Total War: Warhammer/Tactics/Magic
This page goes into details about every single spell (Unique Spells and hero abilities not included) in the game, their uses, and so on. For the general gist of how magic works, head over to Total War: Warhammer/Tactics#Magic. For up to date #’s on spell damage, cost, and effect see here https://drive.google.com/file/d/0B-_Swyh0Ifo8cTI4ZUxoVGtmVVk/view
- 1 Generic Lores
- 2 Faction-specific Lores
- 2.1 Lore of the Deep (Vampire Coast)
- 2.2 Lore of High Magic (High Elves, Lizardmen, Wood Elves)
- 2.3 Lore of Dark Magic (Dark Elves, Wood Elves)
- 2.4 Lore of Nehekhara (Tomb Kings)
- 2.5 Lore of the Wild (Beastmen)
- 2.6 Lore of Vampires (Vampire Coast, Vampire Counts)
- 2.7 Lore of the Big Waaagh! (Greenskins)
- 2.8 Lore of the Little Waaagh! (Greenskins)
- 2.9 Skaven Spells of Ruin (Skaven)
- 2.10 Skaven Spells of Plague (Skaven)
- 2.11 Skaven Spells of Stealth (Skaven)
- 2.12 Rune Magic (Dwarfs)
- 2.13 Spells of the Cult of Sotek
- 2.14 Lore of Ice (Kislev)
- 2.15 Lore of Tempest (Kislev)
- 2.16 Lore of the Great Maw (Ogres)
- 2.17 Lore of Tzeentch (Daemons of Tzeentch)
- 2.18 Lore of Nurgle (Daemons of Nurgle)
- 2.19 Lore of Slaanesh (Daemons of Slaanesh)
Lore of Beasts
- Passive - Wild Heart: Your power recharge rate and power reserves increase for 29 seconds upon casting a spell from this lore, a nice tool that helps maintain the overall combat effectiveness of your Beasts caster over the course of the battle, but it's not to such a degree that you'll likely notice.
- Flock of Doom: Recreate The Birds by siccing flocks of crows on all enemy units within the casting reticle. Has a low winds cost and a rather quick cooldown, but is virtually useless against single entities or smaller units. Save this for the enemy hordes that might try to tie down your forces, armored or not.
- Pann's Impenetrable Pelt: Buff the physical resistance and movement speed of a fellow unit (overcast for an AOE) for a rather long 44 seconds. The physical resistance is great, especially on tough single entities or monstrous units. On units with already good physical resistance it's particularly great (most wood elf units especially, doomfire warlocks, sisters of slaughter etc), though shield of thorns is usually better. If you have access to both Beasts and Life casters, you can combine both to make some units (especially wood elf tree spirits with campaign buffs) hit the 90% cap on physical resistance.
- The Amber Spear: The only other damage dealing spell you have, this time as a single projectile geared towards character/monster sniping. It deals pretty hefty damage and is a great option against more heavily armored beasts that would otherwise shrug off other artillery or missile fire from more conventional units. It does have a powerful but short range explosion effect as well, so it can technically nuke an elite unit but aiming may be more trouble than its worth to get a good hit.
- The Curse of Anraheir: A hex that slows a target unit and impairs their accuracy and melee attack for 39 seconds. This is an excellent tool to help neuter a particularly dangerous unit so that you can either kite it or more easily surround it while taking less damage in the process.
- Transformation of Kadon: This is pretty much the reason most players bother taking the Lore of Beasts in multiplayer at all. After a brief windup period, the Beast Caster summons either a Feral Manticore (standard), Great Eagle (High/Wood Elves) or Varghulf (Von Carstein). As they can be summoned anywhere within 60m of the caster, this allows you to throw a relatively potent combat monster into an opponent's more vulnerable backline while they can do little more than scramble to address the sudden incursion. With a limit of two casts per battle and a moderately short timer on the monsters before they despawn, each cast should be considered wisely.
- Wyssan's Wildform: A nice combat supplement, this grants an allied unit additional armor (30) and a 30% weapon damage buff for 22 seconds. 4 winds base overcast adds AOE for 8. Probably worth overcasting situationally, if you have the winds left after summoning .This is a fantastic buff to toss on monsters or characters with particularly high offensive stats, as the buff is percentage based, they'll get much more out of it than the rank and file ever could. When you run out of Transformation of Kadon casts, this will probably be your default spell outside the occasional Amber Spear.
Lore of Death
- Passive - Life Leeching: Whenever a spell is cast from this discipline, your power recharge rate improves for 25 seconds. Quite frankly, a very nice passive that acts like a built in Arcane Conduit.
- Spirit Leech: The first spell in this Lore and it's one of the best, if we're being honest. A rather cheap, direct damage spell at 8 Winds of Magic. Preferably used against Characters and Monsters and probably the most cost-efficient Character sniping spell in the game (does 834 damage without any resistances on average, ignores armor). It also can serve as a nice counter against Ethereal Units. It actually works very well vs small monstrous cavalry and infantry units, think the 6-24 model range, also ok on smallish elite units also but anything over 20ish models really hurts its efficiency, bjuna is far better for that. one cast can nearly kill most artillery because it (usually) hits the machines, not the crew. Very versatile and mana efficient, the standard to which all direct damage spells are compared.
- Doom and Darkness: Basically the opposite of the Lore of Light's Light of Battle Spell. Sits in the 10 Winds niche of rather specific debuffs. It reduces the leadership of an enemy unit by a whopping 16, enough to send most standard troops into a rout once they have taken some losses and to mitigate any effects the presence of a Character in their vicinity might have. Notably less useful against Undead, who cannot rout, but can still cause them to begin crumbling more quickly if such a tactic is necessary. Of course, this spell is completely useless against Unbreakable units. Pretty useless in very hard or legendary campaign battle difficulty because of the crazy leadership buffs the AI gets, but nice on normal and hard difficulties as well as multiplayer.
- Soulblight: An ok AoE debuff, for its relatively low cost of 8 Winds of Magic/ 14 overcast. Lowers the armor (-30) and weapon damage (-30%) of all units in an AOE for 25 seconds, 50 if overcast. The pairing of armor and weapon damage debuffs don't synergize that well with each other and the lowish base duration can be rough, maybe worth overcasting for double duration if you cast at all. still its a more efficient armor removing spell than plague of rust because of its AOE so that's something. it may only debuff two less important stats but it isn't bad since its an affordable AOE debuff. Doomfire warlocks get this free so never pay winds for it as the dark elves if you can help it. overcast is double duration for slightly cheaper than double so worth it in theory.
