TEXT: The Vivomancer’s 
  Handbook
  The Vivomancer’s 
  Handbook
  
  Credits
  Author: Andrew J. Gibson
  Other Contributing Authors: Amber Underwood, Derfael Oliveira, Trevor Stevens
  Creative Director: Adam Meyers
  Cover Art: Gennifer Bone
  Interior Art: Storn Cook, Patricia Smith, Forrest Imel, Critcal Hit, Matt Marrow, Pawet 
  Dobosz, Dean Spencer
  Layout: Rachel Meyers
  Special Thanks: Andrew Stoeckle, David Mullins, Paul Fossgreen, Ethan Knowles, 
  Johannes Luber, Tim Malmström, Kittyhawk Contrail, Cerene Nordlund, Samuel Clyde, 
  DeltaPangaea, Robert Covert, Ryan Baldwin
  The Vivomancer’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Class Options .....................................................................................5
  Archetypes ........................................................................................................5
  Essentialist (Alchemist Archetype) ............................................................5
  Folk Healer (Ranger Archetype) ............................................................8
  Pharmakon (Soul Weaver Archetype) ....................................................9
  Spirit Mender (Druid Archetype) ...........................................................10
  Worldsoul Incarnate (Barbarian or Unchained Barbarian Archetype) 12
  Extra Class Features ......................................................................................14
  Armorist Arsenal Tricks ..........................................................................14
  Barbarian Rage Powers ........................................................................14
  Incanter Specializations ...........................................................................14
  Mageknight Mystic Combat Abilities ........................................................14
  Unchained Monk Ki Powers ..................................................................14
  Rogue, Unchained Rogue, and Slayer Talents ......................................15
  Basic Talents .....................................................................................16
  Life Sphere Talents..........................................................................................16
  Advanced Magic ................................................................................20
  Advanced Talents .............................................................................................20
  Incantations ......................................................................................................21
  Rituals ..............................................................................................................22
  Player Options ..................................................................................23
  Feats ................................................................................................................23
  Traits ................................................................................................................26
  Life Sphere Drawbacks ..................................................................................26
  Equipment ..........................................................................................27
  Mundane Equipment ........................................................................................27
  Magical Items ..................................................................................................28
  Life Staff Properties .......................................................................................29
  Armor ...............................................................................................................30
  Shields ..............................................................................................................30
  Wondrous Items ..............................................................................................31
  Bestiary .............................................................................................33
  Player’s Guide ...................................................................................35
  
  Section 1
  Introduction
  Druidism is about life, not death.
  It was the first lesson Enoteph had learned when studying the art 
  of healing. It was also a lie.
  “You killed him!”
  The truth was, life requires death. Carnivores devour lesser be-
  ings to survive, mushrooms break down dead plants so that new 
  plants can spring from the soil, and even the act of curing an in-
  fected creature really was nothing more than killing off the dis-
  ease in order to protect the host. Life and death, dancing together 
  in a constant cycle. 
  “How could you do this? There’s no hope for any of us now!”
  Enoteph had heard that many druidic teachers taught that ini-
  tial falsehood on purpose, as a form of test. High-level life magic 
  required a true understanding of the relationship between life 
  and death. If a pupil wasn’t smart enough to identify the false-
  hood, the reasoning went, then they weren’t smart enough to be 
  trusted with high-level magic.
  Enoteph had always hated this form of thinking. It was elitist, 
  and exclusionary. And yet, as he stood over the corpse of his old 
  teacher, Enoteph finally understood the wisdom behind the les-
  son. When one controls life, one can end it as easily as prolonging 
  it.
  So many people ignored life magic because they thought it weak, 
  or embraced it because they fancied themselves healers instead of 
  fighters. For both groups, mastery over life itself wasn’t some-
  thing the layman could be trusted with.
  The assistant finally stopped his screaming and hyperventalat-
  ing and, ever so carefully, approached the corpse that lay between 
  him and Enoteph.
  “What do you even do to him?”
  Enoteph chuckled an empty exhalation. To be honest, he felt more 
  numb than anything else.
  “I stopped his heart,” Enoteph said, his eyes never leaving the 
  still form of his former teacher.
  “Can you even do that?”
  Enoteph ignored the obvious response, allowing his work to 
  speak for itself.
  “Come,” Enoteph said, turning away. “We have work to do.”
  The assistant gaped for several seconds.
  “W-we?”
  “Of course,” Enoteph said, rummaging through the scrolls scat-
  tered across the dead man’s old desk. “You know what I’m look-
  ing for, yes? You knew your old master’s plans?”
  “I would never tell you, murderer!” the assitant shouted, his 
  shaking legs contrasting the heat in his voice. “My master was 
  working to save this city! Without him here, everything’s going 
  to spiral out of control!”
  Enoteph turned and approached the man, seeing the fear most 
  humans felt when staring down an orc wash over the assistant’s 
  face.
  “Your former master wanted to defend this city? By unleashing 
  wild beasts inside it? By turning districts against each other? By 
  pushing the city until war was all it could think of?”
  Enoteph was immediately in front of the assistant now, bearing 
  down on him from his advanced height.
  “Your master wasn’t trying to save this city, he was trying to use 
  it. Use it to help him fight a war that it can’t win. But whether 
  you agree with his plans or not, you are right. Without him here, 
  everything is going to spiral out of control. Which means, you 
  have two choices: you can help me pick up the pieces, or you can 
  watch as everything burns.”
  The assistant stared at Enoteph, apparently at a loss for words, 
  and eventually Enoteph turned away to once again examine the 
  scrolls that littered his once-teacher’s desk.
  
  The Life sphere’s primary focus is on healing creatures, 
  but it is also able to unlock the potential of living crea-
  tures. It also directly manipulates positive energy - the 
  source of life itself - and can turn it into a devastating 
  weapon.
  Navigating this Book
  Chapter 2—Class Options: This section of the book 
  details new archetypes for Pathfinder classes and for 
  spherecasting classes from Spheres of Power.
  Essentialist - An alchemical healer who imbues 
  his concoctions with life energy.
  Folk Healer - A master of wilderness survival who 
  has learned to heal with the simplest of magics.
  Pharmakon - A manipulator of life energies who 
  uses his power to heal or inflict harm unto others.
  Spirit Mender - A priestess beloved by the spirits 
  of nature who serve, protect, and heal her.
  Worldsoul Incarnate - A savage warrior who has 
  mixed their soul with the primal forces, transform-
  ing their body into the avatar of primal forces.
  In addition, this section includes new options for the 
  Armorist, Barbarian, Incanter, Mageknight, Monk, 
  Rogue, and Slayer.
  Chapter 3—Basic Magic: This section expands upon 
  the cure, restore and invigorate abilities.
  Chapter 4—Advanced Magic: This section includes 
  talents that could alter the game in undesirable ways. 
  Players should consult their GM before choosing these 
  talents.
  Chapter 5—Player Options: This section includes 
  new feats and traits for characters, as well as new draw-
  backs for the Life sphere.
  Chapter 6—Equipment: New equipment that inter-
  acts with the Life sphere can be found here. This includes 
  potion and consumable, Life staff properties, wondrous 
  items and other things.
  Chapter 7—Bestiary: This section contains new mon-
  sters that uses the Spheres of Power system.
  Chapter 8—Player’s Guide: This contains a discus-
  sion of the different styles of healers players may wish 
  to build.
  “You’re a villain,” the assistant said, his body shaking with sup-
  pressed rage. “You’re a killer. A murderer!”
  “I’m a druid,” Enoteph said, not taking his eyes off the desk. “It’s 
  my job to restore balance.”
  “Druidism is about life, not death!”
  Enoteph stopped his search. After a moment, he really did chuckle.
  “You have so much to learn.” 
  
  Section 2
  Class Options
  Archetypes
  Essentialist (Alchemist Archetype)
  “Blood is a poor substitute for what I can give you.”
  -Gummer Flowerpick, Gnome Essentialist
  While other alchemists dabble with explosive concoc-
  tions, the essentialist extracts the most potent biological 
  elements from flora and fauna to create elixirs that heal 
  and nourish the living body. More than healing, the med-
  icines the essentialist creates enhances the body, bringing 
  out the true strength of the subject. Many essentialists 
  have stated that consuming an essence reveals the real 
  you, and the rest of the time you are but a shadow of 
  yourself.
  Casting
  An essentialist may combine spheres and talents to cre-
  ate magical effects. An essentialist is considered a Mid-
  Caster, and uses Intelligence as his casting ability modifi-
  er. (Note: All casters gain 2 bonus talents and may select a 
  casting tradition the first time they gain the casting class 
  feature.)
  When using Craft (alchemy) to create an alchemical 
  item, an essentialist gains a competence bonus equal to 
  his class level on the Craft (alchemy) check. In addition, 
  an essentialist can use Craft (alchemy) to identify potions 
  as if using the divine ability of the Divination sphere. He 
  must hold the potion for 1 round to make such a check.
  This replaces alchemy.
  Spell Pool
  An essentialist gains a small reservoir of energy he can 
  call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal 
  to his level + his Intelligence modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of 
  rest.
  Magic Talents
  An essentialist gains a magic talent every time he gains a 
  caster level. This does not stack with caster levels gained 
  from other sources.
  Elements of Life
  At 1st level, the essentialist gains the Life sphere, as well 
  as the Medicinal drawback and the Water of Life talent. 
  They do not gain the drawback if they possess the Life 
  sphere already. If they possess the Water of Life talent 
  as well, they may choose a bonus talent from the Life 
  sphere instead. When the  essentialist uses a Life sphere 
  ability with the Water of Life talent, he may use his class 
  level as his caster level. This stacks with other caster level 
  sources normally.
  This replaces throw anything.
  Essences
  When the essentialist imbues a consumable using his 
  Water of Life talent, he may further imbue it with a pow-
  erful magic that brings out the inner power of those who 
  consume it. Imbuing essence is a free action, but it can 
  only be imbued into a consumable that has had a Life 
  sphere ability placed into it by the essentialist. He may 
  do this a number of times per day equal to his class level 
  + his casting ability modifier. When the consumable is 
  consumed, the imbiber receives the effects of both the 
  Life sphere ability and the essence.
  The imbiber of an essence experiences a brief sense of 
  euphoria as it takes effect. The essence acts to magni-
  fy the life force of the imbiber; whatever strengths they 
  
