
School of magic · 10 spells
Light Magic
Healing, cleansing, protection, and radiant attacks. Healing spells use the healing multiplier.
HealingHealing
Restores Health according to the healing multiplier, up to the target's maximum.
Healing / cleansingCleanse
Ends one ordinary poison, illness, or minor dark effect. A powerful curse requires Break Curse.
OffensiveRadiant Ray
A direct light attack against the target's Magic Defense (MD).
DefensiveRadiant Shield
The target gains +2 Magic Defense (MD) against all magic attacks.
Area controlBlinding Light
Compare one Magic Attack (MA) roll against each target's Magic Defense (MD). A target hit gets −2 to its next attack and cannot use a sight-based ability.
HealingHealing Light
Restores Health according to the healing multiplier, up to the target's maximum.
Area defenseProtective Aura
Each of up to 3 targets gains +2 Physical Defense (PD) and +2 Magic Defense (MD).
CleansingBreak Curse
Make an INT check against 11 for a powerful curse or 13 for a masterwork curse. Success ends the curse; failure does not make it worse.
Area healingMass Healing
Each target separately regains Health according to the healing multiplier, up to its maximum.
HealingGreater Healing
Restores Health according to the healing multiplier, up to the target's maximum.