- Aspect of the Dreadknight: Same as deal with Soulblight. It might be extremely cheap at 4 Winds of Magic, but its effect of +8 Leadership and Causes Terror for friendly units is simply not good enough, especially when taken into consideration that many factions that can use the Lore of Death (especially the Undead factions) have no shortage of Units that cause fear and terror or are completely exempt from Leadership issues.
- The Purple Sun of Xereus: The good ol' "cast it successfully and the game is over" Vortex from the Tabletop doesn't disappoint here either. At 18 (24 when overcast) Winds of Magic, a fairly expensive Vortex that will completely demolish everything it touches, its only downside being that it is hard to predict where it will eventually go, but even the initial cast on a large moshpit of infantry is worth it. Particularly devastating on Bridge Battles, where Wizards with this spell will rack up a ludicrous amount of kills from one single cast alone.
- The Fate of Bjuna: This is an odd one. A direct damage spell that costs 22 Winds and serves mainly as a middle finger to cavalry, elite infantry any thing with a medium model count. Deals large amounts of damage, but needs careful evaluation on when to use it. It's considered op in multiplayer where elite units are expensive and rare. In campaign, where stacks of endgame units are common, it's too expensive where a bombardment, missile or even vortex does more for cheaper. Its price is very inflated because of its power in multiplayer. You can just drop purple sun on a single unit for cheaper vs the AI most of the time. Not very efficient vs anything with less than 45 models.
Lore of Fire
Important to note: All spells from the Lore of Fire deal Fire Damage instead of Magic Damage. Duh. They deal magic AND fire damage. It counts as both and is resisted by both.
- Passive - Kindleflame: Your lore attribute which activates as you cast. It imbues a map wide fire weakness to all enemy units as you cast. The benefits combined with this lore are obvious, and allows for great synergy when used with other units who deal fire damage. Combines nicely with flaming sword.
- Fireball: Inexpensive projectile that is found all over the goddamn place. High Elven Mages get 4 uses of them for free. It's... alright-ish. Like all projectiles, Fireballs strongly depend the casters positioning and its damage is kinda meh. Can still be reliably used to snipe big monsters and Lords out of the sky, and its considerable range makes it a very attractive and cheap source of Fire Damage to be used against Ethereal units or Wood Elven tree spirits. even overcast ap damage is poor, best vs lightly armored monsters, characters etc. overcast is mana inefficient
- Flaming Sword of Rhuin: Cheap (8/12) base/overcast buff for your troops that makes all of their attacks deal fire and magic damage, as well as increasing their damage output by 30% for 22/44 seconds. Don't forget that this can also be cast on ranged units, so have fun experimenting with that. Remember it’s useless vs dwarves or magic resistant units. Will actually reduce your damage if they’re magic but not physical resistant.
- Cascading Fire Cloak: Extremely cheap (only 5 winds of magic!) AoE buff that increases AP Damage of your melee troops by 24% and also gives them 25 Melee Defence for 19 seconds. Gives your frontline a bit more staying power and makes Greatswords, not to mention Har Garneth Executioners or Swordmasters of Hoeth downright terrifying. Important to keep in mind is that it won't do jack shit for units that bring no AP damage on their own, like Imperial Swordsmen. A 100% increase of 1 would still be 2.
- The Burning Head: Oh sweet baby, yes! A medium prized (10 Winds of Magic) Wind Spell that deals an intimidating amount of damage and also terrifies people. This is the prime spell of the Lore of Fire. Tons of Fire Damage, but can also deviate a bit, although not as much as Vortex Spells would. It's cheap size relative to its effectiveness make it a very attractive spell to use, and is available in the campaign very early on. keep in mind it does zero AP damage even overcast, so it sucks vs armor, you can use that to safely hit your own heavy armored troops though while killing enemy chaff, it will barely scratch your elite units with high armor.
- Piercing Bolts of Flame: An expensive and semi-unreliable spell, this is your most effective anti-Armor option outside of Flamestorm spam. It deals a high amount of projectile damage as well, so it can deal respectable damage to monstrous infantry or even regular infantry if they clump up. In general though, you'll probably be better off prioritizing other, more potent/cost efficient spells and leave the dedicated anti-armor to other units in your army.
- Flamestorm: If you really want to make big blobs disappear, although The Burning Head would still be a more efficient spell for that. Costs a moderate 13 winds but will utterly annihilate any models caught in its wake. At least it has good Ap. Overcast costs 20 and increases base damage but not the ap, also doubles the already long 27 second duration to 54. Probably never worth overcasting.
Lore of Heavens
- Passive - Roiling Skies: A mapwide debuff that slows down flying units and debuffs their melee defense for 25 seconds upon casting a spell. Frankly a mediocre and situational perk, but it can be handy if your opponent's playing a faction with a lot of flying cavalry.
- Wind Blast: A cost effective breath spell that does wonders against unarmored chaff infantry like skavenslaves or peasant mobs. Overcasting the spell gives it a touch more bite against armored units (4 AP damage), but the difference is so marginal that it's not really worth it. Never overcast. it also throws infantry disrupting formations, which is a significant part of why its so good.
- Urannon's Thunderbolt: A bolt of lightning that strikes a small area for extremely large AP damage. Has impressive range, so it has moderate use against the near-stationary artillery pieces your opponent may have. It's pure AP damage and overcasting does more than 1300 damage (much more than doombolts 1000ish AP or amber spears 700 AP), if you hit a lord or monster they will FEEEEEL it. Best cost to damage ratio of any single target blast. Cheaper and better than any other of its type. it has no tracking and a small radius though so may be hard to hit with.
- Harmonic Convergence: A supporting spell that improves the melee defense/attack of a friendly unit by a rather respectable margin for 24 seconds, including their armor value if overcasted. A very potent spell that can help turn the tide of an engagement on the front lines at a rather minor cost of 6 winds. its the buff equivalent of the enfeebling foe from shadows, lack of AOE limits its effectiveness.
- Curse of the Midnight Wind: An aoe Hex that debuffs all enemies within it's casting radius with lowered melee attack and armor values for 25 seconds, 50 if overcasted. Combined with Harmonic Convergence, this is best served when you need to turn a frontline engagement around. In general though, at 11 WoM per cast, you may rather opt to simply put that power towards one of the damage dealing spells instead.
- Chain Lightning: Now we're getting to the good stuff. One of the strongest vortex spells in the game, Chain Lightning randomly crawls across the battle field for 21 seconds dealing heavy damage to everything caught up in it, armored or not. It deals pure ap damage, highest of any other vortex spell. High elf archmages get this as a bound spell, and can get Urannons thunderbolt from a lord trait, making this lore perhaps a waste to use on them, since they could get so much of it free.
