Vital Luminance
Drawing life force into yourself, you become a beacon of vitality. You glow with bright light in a 30-foot emanation (and dim light to the next 30 feet), and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, increase your reservoir by 4.
If an undead creature damages you with an attack or spell while it's within the bright light of your aura, that creature takes vitality damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round.
You can Dismiss this Spell. When you do, you can target a creature within your light and direct the vital energy into it. The target must be a willing living creature or an undead creature. This heals a living target or deals vitality damage to an undead target equal to your luminance reservoir's value.
If you Cast this Spell again, any previous casting ends.
Spell Effect: Vital Luminance
Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1.
Traits
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
This indicates abilities from the cleric class.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
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.