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

Lore Pool of Noctilus

The spell set of Count Noctilus · 6 spells · Total War: Warhammer III, patch 9.0

Lore attribute

Smoke & Mirrors

Lore attribute (passive)

  • +10% Charge Speed
  • +10% Turn Speed
  • +10% Speed
  • Triggers when casting spell

A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.

The Curse of Undeath

Lore attribute (passive)

  • Triggers when casting spell
  • Greatly replenishes hit points of combatants
  • Resurrects dead combatants
  • Heals injured before resurrecting

As the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.

Spells

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

Drowned Dead

Summon Unit

Winds of Magic
7(10)
Cooldown
41 s
Cast range
50 m
Duration
3 s
Wind-up
3 s
Overcast miscast
50%
Uses
4

Summons: Zombie Pirate Deckhand Mob

  • Summons a unit of Zombie Pirate Deckhands Mob
  • Good at defending spellcaster
  • Summoned units degrade over time

Drowned sailors are easily bound, for they remember their last voyage and many of their worldly duties.

Melkoth's Mystifying Miasma

Direct Damage

Winds of Magic
6(9)
Cooldown
29 s
Cast range
100 m(300 m)
Duration
13 s
Wind-up
1 s
Overcast miscast
50%
  • -25% Speed
  • Strong vs units with 25 or more entities
  • Causes damage to combatants
  • Strong vs multiple combatants
  • Weak vs a single combatant

The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.

Pit of Shades

Vortex · magical

Winds of Magic
15(22)
Cooldown
49 s
Cast range
200 m
Duration
13 s
Wind-up
6 s
Overcast miscast
50%
  • 5 damage per second (5 armour-piercing) for 13 s, radius 15 mOvercast: 8 damage per second (8 armour-piercing) for 13 s, radius 15 m
  • Good against armour
  • Huge, stationary area of effect
  • Strong vs multiple units

The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.

The Withering

Hex

Winds of Magic
5(11)
Cooldown
43 s
Cast range
200 m
Duration
40 s
Wind-up
3 s
Overcast miscast
50%
  • -30 Armour
  • -8 Leadership

The Wizard destroys the foe from within, corroding their minds with doubt and crisis.

Invocation of Nehek

Regeneration

Winds of Magic
7(13)
Cooldown
30 s
Cast range
200 m
Duration
18 s
Wind-up
1 s
Overcast miscast
50%
  • Replenishes hit points of combatants
  • Resurrects dead combatants
  • Heals injured before resurrecting

The caster intones the dread syllables once uttered by Nagash, restoring friendly targets.

Wind of Death

Wind · magical

Winds of Magic
15(20)
Cooldown
44 s
Cast range
150 m
Duration
5 s
Wind-up
5 s
Overcast miscast
50%
  • 24 damage per second (24 armour-piercing) for 5 s, radius 6 mOvercast: 72 damage per second (24 armour-piercing) for 5 s, radius 8 m
  • Good against armour
  • Medium, forward-moving area of effect
  • Strong vs multiple units
  • Weak vs a single combatant

The Wizard calls forth spectral winds that howl through the enemy ranks, tearing their souls from their bodies.

Who casts Lore Pool of Noctilus

Source: special_ability_groups (wh2_dlc11_lore_noctilus), 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.