- Comet of Cassandora: When you want to call down the celestial thunder, there's no better choice than the Comet of Cassandora. With a relatively large area of effect and massive damage output, the CoC can wipe out entire units with a well-placed blast, even more so if overcasted... if anything is still willfully under the targeting cursor while the comet takes its sweet time to actually arrive. Between the rather lengthy delay before the comet itself actually descends onto the battlefield and the rather intense winds of magic cost (especially if overcast), finding a situation to use the CoC in lieu of either Chain Lightning or even Wind Blast will be quite difficult. All in all, it's terribly inefficient. Thunderbolt does much more damage to a single target and chain lighting is usually cheaper and more efficient for hordes/blobs. In Campaigns against AI, the Comet of Cassandora is a considerably more attractive option when engaging in Siege battles or against clumps of elite, relatively immobile units. Since the AI tends to be blissfully oblivious to the impact indicator and is prone to scrunching multiple units together regularly, they'll rarely make any effort to avoid taking the full brunt of a well positioned Comet.
Lore of Life
- Passive - Life Bloom: Whenever a life spell is cast, all your units heal up to 40 hitpoints over the course of 5 seconds. It's not much, but it's free healing that applies to your entire army whenever you cast a spell. Every little bit helps.
- Earth Blood: This is the bread and butter for most life wizards. A nice AoE heal for up to four allied units within its radius that lasts for 7 seconds, with double the length and healing if overcast. The main value of this spell is the relatively inconsequential winds of magic cost (6/11), allowing life wizards to support a rather sizeable chunk of your army for a rather extended period of time.
- Awakening of the Wood: A large damage dealing explosion that dramatically slows down everyone caught up in the blast, but deals squat for damage against anything with an armor value.
- Shield of Thorns: A nice offensive/defensive buff that grants percentage based physical resist and weapon damage bonuses to several of your units within the spell's radius. A great supporting power for key units that goes quite nicely with Earth Blood to keep them in peak physical form. Use on units who already resist physical for best results, overcasting can be good if you need extra weapon damage. Can be cast combined with pelt if you have a beast caster to give 50% physical resist on top of any the unit already has.
- Flesh to Stone: A massive boost to an allied unit's armor value for 44 seconds (88 if overcast), this can turn even a squishy unit like Wood Elf Wardancers into surprisingly tanky beat-sticks, especially if stacked with Shield of Thorns. better than shield of thorns vs non armor piercing by far but falls off later game when armor piercing becomes common and the lack of AOE sucks. not worth the cost usually.
- Regrowth: An expensive single target heal that replenishes a substantial amount of HP and vigour to the target unit, especially if overcast. Frankly best reserved for emergencies and/or single entity units as no amount of healing will bring back slain models in a unit. Minor exceptions extend to the very few factions who can revive slain models, like the Lizardmen when utilizing a Revivification Crystal Bastilodon.
- The Dwellers Below: A shockingly powerful AoE damaging spell for a lore so dedicated to supporting your own units, The Dwellers Below snares all units who travel within the spell's zone with a speed debuff while chipping away at them in the process. While it's good in certain situations, you've likely taken your life wizard for dedicated healing support and will likely have alternative options for offensive spellcasters more suited to the task. Wood elf spellweaver lords get this as a bound spell, which is awesome.
Lore of Light
- Passive - Exorcism: Whenever you cast a Lore of Light spell, all your units gain 4 leadership and become immune to psychology (fear/terror) for 11 seconds. Useful, if you are facing armies with lots of scary monsters, but largely useless outside of that.
- Shen's Burning Gaze: Inexpensive Projectile, costs the same as fireball (5 winds), but fires 5 projectiles in a grouping. Has the advantage of higher base damage than said Fireball, and the disadvantage that all projectiles need to land for the spell to deal full damage. Given that most entites except the largest ones aren't even big enough for all projectiles to land, it's kinda mediocre. For what it's worth, it has much better AP damage than fire ball for similar cost. If cast at close range, it can be used like a shotgun to get all of the projectiles to hit. It's best vs a monster sized unit obviously, but it's also good vs flying to due decent air tracking. It fires 5 projectiles base goes up to 10 if overcast. Basically just like gaze of nagash from lore of vampires. Also it has bonus vs large.
- Net of Amyontok: This is why you pick the Lore of Light. A medium-prized (10 winds) AoE debuff that locks an enemy in place, right where they stand. The incredible utility of this spell cannot be understated. A must pick against factions with a lot of mobility, although it only affects units on the ground. Despite that limitation, it will trap any flying cavalry/monsters/characters who are on the ground (from a charge, for example), so if you can catch them with this before they can retreat into the skies, you can severely punish them. Obviously favored by those with good archers and artillery, Sisters of Avelorn and Salamander Hunting Packs being notable beneficiaries.
- Pha's Protection: A cheap defense buff. Grants 30 armour and 24 Melee Defense at the prize of 5 winds of magic for 22 seconds. overcast adds AOE for 10 winds. unexceptional but nice, short duration is unfortunate, but good AOE buffs are rare. maybe worth it if you can hit enough of your units.
- Light of Battle: AoE buff for 7 Winds of Magic that makes all units unbreakable for 22 seconds. Not to be underestimated, but needs a creative mind to use right. very situational, probably not worth it often.
- Bironas Timewarp: Pretty nifty AOE buff spell that costs 11 Winds of Magic and gives units a whopping 24% increase to their movement speed and 24 melee attack. Perfect for Cavalry and other fast units.
- Banishment: A 17/24 overcast winds vortex with good ap damage (7ap same as pit of shades). you get a small zone of bright death. The game advertises this spell as dealing "medium damage", which is bewildering, to say the least. Banishment definitely doesn't need to hide behind its bigger brethren from other Lores. It’s actually incredibly similar to purple sun now, in fact purple sun is probably better now. Still good though. Overcasting increases the base damage by 7, though the AP values are untouched. Generally not worth overcasting in most scenarios. Slann get this as a free bound spell, as always this is awesome.
Lore of Metal
- Passive - Metalshifting: Your lore attribute that gives your units +10% AP and Weapon Strength for 13 second. Used best on elite units who already have high AP and damage as something like an Empire Swordsman probably won't be noticing the effects too much.
- Searing Doom: A fairly cost effective bombardment ability against low armor. At only 6 winds of magic it can help destroy early game blobs of crappy infantry. It's biggest disadvantage is the wind up time so any opponent who's paying attention should be able to get out of the way. Fortunately the AI doesn't bother with dodging these most of the time. Low projectile damage means wont do shit to higher health models, kroxikors, dragon ogres etc.
