Life Magic Spells

Life spells are beneficial to the caster and its army, and concentrate on blessing, healing, protecting, and therefore strengthening the caster’s army. Many of Life's spells focus on neutralising or combating Death Magic, further narrowing their capabilities in their magic school.

Interesting spell combinations arise through martyr and regeneration, and this little circle is very effective at preserving your creature, provided it does not get barraged. Bless and Exorcism are useful early game spells which again allow the Life creatures to exercise their full potential, and protect them for any cursing spells that Life or Order may cast.

The abundance of "X Ward" spells the Life school possesses makes these spells a sound start to any combat, instantly reducing the enemies effectiveness. Other good initial spells include Prayer, Mass Fervor and Mass Bless.

On the whole, Life's spells require the player to use them very strategically, moreso than any other class. Song of Peace is a rare cursing spell, but should be cast by a secondary priest, as the primary priest has more spells at his/her disposal of greater effect. Divine Intervention can be used to give the hero a second chance, likewise with Guardian Angel, which can also be used on creatures. Sanctuary is an excellent spell in that it allows you to re-arrange your units in a desired formation, almost working like Mass Teleport, except it may take more turns, giving time for your opponent to cast beneficial spells on his/her own units.

Less useful spells include Bind Wounds, Holy Word/Shout (not against Death), the various Ward (except against the appropriate alignment), and Spiritual Armor (not in mass form).

The Life Magic School is among the most powerful when used correctly. This means beginning a combat with Mass Fervor or "X Ward", strengthening the units with Prayer, and resisting other spells and damage with Mass Healing, Sanctuary, Guardian Angel, and Song of Peace.

Level 1


Bless Bless - 2 mana
Combat - Blessing
Bless causes the target inflict maximum damage.
I foolishly left the hospital wagons, donning armor and joining the battle. There I supported the troops as well as healed them.
Bind Wounds Bind Wounds - 2 mana
Combat - Blessing
Power: 33 + 3 HP/level + Spirituality
Bind Wound heals a number of points of damage based on the level of the caster.
In my youth, I followed armies in the hospital wagons. There were so many of us, acolytes with no powers except the ability to close the wounds of the injured.
Holy Word Holy Word - 2 mana
Combat - Direct Life Damage to Death Units
Damage: 49 + 4 dmg/level + Spirituality
Holy Word does damage to a single Death target based on the level of the caster.
The power of Life concentrated in a single word - it's as good as a sword against those with evil souls.
Exorcism Exorcism - 2 mana
Combat - Blessing
Exorcism removed all negative spells from a single friendly target.
Sometimes, the enemy tried to drag down our brave soldiers with their evil enchantments. These kind of spells can bring army to ruin.
Spiritual Armor Spiritual Armor - 2 mana
Combat - Bless
When cast on a friendly target, Spiritual Armor increases it's Melee and Ranged Defense by 25%.
Real armor wears a man down after hours of battle. Something lighter was needed for those of us who were in an inferior physical condition.
Summon Ship Summon Ship - 2 mana
Adventure - Summoning
Summon Ship causes a single ship to appear at the caster's present location.
I was stranded when they sunk my ship. At least the rain brought fresh water or I might have perished. Unfortunately, it took three weeks before someone found me. Never again!

Level 2

Chaos Ward Chaos Ward - 3 mana
Combat - Blessing
The target of a Chaos Ward is 50% resistant to Chaos spells, and their Melee and Ranged Defense is increased by 50 % against Chaos-aligned opponents.
I buried a friend once who succumbed to a sorcerer's spells after bravely using his own magic to save the people around him first.
Death Ward Death Ward - 3 mana
Combat - Blessing
The target of a Death Ward is 50% resistant to Death spells, and their Melee and Ranged Defense is increased by 50 % against Death-aligned opponents.
Our greatest and darkest enemy, the necromancers, needs our strongest defense.
Defender Defender - 3 mana
Combat - Blessing
Defender increases the Melee and Ranged Defense of all friendly targets by 50% when they are defending against an attack.
The beauty of defense is if you know what your enemy is up to, then you can respond accordingly. Less chances of mistakes that way.
Heal Heal - 3 mana
Combat - Blessing
Power: 55 + 5 HP/level + Spirituality
Heal cures target of a number of hit points based on the level of the caster. Heal is also capable of curing Poison and Plague.
Show me a man who walks into a sick tent with no thought of his own health and I'll show you a brave man.
Heavenly Shield Heavenly Shield - 3 mana
Combat - Blessing
Power: 55 + 5 HP/level + Spirituality
Heavenly Shield can only be cast on the caster, giving additional hit points based on caster's level.
The heavens protect those who serve. Some better than others. And then sometimes you have to protect yourself.
Martyr Martyr - 3 mana
Combat - Blessing
Martyr is cast on a friendly target. All the damage done to a second friendly target will then be transferred to the recipient of the spell. This effect lasts for entire combat.
What a beautiful and selfless act for someone to surrender their own life so that another can survive!
Mirth Mirth - 3 mana
Combat - Blessing
Mirth gives target maximum morale.
Later in my career, I talked to the troops before I led them into battle. I prayed and explained that their sarifices would not be forgotten. And they all fought like heroes.
Nature Ward Nature Ward - 3 mana
Combat - Blessing
The target of a Nature Ward is 50% resistant to Nature spells, and their Melee and Ranged Defense is increased by 50 % against Nature-aligned opponents.
I led the expedition through the dark woods, all of as protected from the evil magic of the witches who dwelled there.
Order Ward Order Ward - 3 mana
Combat - Blessing
The target of a Order Ward is 50% resistant to Order spells, and their Melee and Ranged Defense is increased by 50 % against Order-aligned opponents.
Only if we had been able to become allies! We both believed in protecting others. But they still attacked and I had to act to protect my own troops…
Retribution Retribution - 3 mana
Combat - Offensive Blessing
Power: 11 + 1 dmg/level + Spirituality
Retribution is cast on a friendly target. When they enemy attacks the target in melee combat, the attacker will take damage based on the level of the caster.
Pain will be visited upon those who strike me. A holy and righteous pain!
Song of Peace Song of Peace - 3 mana
Combat - Curse
Song of Peace causes an enemy target whithin the line of sight of the caster to become unable to attack or cast spells on the caster's army during the next turn.
If only a song could end all violence forever, but that is the dream of a young man. I am too old to hope.