  have are enhanced. The imbiber receives a +2 alchemical 
  bonus to their highest ability score (they may choose if 
  they have multiple scores tied for highest). This bonus 
  increases by +1 for every 4 class levels the essentialist has, 
  up to a maximum of +7 at 20th level.
  The effects of the essence last for 1 minute per class lev-
  el of the essentialist. Each also provides sufficient nutri-
  tion to sustain a person for 1 day. If the character has any 
  ability that gives them extra bombs, it gives them extra 
  essences instead.
  This replaces bombs. 
  Mutated Essence
  Once per day, the essentialist may produce an essence 
  that is mutated. It takes 1 hour to prepare a mutated es-
  sence, and once made, it remains potent until the essen-
  tialist regains their essences. A mutated essence counts 
  towards the essentialist’s daily limit on the number of 
  essences they can create.
  A mutated essence can only be used by the essentialist 
  that created it. Anyone else who drinks a mutated es-
  sence must make a Fortitude save (DC 10 + 1/2 the 
  essentialist’s level + his casting ability modifier) or be-
  come nauseated for 1 hour. They receive no benefit 
  from the essence. 
  When an essentialist imbibes the mutated essence on 
  himself, he may choose which attribute is increased, 
  and the bonus is increased by +2. He may still only gain 
  an attribute bonus from only one essence at a time; 
  taking another essence disables the mutated essence. 
  In addition, while under the effects of the mutated 
  essence, he gains a +2 natural armor bonus. The essen-
  tialist does not suffer any attribute penalties for taking 
  his mutated essence.
  At 14th level, the effects of the mutated essence last 10 
  minutes per class level.
  This modifies mutagen and persistent mutagen. The es-
  sentialist may apply discoveries that modify mutagens to 
  their mutated essence, except for those discoveries that 
  change the nature of the mutagen’s attribute bonuses.
  Alchemical Discoveries
  The essentialist may not choose discoveries that modify 
  bombs, but may choose any other discovery. The follow-
  ing discoveries are available to the essentialist in addition 
  to those normally available to alchemists:
  Additional Essences
  The essentialist gains an additional 2 uses of essence 
  per day. You may take this discovery multiple times.
  Clean Living
  Prerequisites: Poison resistance or poison immu-
  nity class features.
  The essentialist’s poison resistance and poison im-
  munity class features also apply to disease, both 
  magical and non-magical.
  Cleansing Formula
  Prerequisites: 8th Level.
  In addition to giving an alchemical bonus to the 
  highest attribute, the essentialist’s essence gives a +2 
  alchemical bonus to the creature’s lowest attribute. 
  This does not affect a mutated essence.
  Delicious
  Prerequisites: Life sphere.
  Whenever one of your essences is used, the person 
  drinking is subject to your invigorate power from 
  the Life sphere. In addition, your extracts smell and 
  taste delicious.
  
  Enhancing Essence
  Prerequisites: Enhancement sphere.
  The essentialist may treat his Enhancement sphere 
  enhancements as Life sphere abilities for the purposes 
  of the Water of Life talent, allowing him to imbue 
  consumables with them. Only enhancements that 
  affect creatures can be used this way. He must spend 
  a spell point to make the enhancement last without 
  concentration, but once consumed, the enhancement 
  has the same duration as if he had cast it directly. If 
  he took a drawback that limits what his enhancements 
  can affect, those limitations still apply to an enhance-
  ment imbued into a consumable. Any choices made 
  about the nature of the enhancement must be made at 
  the time of imbuing. He may imbue the consumable 
  with essence as if it contained a Life sphere ability. 
  When the essentialist uses an Enhancement sphere 
  this way, he may use his class level as his caster level. 
  This stacks with other caster level sources normally.
  Essential Injection
  The essentialist can imbue liquids that can be ab-
  sorbed into the skin by using his Water of Life 
  ability. The imbued liquid can then be soaked into 
  a sponge or absorbent cloth and worn beneath the 
  clothing. The wearer can activate it with a simple 
  push in the right spot. When the essentialist imbues 
  this way, they can not imbue a potion or other spe-
  cial substance. Imbuing this way costs an additional 
  spell point, and can activated as a swift action by 
  the wearer (someone else trying to activate it must 
  use a standard action).
  Greater Mutated Essence
  Prerequisites: 12th Level.
  The essentialist’s mutated essence now grants a +4 
  natural armor bonus, and they gain a +4 alchemical 
  bonus to a second attribute of his choice.
  Grand Mutated Essence
  Prerequisites: 16th Level, greater mutated es-
  sence discovery.
  The essentialist’s mutated essence now grants a +6 
  natural armor bonus, and they gain a +6 alchemical 
  bonus to a second attribute of his choice and a +4 
  alchemical bonus to a third attribute of his choice.
  Poisonous Root
  The essentialist can use natural ingredients to make 
  poisons. As a standard action, he may expend an 
  essence to create an injury poison. This poison 
  requires a Fortitude save equal to 10 + 1/2 the es-
  sentialist’s class level + his casting ability modifi-
  er, and it has a frequency of once per round for 5 
  rounds. On a failed save, the afflicted takes 1 point 
  of Constitution damage, +1 additional point every 
  4 levels after the first to a maximum of 5 points at 
  17th level. The poison loses potency 24 hours after 
  creation, but can be renewed for another 24 hours 
  by spending another essence as a standard action.
  In addition, when he crafts a poison, he may expend 
  one essence to lower the raw material cost of a poi-
  son by 25 gp, +5 gp for every class level he possesses, 
  to a minimum of 0 gp. Poisons created this way lose 
  their effectiveness in 24 hours.
  Positive Essence
  Prerequisites: 10th Level.
  While under the effects of an essence or mutagen, 
  the subject gains a +4 alchemical bonus on saves 
  against all death spells, Death sphere abilities, chan-
  neled negative energy, and other magical death ef-
  fects. The subject is granted a save to negate such 
  effects even if one is not normally allowed. This 
  does not protect against other sorts of attacks, even 
  if those attacks might be lethal.
  Purifying Essence
  Prerequisites: 10th Level.
  While under the powerful antibiotic and cleansing 
  effects of the essentialist’s essence or mutagen, the 
  subject ignores all penalties, ability damage and 
  ability drain caused by poison or disease, and gains 
  a +4 alchemical bonus on saving throws to overcome 
  any they may currently suffer. Furthermore, they are 
  rendered immune to any new poisons or diseases, as 
  well as the sickened condition.
  Soothing Essence
  The mild painkilling effects of the essentialist’s es-
  sence or mutagen grants the drinker a +2 alchemical 
  bonus to his natural armor. This stacks with the bo-
  nus given by mutated essence.
  Stimulating Essence
  While under the effects of the essentialist’s essence 
  or mutagen, the subject receives a +10 ft. alchemical 
  bonus to speed.
  Toxic Exhalation
  As a standard action, the essentialist may spend an 
  essence to release a blast of poisonous gas from his 
  mouth. The resulting blast affects all creatures in a 
  30 ft. cone or a 60 ft. line, and does 1d6 damage for 
  per two class levels, rounded up. Those within the 
  blast must make a Reflex save vs a DC of 10 + 1/2 the 
  essentialist’s class level + his casting ability modifi-
  er, those who succeed take only half damage. Those 
  who fail also take 1 point of ability damage to an 
  attribute of the essentialist’s choice. This damage 
  increases by +1 for every 4 class levels after the first 
  that the essentialist has, to a maximum of 5 points 
  at 17th level.
  