- Plague of Rust: One of the most cost effective armor debuffs in the game, especially if you don't have a lot of affordable AP. Being able to get rid of 30 armor for 4 winds (Or 60 for 6 if you overcast) is situationally good. Plus it lasts 44 seconds so you have plenty of time to deal with them before their defensive stats return to normal. It's certainly better against some factions (this can be a god send against Dwarfs and Bretonnia) than others (Beastmen and Wood Elves will laugh if you bring this). In the campaign almost every unit worth using should have AP anyway, really only good situationally/early game. single target is the biggest problem, at least its cheap with good duration. kind of mediocre. I would rather use soul blight with shorter duration, at least's its AOE. a single armored unit is only ever going to matter enough in multiplayer.
- Glittering Robes: it got buffed. now 60 armor for 44 seconds (no leadership effect anymore), overcast for AOE, actually pretty good if fighting non AP. 6 base/12 overcast. AOE is the big deal, much better than the life equivalent.
- Gehenna's Golden Hounds: You can spend an extra 3 winds of magic for a mediocre vortex that only hurts low armor units and might even kill some of your own troops. Doesn't that sound fun? Use Searing Doom, you'll get better bang for your buck. It actually has the same AP damage per tick as Purple Sun, its mostly just small and hard to aim. Cheap though. Not great
- Transmutation of Lead: A fairly solid -24 melee attack and -30% weapon damage for 38 seconds can really put enemy momentum to a halt (if you overcast, -60% weapon damage). costs 11 base, 16 overcast. unfortunately debuffing melee attack and weapon strength while good is somewhat counter synergistic, becasue if they dont hit the strength doesn't matter, but its just doubling down rather than redundant. Probably dont overcast unless you really think you need it.
- Final Transmutation: Ok so take Spirit Leech, make it a massive AOE and you have a pretty good idea of how Final Transmutation works. This can win you games if you get a big blob in it but at 18 (28 overcast) Winds of Magic it'll probably be all you're casting in multiplayer. In campaign, build up those reserves and you can win battles with this alone. Even if you only hit 2 targets, it has higher damager per winds ratio than Spirit Leech. The overcast version does 2300 damage on average vs Spirit Leech's 834 average. If you can weaken a lord to the 2000 health range this will quickly destroy them. Assuming they have no significant magic resist/healing/wards of course, but still incredibly potent none-the-less. (all direct damage spells bypass armor FYI, so Bejuna, Flock of Doom, Miasma etc, they all do).
Lore of Shadows
- Passive - Smoke & Mirrors: A mapwide movement speed buff for 24 seconds whenever you cast a shadows spell is a nice perk that can give you a slight edge in maneuverability over your opponent, though this is very largely dependent on the factions at play. Remember the mediocre speed boosts of pelt or timewarp? This is better, map wide, and free. Still not that great.
- Melkoth's Mystifying Miasma: A Single target direct damage spell that deals damage to one unit while also slowing them down in the process. At 5 winds of magic for a quick cast, it's a great precursor to an engagement or to help prevent your opponent from fleeing. Averages around 1764 direct damage, quite good but only on a large unit, ideally with about 100 or more models. Ok to speed debuff a lord or monster if you really need to as well, other wise dont overcast. best spammed to wear down large units, compare to flock of doom for example.
- The Enfeebling Foe: A 22 second melee defense/attack debuff that cripples a single enemy unit of your choice. Ideally used against characters or monsters who might be trying to wreak havoc in your lines or to give your own lord a step up in a duel against them. Probably worth overcasting for the double duration. One of the best debuffs in the game for a single target. Hit a lord with it then buff your duelist monster, hero, or lord with Mindrazor and you get a nasty killing combo.
- The Withering: Yet another hex that targets a single unit and reduces their armor and leadership for 40 seconds. It only has a prominent niche if you stack lots of leadership debuffs to force opposing units to route, but Doom and Darkness from death does that twice as well (if that discipline is available). all races that can leadership bomb (beastmen, dark elves, norsca, warriors of chaos, and vampires) have access to death, except lizardmen which cant use shadow or death.
- The Penumbral Pendulum: A potent wind spell that is perfect for slicing through frontline units while they're tied up in combat. It's not quite as powerful as the Burning Head or the Winds of Death against unarmored foes, but anything wearing a tin can will get cracked open. This does 36 AP damage base or a whopping 72 if overcast. It actually does more AP damage than wind of death, but usually gets fewer kills due to shorter duration, travel distance, and AOE. Wrecks elite infantry and cavalry.
- Pit of Shades: The only stationary vortex in the game with a 13 second duration, the Pit of Shades is a fantastic tool in maps that have natural choke points or if you manage to box in a particularly large clump of units. It deals quite heavy damage to all infantry types. 7 points of pure AP, same as Purple Sun's or Banishment's AP damage, no base damage. Overcasting doubles the ap to 14, but this is generally unnecessary, it traps enemies inside of it so normally does tons of damage as long as you get a direct hit. Very reliable.
- Okkam's Mindrazor: A very nasty buff that grants magical attacks to an allied unit as well as a very substantial 40% buff to weapon and armor piercing damage. Overcast for an expensive but powerful AOE buff. Use on monsters, heroes and lords for best results because it's percentage based; you're gonna get a lot more mileage out of it that way. Good for a goon squad to kill monsters/lords, not worth it for killing infantry usually. Remember weapon strength doesn’t matter if you can’t hit, try to combine it with an a melee attack boost or melee defense debuff for best results. Enfeebling foe for example.
In the Campaign, you can occasionally find magic scrolls that give your caster a free spell with limited uses, and some of them aren't available in any lore. Given that they're free, there is no reason to not cast them in any battle. Some of these spells can also be unlocked through faction mechanics or just levelling your caster character up.
- Arnzipal's Black Horror: Stupidly effective Breath Spell that eats chaff alive and even inflicts enough damage to give Elite Units a run for their money. As of the Rakarth Update, Dark Elven Supreme Sorceresses get this spell as a bound spell for levelling up to Level 10 on the Campaign, everyone else has to rely on the enemy to drop the Scroll of Horror.
- Assault of Stone: Probably the strongest Bombardment in the entire game. Covers a huge area, and inflicts a ton AP magic damage. The Dwarfs (of all factions) get the easiest access to it by forging the Sceptre of Stone with Oathgold.
Lore of the Deep (Vampire Coast)
- Passive - Kiss of the Deep: Each time you cast a spell it does a small amount of magic damage to every enemy unit on the map. This is especially useful when fighting against armies that have fragile units and rely on superior speed or disposable chaff units to keep them protected.
