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===Lore of Life=== Summary of Strengths: very effective on an army with many monstrous units to keep them alive and make them more durable, in campaign the ability to heal up after fights is invaluable for preventing attrition over multiple fights. Has some decent damage spells also, thought you may prefer to save all winds for healing. Does not revive models, hence it being better on smaller monstrous units with more health per model. :'''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. When compared to SoT, however, it tends to be better against non-AP by far but falls off in the later game when more units tend to have AP values. Single target really limits its effectiveness. *'''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. In general though, Earth Blood provides better sustain for your army over the course of the battle. *'''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. Despite its awesome animations, if you look carefully at the spells tooltip, you'll notice that it's a direct damage spell and not a vortex. This is important because it means that instead of centering it on blobs, you want it covering as many enemy units as possible and you don't have to worry about hitting your own units with it.
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