White Mage | Magic Eador: MotBW Guide
Last update: 11 May 2016
White Mages are wizards whose primary goal is to support their own army with special bonuses and pester the enemy with curses. It's easy to guess that they're perfect choices for heroes with large armies - especially the Enchanter. The Priest isn't bad either, but visibly weaker, so the former is a better option. Nonetheless, both allow to harmonize the Commander's special class bonuses with positive spells that affect the constitution of the entire army. Such a combination is giant bonus to the units' actual effectiveness. Even a simple peasant with a pitchfork in hand may become a ruthless killing machine - as long as you've invested in the following abilities: Wisdom, Magic Power, Concentration, Thaumaturgy, Wand Master, Maneuvering, Offensive Tactics, Defensive Tactics, Discipline, Leadership (if your army has a lot of archers, you may replace Wand Master with Ranged Tactics).
At the beginning of the game, the most important spells are healing spells thanks to which you can save your units from an untimely demise. The school of Sacred Magic, to which they belong, is the primary weapon of any White Mage. It lets you heal wounds, buff your units, even resurrect fallen ones and suck the life out of enemies to give it to your troops. It's a very powerful weapon, though it should be additionally supported by several offensive spells and buffers/debuffers found it the Sorcery and Wizardry schools. See the table below:
Optimal School Advancement
I | Sacred Magic | Sorcery | Wizardry | Elemental Magic |
II | Sacred Magic | Sorcery | Wizardry | |
III | Sacred Magic | Sorcery | ||
IV | Sacred Magic |
The most important thing is not to enhance your units as much as possible, but to keep them alive. The cost of new units is insane and during longer campaigns reinforcements are hard to come by, so each healing and resurrecting spell is golden. A suggested set of schools is listed above (optimal spells combinations can vary depending on the situation).