- Tidecall: A breath weapon that expands out in a cone, doing moderate damage and disrupting enemy formations. Basically wind blast from the Lore of Heaven, but wetter.
- Spiteful Shot: A buff that provides +90 accuracy to an allied unit. Great for deck gunners, mortars, Queen Bess, or anything else that can shoot, really. It's the cheapest spell in your arsenal so it can be reliably spammed to get more Kiss of the Deep effects.
- Denizens of the Deep: Summons a unit of Rotting Prometheans. The Rotting Prometheans biggest weakness is its low speed, so the ability to drop a unit right into the enemy is amazing. Need to soak up an enemy charge? Want to disrupt enemy artillery? There's an enemy hero giving you problems? Solve every problem with giant enemy crabs.
- Fog of the Damned: A debuff spell that reduces enemy leadership and movement speed. Not your best spell, but it slows enemy melee units down to give your gunners more time to shoot them. It still causes Kiss of the Deeps which is never bad.
- Vangheist's Revenge: Possibly the coolest looking spell ever. Summons a giant ghost boat to broadside the enemy for heavy damage across a wide area. Expensive and slow to cast, but stylish as hell and can potentially wipe out whole units at once.
- Kraken's Pull: A big vortex full of wet groping tentacles that traps any unit caught inside of it, dealing damage to them and cutting their speed in half. Anything that keeps the enemy away from your lines is useful. The vortex is also immobile, so there's no risk of it backfiring into your units.
Lore of High Magic (High Elves, Lizardmen, Wood Elves)
- Passive - Shield of Saphery: A 11% Ward Save graces all your units whenever you cast spells from this discipline.
- Passive (Wood Elves) - Ancients' Protection: A slightly worse version of the Shield of Saphery, this only grants a 10% Physical Resistance buff, meaning it'll do nothing against magic damage/missiles. Still, it works well enough for Wood Elves since they have a reasonable amount of innate physical resist already and can be further supplemented by physical resistance spells from other disciplines.
- Hand of Glory: A relatively cheap buff for a single allied unit that grants them increased reload skill and melee attack for 29 seconds. Reload skill and melee attack don't exactly go hand in hand as far as complimentary buffs go, but it does give it a bit more potential application across your entire army compared to other more specialized buffs. Despite this, and despite it's lower cost, it will not usually do enough to justify the winds cost since one unit can only do so much. A single fireball would usually do more even, depending on your targets.
- Apotheosis: A very cheap single unit heal that also imbues the allied target with Fear for its 22 second duration. This is, all things considered, a pretty nice spell for a tanky frontline unit and does provide more healing to a single target than Earth Blood (granted, Earth Blood heals multiple targets). The addition of Fear does help push through the squishier, meeker chaff units that might simply be trying to tie you down. Unfortunately, the lore of life exists and all factions with high magic have access to life magic. Never overcast it unless you really need the range.
- Soul Quench: A magic missile with artillery levels of range that explodes for quite reasonable damage against groups of infantry. While it's reasonably effective and cost efficient, you'll likely want to reserve your Winds of Magic for more utilitarian purposes and leave the job of long-range bombardment to your actual artillery units. Keep in mind it has bad armor piercing, use it like fireball pretty much. If you use it at all.
- Tempest: A snare that deals damage and traps a flying unit in a slow moving vortex. This is a very useful tool for dealing with (Legendary) Lords on flying mounts or flying Monsters like Dragons. While they take impressive damage from the Tempest itself, you should always have a unit or two of missile units or artillery on hand to take advantage of their immobility. In general though, this is worse than the Net of Amyntok if your goal is to snare enemy units in place. Great in multiplayer, crap in single player.
- Fiery Convocation: A relatively potent wind spell that deals reasonable damage to enemies it passes through. Even among directional wind spells, there's a lot of room for variance on the path it takes, so try not to use it too close to your own front line. Does the highest AP damage of any wind spell but lower total damage than pendulum, for example. Not really worth the extra cost for the higher AP, its only ok. Very slow cast time means it's hard to hit savvy opponents with it too.
- Arcane Unforging: A very powerful single-entity spell that deals substantial damage to the target while increasing their ability cooldowns by a considerable amount. This is a very valuable spell against enemy Heroes and Lords due to their ability to completely shut them down. Overcharging the spell can add a whopping 45 seconds to their ability cooldowns which, if used at just the right moment, can utterly ruin an opponent's strategy and potentially cost them the field. Obviously less useful against battering ram-type characters who just charge into battle, but hey. Can't have everything. Higher damage but less efficient than other spells of its kind. Spirit leech, final transmutation and soul stealer are honestly better because their AoE capabilities (or higher efficiency in spirit leech's case) make up for their high cost. Still, not a bad spell though, considering Lizardmen lack access to the aforementioned alternatives. Pick your targets well and only overcast against extremely high priority characters with powerful abilities.
Lore of Dark Magic (Dark Elves, Wood Elves)
- Passive - Spiteful Conjuration: Reduces armor map wide, it’s ok, works out to 11% less damage resistance for 18 seconds. Almost the same as the lore of metal attribute effectively but almost always better. It affects missile and spell damage not just melee with a longer duration than metal does. Doesn’t actually affect any of the spells from this lore except bladewind however since the rest do pure AP damage.
- Passive (Wood Elves) - Wrath of the Woods: 12% more missile damage map wide for 8 seconds, it’s nice. Like a free half strength flaming sword and stacks with all other boosts.
- Power of Darkness: Basically a 4 times as strong arcane conduit that causes 500ish damage to a unit over time. Which unit is chosen doesn’t matter. 3 use limit per battle. Very underrated, easily the strongest winds recharge skill in the game. Cast on a hydra and it will just regen through most of the damage or on a bolt thrower out of the way. Don’t ever put the damage on your wizard. in campaign you can consider running dark plus a second lore to have the dark act as a winds battery, recomend to combine with other winds boost like knowledgeable sorceressess
- Chillwind: Cheap wind spell that does 24 points of PURE Ap damage. That’s 2/3rds of a pendulum’s AP component. Also slows and lowers reload speed so multi use. Honestly a bargain, it’s pure AP would be worth the cost alone. Plus triggers lore attribute cheaply. Overcast isn’t worth it.
- Word of Pain: A single target only debuff isn’t ideal but it can claim to be probably the best lord or hero off switch in the game. -44 melee attack is massive. Overcast adds a melee defense hit as well. Sometimes worth overcasting. Situational but nice to have.
