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PFS StandardVital Compound Invocation [one-action] Feat 6

Healing Invocation Runesmith Vitality 
Source Impossible Magic pg. 50


You can invoke runes from traditions that manipulate vital energy to restore flesh. You Invoke two Runes—one must be a divine rune, and one must be a primal rune. In addition to the runes’ normal effects, one creature that’s within 30 feet of both invoked runes regains Hit Points equal to 5 + double your level.

Traits

Healing:

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

Invocation:

An invocation action allows a runesmith to surge power through their rune by uttering its true name. Invocation requires you to be able to speak clearly in a strong voice and requires that you be within 30 feet of the target rune or runes unless another ability changes this. These actions include the Invoke Rune action, which makes the rune’s invocation take place, then causes the rune to fade away. Using Invoke Rune normally allows you to invoke two runes, but other abilities that include the Invoke Rune action often change that number or the specific runes you can invoke.

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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