  This is a supernatural ability.
  Transforming Essence
  Prerequisites: Alteration sphere.
  The essentialist may place Alteration sphere shape-
  shifts into consumables as if he were Life sphere abil-
  ities using his Water of Life talent. He must spend 
  a spell point to make the shapeshift last without 
  concentration, but once consumed, the shapeshift 
  has the same duration as if he had cast it directly. If 
  he took a drawback that limits what his shapeshifts 
  can affect (such as Lycanthropy), those limitations 
  still apply to a shapeshift imbued into a consumable. 
  Any choices made about the nature of the shapeshift 
  must be made at the time of imbuing. He may im-
  bue the consumable with essence as if it contained 
  a Life sphere ability. When the essentialist uses an 
  Alteration sphere this way, he may use his class level 
  as his caster level. This stacks with other caster level 
  sources normally.
  True Mutated Essence
  Prerequisites: Grand discovery, grand mutated 
  essence discovery.
  The essentialist’s mutated essence now grants a +8 
  natural armor bonus, and 3 attributes of his choice 
  benefit from the bonus from his essence.
  Folk Healer (Ranger Archetype)
  “Everything you need is all around you.”
  -the first rule of survival
  All healing begins with empathy for the sick and injured. 
  From there, it’s merely a question of finding the right 
  tools. Everything a healer needs is all around them, they 
  just need to develop the skills to seek them out. A folk 
  healer has learned to use common ingredients to heal 
  common injuries. They can’t raise the dead, but more of-
  ten than not, they don’t need to. What they can do is 
  treat the most common ailments in almost any circum-
  stance - whether that be in the city temples or the far off 
  wilderness.
  Weapons and Armor Proficiency
  The folk healer is not proficient with shields.
  This modifies armor proficiencies.
  Casting
  The folk healer may combine spheres and talents to cre-
  ate magical effects. The folk healer is considered a Low-
  Caster and uses Wisdom as her casting ability modifier 
  (Note: All casters gain 2 bonus talents and may select a 
  casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool
  The folk healer gains a small reservoir of energy she can 
  call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to 
  her class level + his Wisdom modifier. This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Magic Talents
  A folk healer gains the Life sphere at 1st level. They may 
  choose a different Life talent if they possess the Life 
  sphere from another source. They gain an additional 
  magic talent at 3rd level and every 2 levels thereafter.
  This replaces wild empathy and endurance.
  Skilled Healer (Ex)
  The folk healer gains the Studied Healing feat as a bonus 
  feat. At 3rd level, the folk healer gains a +2 insight bonus 
  to her Heal checks. This bonus increases by +1 for every 
  odd level after the 3rd, and she does not suffer a penalty 
  to her Heal skill for not having a healer’s kit. She can also 
  provide long term care to herself.
  In addition, she gains the skill unlocks for the Heal skill 
  as appropriate for her number of ranks in that skill.
  This replaces favored terrain.
  Folk Remedy
  By drawing on her training in medicine, the folk healer 
  can prepare special herbal remedies to aid in the healing 
  process. The folk healer can brew potions that use the 
  Life sphere, even if she does not have the Brew Potion 
  feat. Furthermore, when she creates them, she may in-
  crease the DC of her crafting check by +5 to include a 
  Life talent she does not possess. She may also use her 
  Heal skill to make the crafting check.
  At 8th level, the folk healer becomes especially skilled at 
  making her remedies, and can prepare them at amazing 
  speed. When she creates a Life potion, she may reduce 
  the crafting time to a single standard action, and may 
  brew the potion even in distracting and dangerous condi-
  tions (such as combat). Such potions tend to deteriorate 
  quickly, however, and lose their potency after 1 hour.
  This replaces tracker and swift tracker.
  Read the Land
  At 7th level as a full-round action, the folk healer may 
  spend a spell point to tap into the ambient life force of a 
  region, expanding her consciousness and giving her spe-
  cial insight into its nature. This area must be a contin-
  uous area smaller than 1 square mile, and it ends at any 
  
  point the terrain changes significantly (such as moving 
  from forest to prairie, or moving underground).
  While in the land she has read, the folk healer gains an 
  insight bonus equal to +2 to Knowledge (Geography), 
  Survival, Stealth, and Perception checks as well as 
  initiative.
  This increases to +4 at 15th level. In addition, she can 
  move normally through naturally occurring difficult ter-
  rain and leaves no trace as she moves. Terrain knowledge 
  lasts until the folk healer regains spell points.
  The folk healer is considered to have the favored terrain 
  feature. Any ability that applies to favored terrain apples 
  to any terrain she has read.
  This replaces woodland stride.
  Pharmakon (Soul Weaver Archetype)
  “Some are raised. Others are lowered. Balance is maintained. 
  This is how you heal the world.”
  -Laignshom the Grey
  There is pleasure and there is pain, and life is the move-
  ment between these two. Flowing from one to the other 
  keeps us from turning to dust. The pharmakon believes 
  that healing and harming must be dealt out in some sem-
  blance of balance. The dead tell them of the true emp-
  tiness that is death, and they have learned that pain is a 
  gift.
  Most cannot accept these ideas, they just want the pain 
  to go away, but for the pharmakon, you can not stand in 
  the light without casting a shadow, and you can not know 
  happiness without sorrow. Many who follow this path 
  keep their views a secret, showing their face as nothing 
  more than a good-natured healer.
  Medicine Man
  At 1st level, a pharmakon gains the Life sphere and 
  Affliction talent as a bonus talents, as well as the Limited 
  Restoration (restore only) drawback. This drawback does 
  not grant an additional talent and may be bought off 
  as normal. If the pharmakon already possesses the Life 
  sphere, then the Affliction talent is gained as a bonus 
  talent with no drawback. If both are already possessed, 
  then she may choose any talent from the Life sphere as a 
  bonus talent. When using the Affliction talent, the phar-
  makon may spend uses of channel energy in place of spell 
  points.
  Iatrogen
  At 2nd level, and every 4 additional levels thereafter (6th, 
  10th, 14th, etc.), the pharmakon gains an iatrogen of her 
  choice. An iatrogen is an effect similar to a useage of the 
  Affliction talent, but is much more potent and powerful. 
  Each iatrogen can only be powered by spending uses of 
  channel energy in place of spell points, including when 
  combined with talents that allow the affecting of multi-
  ple creatures. 
  Whenever a iatrogen calls for a saving throw, the DC is 
  equal to 10 + 1/2 her class level + her casting ability mod-
  ifier. If the pharmakon uses any iatrogen on a creature 
  who is already under the effect of 3 or more different iat-
  rogenic effects, the target must make a Fortitude save or 
  drop to -1 hit points and dying.
  Exsanguination: The pharmakon can use the Affliction tal-
  ent to inflict 1d6 bleed damage, plus an additional 1d6 
  bleed damage per Greater Healing talent she possesses.
  Malignance: The pharmakon inflicts a 1d6 ability penalty 
  to a single ability score of her choice. If the pharmakon 
  has the Greater Restore talent, she instead inflicts this 
  ability penalty to all ability scores. This ability penalty 
  lasts a number of rounds equal to his class level (Fortitude 
  negates). Ability penalties from malignance does not 
  stack with itself.
  Neurasthenia: The pharmakon inflicts the frightened (or 
  panicked, if already frightened) condition for a number 
  of rounds equal to his pharmakon level (Will negates). 
  This is a mind affecting fear effect.
  Opisthotonus: The pharmakon inflicts the staggered con-
  dition for a number of rounds equal to his class level 
  (Fort negates). If the target is already under the effect 
  of the staggered condition, it is instead paralyzed for a 
  single round.
  Polysynapsis: The pharmakon grants a target twice the 
  temporary hit points she can normally grant via the in-
  vigorate Life sphere ability. These temporary hit points 
  can bring a target’s current hit points above their total hit 
  points. However, when the duration expires (the pharma-
  kon may end the duration prematurely as a free action), 
  the creature loses hit points equal to the number of tem-
  porary hit points granted.
  Sepsis: The pharmakon inflicts a disease onto the target, 
  as per the Inflict Disease talent from the Death sphere.
  Syncope: The pharmakon inflicts temporary negative 
  levels onto the target, as per the Drain talent from the 
  Death sphere.
  This replaces the blessing/blight class feature.
  
  Spirit Mender (Druid Archetype)
  “Spirits surround me; all is right with the world.”
  -Dia Moonchilde
  The spirit mender is a devotee of nature, just as all dru-
  ids are. But more than most, she is loved by nature in 
  return, and the spirits of nature gather around her, ready 
  to answer her call. She is in tune with the healing and 
  nurturing powers of the worldsoul, rather than the feral 
  and animalistic powers.
  Casting
  The spirit mender may combine spheres and talents to 
  create magical effects. The spirit mender is considered 
  a High-Caster and uses Wisdom as her casting ability 
  modifier.
  (Note: All casters gain 2 bonus talents and may select a 
  casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool
  The spirit mender gains a small reservoir of energy she 
  can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to 
  her level + her Wisdom modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents
  A spirit mender gains 1 magic talent every level.
  Class Skills
  The spirit mender removes Knowledge (Geography) 
  from her list of class skills and adds Knowledge (Religion) 
  to her list of class skills.
  Nature Bond
  If a spirit mender chooses to gain a domain as her nature 
  bond, she gains its associated sphere and a bonus magic 
  talent from that sphere at 5th, 9th, 13th, and 17th level, as 
  the sphere cleric.
  This modifies the nature bond class feature.
  Base Attack Bonus
  The spirit mender’s base attack bonus is equal to half her 
  level (rounded down).
  Weapon and Armor Proficiency
  Spirit menders are proficient with the following weap-
  ons: club, dagger, dart, quarterstaff, scimitar, scythe, sick-
  le, shortspear, sling, and spear.
  Spirit menders are not proficient with any form of ar-
  mor or shield. A spirit mender who wears armor or uses 
  a shield is unable to use her spiritual protection, atten-
  dant spirits, bound spirits, effortless stride or preserve 
  the environment abilities while doing so and for 24 hours 
  thereafter.
  This modifies weapon and armor proficiency.
  Spiritual Protection (Su)
  The spirits protect the spirit mender as best they can, 
  warning her of danger. While unarmored and not car-
  rying a shield, the spirit mender may add her Wisdom 
  bonus (if any) to her AC and CMD. This does not stack 
  with other abilities that would allow the spirit mender to 
  apply her Wisdom bonus to her AC or CMD. She gains 
  an additional +1 bonus to her AC and CMD at 2nd level, 
  and an additional +1 for every 4 class levels thereafter.
  This replaces the wild shape class feature.
  
