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===Lore of Life (Wind of Ghyran, Jade Magic)=== Still probably the lore which will get used the most, luckily magic resistance works for dwellers now so there can be something to save your Wizard. Slightly less overwhelming on a lvl 4 due to the reduced bonus to cast. With the buffs to Metal, Heavens and Shadow, combined with the removal of hordes, this lore is slightly less powerful than 8e. ''Lore Attribute:'' '''Lifebloom:''' Whenever a spell from this lore is successfully cast, a single model within 12 inches of the wizard may regain 1 wound (doesn't raise the dead though). Incredibly awesome attribute, often making it worthy to take/keep/cast a useless spell just for some healing. It is often useful to have a level 1 Life wizard stuck in some tarpit, spamming Earth Blood just to heal nearby Dragon/Lord/Monstrous Infantry. ::''Signature:'' '''Earth Blood (CV 8)''' 6+ regeneration (5+ regeneration if on casters unit) (4+ if Throne is in play). Makes it kinda weak, but is sometimes useful on Slann (a regenerating horde of Temple Guard is something that will not die under nearly any circumstances), Damsel, or Branchwraith. In any case, it is a nice cheap spell to spam for the attribute. #'''Awakening of the Wood (CV 6)''' Make trees grow so fast they punch the enemy in the dick. It's crap as it requires the enemy to hide near the woods, though it is now improved by the throne. Still, it's even cheaper than signature and can be used to spam attribute heal. #'''Flesh to Stone (CV 8)''' Classic "Stone Skin" spell, grants a unit a big +2 bonus to toughness ([[cheese|+4 if Throne is in play]]). Cast this on elves so that they are hard as Stone, cast this buffed up on heavy cavalry to make them as hard as diamonds, get an ally cast this on a Necrosphynx to... oh my god... #'''Throne of Vines (CV 8)''' One spell to buff them all, one spell to ... oh wait wrong universe but hey, this spell gives the whole Lore its meaning by seriously buffing most of the other Life spells (except Dwellers). Oh, and you get a special 4+ save to negate any miscast effects. Less explosions so less fun but probably safer for your 500+ point Slann or the likes. Incredible spell. #'''Shield of Thorns (CV 9)''' Looks really bad in this incredible lore, but not so bad on its own. The target unit deals some S3 hits to enemies in base contact. Still, has its uses, easy to cast, and can be taken on your healer if he can get a friend to grant regen. #'''Regrowth (CV 9/11)''' While your attribute can only heal, not resurrect, this spell does just that. The target ''unit'' regains wounds, reviving dead models. Do not forget to wear your biggest trollface when you unleash a buffed version on your nearly-dead elite unit. #'''The Dwellers Below (CV 18/22)''' Here is your one-spell-solves-all-problems-spell. Cast it on a unit and see everything taking a strength test, and when they fail, they are Multiple Wounds (D3) dead unless they have a ward save because little Dwarves crawl out of a hole in the ground and take them with them. Yes, those badass mages and those funny Commanders (which get +3S while attacking) are all for naught and their unit with them. Easily one of the most devastating spells.
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