Alchemist | Animist | Barbarian | Bard | Champion | Cleric | Commander | Druid | Exemplar | Fighter | Guardian | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Necromancer | Oracle | Psychic | Ranger | Rogue | Runesmith | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Companions | Familiars


There is a Legacy version here.

PFS StandardSustaining Steel [free-action] Feat 10

Arcane Healing Magus Vitality 
Source Impossible Magic pg. 23

Prerequisites inexorable iron hybrid study
Trigger You Cast a Spell using a spell slot.

You pull magic from the surrounding area into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to the triggering spell’s rank and roll to end any persistent void damage you have. If you’re in the Arcane Cascade stance, the healing is equal to double the spell’s rank.

If the spell had the vitality or void trait, any persistent vitality or void damage you have ends automatically, and you can change the damage type from Arcane Cascade to vitality or void if you wish. (Vitality damage typically damages only undead or other creatures with void 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.

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.

Shelyn's Corner

×