- Blade Wind: Pretty cheap, pretty damaging vortex. Lowish ap damage but helped by the lore attribute, short duration but that rarely matters. It does it’s job well for its cost. Won’t win any awards but its cheap enough to justify just dropping it on only 1 or 2 units. same cost as base Doombolt so use this on bigger units or blobs usually but Doombolt vs single entities or monstrous units. Overcast doubles duration but unlikely to hit anything long enough for that to matter, not worth overcasting really.
- Doombolt: Does just over 800 pure AP on a direct hit with an decent AOE detonation as well. Plus it’s a bombardment with pretty good tracking. It is like a cheaper comet of casadora with the tradeoff of less AOE range but better single target damage. Comparable damage/efficiency to Amber Spear overcast. Its ideal situation is hitting a lord or monster while surrounded by troops to take advantage of both damage portions. Overcast is proportionate, it only boosts the single target damage though. Against units just use the base version.
- Soul Stealer: AOE spirit leech combined with a caster only heal identical to High Magic’s but with about 50 more healing. Damage is the exact same as Spirit leech, but because it hits every target with their own version it’s more efficient than Spirit Leech with just 2-3 good targets. Plus only healing Dark Elves get. Great spell. Better on Morathi, Malekith, and a black dragon sorceress to make the self healing more valuable.
Lore of Nehekhara (Tomb Kings)
- Passive - The Restless Dead: Completely identical to the Lore of Vampires passive, heals injured undead before resurrecting models. Unlike the Lore of Vampires, the Lore of Nehekhara contains many more small buff spells but lacks the damage potential of the former. That does, however, mean that this passive will be triggering a lot more frequently.
- Djaf's Incantation of Cursed Blades: One of the cheapest spells in the game at 3 WoM, this little spell buffs weapon and AP damage by 25% on a single unit. Emblematic of the Tomb Kings lore and battle philosophy in general: while there are no standout spells or units that will single-handedly win you your battles, it's the combined-arms nature of the faction that truly makes it succeed. And the Cursed Blades is perfect for giving those cavalry, Ushabti, and other nasty constructs the edge on the offense.
- Neru's Incantation of Protection: Grants 44% Physical Resistance for 6 WoM. Good for keeping your Tomb King rampaging through the enemy lines on his Warsphinx or giving one of your holding units unexpected resilience.
- Ptra's Incantation of Righteous Smiting: The go-to spell for the missile-focused Tomb Kings player. Granting 40% bonus to missile and missile AP damage for another 6 WoM, this is a beastly spell when put on your artillery constructs which will really pile in the pressure on units trying to approach your lines.
- Usirian's Incantation of Vengeance: The first damage spell for the lore and it's... disappointing. Does middling damage to units in a wide area while reducing their speed by 24%. Situational, potentially useful if built around correctly, but generally safe to ignore in favour of more buffs for the troops.
- Usekph's Incantation of Desiccation: -24 MA and MD to enemy units in a huge area for a whopping 15 WoM. Generally not worth it unless you're planning to bust through an infantry line with your own, which works like none of the time with the slow infantry of the Tomb Kings
- Sakhmet's Incantation of the Skullstorm: Generic magical damage vortex for 11 WoM. Impressive to look at, but not very efficient due to a smaller-than-average vortex radius.
Lore of the Wild (Beastmen)
- Passive - Bestial Surge: When ever you cast you gain an extra 18% Charge Bonus and 5% vigour. Needless to say in a speedy hit and run faction like the Beastmen you will need as much of both as you can get.
- Viletide: For 7 winds of magic you get an AOE kaboom that deals decent damage to unarmoured troops. Great for when you are in a grind and need to get the chaff out of the way so that you can fight better stuff but won't do dick against armour.
- Bray-Scream A cone shaped wind spell that can do decent damage with decent AP. It has very short range but for 5 Winds of Magic it can actually get you some very good damage against infantry with a ton of armor.
- Devolve: For 11 winds this thing is essentially a mini Final Transmutation, and can do some serious damage to large unit sizes (100 and up ideally). Plus the leadership debuff can help with getting the enemy into a rout so you can chase them off. This is your best blob destroying spell and it's decent for what it is. All direct damage spells ignore armor. It does 1100 damage max, 2300 overcast both only against big enough units. Very cost efficient.
- Traitor-Kin: Essentially an AOE Spirit Leech in that instead of doing a ton of damage to several models at once it will drain one model at a time til it dies and move to the next one. This means that it doesn't do as much damage as Devolve but will kill models. It also supplies a speed debuff for lord sniping, which is great for a faction that relies on outrunning their enemies. It's expensive at 12 winds though
- Mantle of Ghorok: The only buffing spell this list has. It provides a meaty 50 Base Weapon Damage, 40% Melee Attack and 50% AP. Needless to say this is amazing for such an aggressive faction and will turn Minotaurs and Bestigors into killing machines. There is the downside of the -30 armour but.. come on man, you're playing the Beastmen. Unless you use this thing on Bestigors you wont even notice. You'll be more turned off by the 11 winds cost. Probably better against armoured opponents.
- Savage Dominion: Ok let's be real. If you're one of the 3 people in this game who play the Beastmen and you're taking this Lore of Magic into an online match, this is why you're bringing it. I don't really need to tell you why getting 2 Cygors for free is really, really good. Not only do you have a solid monster but you also have an artillery piece to rain death rocks from afar. I don't care if it's 18 Winds of Magic, it's easily the best spell in the lore. You can only use it twice though, so use it wisely.
Lore of Vampires (Vampire Coast, Vampire Counts)
- Passive - The Curse of Undeath: Heals every undead unit on the map for a small amount over the course of 5 seconds, but in contrast to the Lore of Lifes passive, it can also bring models back. Not a game changer, but free healing is always nice.
- Curse of Years: Not worth it. A big AoE debuff that lowers Melee Defense and Speed at a whopping cost of 16 Winds of Magic. Its general effectiveness is additionally offset by the fact that your Skellies or Deckhands are not all that good at melee in the first place and the debuff just too weak against Lords and Heroes (which are usually the preferred targets for debuffs).
- Gaze of Nagash: Practically interchangeable with Shen's burning gaze from the Lore of Light. Meek Projectile with mediocre damage that also has a hard time even hitting its intended target. Skip.
- Invocation of Nehek: This and Wind of Death are the main reason why the Lore of Vampires is so extremely powerful. Invocation of Nehek brings a very cost-effective heal to the table at a meager 6 Winds of Magic that also resurrects dead models - for 12 on the overcast variant, you get a very big AoE heal that helps especially the many monstrous, low entity units the Counts are able to field. Pumping a half-dead Vargheist or Mourngul unit up a few models can really swing encounters in your favor, not to mention the amount of cheese you can get out of this spell by combining it with the multitude of passive regeneration abilities the Counts have on a lot of units. Maxing it out on Campaign also makes it even cheaper (bringing down the cost from 6/12 down to 5/10) and since it's your first spell, there is no reason to not do so.
