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PFS StandardSustaining Steel [free-action] Feat 10

Legacy Content

Arcane Healing Magus Necromancy Positive 
Source Secrets of Magic pg. 47 2.0
Prerequisites Arcane Cascade, inexorable iron hybrid study
Trigger You Cast a Spell using a spell slot.
Requirements You're in Arcane Cascade stance.

You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any persistent negative damage you have.

If the spell was of the necromancy school, any persistent negative damage you have ends automatically, and you can change the damage type from Arcane Cascade to positive if you wish. (Positive damage typically damages only undead or other creatures with negative healing.)

Traits

Arcane:

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Healing:

A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Necromancy:

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Positive:

Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.

These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.