Benevolence (Dual Sphere)
Prerequisites: Life sphere (Fount Of Life), Protection sphere.
Benefit: Whenever an ally within range of your cure ability that is under the effects of an aegis is damaged, you may spend a spell point as an immediate action to heal them with hit points from your fount of life. This may keep the target from dying.
Catty Observer
“She brings the food on a regular basis, delivering the fine dry cubes of nourishment to my bowl. She is worth protecting.” – Meowlin the Omnicatster
Prerequisites: Life sphere (Diagnose) or Protection sphere (Status); magic skill bonus +3.
Benefits: Whenever you spend an action to learn details about a living creature with the Diagnose talent, you may attempt any 1 skill check to learn additional information about the target or the target’s surroundings as a free action, as though you were standing in or adjacent to the target to attempt such a check (such as a Diplomacy check to determine the target’s attitude, Perception to observe the target or the target’s surroundings, Sense Motive to determine a hunch about the target’s mood or mannerisms, etc.). If you possess the Protection sphere Status talent, you may attempt skill checks to learn additional information about a target or its surroundings while they benefit from one of your aegis effects, but must spend the normal action required to attempt such a check.
Note: This feat allows you to attempt skill checks to learn various information at long ranges; if you could use the Diagnose talent or know information because of the Status talent, you may attempt skill checks from the target’s square, or about the target. This feat does not allow you to affect the target or others with such a skill check, such as attempting to Intimidate a creature or use Heal to treat a creature.
Channel Life (Channeling)
Prerequisites: Life sphere, channel energy class feature.
Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend the normal spell point cost of the ability, but may target any creature that is affected by your channel energy, even if they would normally be out of range of your ability. If combined with Mass Healing, you may affect every creature affected by your channel energy.
Crescendo
Prerequisites: Life sphere; bardic performance or raging song class feature.
Benefit: You may invigorate any target affected by your bardic performance or raging song, and you may spend a spell point to invigorate them as a swift action. If combined with Mass Healing, you can affect every ally affected by your bardic performance or raging song.
Endless Possibilities (Dual Sphere)
Prerequisites: Fate sphere, Life sphere.
Benefit: Whenever you use a Life sphere ability on an ally, they receive a +1 luck bonus to all attack rolls, saving throws, skill checks and ability checks until the end of their next turn. This bonus increases by +1 for every 5 Life caster levels you possess.
Extended Resuscitate
Prerequisites: Life sphere (Resuscitate), caster level 5th.
Benefit: Your cure and invigorate abilities function on creatures who have been dead for a number of rounds equal to 1/2 your caster level.
First Response
Prerequisite: Life sphere.
Benefit: When you use a standard action to use a Life sphere ability on an ally other than yourself, you may take 10 on any concentration checks required.
Fortified Healing
Prerequisites: Life sphere, Combat Stamina.
Benefit: Whenever you use a Life sphere ability on an ally that restores hit points or grants temporary hit points, they regain 1 point of stamina for every 5 points regained or granted, respectively. This occurs even if they do not benefit from all points granted (such as an uninjured person being healed).
Fount Of Mercy
Prerequisites: Life sphere (Fount Of Life).
Benefit: Any ally within close range may spend a standard action to heal themselves for any number of hit points available in your fount of life, in all ways as if you had used the ability on them during your turn. This reduces the number of healing stored by an equal amount. This is a supernatural ability that may not be used if either yourself or the ally is in an antimagic field or similar effect. You always have the option of denying or limiting the amount of healing the ally receives, and allies can not benefit while you are unconscious.
Fount Of Stolen Life (Dual Sphere)
Prerequisites: Blood sphere, Life sphere (Fount Of Life).
Benefit: As a move action, you may deal 2 Constitution burn to any amount of creatures you have established blood control with. Unwilling creatures may attempt a Fortitude save against your Blood sphere DC to resist this. If you successfully deal Constitution burn to a creature with Hit Dice equal to or greater than half your level with this ability, you add an amount of healing into your fount of life equal to twice that creature’s Hit Dice. You cannot apply the burn if it would cause a creature’s Constitution score to be lowered to 0 or below. A creature that has suffered the effect of this feat cannot suffer from it again until they recover from any Constitution burn they have suffered from this feat.
Healing Touch
Prerequisites: Life sphere; lay on hands or fervor class feature.
Benefit: Whenever you use your lay on hands or fervor ability to heal a creature, you may invigorate or restore the same creature as part of the same action. You must pay the normal spell point cost of the ability.
Invigorating Rally (Dual Sphere)
Prerequisites: Life sphere, War sphere.
Benefit: Whenever you rally an ally, you may also invigorate them.
Karmic Healing (Chance)
Benefit: When you heal another creature’s hit points, whether using the Life sphere or another ability, you may spend a kismet point to regain an equal number of your own.
Lifebound Auspician
You bend the forces of the cosmos to the heartbeat of mortality.
Prerequisites: Fate sphere; Death sphere or Life sphere; caster level 3rd.
Benefits: Whenever a Fate sphere effect you create would use an alignment, you may instead choose living or undead. Living and undead are considered opposite alignments that are 3 steps away from each other and do not have an alignment aura (such as determining additional penalties to the saving throw associated with the Enmity (word) talent or the Reveal Alignment (consecration) revealing whether the creatures inside are living or dead).
