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PFS StandardHallowed Earth [one-action] Feat 6

Aura Concentrate Holy Necromancer Occult Spirit Vitality 
Source Impossible Magic pg. 36

Prerequisites The Hallowed Dead

The earth is both where the dead rise from and where they are put to rest. Your presence sanctifies the earth around you. When an unholy creature ends its turn within 10 feet of you, it takes 2 spirit damage. If it’s an unholy undead creature, it takes an additional 2 vitality damage. At 10th level and every 4 levels thereafter, the spirit and vitality damage each increase by 2. Hallowed Earth lasts for 1 minute, but you can Dismiss it.

Traits

Aura:

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Holy:

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Occult:

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

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

Spirit:

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

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.

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