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Might and Magic VII: For Blood and Honor Hints
Light Magic
1 of 4: Light Magic has a couple of offensive spells, but is more helpful for its stat-enhancing and protective spells. I never found any need for Divine Intervention, but Grand Mastery in Light Magic still makes all of the earlier spells more powerful. Having one character who knows the skill to Grand Master will help your party survive attacks and give your fighters significantly more power -- I chose to promote my Sorcerer, so my Cleric would still have spell points to cast healing and Protection from Magic spells as needed. Destroy Undead and Paralyze can also come in handy, but those can be cast with a Beginner's skill.
2 of 4: Expert (requires 2,000 GP, level 4): Ethan Lightsworn in the Bracada Desert (on a ridge to the southeast)
3 of 4: Master (requires 5,000 GP, level 7, Walls of Mist): Helena Morningstar in Celeste (east side)
4 of 4: Grandmaster (requires 8,000 GP, level 10, Archmage/Priest of Light): Gavin Magnus in Celeste (Castle Lambent)