  Attendant Spirits (Su)
  Small, invisible, intangible spirits live in a cloud around 
  the spirit mender. They continually attend to her, remov-
  ing stains and adjusting her possessions and clothes: a 
  spirit mender’s clothing float around her, and are strange-
  ly unaffected by wind or changes in gravity. Any common 
  stain or residue left upon the body or clothing of the spir-
  it mender disappears in a round, though more powerful 
  chemicals (such as the tar from a tanglefoot bag) are too 
  strong for the spirits to remove alone.
  The spirits are averse to the presence of metal. Although 
  they will abide it’s presence in smaller amounts, they will 
  actively work to remove any large metal encumbrances 
  from the spirit mender’s body. Metal armor will fall off 
  the spirit mender’s body as quickly as it can be put on 
  (even over her objections). Metal possessions are gener-
  ally not affected, but the spirits tend to interfere enough 
  to make metal weapons or shields unwieldy and impossi-
  ble to use in battle. Equipment that is mostly wood with 
  some metal (such as a spear) are still usable, as is equip-
  ment made of alchemical silver (but not other metals, 
  even those with properties similar to alchemical silver).
  Whenever the spirit mender is restrained or placed in 
  contact with anything her attendant spirits dislike, she 
  receives a circumstance bonus equal to half her level to 
  escape artist checks against it, as her spirits actively try 
  to release her. The spirit mender will always receive this 
  bonus against non-living, non-magical entanglements, ar-
  tificial chemicals and against metal bonds or grapples by 
  metal or metal-wearing creatures.
  The spirit mender receives the Cantrip feat for free, and 
  any cantrip effect she can achieve that targets herself 
  may be performed as a swift action. If she already has the 
  Cantrip feat, she may choose any other feat she qualifies 
  for instead.
  Bound Spirits (Su)
  The spirit mender attracts more powerful nature spirits 
  who do her bidding. She may possess a number of spirits 
  at once equal to 3 + her Wisdom modifier (minimum 1). 
  These spirits may be turned visible or invisible as a free 
  action (if visible, they appear as wisps of energy that glow 
  dimly). Summoning spirits takes 1 minute, and a spirit 
  mender cannot summon more spirits in a day than 3 + 
  her Wisdom modifier (minimum 1). Once summoned, 
  the spirits remain until used, and either orbit the spirit 
  mender (moving as she does at the same speed), or may 
  be directed to move independently as a move action. A 
  spirit mender may move as many spirits as she wishes 
  with each move action, and spirits have a fly speed of 
  40 ft. and always succeed at Fly checks. These spirits 
  are only projected into the Material Plane and as such 
  are immune to damage of any kind. A spirit must remain 
  within medium range of the spirit mender, or disappear 
  as if used.
  A spirit mender gains a number of abilities, each of which 
  uses up a spirit’s energy. When using a bound spirits abil-
  ity, the expended spirit returns to the unbounded wilder-
  ness of the fey realm until it is re-summoned at a future 
  date. Spirit powers generally require a standard action, 
  and if a saving throw is required the DC is equal to 10 + 
  1/2 spirit mender level + her Wisdom modifier. To use an 
  ability, the target must be adjacent to the spirit mender (if 
  the spirit is orbiting her), or else the spirit mender must 
  first direct the spirit to move into the target’s square.
  The spirit mender gains the following abilities:
  Aid the Living—At 1st level, the spirit mender may 
  expend a spirit to bolster a human, animal, magical 
  beast, or plant, granting it a +1 sacred bonus to at-
  tack rolls and saving throws, which increases by 1 
  for every 5 levels the spirit mender possesses. The 
  creature also gains 1 temporary hit point per level. 
  These bonuses last 1 hour.
  Lovelorn Spirit—At 1st level, the spirit mender may 
  expend a spirit to aid an ally who is at negative hit 
  points, but not dead. The ally becomes stable and 
  gains temporary hit points equal to twice the spirit 
  mender’s class level for 1 minute.
  Open Arms—At 1st level, The spirit mender can ex-
  pend a spirit while using a Life ability to allow it to 
  affect a number of allies in close range equal to half 
  her spirit mender level, rounded up.
  Communing Spirit—At 4th level, the spirit mender 
  may expend one spirit to commune with nature on 
  a much deeper level, gaining glimpses into the world 
  beyond natural sight. This allows her to make a sin-
  gle Knowledge check with an insight bonus equal to 
  her spirit mender level + her Wisdom modifier. This 
  may be used to reroll a Knowledge check the spir-
  it mender had previously failed, but no more than 
  once per question. If the spirit mender is touching 
  a naturally occurring landmark such as a great tree, 
  river, or stone formation, she may summon its natu-
  ral spirit and speak with it, learning about whomev-
  er else has interacted or come near it in the past few 
  days, and about any important events that occurred 
  in proximity to it.
  Healing Mastery—At 8th level, the spirit mender can 
  expend a spirit as a free action to temporarily gain a 
  Life talent she qualifies for. She may use this talent 
  once before the end of her current turn.
  Healing Spirit—At 8th level, the spirit mender can 
  expend a spirit to heal herself or an adjacent ally 10 
  hit points per spirit mender level. If the creature 
  
  died within the previous round, they are restored to 
  life with at least 1 hit point.
  Blessed Spirit—At 8th level, the spirit mender may 
  expend a spirit as an immediate action to allow the 
  target to reroll a saving throw it just failed.
  Ghostpoint—At 12th level, the spirit mender may, 
  when using a spell, spell-like ability, sphere ability, or 
  spirit mender ability, target the effect as if she were 
  standing in the same square as one of her spirits. If 
  the magic effect requires a touch attack, the spirit 
  may make the touch attack for the spirit mender, 
  using her bonuses. This expends the spirit.
  Total Healing—At 16th level, the spirit mender may 
  spend a spirit to remove all conditions currently af-
  fecting a living target. This also removes all ability 
  damage and drain, all temporary negative levels, and 
  up to one permanent negative level.
  Protected Spirit—At 16th level, the spirit mender 
  may use any of their bound spirits powers on herself 
  as a swift action. She may do this even if helpless, 
  unconscious or dead, as the spirits move to protect 
  her by their own will.
  The bound spirit ability counts as a soul weaver’s 
  bound nexus ability for the purpose of feats that re-
  quire it as a prerequisite. For those feats, the spirit 
  mender’s spirits are considered synonymous with 
  the soul weaver’s souls.
  Effortless Stride (Su)
  At 2nd level, attendant spirits help carry and lift the spir-
  it mender, allowing her to move normally through diffi-
  cult terrain, and causing her to move naturally silently. 
  The spirit mender takes no Stealth penalties for moving.
  This modifies woodland stride.
  Preserve the Environment (Su)
  At 3rd level, the spirit mender’s attendant spirits clean 
  the environment around her as she moves. She leave be-
  hind no scent, no tracks in the soil, no stains or finger-
  prints, and no physical indicator of her presence. She can 
  not be tracked.
  This modifies trackless step.
  Worldsoul Incarnate (Barbarian or 
  Unchained Barbarian Archetype)
  “The blood in our veins is a gift from the earth. In time, it must 
  be returned.”
  -Dirain of the Shatterwind Tribe
  The ritual of communion is undertaken only by those 
  with the greatest courage, because it costs a person 
  everything they are. Beneath the oldest tree in the forest, 
  the supplicant is ritually cleaned, purified, purged, and 
  drained of most of their blood, and at the right moment, 
  her heart is pierced with a wooden needle.
  With this, her life begins to end, as she slowly gains im-
  mortality. The primal powers of nature flow into her 
  as her spirit dissolves into the ocean of the worldsoul, 
  uniting them forever. The body remains, for a time still 
  connected to it’s old soul, but also to the essence of the 
  world. As the years pass, the incarnate becomes more 
  submerged into the worldsoul, until her spirit completes 
  disappears into it.
  Rapture
  Simple minds perceive the primal force of nature as an 
  anger that destroys, but the enlightened know its true 
  nature. Nature destroys without anger or hate - those are 
  human failings. Destruction is just half of the cycle of life, 
  the other is creation, and nature is the cycle. The world-
  soul incarnate is the avatar of the cycle. She destroys 
  without rage, while creating and re-creating herself.
  A worldsoul incarnate can tap into the forces of nature 
  and channel them through her body, filling herself with 
  euphoric rapture. At 1st level, a worldsoul incarnate can 
  be enraptured for a number of rounds per day equal to 4 
  + her Constitution modifier, and she can be enraptured 
  for 2 additional rounds per day per class level thereafter. 
  Temporary increases to Constitution, such as from the 
  Enhancement sphere, do not increase the total number 
  of rounds that a worldsoul incarnate can be enraptured 
  per day. The total number of rounds of rapture per day is 
  renewed after resting for 8 hours, although these hours 
  need not be consecutive. 
  While enraptured, a worldsoul incarnate cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skill (except 
  Acrobatics, Fly, Intimidate, and Ride) or any ability that 
  requires patience or concentration (such as sphere cast-
  ing). She also takes a -2 penalty to her AC.
  The worldsoul incarnate can enter rapture as a free action, 
  and can maintain rapture each round as a free action, so 
  long as she is conscious. Whenever a rapture ends, the 
  worldsoul incarnate is fatigued for 1d4+1 rounds. A world-
  soul incarnate can’t enter a new rapture while fatigued or 
  exhausted, but can otherwise become enraptured multi-
  ple times per day.
  Rapture counts as the rage ability for purposes of prereq-
  uisites, and may be augmented by rage powers.
  This modifies rage.
  