Level 3

Celestial Armor Celestial Armor - 5 mana
Combat - Blessing
Celestial Armor increases the Melee and Ranged Defense of all friendly targets by 25%.
If we have to fight wars to keep back tide of evil, then we should protect those who fight as best as we can.
Holy Shout Holy Shout - 5 mana
Combat - Direct Life Damage to Death Units
Damage: 34 + 3 dmg/level + Spirituality
Holy Shout does a number of points of damage based on the level of the caster to all Death targets.
Demons and undead - come before me, you aberrant beings! I shall purge the world of your evil. I shall clense the stain of your existance!
Mass Bless Mass Bless - 5 mana
Combat - Blessing
Mass Bless causes all friendly targets to do maximum damage.
An army with a mission, with a common goal, is a strong one. An army with the blessing of the gods is invincible!
Mass Healing Mass Healing - 5 mana
Combat - Blessing
Power: 27 + 2 HP/level + Spirituality
Mass Healing cures all friendly targets of a number of points of damage based on the level of the caster. It also cures Poison and Plague on all friendly targets.
As much as it tires me, I never feel better than after I have cured numerous souls of their pain.
Regeneration Regeneration - 5 mana
Combat - Blessing
Power: 22 + 2 HP/level + Spirituality
Regeneration causes the target to regenerate number of hit points every turn based on the level of the caster.
We - every man, woman, and child - are evidence of the increadible power of Life. Cut us and we may bleed. But we heal!

Level 4

Mass Chaos Ward Mass Chaos Ward - 8 mana
Combat - Blessing
Mass Chaos Ward causes all friendly targets to become 50% resistant to Chaos spells, and increases their Melee and Ranged Defense by 50% against Chaos-aligned opponents.
Unfortunately, too often the forces of Chaos are used for evil purposes, and they must be guarded against.
Mass Death Ward Mass Death Ward - 8 mana
Combat - Blessing
Mass Death Ward causes all friendly targets to become 50% resistant to Death spells, and increases their Melee and Ranged Defense by 50% against Death-aligned opponents.
More than any force, we must protect ourselves from unnatural powers of Death!
Mass Exorcism Mass Exorcism - 8 mana
Combat - Blessing
Mass Exorcism removes all negative spells from friendly targets.
I am like a father to my troops. I provide for their spirits, and in times of danger I protect them from the dark touch of the enemy.
Mass Fervor Mass Fervor - 8 mana
Combat - Blessing
Mass Fervor causes all friendly targets to gain maximum morale.
The war had already been lost, so what did this battle matter? To save the lives of my soldiers, I had to raise their spirits and fill them with hope.
Mass Nature Ward Mass Nature Ward - 8 mana
Combat - Blessing
Mass Nature Ward causes all friendly targets to become 50% resistant to Nature spells, and increases their Melee and Ranged Defense by 50% against Nature-aligned opponents.
The beasts of Nature are unpredictable, so we need a ward to protect us both.
Mass Order Ward Mass Order Ward - 8 mana
Combat - Blessing
Mass Order Ward causes all friendly targets to become 50% resistant to Order spells, and increases their Melee and Ranged Defense by 50% against Order-aligned opponents.
I have seen what self-righteous are capable of, and I rest easier knowing I have a defense against them.
Prayer Prayer - 8 mana
Combat - Blessing of Life Units
Prayer increases the hit points and damage of all Life targets by 25%.
Guard us, your servants of Life! Protect our bodies, and if we shall fall take us quickly into your warm embrace!

Level 5

Divine Intervention Divine Intervention - 12 mana
Combat - Blessing
Power: 55 + 5 HP/level + Spirituality
Divine Intervention removes a portion of the damage from all friendly targets, and resurrects slain heroes.
Our commander made a mistake and fell into a trap. Many were injured. Some were dead. Something had to be done, so I raised my hands to the sky and begged for help.
Guardian Angel Guardian Angel - 12 mana
Combat - Blessing
Power: 1 + 0.1 life/level + Spirituality
Guardian Angel gives the friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the caster, and no target it protected more than once.
I felt the spirit around me. I couldn't see or hear it, but had the distinct feeling that was my long-departed grandfather. He tickled my knee like he had when I was a child.
Sanctuary Sanctuary - 12 mana
Combat - Blessing
Sanctuary protects all friendly troops from spells and attacks. If a troop takes any action other than "defend", "wait", or "move", the Sanctuary ends.
I seek only safety and an understanding of the world.

Thanks to Lich (Guardian's Grove Admin, Heroes Community Moderator) for the images
and to The_Hydra (Heroes 5 Content Admin, Heroes Community Moderator) for the overview, spells data and HTML processing.