Area 10-foot radius, 60-foot-tall cylinder
You inundate the area with concentrated vitality energy, which scours away the stain of undeath. Each creature in the area takes 6d8 vitality damage and must attempt a basic Reflex save. Creatures that fail the save also take scaling d8 persistent vitality damage. Creatures that take persistent vitality damage from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being Concealed; if the creature is Invisible, they're concealed while affected by scouring pulse, rather than being undetected.
Heightened (8th) The vitality damage increases to 9d8 damage, and the persistent vitality damage increases to 2d8 persistent vitality damage. Creatures remain suffused in light for 1d4 additional rounds after removing the persistent vitality damage.
Traits
An action with this trait requires a degree of mental concentration and discipline.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
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.