  Primal Channelling (Su)
  While enraptured, the worldsoul incarnate may channel 
  primal energy to create powerful supernatural effects. 
  Whenever she spends a free action to enter or maintain 
  rapture, she gains a number of vitality points equal to 
  her class level. She may spend vitality points to achieve 
  different effects. At the end of her turn, she loses all un-
  spent vitality points.
  Mighty Blow: The worldsoul incarnate may spend 1 vital-
  ity point as a free action to add a +2 circumstance bonus 
  to any attack roll (including attack rolls to confirm crit-
  ical hits) or damage roll made with a melee or thrown 
  weapon, or to add a +2 circumstance bonus to any skill 
  or attribute check that uses her Strength, Dexterity or 
  Constitution, or to add +2 to a CMB roll. The decision 
  to use this ability is made after dice are rolled, but before 
  the results are announced. Although this ability can be 
  used multiple times per turn, it can only be used once 
  per die roll.
  Life Force: The worldsoul incarnate may spend any num-
  ber of vitality points as a free action to gain an equal 
  number of temporary hit points. This ability can only be 
  used if she is injured, and cannot raise her current hit 
  points plus her temporary hit points to be higher than 
  her maximum hit points. The temporary hit points last 
  until the end of rapture, and stack with themselves and 
  with temporary hit points from other sources.
  Surge of Movement: The worldsoul incarnate may spend a 2 
  vitality points as a free action to move 5 feet. This move-
  ment draws attacks of opportunity normally and ignores 
  difficult terrain. She may do this multiple times in a turn.
  Fight or Flight: As a free action, the worldsoul incarnate 
  may spend a vitality point to gain a +4 dodge bonus un-
  til the beginning of her next turn against an enemy of 
  her choice that she can see. She may acquire this bonus 
  against multiple targets in a single round, but not multi-
  ple times against the same target in the same round.
  Vital Force: The worldsoul incarnate may spend 5 vitality 
  points as a free action to regain 1 hit point.
  Vicious Cycle: The worldsoul incarnate may spend 8 vital-
  ity points as a free action to make an attack at her full 
  BAB against a target she has already successfully hit with 
  an attack this turn.
  Restoring Force: The worldsoul incarnate may spend 11 vi-
  tality points as a swift action to benefit from the restore 
  ability of the Life sphere, using her class level as her cast-
  er level.
  Hurricane Strike: As a full-round action, the worldsoul 
  incarnate may spend 14 vitality points to summon forth 
  ghostly spirits that echo her physical form, each of which 
  makes a single attack before disappearing. The worldsoul 
  incarnate may make a single melee attack against every 
  enemy within 20 ft she can see. These attacks are at her 
  full BAB.
  Sunder Magic: As a swift action, the worldsoul incarnate 
  may spend 17 vitality points to dispel any number of mag-
  ical effects that currently afflict them.
  Primal Ascension: The worldsoul incarnate may spend 20 
  vitality points as a standard action to benefit from the 
  restore ability of the Life sphere, using her class level as 
  her caster level. This removes all conditions, all attribute 
  damage and drain, and removes all temporary negative 
  levels.
  This replaces fast movement, greater rage, indomitable 
  will, tireless rage, and mighty rage.
  Rapture Powers
  The worldsoul incarnate may choose any of the following 
  powers in place of a rage power:
  Channel Energy
  The worldsoul incarnate may release a massive wave 
  of primal energy. They gain the channel energy abil-
  ity as a cleric of equal level, using her Charisma to 
  determine the saving throw DC of her channeled 
  energy. They may only channel positive energy. The 
  worldsoul incarnate must expend 4 rounds of her 
  rapture to channel energy.
  Elation (requires 10th Level)
  The worldsoul incarnate gains a fly speed equal to 
  her base land speed with good maneuverability.
  Natural Grace (requires 6th Level)
  Whenever the worldsoul incarnate enters rapture, 
  she may choose a combat feat for which she meets 
  the prerequisites. She gains the use of this feat for 
  the duration of the rapture. She may choose a dif-
  ferent feat whenever she enters rapture, provided 
  at least 1 minute has passed since she has last left 
  rapture.
  Primal Aura (requires 4th Level)
  While she is enraptured, she may give off an aura of 
  positive energy that causes her and all living and un-
  dead creatures within 20 ft. to glow slightly, giving 
  them a penalty on Stealth checks equal to her class 
  level and negating all bonuses usually bestowed by 
  invisibility, blink effects, darkness, or similar effects. 
  While the aura is in effect, she gains a +5 circum-
  stance bonus to Intimidate checks, and sheds bright 
  light to a distance of 20 ft. around her, and normal 
  light another 20 ft. beyond that. The light harms 
  creatures vulnerable to natural sunlight as if it were 
  natural sunlight.
  
  Primal Stamina (requires Combat Stamina feat)
  During her turn, the worldsoul incarnate may spend 
  vitality in place of stamina points. She must spend 
  2 vitality points in place of each stamina point she 
  wishes to spend.
  Extra Class Features
  Armorist Arsenal Tricks
  Armorists may choose the following arsenal trick:
  Bound Life
  You may add the equitable, vital, and wellspring proper-
  ties to your bound staffs. In addition, you may add this 
  unique +1 property:
  Driving
  When using the Invigorate ability of the Life sphere with 
  this staff, you may use your armorist level as your caster 
  level with the Life sphere. This stacks with other caster 
  level sources normally.
  Barbarian Rage Powers
  Barbarians can choose from the following abilities when 
  they choose new rage powers:
  Bright-Burning Rage (Ex)
  The barbarian may spend a round of rage to recover 2d6 
  hit points as a standard action.
  Empowered by the Light (Ex)
  While raging, whenever the barbarian confirms a critical 
  hit, they gain temporary hit points equal to their class 
  level. The hit points stack with themselves and with all 
  temporary hit points from other sources, and last until 
  the end of the rage.
  Nature’s Wrath (Su)
  While raging, your melee and thrown weapons are 
  charged with the positive energy of the very soul of na-
  ture itself. Your attacks ignore damage reduction on crea-
  tures damaged by positive energy.
  Incanter Specializations
  Incanters may take the following specializations:
  Lay on Hands (2 Specialization Points)
  At 2nd level, you may lay on hands as a paladin. Each 
  day, you can use this ability a number of times equal to 
  1/2 your incanter level plus your casting ability modifier. 
  With one use of this ability, you can heal 1d6 hit points of 
  damage for every two incanter levels you possess. Using 
  this ability is a standard action, or a swift action if you are 
  healing yourself. You must have one hand free to use this 
  ability. This is a positive energy effect.
  You can use this healing power to deal damage to undead 
  creatures, dealing damage equal to the damage you could 
  have healed. Using lay on hands in this way requires a suc-
  cessful melee touch attack and doesn’t provoke an attack 
  of opportunity. Undead do not receive a saving throw 
  against this damage.
  You do not gain the paladin’s mercies, but qualify for 
  feats and abilities that require the lay on hands ability.
  Merciful Healer (2 Specialization Points)
  You gain mercies as a paladin of equal level. These mer-
  cies trigger whenever you take an action to use the cure 
  ability of the Life sphere or when you use your Lay on 
  Hands ability.
  Mageknight Mystic Combat Abilities
  Mageknights can choose from the following abilities 
  when they choose new mystic combats:
  Karmic Invigoration (Su)
  Prerequisite: Life sphere, Marked class feature.
  As a swift action, you may infuse your marked target with 
  a aura of positive energy. Until the end of your next turn, 
  whenever an ally hits the target, you may invigorate the 
  ally as a free action, even if they are not in range of your 
  invigorate ability or if it is not your turn.
  Self-Reliance (Ex)
  Prerequisite: Life sphere.
  Whenever you invigorate or cure yourself with the Life 
  sphere, you may use your class level as your caster level. 
  This stacks with other caster levels normally.
  Signature Scar (Su)
  When you damage an enemy with a melee weapon or 
  natural weapon, you may spend a spell point as a free ac-
  tion to give them a scar. The target may make a Fortitude 
  save against a DC equal to 10 + 1/2 your mageknight level 
  plus your casting ability modifier to avoid the scar. Any 
  hit points a scarred enemy would regain are diverted to 
  you, unless you are at your full hit point total. The scar 
  fades away after 1 minute.
  Unchained Monk Ki Powers
  Monks may choose from the following ki powers:
  
