Waters of Creation [two-actions] Feat 10Cursebound Divine Healing Oracle Vitality Water Source Player Core 2 pg. 141Prerequisites life mystery, or
tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies' wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are
cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
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.
Healing: A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Vitality: 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.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.