You call forth a servitor forged from raw vitality energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet.
Arrive (healing, necromancy, vitality) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs.
Spell Effect: Summon Healing Servitor
Depart (healing, necromancy, vitality) Servitor's Blessing The servitor disappears in a 30-foot emanation of vitality energy. All willing living creatures within heal 3d8 Hit Points. All undead within take that much damage, with a basic Fortitude save.
Heightened (+2) The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by 1d8.
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.
A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.
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.