  Balanced Ki (Su)
  While you have at least 1 ki point, whenever you hit an 
  enemy with an unarmed strike or monk weapon, you gain 
  temporary hit points equal to 1/2 your class level. These 
  last until the beginning of your next turn.
  Blocked Ki (Su)
  Whenever you hit an enemy with an unarmed strike, you 
  may spend a ki point to block their ki. For one minute, 
  they are unable to regain hit points, and they can not be 
  affected by abilities that heal them or remove conditions. 
  The enemy receives a Will save versus a DC of 10 + 1/2 
  your monk level + your Wisdom modifier to negate the 
  effect.
  Rogue, Unchained Rogue, and 
  Slayer Talents
  Rogues, unchained rogues, and slayers can choose from 
  the following abilities when they choose new talents:
  Adrenal Reaction (Ex)
  When you regain hit points, you may make an attack as 
  an immediate action. You may not use this ability again 
  until at least 1 minute has passed.
  Flaying Slice (Ex)
  When you do precision damage to a creature, you may 
  open a wound that allows you and your allies to more 
  easily penetrate their flesh. When you successfully sneak 
  attack a creature, you may spend up to half your sneak 
  attack dice to reduce the creature’s natural armor class by 
  1 for each die spent, to a minimum of 0. You may do this 
  multiple times with multiple strikes. The loss of natural 
  armor lasts until the creature heals at least 5 hit points 
  per point of natural armor lost.
  Know How to Bleed (Ex)
  By exaggerating injuries, you can gain the upper hand 
  in combat. Whenever you are hit for more than 20 hit 
  points of damage in a single round, you can, until then 
  end of your next turn, feint as a swift action.
  Stolen Blood (Su)
  Whenever you do precision damage to a creature, until 
  the end of your next turn any hit points that creature 
  regains are gained by you instead. The creature may make 
  a Will save with a DC equal to 10 + 1/2 your rogue level + 
  your Dex bonus to negate this effect.
  Witch Hexes
  Witches can choose from the following abilities when 
  they choose new hexes:
  Festering Wounds (Su)
  A witch can use this hex to curse a creature within 30 ft., 
  causing their wounds to fester evilly. Any hit points the 
  creature regains using a magical ability are reduced by the 
  witch’s level. This effect lasts for a number of minutes 
  equal to the witch’s level. A Will save negates this effect. 
  Whether or not the save is successful, a creature cannot 
  be the target of this hex again for 1 day.
  Entropy (Su)
  The witch targets a creature within 30 ft., causing a ripple 
  in the universe to surround them. The affected creature 
  is harmed by positive and negative energy, and healed by 
  neither. This effect lasts for a number of minutes equal to 
  the witch’s level. A Reflex save negates this effect.
  
  Section 3
  Basic Talents
  Life Sphere Talents
  This section includes new talents for the Life sphere, in-
  cluding talents to improve invigorate, cure and restore abil-
  ities, as well as talents to use the Life sphere in a limited 
  offensive fashion.
   
  This section also introduces vitality talents. 
  A caster with one or more vitality talents may grant a 
  bonus to any ally they use a Life sphere ability on as a 
  free action made when they use that sphere ability. This 
  includes using Fount of Life and granting effects with a 
  duration, such as Revitalize. The bonus lasts for up to 1 
  minute, or until the ally takes damage from either failing 
  a saving throw or being hit with an attack roll. In the case 
  of abilities with a duration, the minute starts when the 
  ability is used, and ends 1 minute later at the latest, even 
  if the triggering ability is still in effect. If a caster possess-
  es multiple vitality talents, only one talent takes effect 
  when they use a Life sphere ability on an ally, but a single 
  Life sphere ability that affects multiple allies may affect 
  different allies with different vitality talents. A creature 
  can benefit from a vitality talent attached to a Life ability, 
  even if they don’t actually gain anything from the Life 
  ability (such as using cure on a creature at full hit points).
  Adrenaline Surge
  When you use a Life sphere talent or ability on an ally 
  other than yourself, you may spend one spell point to also 
  give them an adrenaline surge. The ally may do one of the 
  following as an immediate action:
  • make an attack at their highest base attack bonus
  • move their speed, drawing attacks of opportunity 
  normally
  • make an Escape Artist check with a bonus equal 
  to your caster level
  • draw, pick up, or ready a weapon or shield
  • stand up from prone
  You may use this ability to surge multiple allies (other 
  than yourself) at a time when you perform a Life sphere 
  ability that affects multiple allies by spending a second 
  spell point. Surges are resolved in initiative order.
  Affliction
  You may use your restore ability to interfere with the life 
  energy of living creatures. As a standard action, you may 
  use your restore ability as a touch attack that interferes 
  with the life energies of a creature. This costs the same 
  as a normal use of restore would. The creature must make 
  a Will save, or they are exhausted for 2d6 rounds. If they 
  pass their saving throw, they are instead fatigued for 2d6 
  rounds. Unlike regular fatigue and exhaustion, this condi-
  tion ends as soon as the duration expires.
  If you possess other Life talents that let you remove con-
  ditions, then you may have other options available to 
  you. Only one condition may be inflicted per use of this 
  ability.
  If you possess the Restore Composure talent, you may 
  cause the target to become disoriented for 1d6 rounds if 
  they fail their Will saving throw. During this time, they 
  are unable to use or concentrate on sphere abilities or 
  spells, take a -5 penalty to Perception checks, and can not 
  benefit from morale bonuses.
  If you possess the Restore Health talent, you may make 
  the target nauseated for 1d6 rounds if they fail a Fortitude 
  saving throw. If they succeed, they are sickened for 1d6 
  rounds instead.
  If you possess the Restore Mind talent, you may make 
  the target confused for 1d6 rounds if they fail a Will sav-
  ing throw.
  
  If you possess the Restore Movement talent, you may 
  may cause the target to lose some control of their body. 
  If they fail a Reflex saving throw, they gain the entangled 
  condition and are unable to leave their square for 1d6 
  rounds. There is no physical restraint created, so effects 
  such as the freedom word from the Fate sphere does not 
  help them.
  If you possess the Restore Senses talent, you may make 
  a creature lose a sense of your choice that you are aware 
  they have, causing it to become either blind or deaf (your 
  choice), or to lose one special sense such as the scent abil-
  ity, tremorsense, blindsense, blindsight, etc. The effect 
  lasts for 2d6 rounds. A successful Will save negates this 
  effect.
  If you possess the Restore Soul talent, you may cause 
  the creature to become unable to be the recipient of any 
  healing for 2d6 rounds, including those from fast healing 
  or regeneration. No saving throw is allowed against this 
  effect.
  Aggressive Vitality (vitality)
  Your Life magic gives the target a fevered strength. This 
  grants the target a +2 circumstance bonus on attack and 
  damage rolls with weapon attacks.
  Clarified Strike
  As a standard action, you may make a single ranged 
  or melee attack coupled with a Life sphere ability. If 
  the attack hits, the creature is also affected by your 
  Life ability.
  Contagion
  When you restore a creature, you may immediately at-
  tempt to inflict the conditions you just removed on an-
  other living creature within range of your restore abil-
  ity. You must spend a spell point and make a touch 
  attack on the creature. If successful, the creature 
  targeted must make a Fortitude save vs a DC of 10 
  + 1/2 your caster level + your casting ability mod-
  ifier or they receive all the conditions you just 
  restored, except for those they are immune to. 
  These conditions last one round, regardless 
  of the original duration of the restored con-
  ditions. If the creature targeted is missed 
  or they pass their saving throw, the 
  creature is still restored. If this is used 
  in conjunction with Mass Restore, mul-
  tiple enemies can be targeted, but each enemy can 
  only receive conditions transferred from one ally 
  and each ally must have all their conditions trans-
  ferred to a single target.
  You may only move conditions this way, not ability dam-
  age, ability drain, or negative levels.
  Deeper Invigorate
  Your invigorate effect grants 2 temporary hit points per 
  caster level instead of 1 temporary hit point per caster 
  level. 
  Diagnose
  As a swift action, you can learn any conditions that are 
  affecting a living creature (unconscious, dying, nauseated, 
  panicked, stunned, poisoned, diseased, confused, 
  etc) within range of your Life sphere abilities. 
  By increasing the casting time of this ability to 
  a standard action or by spending a spell point, 
  