- Raise Dead: Summons a unit of Zombies for just 7 Winds. Summons are always awesome, since you can summon these bois behind the melee moshpit for nice charges into the back of your enemy for the additional rear attack moral penalty, or just keeping a nasty unit in the place of your choosing. The mileage of this spell of course depends greatly on your own creativity. The overcast gives you Skeleton Warriors with swords, which is negligible and usually not worth the cost of 13 Winds. The Vampire Coasts get the spell Drowned Dead instead, which summons zombie deckhands instead of the normal kind, and is overcast to summon zombie gunners with pistols.
- Vanhel's Danse Macabre: Sweet Little and extremely cheap buff (only 4 winds, 6 when overcast) that grants +24 Melee Attack and Speed like an inverse Curse of Years. Can be worth it on units like Grave Guard or Black Knights, usually situational, unlike Curse of Years its very low costs make it very useful in a pinch or as last resort spell, when your Magic Reserves have dried up and there's nothing else left to cast.
- Wind of Death: Feast your eyes and despair, for you look at the most powerful offensive spell in the entire game. The only thing holding back is its extremely high price tag of 20 Winds (25 when overcast), so one cast will essentially drain your entire magic pool. But your one shot may as well end the game the instant you get it off. A very fast-moving wind spell that will evaporate any high model count unit in a single cast with a terrifying reach due to high AP magic damage. It's still effective against units with lower model counts and/or magic resist since it deals so much damage.
Lore of the Big Waaagh! (Greenskins)
- Passive - Power of da Waaagh!: Functionally identical to the Lore of Death attribute, every time you cast a spell it increases the recharge rate for all spells. Nothing fancy, but still useful.
- Brain Bursta: Basically a green fireball. Deals decent damage in a large area from a decent distance. You should probably focus on the other spells in the list.
- 'Eadbutt: A short, wide little breath attack that sends enemies flying. Great for disrupting enemy formations and pushing clumps of enemies around.
- 'Ere We Go: A buff that gives a unit +40 melee attack, allowing even weedy little goblins to punch above their weight. Absolutely horrific when used on Black Orcs, but there's basically nothing in the greenskin roster that doesn't appreciate krumpin' stuff.
- Fists of Gork: A cheaper alternative to 'Ere We Go that provides +24 melee attack and defense. It's better to use on a lord or hero to give them an edge in a duel, but 9 times out of 10 you'll want 'Ere We Go instead.
- Foot of Gork: SPLAT!! Summon Gork himself to stomp the shit out of your enemies with one of the most powerful spells in the game. Creates a giant explosion of armour piercing damage that can win the entire battle on its own if cast on the right target. The winds of magic cost is really steep, especially when overcast; but the damage potential cannot be overstated.
- Gaze of Mork: Often overlooked, but not completely useless. Gaze of Mork is a cheap precise sniper-rilfe style spell that does decent damage to a single entity. The best part of the spell is the long range, which is good for greenskins who normally struggle when the enemy is too far away. Overcasting lets it trade shots with artillery all the way across the map.
Lore of the Little Waaagh! (Greenskins)
- Passive - Sneaky Stealin': The polar opposite of the Lore of the Big Waaagh! passive, this one increases the recharge time for enemy casters. An interesting trait, but the effectiveness depends very strongly on what the opponent is bringing.
- Curse of Da Bad Moon: A hilarious looking vortex that bounces around the map, dealing damage and reducing the speed, armour, and melee attack of whatever it touches. A useful debuff, but the spell moves around like crazy and can often come back to your lines.
- Gork'll Fix It: A targeted hex that reduces enemy speed, charge bonus, and vigor. Tailor made to counter knights and chariots, who should always be the first targets. A pretty cheap spell only costing 7 winds of magic, but you get what you pay for.
- Itchy Nuisance: Another Hex, this one decreases enemy weapon damage and melee attack. More generally useful than Gork'll Fix It, but not nearly as good against knights.
- Nightshroud: A strange buff that gives all friendly units in an area Stalk and Undetectable, making them functionally invisible. A great way to protect your slower units from enemy shooting. Note that Undetectable stops working if the unit attacks or casts a spell, so it's pretty much useless on your archers.
- Sneaky Stabbin': A cheap and weak little spell that gives the target 18% more AP damage and +34 melee attack. Because the bonus to AP is a percentage and not a flat amount, it doesn't do much on units that struggle against armored foes (you know, the ones that really need it). Most of the time the longer duration and better melee bonus of 'Ere We Go! is better, but if you don't have an orc shaman it can get the job done.
- Vindictive Glare: Launches a bunch of little magic missiles into the target, doing moderate magic damage for each missile that hits. Best against big targets so all of the missiles can hit the same target. Anything that helps you against monsters is useful for Greenskins.
Skaven Spells of Ruin (Skaven)
- Passive - Musk of Fear: Upon casting a spell, enemy units are inflicted with -13 Melee Attack and -4 Leadership. Considering the relatively spammy nature of the Lore of Ruin (in particular Warp Lightning) this may help your tarpits out considerably but don't rely on it to turn the tide of battle on its own.
- Warp Lightning: Cheap bombardment spell, iconic to non-Pestilens Skaven casters and surprisingly powerful for the cost. There are many ways to buff this spell in campaign but it's also perfectly serviceable in multiplayer. Don't ever be conservative with this spell - it's dirt-cheap and you'll need repeated casts of it to really dish out the hurt. Laugh maniacally like Ikit and blast those tarpitted blobs whenever you see them!
- Howling Warpgale: Despite the situational nature of this spell, it is absolutely vital that you take this spell whenever you start acquiring weapons teams. Flying creatures and units are countered hard by Jezzails and Ratling Guns but it's their speed and other pressing concerns of regular cavalry that can often end in a Feral Manticore or others tearing through your helpless gunners. But with this spell you can pin those flying beasties in the air and make them easy targets for your artillery and snipers.
- Death Frenzy: A straightforward combat buff that can turn an outmatched fight into a much more balanced one. It's tempting to cast this on Clanrats to try to hold the line longer but there are better uses for this spell, like letting that Plague Censer-Bearer unit tear through your opponent's elite infantry and eliciting a serious WTF moment from them as you blow a hole in their infantry centre with crazed great-weapon rats pumped full of magic.
