Vivomancer

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Main > Feats > Magic Schools > Life School > Vivomancer

(Arcane, Life, School)


You wield the powers of life.

Benefit: You gain the following three abilities Cure, Invigorate and Restore.

Aegis

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Ward

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1).

Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points.

This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Ward

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

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Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

15. COPYRIGHT NOTICE

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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