Lore of Life

The Lore of Life is a lore of of magic introduced in Total War: Warhammer.
==Lore Attribute==
=== Life Bloom=== 	
=== Life Bloom===
Even the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.	Even the simplest of spells can bring forth the full bloom of renewal, reinvigorating and healing the broken and bleeding.
 	Passive AbilityLore of Life
Type 	Regeneration (Area)
Target 	Self, Allies
Heal Per Second 	+0.20%
Effect range 	Map-wide
Duration 	4 seconds
Affected units 	Affects allies in range(all)
Enabled if 	Casting
Triggers when casting spell Replenishes hit points of combatants 	Triggers when casting spell Replenishes hit points of combatants
==Spells==
=== Awakening of the Wood=== 	
=== Awakening of the Wood===
Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.	Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.
 	SpellLore of Life
Cost 	6 Winds
Type 	Explosion
Target 	Ground, All
Damage 	19 (0%)
Duration 	1 seconds
Radius 	15 metres
Contact 	Awakening of the Wood
Range 	200 metres
Duration 	2 seconds
Cooldown 	31 seconds
Affects units if 	Grounded
Large explosion area 	Large explosion area
Awakening of the Wood (12s) Speed: -45% 	Awakening of the Wood (12s) Speed: -45%
=== Earth Blood=== 	
=== Earth Blood===
The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.	The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
 	Spell
Lore of Life
Cost 	6 Winds11 Winds (Overcast)
Type 	Regeneration (Area)
Target 	Ground, Self, Allies
Heal Per Second 	+0.80%
Range 	200 metres
Effect range 	35 metres
Duration 	7 seconds14 seconds (Overcast)
Cooldown 	30 seconds
Affected units 	Affects allies in range(max: 4)
Affects units if 	Hit point replenishment cap not reached
Miscast chance 	50% (Overcast)
Extended effect duration 	Extended effect duration
Replenishes hit points of combatants 	Replenishes hit points of combatants
=== Shield of Thorns=== 	
=== Shield of Thorns===
Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.	Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.
 	SpellLore of Life
Cost 	7 Winds10 Winds (Overcast)
Type 	Augment
Target 	Self, Ally
Melee Damage Reflection 	
Range 	200 metres
Duration 	30 seconds
Cooldown 	44 seconds
Affected units 	Affects allies in range(max: 1)
Miscast chance 	50% (Overcast)
Greater effect on melee damage Increased melee damage reflection 	Greater effect on melee damage Increased melee damage reflection
Reflects melee damage dealt to unit back at the attacker 	Reflects melee damage dealt to unit back at the attacker
=== Flesh to Stone=== 	
=== Flesh to Stone===
This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.	This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.
File:Wh_dlc05_spell_life_flesh_to_stone.png ‎ 	SpellLore of Life
Cost 	8 Winds14 Winds (Overcast)
Type 	Augment
Target 	Self, Ally
Physical Resistance 	
Range 	200 metres
Duration 	19 seconds38 seconds (Overcast)
Cooldown 	43 seconds
Affected units 	Affects allies in range(max: 1)
Miscast chance 	50% (Overcast)
Extended effect duration 	Extended effect duration
Reflects melee damage dealt to unit back at the attacker 	Reflects melee damage dealt to unit back at the attacker
=== Regrowth === 	
=== Regrowth ===
By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.	By speaking Druthandor's name the Wizard is able to heal allies' injuries much faster than by natural means.
 	SpellLore of Life
Cost 	13 Winds18 Winds (Overcast)
Type 	Regeneration
Target 	Self, Ally
Heal Per Second 	+0.80%+1.20% (Overcast)
Vigour per second 	
Range 	200 metres
Duration 	29 seconds
Cooldown 	48 seconds
Affected units 	Affects allies in range(max: 1)
Affects units if 	Hit point replenishment cap not reached
Miscast chance 	50%
Greater effect on replenishment 	Greater effect on replenishment
Replenishes hit points of combatants 	Replenishes hit points of combatants
=== The Dwellers Below=== 	
=== The Dwellers Below===
This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end. 	This spell causes gnarled, fibrous hands to emerge from beneath the ground, dragging the foe to a claustrophobic, suffocating end.
 	SpellLore of Life
Cost 	20 Winds24 Winds (Overcast)
Type 	Direct Damage
Target 	Ground, All
Damage Per Second 	4 (100%)
Duration 	15 seconds
Radius 	15 metres
Contact 	Dwellers Bellow
Range 	200 metres
Duration 	15 seconds
Cooldown 	45 seconds
Miscast chance 	50% (Overcast)
Affects units if 	Grounded
Greater effect on speed 	Greater effect on speed
Causes severe damage to combatants Strong vs character Huge, stationary area of effect Strong vs multiple combatants Weak vs a single combatant	Causes severe damage to combatants Strong vs character Huge, stationary area of effect Strong vs multiple combatants Weak vs a single combatant
Dwellers Bellow (2s)Damage Per Second: 33-67 Speed: -25% Speed: -45% (Overcast) 	Dwellers Bellow (2s)Damage Per Second: 33-67 Speed: -25% Speed: -45% (Overcast)
== Units==
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(Formless Horror: The Fay Enchantress) 					 		
(Formless Horror: Alarielle the Radiant) 					 		
(Formless Horror: Teclis) 					 		
(Formless Horror: Miao Ying, the Storm Dragon)					 		
(Formless Horror: Ariel) 					 		
(Formless Horror: The Blue Scribes) 					 		
 					 		
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== Bound spells ==
===Unit abilities===
Grand Cathay:
*Dragon-Blooded Shugengan Lord (Yang) (Earth Blood)
==Strategy==
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.
Category:Lores of Magic