She's very confused by her wording. She talks while Allegra eats.
"Er, are you saying that you previously knew the repel spell but...forgot? Could you describe how magic is taught and learned in your world, and how it's prepared and cast?
I'll go ahead and tell you how magic here is prepared and cast, and then you can tell me how your world's magic differs from ours in which respects.
I believe our worlds are similar in that spellcasters can only cast so many spells per day, but that spellcasting is independent of one's physical stamina.
There are four types of magic in Golarion, based on whether they are prepared or spontaneous, or arcane or divine.
Prepared casters must, as the name suggests, prepare what spells they want to be able to cast each day. A wizard who wants to cast the spell Magic Missile twice must prepare that spell twice. If they don't bother to prepare it, then they can't cast it, even if they have the spell in their spellbook. Clerics must request which and how many of each spell they want to receive from their god when they pray.
Spontaneous casters, meanwhile, do not have to do such preparation. Instead, they 'memorize' a set number of spells and are able to cast any one of them at command. They don't need to think about what sort of spells they might need for the day, since they only have that set number – that's it. It's possible for spontaneous to change which spells they have memorized, but it's a difficult process – the process depends on what exact class you are – so most don't go through with it.
Prepared casters are at a disadvantage in raw firepower. All else being equal, spontaneous casters can cast more spells per day than prepared ones. Where prepared casters shine is in their versatility. A spontaneous caster will require days to weeks of retraining to swap out their spells, whereas prepared casters only need to wait a day. Clerics receive access to the entirety of the cleric spell list instantly, and wizards can prepare any spell they have in their textbook – provided both of them are of the requisite circle.
Arcane magic derives from power channeled by yourself, whereas divine magic comes from gods or the powers of nature.
Arcane magic is usually more versatile than divine magic, and also has a wider variety of damaging spells. We've found through experimenting" on captured prisoners and commoners "that damaging arcane spells are more efficient than damaging divine spells, even when cast by casters of the same caster level. Ah, yes, the concept of caster level is something that we've refined through study – it's a measure of how powerful you are as a spellcaster, and it has ramifications for all sorts of things.
Divine magic is more limited than arcane magic, but it can do things that no arcane magic thus far has been able to replicate: healing and resurrection spells. Further, divine magic is not affected by arcane spell failure. In order to cast arcane spells with somatic components, you need to have training in order to be able to cast them while wearing armor. Armor limits the free movement required for arcane spellcasting. Divine spellcasting has no such restriction.
An anomalous exception is alchemy, which is not divine, but is also not quite arcane, but it's also not entirely mundane, either: it is known that alchemists need to develop channeling capacity as other casters do. We've invested resources into interrogating the exact nature of alchemy and how alchemists 'cast', but we haven't gotten very far."
She pauses for a little bit.
"It would be a great boon to us if you could teach your world's healing magic. We're starved for healing – Evil clerics are much less adept at healing than Good clerics, since they only get negative channeled energy and spontaneous casting of Inflict rather than Cure spells. We make do with alchemy and mundane healing, but it's inconvenient."