Waters of Creation

Level 10class◆◆CommonRemaster

Prerequisites life 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 scaling d6 healing vitality 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 scaling d8 healing vitality.

Traits

Cursebound

Spells with this trait increase the severity of your oracular curse when cast. Usually, only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.

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.

Oracle

This indicates abilities from the oracle class.

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.

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.