Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

Lore of Light

Lore of magic · 6 spells · Total War: Warhammer III, patch 9.0

Lore attribute

Exorcism

Lore attribute (passive)

  • +4 Leadership
  • Triggers when casting spell

Light Magic excels at the scourging of the supernatural, be they Daemons and creatures of Chaos, or the unquiet dead.

Spells

As the in-game tooltip reads; overcast values in blue. Damage is base + armour-piercing per hit.

Banishment

Vortex · magical

Winds of Magic
15(20)
Cooldown
54 s
Cast range
150 m
Duration
17 s
Wind-up
5 s
Overcast miscast
50%
  • 7 damage per second (7 armour-piercing) for 18 s, radius 12 mOvercast: 14 damage per second (7 armour-piercing) for 18 s, radius 12 m
  • Good against armour
  • Huge, randomly-moving area of effect
  • Strong vs multiple units

Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.

Birona's Timewarp

Augment (Area)

Winds of Magic
11(14)
Cooldown
47 s
Cast range
200 m
Duration
50 s
Effect range
35 m(55 m)
Wind-up
5 s
Overcast miscast
50%
  • +25% Charge Speed
  • +25% Speed
  • +24 Melee Attack

The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.

Light of Battle

Augment (Area)

Winds of Magic
6(10)
Cooldown
43 s
Cast range
200 m
Duration
22 s(44 s)
Effect range
35 m
Wind-up
3 s
Overcast miscast
50%

Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.

Net of Amyntok

Hex

Winds of Magic
9(18)
Cooldown
38 s
Cast range
100 m
Duration
20 s
Wind-up
3 s
Overcast miscast
50%

The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.

Pha's Protection

Augment

Winds of Magic
5(10)
Cooldown
29 s
Cast range
200 m
Duration
22 s
Wind-up
1 s
Overcast miscast
50%
  • +30 Armour
  • +24 Melee Defence

The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.

Shem's Burning Gaze

Magic Missiles · magical, flaming

Winds of Magic
5(9)
Cooldown
30 s
Cast range
250 m
Wind-up
1 s
Overcast miscast
50%
  • 5 × 70 damage (50 armour-piercing), explosion 65Overcast: 5 × 140 damage (100 armour-piercing), explosion 130
  • Good against armour
  • Causes minor magical & fire damage
  • Requires line of sight to the target
  • Good against large combatants
  • Strong vs a single combatant

Bolts of cleansing energy fly from the Wizard’s hands, searing evil wherever they strike.

Who casts Lore of Light

Source: special_ability_groups (wh_main_lore_light), unit_abilities, unit_special_abilities, projectiles, projectile_bombardments and battle_vortexs, patch 9.0, via the WH3-Dump export. Fireball and Flame Storm are checked against the Total War Warhammer wiki in our tests.