Welcome to Librarium Online!
I'm a fairly new player to Warhammer and the High Elves I've only played maybe a dozen games or so but I wanna know what lores of magic everyone is using. I mostly use High Magic because it seems to have a good balance of power and versatility you have
Fury of Khaine- pretty good magic missile
Curse of Arrow Attraction- good for making more hits
Flames of the Phoenix- rips apart my enemy's units
And the rest of the spells are pretty good too
I've also looked at the Death lore because you have the spell that lowers the enemies leadership so you would be able to break him pretty easy and a spell that causes your guys to have fear to make them run even more. I thought maybe you could break the enemy over and over. Is this a viable strategy or what? What does everyone else usually use?
It all depends on your opponents army. High magic is for instance great VS VC or other horde armies that also use magic but it sucks vs Ogres or brets (not enough models in a unit to make flames of the phoenix decent, ogre magic usually only uses 1 or 2 dice so fortune is frickle is not great either and brets usually don't bring much magic).
So look at what armies an opponent has and what you think would be good against it. Don't limit yourself by giving your mages standart lores that you use every battle.
Heavy cav armies - Heavens - no armor save magic missille and comet (comet is good against most stuff) is huge.
Armies with lots of magic resistance - heavens too - comet can hit units without targeting them so they don't get to use their magic resistance
Horde armies - high magic - flames of the phoenix is one of the best spells against hordes
Dwarves - metal (nothing like crumbling units weapons/armor) - or shadow (steed of shadow your prince into warmachines and make dwarves take a initiative check or die is fun too.
Wood elves - fire is great - double wounds on treekin and treemen - lots of magic missilles for skirmishers and confrigation of doom is always huge
Gunlines - heavens - stay out of range and just toss comets into fortified position
Ogres - shadows - ini test or die is great against these brutes and making a unit cause fear is huge too but the biggest is getting the flank charge with unseen lurker so only 1 ogre can fight is a game winner.
So you'll have to put some thought into it. it will also give your opponents less chance to get used to your playstyle.
for my army i will take high magic for my scroll cadie as it increases his defensive abilities. For my second mage i usualy take fire magic for some magic missiles. IF I completye out magic him then i willl take life instead.
So with lore of the heavens comet spell do you have to wait for a dice roll for the comet to hit or will it automatically come down if you cast another spell with that mage? Basically do you have to wait each turn until the right dice comes up?
You roll at the beginning of each player's turn, on a 4+ it hits and on a 1-3 it builds up, adding a D6" to the radius of affect. It doesn't strike because you cast another spell, in fact, it ends if you do that . It's a Remains in Play-spell.
You guys didn't really mention Lore of Light, which is both effective against daemons and undead, as well as being able to make all the units within 12" of the caster immune to psychology and auto-rallying:w00t:! My new favourite, as I often face Vampire Counts ^^
/High Priest Huanzlat
So where do you usually aim a comet if you are going to cast one? Do you aim it ahead of the units for if they move or on them?
And make sure it lands in an area that you won't have troops in as they will get hit by it too as it hits "all units from either side" that are in the blast radius.
I always have two mages in my list.
One always uses High Magic, it just rocks.
The other lore depends on the type of field, army and army composition i play against.
Lately i have tried lore of beasts a lot. Works quite well too.
Nice to have you're mage kick a heroes b*tt in a challange.
"Ask not the Eldar a question, for they will give you three answers; all of which are true and terrifying to know"
I'm new to High Elves, but one does not need to look further than High Magic. It can perform various roles. On the basic wizard, you have essentially, an unkillable dispeller who can use power dice to prevent your opponent from getting any real spells off. At the most powerful, you have a potent nuker with Fury of Khaine, anf Flames of the Pheonix. Between the two, there's not much that can't be killed. It can support archers with Curse of Arrow Attraction, and can effectively shut down tooled out Lords and Heroes with Vauls Unmaking. I'm not saying that the other lores aren't as good, it's just that you have all these great spells that are solely at your disposal. Why not use them?
Because against some armies the high magic lore is very bad. Ogres comes to mind. Flames of the phoenix on a unit of 3 or 4 orges is not going to do much, drain magic is cool but ogres use their magic to get more combat heavy. Against high elves they really don't need to get more combat heavy. Fortune is frickle does not much against ogres since they usually cast their spells on 1 dice anyway. Walk between worlds sucks. Curse of arrow attraction isn't really that great either. The best it does is letting you reroll on 1 bolt thrower.
Vauls unmaking is great against any army but you can get it in the ring and the 12+ casting value is pretty steep for what it does.
Leaves fury of khaine. This is always a great spell but almost every lore has a 2D6 STR4 magic missille.
I am nott saying high magic isn't one of the best lores in the game but it's not great against everybody. so don't settle on it decided depending on your opponent. You will probably still use it in 90% of the battles but make sure you are flexible. Like against ogres or all cav chaos mortals lists for example.