies in range(all)
Enabled if 	Casting
Triggers when casting spell 	Triggers when casting spell
Available to only 	Available to only
==Spells==
=== Hand of Glory=== 	
=== Hand of Glory===
The spirits of ancient warriors are summoned, and lend their might to allies in the present.	The spirits of ancient warriors are summoned, and lend their might to allies in the present.
 	Spell
Lore of High Magic
Cost 	4 Winds6 Winds (Overcast)
Type 	Augment
Target 	Self, Ally
Reload Skill 	
Melee Attack 	
Range 	200 metres
Duration 	29 seconds
Cooldown 	28 seconds
Affected units 	Affects allies in range(max: 1)
Miscast chance 	50% (Overcast)
Additional effect on reloading 	Additional effect on reloading
=== Apotheosis === 	
=== Apotheosis ===
Waves of pure High Magic infuse the target, radiating in their body, returning vigour and life.	Waves of pure High Magic infuse the target, radiating in their body, returning vigour and life.
 	Spell
Lore of High Magic
Cost 	5 Winds7 Winds (Overcast)
Type 	Regeneration
Target 	Self, Ally
Heal Per Second 	+0.80%
Can Cause Fear 	Can Cause Fear
Range 	200 metres600 metres (Overcast)
Duration 	10 seconds
Cooldown 	29 seconds
Affected units 	Affects allies in range(max: 1)
Miscast chance 	50% (Overcast)
Extended cast range 	Extended cast range
Replenishes hit points of combatants 	Replenishes hit points of combatants
=== Soul Quench=== 	
=== Soul Quench===
White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark. 	White light bursts forth, quenching the spirit of the foe as a mortal might smother a spark.
 	Spell
Lore of High Magic
Cost 	7 Winds11 Winds (Overcast)
Type 	Magic Missile
Target 	Enemy
Ranged Damage 	675 (29%) 1148 (30%) (Overcast)
Explosive Damage 	180 (0%)306 (0%) (Overcast)
Contact 	Quenched!
Range 	300 metres
Cooldown 	43 seconds
Miscast chance 	50% (Overcast)
Increased damage 	Increased damage
Causes damage to combatants Causes moderate magical damage Powerful explosion Effective at long range Strong vs multiple combatants Requires line of sight to the target	Causes damage to combatants Causes moderate magical damage Powerful explosion Effective at long range Strong vs multiple combatants Requires line of sight to the target
=== Tempest=== 	
=== Tempest===
Without warning, a conflagration of the eight winds forms on the foe, creating a devastating tempest.	Without warning, a conflagration of the eight winds forms on the foe, creating a devastating tempest.
 	Spell
Lore of High Magic
Cost 	10 Winds17 Winds (Overcast)
Type 	Direct Damage (Area)
Target 	Enemies
Damage Per Second 	33-6766-133 (Overcast)
Speed 	
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
Increased damage 	Increased damage
Strong vs character Good against flying Strong vs single combatant 	Strong vs character Good against flying Strong vs single combatant
=== Fiery Convocation === 	
=== 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. 	The caster utters words of power, and a phoenix of pure fire manifests to swoop on the target, bathing them in pure flame.
 	Spell
Lore of High Magic
Cost 	15 Winds22 Winds (Overcast)
Type 	Wind
Target 	All
Damage Per Second 	35 (100%) 60 (100%) (Overcast)
Duration 	3 seconds
Radius 	7 metres
Movement Speed 	44m/s
Range 	150 metres
Duration 	10 seconds
Cooldown 	43 seconds
Miscast chance 	50% (Overcast)
Increased armour-piercing damage 	Increased armour-piercing damage
Causes major magical & fire damage Medium, foward-moving area of effect Good against armour Strong vs multiple combatants Weak vs a single combatant	Causes major magical & fire damage Medium, foward-moving area of effect Good against armour Strong vs multiple combatants Weak vs a single combatant
=== Arcane Unforging=== 	
=== Arcane Unforging===
Unseen fingers seep into cracks in armour, attacking the wearers. 	Unseen fingers seep into cracks in armour, attacking the wearers.
 	Spell
Lore of High Magic
Cost 	16 Winds20 Winds (Overcast)
Type 	Direct 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)
Greater effect on ability cooldown 	Greater effect on ability cooldown
Strong vs character Strong vs single combatant Weak vs multiple combatants	Strong vs character Strong vs single combatant Weak vs multiple combatants
==Units==
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Unit							
 							
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Unit							
 							
 							
 							
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Unit 							
(Formless Horror: Alarielle the Radiant)							
(Formless Horror: Eltharion) 							
(Formless Horror: Teclis) 							
(Formless Horror: Lord Mazdamundi) 							
(Formless Horror: Ariel) 							
(Formless Horror: The Blue Scribes) 							
 							
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Unit							
 							
 							
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Unit							
 							
==Bound Spells==
===Unit abilities===
*
**Teclis (Fiery Convocation)
===Items===
Items with bound spells from this lore: 
*Burning Phoenix Pinion
*Khaine's Ring of Fury
*Radiant Gem of Hoeth
*Ring of Corin
*The Seerstaff of Saphery
==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.
Category:Lores of Magic