When this spell is cast, a very bright light is emitted by the spellcaster. All monsters that can "see" the spellcaster must roll 1D6 per Body Point. Any monster that fails to roll at least either a 5 or 6 loses 2 Combat Dice (minimum 1) in both attack and defense. The spellcaster can sustain this effect for one more turn by not performing any action, including moving.
Cast on any one Hero (including yourself). Restore 2 lost Body Points (cannot exceed starting total). Undead or Chaos monsters in the same room take 1 Body Point of undefendable radiant damage.
A warm beam of light restores 3 Body Points to one Hero and 1 Body Point to each Hero adjacent to the target. This spell does not give a Hero more than their starting number of Body Points.
A searing beam of light extends from your fingers, doing 3 Body Points of damage to any one monster you can "see". Monsters defend by rolling 3d6, and for each 5 or 6 rolled, damage is reduced by 1 point. Undead monsters only get 2d6 defend die, and take one point of undefendable damage.
Cast on yourself or one adjacent Hero. The target sheds bright light in the room (or a 3-space radius in a corridor) and gains +1 Defend Die for 1d6+1 turns or until they take damage from a monster. Undead attacking the warded Hero roll 1 fewer Attack Die.
Cast on any monster you can "see". It takes 2 Body Points of radiant damage (Undead take 3). The monster defends normally with its Defend Dice.
Attack one monster you can "see" with 4 Combat Dice. The monster defends with a number of combat dice equal to its current Body Points (minimum 1).
Cast on any one Hero (including yourself). The target sheds light in a 3-space radius and gains +1 Defend Die. Any monster that ends its move adjacent to the target takes 1 Body Point of undefendable radiant damage. Lasts 2d4 turns or until the target takes damage.
Target one Undead or Chaos monster you can "see". The target takes 4 Body Points of radiant damage (undefendable against Undead). Lesser Undead (1–2 Body Points, e.g. Skeletons, Zombies) are automatically destroyed. Chaos monsters defend by rolling 3d6, and for each 6 they roll the damage is reduced by 1. (One point is undefendable)
Cast on one Hero's melee weapon (or your own). The Hero may roll one additional Combat Die when attacking, and damage counts as radiant damage. Undead hit by the weapon take 1 extra Body Point of undefendable damage. Cannot be cast on wooden weapons. Effect lasts until the Hero swaps weapons or until they can no longer "see" a monster.
Cast on any monster you can "see". The monster is dazzled and rolls 2 fewer Combat Dice on its next attack or defense (minimum 1). If the target is Undead, it also takes 2 Body Points of radiant damage.
All monsters in the current room (or a 3-space radius) take 3 Body Points of radiant damage. Monsters defend by rolling 3D6 — each 6 reduces the damage by 1 Body Point. Any monster that takes damage from the spell rolls 1d6 per Mind Point, and if they fail to roll a 6 they are also blinded for one turn and roll 2 fewer dice on their next attack or defense roll (minimum 1).
A beam of light restores 3 Body Points to one Hero and 1 Body Point to each adjacent Hero (cannot exceed starting totals). Any Undead or Chaos monsters within a 2 space radius of the targets of the spell take 2 Body Points of radiant damage. Monsters defend by rolling 2d6, and for each 5 or 6 rolled, damage is reduced by 1 Body Point.
All Heroes in the current room (or a 3-space radius) regain 2 Body Points (cannot exceed starting totals). All Undead and Chaos monsters in the same area take 3 Body Points of undefendable radiant damage.
Target one Undead or Chaos monster you can "see". The monster takes 5 Body Points of radiant damage, 3 of which are undefendable. Monsters roll 2D6 — each 6 reduces the damage by 1 Body Point. Monsters that are not destroyed lose 1 Combat Die on both Attack and Defense for the rest of the quest.
Ranged attack with 5 Combat Dice against one monster you can "see". Hits deal radiant damage. Undead take an additional 2 Body Points of undefendable radiant damage if hit.
All monsters in the current room (or a 3-space radius) take 3 Body Points of radiant damage. Undead take two additional Body Points for a total of 5. Monsters defend by rolling 4D6 — each 6 reduces the damage by 1 Body Point.
Attack one monster you can "see" with 7 Combat Dice. The monster defends with its normal Defend Dice, but Undead defend with 2 fewer dice (minimum 1). Hits deal radiant damage.
This spell may be Cast on any one Hero (including yourself). The target gains +2 Defend Dice. Any Undead or Chaos monster that attacks the warded Hero — including ranged or spell attacks — takes 1 Body Point of undefendable radiant damage per attack. Lasts until the Hero takes 2 Body Points of damage.
Target one Undead or Chaos monster you can "see" (or up to 3 Undead with 2 or fewer Body Points). The primary target takes 6 Body Points of radiant damage, 3 of which are undefendable, and loses 2 dice on all rolls for the rest of its existence. Lesser Undead are instantly destroyed. Targets defend by rolling 3D6 — each 6 reduces the damage by 1 Body Point.
Cast on one Hero (including yourself). The target gains +2 Defend Dice and sheds bright light that dispels any darkness — including magical darkness — in a 5-space radius. Any monster that attacks the armored Hero in melee takes 1 Body Point of radiant damage unless they can immediately roll a 6 on 1d6. Lasts 1d4+2 turns or until the Hero takes 2 Body Points of damage.
You release a burst of light that does 4 Body Points of radiant damage to all characters (Monsters and Heroes) within a three space radius. Victims defend by rolling 4d6, and each 6 reduces the damage by 1 Body Point. Undead only get 2d6 and take 2 points of undefendable damage.
Cast on a 5×5 square area (or an entire small room). Heroes inside gain +2 Defend Dice and cannot be directly targeted by ranged attacks or spells from outside the area. (Heroes may be targeted if the attacker is inside the zone.) Undead and Chaos monsters who start their turn in the sanctified area, or enter the sanctified area, take 1 Body Point of radiant damage per turn unless they roll a 6 on 1D6. The spell lasts 1d4+2 turns. The caster may extend the spell another 1d4+2 turns by burning another 4 manna points.
All Heroes in the current room (or a 3-space radius) regain 4 Body Points and gain +2 Attack Dice and +2 Defend Dice until they can no longer "see" the caster. Undead in the same area take 4 Body Points of radiant damage.
Cast on one Hero (including yourself). The target is wreathed in holy light and gains +4 Defend Dice, plus one additional die when rolling against the effects of any spell or ability from an Undead or Chaos monster. Additionally, any Undead or Chaos monster that ends its turn adjacent to the target takes 3 Body Points of undefendable radiant damage. Lasts 1d4+2 turns or until the Hero takes 1 Body Point of damage.
All monsters in the room (or within a 4-space radius in a corridor) take 5 Body Points of radiant damage. Undead and Chaos monsters take 7 Body Points instead. Monsters defend by rolling 3D6 — each 5 or 6 reduces the damage by 1 Body Point. The remainder is undefendable.
This searing ray of light does 5 Body Points of damage to one monster you can "see". The monster defends with 1d6 per each TWO Mind Points (rounded down, minimum 1), and for each 6 rolled, the damage is reduced by 1 Body Point.