The Lore of Life is the most defensive and support oriented lore of magic. The passive is good for mapwide healing whenever a spell is cast. Generally useful if you have a more defensive build or if your units are generally more quality over quantity, but you can't really go wrong with mapwide healing. Notably, it heal units regardless of if their Leadership is broken or not, which can help bring a unit back from routing.
Awakening of the Wood is a weak explosion spell, but cheap and useful for triggering the passive. It has a large radius and reduces the enemy's speed by a good amount, which can be useful for slowing down retreating units. Best used on clumps of enemies.
Earth Blood is a solid healing spell, best used to keep elite or valuable units alive. Notably it does not resurrect models, so if a unit has taken damage and has lost many models there is only so much healing that can be done as each entity has a maximum health.
Shield of Thorns is a good way of boosting the damage output of units that will likely be hit often in combat, without normally dealing much damage back (such as Peasant Mob, Spearmen, or Peasant Long Spearmen). Particularly effective against elite units, as the reflected damage bypasses all armour and most resistances.
Flesh to Stone is a strong boost to a single unit's defences against nonmagical attacks. It is somewhat niche, and often overshadowed by the healing spells of the Lore, but not taking damage in the first place is arguably better than healing damage already taken. The spell is particularly useful against units with high armour-piercing damage.
Regrowth is a powerful healing spell that also refreshes the vigour of a unit, putting them at full energy. As it does not resurrect models and only targets a single unit, it is especially useful on elite cavalry, characters or single-entity monsters.
Finally, The Dwellers Below is a stationary Vortex spell that camouflages itself as a Direct Damage spell. It deals little damage, but it applies the Contact Effect "Dwellers Below", which deals respectable damage per second and slows the enemy down. Very good at clearing out blobs of infantry, but unlike most other Vortex spells, it also deals non-negligible damage to monstrous infantry.
See also[ | ]
Regeneration, for specific abilities that restore the health of a targeted unit.
Replenishment, for recovery of lost units after a battle or attrition in the campaign map.