You imbue the target with healing radiance. The spell starts with 2 charges. When the spell is cast and at the start of the target’s turn, if they are at less than their maximum Stamina, charges are automatically expended to heal them.
If they are conscious, they can choose to either expend 1 charge to be affected by Lesser Healing, or expend 2 charges to be affected by Greater Healing.
If they are unconscious and the spell has at least 2 charges remaining, the spell expends 2 charges and they are affected by Greater Healing.
If the spell has no charges remaining, it ends.
You can use an additional +1 Major Action when you cast this spell to add +1 charge to that casting of the spell.
Empowered Spell (Infusion)
Extended Spell (+)
Multi-Target Infusion
Reach Spell
Cleansing Light
Healing Light
Mark of the Sun (Infusion)
When the spell is cast, the target also recovers 1d4 Wounds per caster's Tier and gains +1 level of Enervated per target’s Tier until they take a Long Rest. A creature cannot benefit from this Metamagic again (regardless of who casts the spell) until they take a Long Rest.
All allies adjacent to the target of the spell are affected by Lesser Healing when a charge is expended.