Updated 7 Sep 2026
Abilities/Guiding Light

Guiding Light fills your Main slot. Support main ability of the spirit school. Base damage 14. Cast 7 ticks. Heals 1 target for 5 within 0.6.

You get it by equipping 17 bases across 6 lines: Bloodrosary Staff, Dawnchant Staff, Griefmender Staff, Lanternvow Staff and Lastdawn Staff and 1 more.

The draft can bend it 5 ways — Echo, Reach, Multiplicity, Area and Force — and cards that ask for support and healing will find it.

Between rooms it can be offered 183 cards: 54 written for it specifically, plus the 129 that any ability can take. Those cards can put Brand on it, and attune it to Holy.

4 Uniques are built on gear that hands it to you: The Kindled Vigil, Tomorrow's Weather, Crimson Communion and Matins.

Gear that hands it to you

6 lines · 17 bases

How the draft bends it

5 ways to change it
ChangeWhat it does to a support
Echo
The ability repeats after a short delay at reduced effect.
+1 Repeats
-20% HealPower
Reach
The ability reaches farther.
+15% RangeUnits
+15% Radius
Multiplicity
More projectiles, targets or summons at reduced individual effect.
+1 HealTargets
-10% HealPower
Area
Wider bursts, arcs and impact zones.
+12% Radius
Force
Harder hits: knockback, shove and stagger pressure.
+10% HealPower

The fine print

the raw numbers behind it
Damage tagsmagic, radiance
Fires onwindup → release → impact → assist
RangeUnits12
Radius0.6
Speed16
HealAmount5
HealTargets1
HealPower100
BuffTicks0
OverhealWardFraction0
SoloPowerBonus0
SelfPowerBonus0

Cards it can be offered

183 cards it can see
Written for this ability (54)
Plus the ones any ability can take (129)

Nothing on these cards narrows the draft, so every ability can be offered them — see all 183 together →

What it can end up carrying

if the draft goes your way
StatusesBrand
AffinitiesHoly

Uniques

built on gear that grants it