Excellent spell review, as usual. I wish to add to the Tactica.
With regard to the Slann Party review link, it all holds true in the new book except that extra power dice are slightly harder to come by now and Lore Mastery of Life is no longer available so it's possible you can miss out on either (or if you are unlucky both) of the best two spells, Dwellers and Throne of Vines
Throne of Vines and List Building:[Throne of Vines as two (EDIT: three) consequences for list building.
First, Throne is such a good spell that for most, even a small chance of not getting the spell is unbearable, so Lore Mastery is more of a given for Life than Lores.
Second because it provides powerful miscast protection, this is now our only option to get reliable Miscast Protection in the new book. You can save some points by dropping Soul of Stone and you can afford to throw more dice at your big spells.
While many items are useful, I’d like to put forth the Forbidden Rod as Scalenex’s Official Recommendation. Due to the Lore Attribute and the Slann’s large number of wounds, a Slann is guaranteed to survive the Rod and highly likely to heal the damage after a single round unless that Slann was already wounded from something else.
EDIT: Third, having Cube of Darkness in your army is risky because while ending an enemies magic phase early is always great, erasing Throne of Vines and (to a lesser extant) Shield of Thorns is not.
Lone Slann or Temple Guard Bunker?
Life is powerful enough that it could work with both. A lone Slann is powerful because unless the Slann is engaged in CC or killed with a single shot, you can pretty much heal the Slann up to full with the Lore Attribute every time it gets damaged. You can have the Slann float in the back and follow whichever unit needs buffs and heals the most.
I think the lore of Life lends itself to bunkered Slann slightly more than solo Slann though. Dweller’s has a 12 inch range. Awakening of the Wood has an 18 inch range. That means you need to have the Slann somewhat closer to the fray than Slann wielding other Lores making the bunker more necessary. Also Earthblood only works on the Slann and his unit (presumably Temple Guard).
Unit Synergy: As mentioned in Espace’s blog, we have lots of multi-wound models which can benefit from Lifebloom. Temple Guard gain a lot from the Lore of Life. Stubborn with Ld 9 (or 10) and a BSB with periodic Regrowths means the Temple Guard/Slann bunker is extremely difficult to take down, like fighting the undead without Unstable rule. Every unit likes Flesh to Stone.
One that I would like to put forward that wasn’t in Espace’s blog is Chamo Skinks and Terradons. Espace mentioned using Shield of Thrones defensively to discourage enemy charges. I see Shield of Thorns as an offensive spell, at least with Chamo Skinks and Terradons. Shield of Thorns has a 24 inch range and Chamo Skinks and Terradons are usually the units we have that reach the enemy first ahead of the main force. This lets you start throwing spells at the enemy BEFORE you get in range of Dwellers. If you charge a small unit like a war machine, it’s quite possible the war machine will be dead before you even get to the Close Combat phase.
Double Slann
Life is so popular for Slann that it is kind of our vanilla choice (at least before we got High Magic). To continue the ice cream metaphor, vanilla goes well with everything. Life has Miscast Protection so you can get lots of use out of it. Cast it with your Life Slann, and then assuming it's still up next magic phase, use Telepathic Confabulation to give it to the other Slann! Life has relatively low casting values meaning there are usually enough power dice to go around, particularly if you give a Forbidden Rod to your Life Slann. If the point size allows it, a Life Slann with a Forbidden Rod plus another Slann with the Channeling Staff/Harmonic Convergence and you should have enough dice to keep both toads happy most of the time.
Light is particularly good because it has low casting costs and has complimentary Buffs. Shadow is good because the buffs and hexes mix well with the Life buffs and Enfeebling Foe can help soften up a unit for Dwellers. Life and Death also have buffs and hexes that work well together, Death provides extra power dice, and there is just a thematic appeal to having Life and Death in one list (I feel the same way about Light and Shadow). You can’t really go wrong with any Lore though (unless you don’t like double Slann lists in general). In game with enough points it may be more appealing to go Life Slann and Carnosaur instead, and use Lifebloom to keep the big dino healthy. Life doesn't really need to be partnered with High Slann who can take a fair amount of Life's healing if they dabble in some spells.
WD Slann and High Magic Slann
If your WD Slann is bunkered in a fighting unit, you'll find Earthblood useful when your unit closes with the enemy. The lore attribute will probably help you a bit if you have any dinosaurs or fighty characters near your Slann.
For the same reasons above, Earthblood is a never a bad spell to swap in for a High magic spell if your Slann has a bunker. Throne of Vines is worth hanging onto if you roll it and you are fond of throwing lots of dice at spells (especially Fiery Convocation). If you do get Throne of Vines, you might want to pick up more Life spells in play to get more mileage out of it. Dwellers is a nice spell. Regrowth and Flesh to Stone have good general utility too.