You must possess the Death sphere to choose living or the Life sphere to choose undead. You may treat yourself as either living or undead when creating a consecration to exclude yourself from its effects (as you would normally be your own alignment and unaffected).
In addition, whenever you use the Serendipity consecration, you may modify it with one of the following:
- Living Bastion (requires Life sphere): Instead of its regular effects, your Serendipity consecration bonus changes to sacred and only grants bonuses to living creatures (or penalizes undead creatures if you possess the Greater Serendipity talent), increasing by +1 for every 10 caster levels you possess. Any living creature healed by a magical effect inside this consecration heals up to an additional +1 hit point per Hit Dice they possess (to a maximum of the original amount healed).
- Unliving Bastion (requires Death sphere): Instead of its regular effects, your Serendipity consecration bonus changes to profane and only grants bonuses to undead (or penalizes living creatures if you possess the Greater Serendipity talent), increasing by +1 for every 10 caster levels you possess. Any undead created inside this consecration gains an additional +1 hit points per Hit Dice they possess.
Sphere effects modified with this feat are still treated as the original talent for all purposes, and as such, do not stack with those same talents unmodified by this feat. This prevents a character from benefiting from both the Hallow (word) against evil and the Hallow (word) against undead, as modified by this feat, against the same target or effect. Likewise, a regular Serendipity consecration and the Living Bastion-modified Serendipity consecration’s effects would not stack, despite granting different bonus types.
Note: For the purposes of this feat, a living creature is any creature with a Constitution score.
Example: A Fate sphere caster uses the Divine Force (consecration) talent. Instead of using the Fate sphere caster’s alignment, the caster chooses living and affects any undead, regardless of their alignment, and does not affect living creatures. That same caster uses the Enmity (word) talent, choosing undead and targeting a living creature. The living creature must succeed at a Will saving throw or be blinded as though their alignment were 3 steps away from the caster’s.
Purrging Transformation (Dual Sphere)
Prerequisites: Alteration sphere, Life sphere.
Benefit: Whenever you use the Alteration sphere shapeshift sphere ability, you may spend 1 additional spell point to affect each target of that shapeshift with a Life sphere ability (such as a cure, invigorate, or restore effect), spending any additional spell points as required. You may not use this feat to harm the shapeshifted target (such as using the Life sphere Affliction talent to inflict damage or a negative condition).
In addition, you may treat your Alteration sphere shapeshift sphere ability as though it were a Life sphere ability for the purposes of granting the benefits of a Life sphere (vitality) talent.
Rain Of Renewal (Dual Sphere)
Prerequisite: Life sphere (Stabilizing Invigoration), Weather sphere.
Benefit: When you use control weather to create or control Precipitation of severity 2 or more, you may choose to spend 1 additional spell point. If you do, all dying creatures within the affected area immediately stabilize. Additionally, all allies have all bleed effects ended as if you had successfully used the Heal skill to perform first aid. This benefit lasts for 1 minute or until you stop concentrating on the control weather effect, whichever comes last.
Revitalizing Grasp
Prerequisite: Life sphere (at least one (vitality) talent), lay on hands class feature.
Benefit: Whenever you would use your lay on hands class feature, you may grant the affected creature the benefits of a single (vitality) talent you possess.
Rigorous Defense
Prerequisites: Life sphere, inspiration class feature.
Benefit: Whenever you use inspiration, you may invigorate yourself as part of the same action.
Studied Healing
Prerequisites: Heal 1 rank, Life sphere.
Benefit: When you use your cure ability, you gain a bonus to your caster level equal to half the number of ranks you have in the Heal skill, rounded up. This can not increase your caster level above your Hit Dice.
Transpatial Reconstitution (Dual Sphere)
Your form in this particular world is one of many. Material from beyond can replace any damaged components.
Prerequisites: Life sphere, Warp sphere.
Benefit: When teleporting a creature, you may increase the casting time by one step or spend a spell point to target the teleported creature with a cure, invigorate, or restore effect, paying additional costs for the effect as normal. If you have both the Mass Healing and Mass Teleport talents, you may target multiple teleported creatures with the Life sphere effect used.
Treat Injury
Prerequisites: Heal 1 rank, Life sphere.
Benefit: Whenever you treat deadly wounds, you may use restore on the target. This costs one less spell point than normal. Even if you may use treat deadly wounds on a target multiple times in a day, this ability may only be used on a target once per day.
Vampiric Disruption
Prerequisites: Life sphere (Affliction).
Benefit: Upon successfully using your Affliction talent, you may use a swift action to use a Life sphere ability on yourself.
Wellspring Of Life
Prerequisites: Life sphere (Fount Of Life).
Benefit: The maximum size of your fount of life increases by 2 hit points per caster level. It increases by another 2 points per caster level for each (cure) talent you possess.
Wound Manipulator (Dual Sphere)
Prerequisites: Alteration sphere, Life sphere.
Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. The target regains an additional hit point per Hit Die for each (cure) talent you possess. This healing is not positive energy.