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.