Light Magic · healing
Greater Healing
Greater Healing provides more substantial restoration of Hit Points to one target within reach. It can be a rare source of help for a badly wounded companion or the caster themselves. However, the higher stated base still follows the healing coefficient and the target's maximum. The spell is not an unlimited repair of every condition or a guarantee that the hero can handle any further danger after casting.
Use is limited to once per adventure and also uses the shared healing allowance for the combat. Choosing a suitable target and getting within reach are therefore important. Restoring Hit Points does not guarantee removal of an ongoing poison, disease, or curse. After casting, the party still needs a safe plan for what comes next, especially if the threat continues.
Exact effect: Restores HP according to the healing coefficient, up to the target's maximum. Bonus: base 10 HP before the healing coefficient. Target: caster or 1 ally within reach. Duration: instantaneous. Restrictions: once per adventure; also uses the shared healing allowance for this combat. Using it requires at least Intelligence 11 and Level 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 11 · Min. Level 7
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Light Magic
- Type
- healing
- Min. Intelligence
- 11
- Min. Level
- 7
- Bonus
- base 10 HP before the healing coefficient
- Target
- caster or 1 ally within reach
- Duration
- instantaneous
- Restrictions
- once per adventure; also uses the shared healing allowance for this combat
- Exact effect
- Restores HP according to the healing coefficient, up to the target's maximum.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.