- Scorch: A thin breath spell. One of the disappointments of the otherwise serviceable Lore of Ruin, it has a rather small hitbox that deals middling damage to anything not unarmoured chaff. Since the Skaven have better ways of dealing with unarmoured chaff, you're better off skipping this one.
- Flensing Ruin: An unusual area-damage spell that is supposedly Warp Lightning's superior but in truth it suffers from overly high cost in exchange for improved damage against armoured enemies. Skaven have much better non-magic AP weapons to kill their foes with, and casting this means less castings of Warp Lightning - skip this one too.
- Crack's Call: Another area damage spell, this time a straight wind spell that's similar to Flensing Ruin in its AP potential. The shape of the wind spell lends itself well to thinning out hapless infantry eating up your Skavenslaves and Clanrats, so it's up to you if you want to use this as a in-between the Warp Lightning casts you're hopefully already spamming.
- The Dreaded Thirteenth Spell (Exclusive to Grey Seers of Ruin): Now we're talking. While only Grey Seer of Ruin lords can take this, it's the one spell both old 8th Edition veterans and Total War players will take regardless because of its sheer WTF potential - it's a large-area explosion spell that spawns a unit of sword-and-board Stormvermin right on top of whatever unfortunate infantry are left alive from the blast. The high Winds of Magic cost and long cooldown make this a risky proposition but when you see that chance to flip the table on that blob of chaff and create a dangerous opening in your opponent's formation, you turn to this spell.
Skaven Spells of Plague (Skaven)
- Passive - Plague Rash: Upon casting a spell in this Lore, inflicts -12% Speed on all enemies on the map. Absolutely amazing debuff, when combined with the sheer number of summons you can throw at incoming cavalry and fast movers, undoubtedly makes this Skaven lore not only the best for Skaven but one of the strongest Lores in the game.
- Bless with Filth: Cheap poison attacks buff. Nothing much to say, it's a nice way of making those Clanrat Spears extra nasty against the big stuff. Gutter runners with poison slings are arguably more efficient.
- Pestilent Breath: The signature breath spell for Plague casters. Good coverage, damage and low cost makes this a staple for clearing out enemy tarpits in short order. Despite not being very effective against armor, it can potentially disrupt the formation with the breath effect which you can take advantage of.
- Vermintide: The earliest summon spell any of the Skaven casters can get and by far one of the most useful. Do not underestimate being able to suddenly summon Clanrats out of nowhere, they can easily become annoying roadblocks against enemy cavalry or delay infantry advances so that your artillery can shoot at them more. In a pinch, you can even throw them behind a unit in combat as a cheap way to inflict outflanked debuffs.
- Wither: -30 Armour doesn't sound like much of a debuff but Wither stands out by having its duration be longer than the cooldown - meaning with patience you can make those high-armor targets naked for a brief period for maximum rape. Best to use this one on units already in combat that you really want dead quickly, either from grenades or Plague Monk attacks.
- Plague: The best AoE damage spell the Skaven have by far and the most visually impressive as well. Absolutely amazing for crushing mobs of any kind while they eat worthless Clanrats from Vermintide, it has a stupidly low casting cost for the effect and damage area. The Plague is not to be trifled with and can turn the tide of the battle with careful usage.
- Pestilent Birth: While Vermintide is the more defensive summon spell in this lore, this spell is for more aggressive players who would much rather like to win the infantry fight by any means. With this spell you can spawn a unit of Plague Monks nearby the caster - terrific for nasty back attacks or adding unexpected pressure onto an enemy unit chewing up Skavenslaves. A devastating spell if positioned correctly but still useful even if misplaced.
Skaven Spells of Stealth (Skaven)
- Passive - Looming Dread:
- Warp Stars:
- Veil of Shadows:
- Armour of Darkness:
- Black Whirlwind:
- Brittle Bone:
Rune Magic (Dwarfs)
- No passive for you. Dwarfs don't use the winds of magic, so every spell in the Runic Magic will be completely free and instead rely on cooldowns that all spells share with each other - i.e. you cast one Rune, all of them will go on cooldown.
- Rune of Negation: Gives a unit 40% damage resistance for 24 seconds, 40 seconds if you overcast. This is pretty nice if you really want a unit to hold the line better than they already do (Ironbreakers with this will be untouchable)..
- Rune of Oath and Steel: You give a unit 30 extra armor, 60 if overcast. Honestly, this is probably the worst rune in the list due to diminishing returns. Dwarfs already have high armor so just giving them more doesn't really help them out in any way. Unless you're putting this on Slayers to help them against missiles, this one is probably best left skipped.
- Rune of Wrath and Ruin: Casts a big fire explosion roughly the size of an Awakening of the Wood, and does extra AP when overcast. This will probably be one of the go to spells on the list since Dwarfs would love a big burst spell to help clear out chaff.
- Rune of Breaking: Imbues Armor Sundering and extra base and AP Weapon Strength for 33 seconds, 55 if overcast. Can be really good for your frontline when fighting heavy armor enemies since you can cause your standard infantry to do more damage and help your non AP missiles burn down armor better.
- Rune of Speed: Gives 24 melee attack and 45% speed for 18 seconds, 30 if overcast. Want to make Hammerers useful? Bring this. Having a rune that briefly covers one of your big weaknesses can help you actually use offensive tactics.
- Rune of Slowness: Reduces Charge Bonus by 40%, Charge Speed and normal speed by 45% for 30 seconds, 45 if overcast. Really helps deal with chariots and cavalry, acting as a snare to help your missiles or Slayers get a hold of them.
Spells of the Cult of Sotek
- Jungle Swarm:
- Manifestation of Sotek: For the low, low price of 1000 sacrifices (at least 20 battles on release, more like 8 after the buff to sacrifice earning assuming you always pick sacrifices over gold), you get a very impressive-looking wind spell that summons a giant glowy snake. However, for reasons unknown this spell ranges from epic to terrible, either utterly devastating everything it hits or missing things that should obviously be within its targeting radius. It can be difficult to tell just where the spell's damage lands, but it should be like other winds, launching in a straight line. Best used on stationary targets due to long casting time.
Lore of Ice (Kislev)
- Passive - Frost Shield:
- Ice Maiden's Kiss:
- Ice Sheet:
- Frost Blades:
- Death Frost:
- Crystal Sanctuary:
- Heart of Winter:
Lore of Tempest (Kislev)
Lore of the Great Maw (Ogres)
Lore of Tzeentch (Daemons of Tzeentch)
Lore of Nurgle (Daemons of Nurgle)
Lore of Slaanesh (Daemons of Slaanesh)
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