Life magic - an overview
I was thinking with beta 5 looming now would be a good time to have a closer look at each of the 6 shards to get an idea on what we think as a community about the spells in each set with an aim to assisting the developers with balancing them out prior to release. I think it would be good to get 6 threads going (1 for each shard) so then that helps to keep discussion focused. So to get the ball rolling I thought I'd start us off with a summary of Life magic.
Life 1:
Courage - 8 mana unit enchantment - grants extra hps
Paragon - 90 mana strategic & sov loses hps - target champ gains a level
Regeneration - 15 mana unit enchantment - heals life each turn
Life 2:
Aura of vitality - 40 mana city enchantment - extra hps for trained units
Heal - 12 mana tactical - gain life in combat
Life 3:
Growth - 5 mana tactical - unit gets +50% attack but -20 dodge
Shrink - 15 mana tactical - unit gains +50% dodge but halves attack (resistable)
Steal soul - 30 mana strategic + kill a champ - gain a spell level from killed champ
Life 4:
Call to arms - 80 mana strategic - rush training of a unit
Wellspring - 35 mana tactical (1 turn casting time) - heals all allies
Life 5:
Crusade - 340 mana strategic - all units gain 1 level
Death Ward - 50 mana unit enchantment - ressurects unit with 1/2 hp if killed
Glory - 300 mana strategic - increase faction prestige by 1
EDIT - thanks Heavenfall
Life combo spells:
Battle Cry - Life2+Air2 - 72 mana (1 turn casting time) - Tactical - All units in your army get to act immediately
Glyph of Life - Life2+Fire2 - 30 mana cost - Strategic city enchantment - Defending units start with regeneration
Mantle of Oceans - Life2+Water2 - 25 mana cost / 1 upkeep - Strategic Champion enchantment - The mana costs of all tactical spells this unit casts is reduced by 40%
Nature's Call - Life2+Earth2 - 30 mana cost - Tactical summon - Summons a pack of wolves, bear, naja or panther to aid you in battle.