  you can learn the details of any condition they are under, 
  such as whether they have been affected by a spell or the 
  nature of any disease or poison they are afflicted with. 
  You may use this on a deceased creature to determine 
  how they died, so long as the target has been dead for no 
  more than one day per caster level.
  You may also use this ability on any ally that is current-
  ly under the effect of one of your Life sphere abilities 
  regardless of range or line of effect (such as allies who 
  currently possess temporary hit points from your invig-
  orate ability), as long as they are on the same plane of 
  existence. You always know the direction and distance to 
  your ally.
  Disruption
  You may spend a spell point to disrupt the life energies 
  of a living creature within range of your cure ability by 
  making a touch attack. On a successful hit, the target 
  takes 1d4 nonlethal untyped damage per caster level. If 
  you possess the Greater Healing talent, the damage die 
  for this ability increases one size for each time you pur-
  chased that talent, up to a maximum of d12. A critical hit 
  does not cause the damage from this attack to multiply; 
  instead it causes the target to be dazed for 1 round (no 
  save).
  Empathic Healing
  You may restore others by taking on their injuries yourself. 
  Doing so reduces the cost of the Life sphere effect by 1 
  spell point to a minimum of 0 spell points.
  When you restore a creature empathically, you gain any 
  conditions you removed from the creature as if you had 
  been the one originally affected. Likewise, you gain any 
  attribute drain or damage, or any negative levels they 
  had. You may not transfer conditions that will kill you or 
  render you unconscious, or conditions that are the result 
  of ongoing effects (such as being shaken within a totem of 
  doom). You may select which conditions to transfer and 
  which to leave untreated.
  If the effect causing the condition allowed a save, you do 
  not get a new save, though any effects on you that would 
  protect you from the condition still function for the du-
  ration you have them. If you already have that condition, 
  any duration it may have adds to the duration of the con-
  dition you have, but otherwise you are unchanged.
  If you use this talent to restore multiple creatures, the du-
  rations of conditions removed stack if possible, but do 
  not otherwise worsen.
  Energizing Vitality (vitality)
  Your Life magic makes your ally restless and full of en-
  ergy, granting them a +30 ft. circumstance bonus to all 
  forms of movement.
  Esoteric Healing
  When you use your Life sphere abilities, you may choose 
  for them to not be positive energy effects. Used this way, 
  your Life sphere abilities can heal non-living creatures 
  such as constructs or undead, though they do not work 
  on inanimate objects. This does not allow you to harm 
  creatures you could not harm before with positive energy.
  Latent Healing
  When you use cure or invigorate on a target, you may 
  choose to delay its effects. You may apply effects that add 
  additional hit points of healing at the time of the initial 
  cure, such as additional hit points from Fount of Life. At 
  any point, the subject of the effect can trigger its effects 
  as a swift action. You may even target uninjured targets 
  when using your abilities this way, though the effects can 
  only be triggered when the target is injured. Healing de-
  layed this way lasts for 1 hour per caster level or until 
  used, whichever comes first. A target can only be under 
  the effects of one Latent Healing at a time.
  Lingering Resilience
  Whenever you remove a condition completely from a 
  creature using your restore ability, they are completely 
  immune to that condition for 2 rounds. Being immune 
  to a condition does not provide any additional defense 
  against more severe versions of a condition, and they can 
  not be made immune to a condition they did not have. 
  This may not provide immunity to ability damage, ability 
  drain, death, or negative levels.
  Whenever an ally regains hit points from you using your 
  cure ability, they gain damage reduction equal to 1/2 your 
  caster level or the number of hit points regained (which-
  ever is less) for 2 rounds. This is not compatible with any 
  form of fast healing you may grant.
  Mass Restore
  You may spend an additional spell point when using a 
  restore to affect an additional creature per 2 caster levels 
  (minimum 1). All targets must be within range.
  Painkiller
  Whenever you invigorate a target, they are also healed of 
  an equal amount of non-lethal damage. They are healed 
  up to the maximum amount you can invigorate, even if 
  this amount is greater than the number of temporary hit 
  points you grant the target.
  
  Restore Composure
  Your cure ability heals an additional 1d8 hit points. When 
  restoring a target, the target is also cured of magical ef-
  fects charm effects, but not control or compulsion ef-
  fects. They are also cured of all emotional effects, magical 
  or non-magical. This does not undo the effects of instan-
  taneous abilities that have already finished, such as a suc-
  cessful Diplomacy check, or being affected by any form 
  of illusion or deceit.
  Revitalize
  This is an update of the Revitalize talent found in Spheres 
  of Power. Add the following section:
  If you purchase this talent a second time, the revitalize 
  lasts 1 hour per caster level, or until the target has healed 
  a total number of hit points equal to 10x your caster lev-
  el, plus an additional 10x your caster level for each time 
  you have gained the Greater Healing talent. If a creature 
  gains fast healing from another source (such as anoth-
  er caster using this ability), they may choose each round 
  which they benefit from.
  Sanctify
  As a standard action, you may spend a spell point to sum-
  mon positive energy and hit a target within range of your 
  cure ability as a touch attack. Creatures vulnerable to 
  positive energy gain one temporary negative level for one 
  hour per caster level (no save), even if they are normally 
  immune to negative levels. This increases by 1 die size 
  per 5 caster levels (1d2, 1d3, 1d4, and 1d6). These levels 
  stack, but do not destroy an undead creature if they have 
  as many negative levels as Hit Dice. Instead, if a negative 
  level would reduce the creature to 0 Hit Dice, the crea-
  ture instead takes 4 points of Constitution drain (even if 
  they are normally immune to ability drain) or Charisma 
  drain if they have no Constitution score for the duration 
  of the effect. A negative energy effect that causes negative 
  levels can be used to remove these negative levels before 
  they become permanent. If a negative level lasts longer 
  than 1 day, the target must pass a Fortitude save per neg-
  ative level or have the negative level become permanent.
  If this ability is used on a creature normally healed by 
  positive energy, each negative level that would be inflict-
  ed instead cures 1 temporary negative level the creature 
  has or suppresses one permanent negative level for 1 min-
  ute per caster level. Any remaining negative levels grant 
  the creature 5 temporary hit points per negative level, 
  which last for 1 hour.
  Self-Renewal
  You may use your cure or restore ability on yourself as a 
  swift action. You cannot use this to shorten an ability 
  that has a casting time of more than a standard action, 
  and you cannot affect any creature other than yourself 
  with this ability. You may spend a spell point to do this 
  even if you are normally unable to spell cast due to a con-
  dition you can restore or while you are unconscious. If you 
  are unconscious, you may use your cure or restore on your 
  first turn after falling unconscious. If this fails, you may 
  not make another attempt.
  Sudden Invigoration
  By spending a spell point, you can use invigorate as an 
  immediate action. If done in response to a creature tak-
  ing damage, you may choose whether the temporary hit 
  points are gained before or after the damage is taken.
  Sustaining Vitality (vitality)
   
  Your ally receives a +4 circumstance bonus to AC 
  and saving throws.
  Taste of Victory
  Whenever you successfully hit a creature with at least half 
  as many Hit Dice as your character level with an attack 
  that requires an attack roll, you may spend an additional 
  spell point to use a Life sphere ability as a swift action 
  on any willing creature within range. If the attack was a 
  critical hit, knocked the target creature unconscious, or 
  reduced the enemy to 0 or fewer hit points, you may use 
  the Life sphere ability without spending the additional 
  spell point required to use this talent.
  Water of Life
  You can imbue a fluid or small portion of food with your 
  Life sphere abilities. This is performed in the same way 
  as using the Life sphere ability, but targeting the consum-
  able instead of a creature. The consumable must be in 
  hand, and you may only imbue one consumable at a time, 
  even if you can affect multiple creature with your Life 
  sphere abilities (such as with Mass Healing). A consum-
  able can only be imbued once with this ability.
  The consumable remains potent until you rest and regain 
  spell points, and possesses an aura as if it were the orig-
  inal target of the effect. Once imbued, the consumable 
  may be given to another person, who may use it is if it 
  were a potion.
  Any potion (such as a healing potion) or alchemical agent 
  can be used in place of a liquid. In this case, the imbiber 
  receives the benefits of both the Life sphere ability and 
  the substance imbibed.
  
  Section 4
  Advanced Magic
  “A story is defined by its ending. Not every story needs a sequel.”
  -Dwarf saying
  Advanced Talents
  Hypervitalize
  Prerequisite: Life sphere, Revitalize, Greater Restore, 
  15th caster level or higher.
   
  When you use the Revitalize talent on a creature, 
  you may spend 2 additional spell points to make the crea-
  ture exceptionally vital on a cellular level for the duration 
  of the revitalization. Every cell of their body is so imbued 
  with positive energy that they are no longer a single living 
  being, but a collection of living cells creating a gestalt. 
  Each individual cell can survive on its own and active-
  ly fights to keep the whole body functioning: blood will 
  crawl back into the wounds that released them, broken 
  bones will straighten themselves, and wounds will active-
  ly close and seal shut.
  The hypervitalized creature gains the following benefits:
  • Immunity to bleed, death effects, damage from 
  positive energy effects, disease (magical and 
  non-magical), paralysis, poison, sleep effects, ag-
  ing effects, and stunning.
  • Not subject to nonlethal damage of any kind. 
  Immunity to damage or drain to its physical abili-
  ty scores (Constitution, Dexterity, and Strength), 
  as well as to exhaustion and fatigue effects. These 
  do not protect the character from the results of 
  their own abilities (such as nonlethal damage 
  caused by the Draining Casting drawback).
  • Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects or is 
  harmless).
  • Severed limbs can be reattached to the body as a 
  standard action (and indeed, will try to reattach 
  themselves if possible). This can be used to speed 
  up any regeneration effect if a sufficient amount 
  of material can be recovered.
  • Not at risk of death from massive damage, not 
  disabled at 0 hit points, and at negative hit points 
  is unconscious but stable, even if exceeding the 
  Constitution score. Can only be killed if the body 
  is deliberately destroyed, such as being immolat-
  ed or disintegrated, or by allowing the effect to 
  expire while at negative hit points greater than 
  their Constitution score. Creatures that possess 
  abilities that allow them to stay unconscious at 
  0 or fewer hit points still fall unconscious if they 
  would normally die from the amount of damage 
  they have received.
  • Does not need to breathe, eat, or sleep.
  Life-Saving Cure
  Prerequisite: Life sphere, 1st caster level or higher.
  Whenever you cure a creature, they always regain enough 
  hit points to bring them to a minimum of 1 hit point.
  Transfiguration
  Prerequisite: Life sphere, Restore Health, 10th caster 
  level or higher.
  As a full-round action, you spend two spell points to 
  transform an adjacent creature into a more perfect ver-
  sion of itself, one step closer to divinity than before. The 
  transfigured creature is superior to its old self spiritual-
  ly, and is free of many of the burdens of mortality. Any 
  
