The ground around you blooms with life, sprouting sparkling grass, flowers, and small shrubs. Each living and non-nindoru creature that starts its turn standing on the ground in the area recovers 1d6 Hit Points and gains a +5-foot status bonus to its Speed until the end of its next turn. Nindoru fiends and undead that start their turn in the area of life's fresh bloom instead become Sickened 1 unless they succeed at a Fortitude saving throw.
Spell Effect: Life's Fresh Bloom
Heightened (7th) Increase the Hit Points restored to 1d8 and Sickened 2.
Heightened (10th) Increase the Hit Points restored to 1d10 and Sickened 3.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.