Conduit of Void and Vitality [two-actions] Feat 16Cursebound Divine Oracle Source Player Core 2 pg. 143Prerequisites any oracle mystery
Requirements You have
heal or
harm as a signature spell and an available spell slot to cast it with.
You use the unstable energy of your
curse to manipulate the most basic of divine magic. You cast a 3-action
heal or
harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 × your
cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 × your cursebound value.
Traits
Cursebound: Abilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition. When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.