  penalties for old age are suspended, and it gains immuni-
  ty to all diseases, including supernatural and magical dis-
  eases, and to poisons of all kinds. Most importantly, its 
  current and maximum hit points are raised by 5 hit points 
  per caster level. This can not bring a creature’s maximum 
  hit points to more than twice its normal maximum hit 
  points.
  The transfiguration lasts a number of hours equal to your 
  caster level, or until they drop below 0 hit points. When 
  the transfiguration ends, if a creature’s current hit point 
  total is greater than their original maximum total, their 
  current hit point total becomes their original maximum 
  hit point total, but they otherwise do not lose any hit 
  points from the reduction in their maximum hit points.
  Incantations
  Ritual of Resurrection
  Performing a ritual to restore life to the dead is a com-
  plicated thing — and it’s not guaranteed that you’ll be 
  able to bring them back. Or at least, not that you’ll bring 
  them back the same way. That said, a well-stocked lab-
  oratory can at least allow you to make the attempt, if 
  you’re willing to slave away for hours.
  Sphere Life Level 5th
  Skill checks in order-Craft (Alchemy) DC 24 1 success-
  es, Heal DC 24 4 successes
  Casting Time 5 hours
  Components S, V, M (500 gp worth of oils and medi-
  cine, to be used in the revival process)
  Target One dead creature
  Duration instantaneous
  Saving Throw Fortitude (Harmless) SR Yes (Harmless)
  By brewing a concoction as detailed by the mad gnome 
  Wallin that was rumored to restore life to the dead, you 
  can attempt to revive the fallen. The process takes hours, 
  as the medicine must be injected carefully into every 
  square inch of the body in painfully small increments, 
  and deal with the tremors and complications that arise 
  during the process.
  Each check takes one hour to complete, as the concoc-
  tion needs precise amounts of heat, stirring, and sitting 
  before the next step can occur. Once the brew is finished, 
  needles are used to inject the brew into the body, and the 
  body must be carefully monitored. The smallest misstep 
  can mean wracking pain for the victim, and possibly even 
  brain damage.
  Success, however, allows the creature to return to life 
  with one permanent negative level. (Or if the subject 
  was 1st level, one point of Constitution drain.) The body 
  must be relatively whole beforehand, or else it will still 
  be missing all body parts that it was lacking in the first 
  place.
  
  Backlash
  All performers are exhausted.
  Failure
  If one check is failed, the target returns with the dam-
  aged soul template. If three checks are failed, the process 
  doesn’t work.
  Rituals
  Preserve Organ
  Sphere Death or Life; Ritual 0
  Casting Time 1 minute
  Components V, S, M (a drop of Liquid Ice worth 1 gp)
  Description You may preserve a severed limb or har-
  vested organ for 24 hours, during which time the limb 
  or organ does not decompose or deteriorate in any way. 
  When the duration of this ritual expires, the severed 
  limb or harvested organ continues to decompose. This 
  ritual is not sufficient to preserve a whole corpse for the 
  purpose of raising the dead.
  Attaching Severed Limbs
  In gritty campaigns, it is commonplace for even low-level 
  characters to experience limb loss, especially when the 
  Called Shots rule system from Pathfinder’s Ultimate 
  Combat is being used. Amputated limbs outside of 
  the Regeneration advanced talent or ritual decompose 
  quickly when not preserved. Refer to the table below as 
  a guideline for determining how long a severed limb can 
  remain amputated before use of regeneration is required 
  to reattach a limb. Taking effective measures (such as 
  keeping it cool, at the GM’s discretion) to preserve an 
  amputated organ doubles the amount of time it can be 
  preserved.
  Attaching a severed limb requires that the amputee re-
  cover the hit points lost during the debilitating blow 
  (usually 50% of the creature’s maximum hit points), plus 
  a successful use of the Heal skill’s treat deadly wounds be-
  fore the limb deteriorates too much. Amputation that is 
  performed due to complications which are the result of 
  disease or poison must be cured before attempting re-
  plantation. Successfully reattaching a limb without the 
  use of regeneration doesn’t mean full recovery until the 
  ability damage or drain usually associated with the limb 
  is also treated (see Pathfinder’s Ultimate Combat, pages 
  193-197 for more information).
  Severed Limbs
  Limb Size
  Example
  Necrosis 
  (w/o limb 
  preservation)
  Fine
  Halfling Finger/Toe
  4 hours
  Diminutive
  Human Finger/Toe
  3 hours
  Tiny
  Human Hand/Foot
  2 hours
  Small
  Human Arm/Leg
  1 hour
  Medium
  Frost Giant Arm/Leg
  30 minutes
  Large
  Titan Finger/Toe
  15 minutes
  Huge
  Titan Hand/Foot
  5 minutes
  Gargantuan
  Titan Arm/Leg
  1 minute
  
  Section 5
  Player Options
  “The beauty of life is that there are so many different ways of 
  ending it.”
  -Thutin Stonegrinder, the Frowning Dwarf
  Feats
  In addition to feats for Life casters, this section features 
  new feats for non-casters. This section also includes 
  Anathema feats for casters and classes with positive en-
  ergy channeling features. A character can acquire the 
  anathema ability by choosing the anathema feat, and may 
  take additional anathema feats to enhance it further.
  Anathema (Anathema) 
  Prerequisites: Channel positive energy class feature, 
  fervor, or lay on hands class feature.
  As a standard action, you can create a blast of positive 
  energy. The anathema requires either a melee touch at-
  tack, or it can be used as a ray with a range of 30 feet. 
  The anathema does d6 damage per level of the class that 
  grants the ability used to meet the prerequisites, and can 
  harm any living or undead target with the evil descriptor 
  or with an evil alignment, even if positive energy would 
  not normally damage the target. The target does not re-
  ceive a saving throw against damage done by this ability. 
  Using the anathema uses one one use of your positive en-
  ergy class feature, fervor, or lay on hands class ability. 
  This is a supernatural ability.
  Channel Life (Channeling)
  Prerequisites: Life sphere, channel energy class feature.
  You may channel energy and augment it with your Life 
  sphere abilities. You must spend a spell point in addition 
  to the normal cost of the ability, but do not need to pay 
  the cost associated with Mass Healing or Mass Restore. 
  The Life sphere ability affects everyone affected by the 
  channeled energy, even if they would normally be out of 
  range of your ability. You are not actually using the sphere 
  ability, and other abilities triggered by using sphere abili-
  ties are not triggered (such as vitality feats).
  Crescendo
  Prerequisites: Life sphere, bardic performance or rag-
  ing song.
  As a standard action you may invigorate all allies affected 
  by your bardic performance or raging song, or you may 
  spend a spell point to invigorate them as a swift action.
  Empowered Anathema (Anathema)
  Prerequisites: Anathema
  When you use your anathema, you do +1 damage per die.
  Endless Possibilities
  Prerequisites: Fate sphere, Life sphere.
  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 Anathema (Anathema)
  Prerequisites: Anathema
  The range of your anathema increases to 60 ft. You may 
  select this feat up to 3 times, increasing the range of your 
  divine anathema by 30 ft. each time to a maximum of 120 
  feet.
  
  Extended Resuscitate
  Prerequisite: Resuscitate talent, 5th caster level or 
  higher.
  Your cure and invigorate abilities function on creatures 
  who have been dead for a number of rounds equal to 1/2 
  your caster level.
  Extra Iatrogen
  Prerequisites: Iatrogen class feature.
  Gain an additional iatrogen for which you meet the pre-
  requisites. You may take this feat multiple times. The ef-
  fects stack.
  First Response
  Prerequisites: Life sphere.
  When you use a standard action to use a Life sphere abil-
  ity on an ally other than yourself, you may take 10 on any 
  concentration checks required.
  Fount of Mercy
  Prerequisites: Fount of life talent.
  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. This reduces the number of healing 
  stored by an equal amount. This is a supernatural abil-
  ity 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.
  Healing Touch
  Prerequisites: Life sphere, lay on hands or fervor class 
  feature.
  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.
  Psionic Vitality
  Prerequisites: Life sphere, psionics class feature.
  Whenever you expend a round of your psionics, you or 
  an ally of your choice that is affected by your psionics 
  regains 1d6 hit points.
  
  Psychosomatic Healing
  Prerequisites: Create reality class feature.
  You may create an illusion around a creature that gives 
  the appearance and feeling that the creature is in good 
  health. This illusion works not only on the creature, but 
  on anyone observing the creature. Whenever the crea-
  ture takes damage from any source, the amount of dam-
  age taken is reduced by half your caster level to a mini-
  mum of 0 damage. Unlike damage reduction, this can not 
  be bypassed, except if the attacker manages to disbelieve 
  the illusion.
  Rigorous Defence
  Prerequisites: Life sphere, inspiration class feature.
  Whenever you use inspiration, you may invigorate your-
  self as part of the same action.
  Robustness
  Whenever you are the target of a sphere ability or super-
  natural ability that allows you to regain hit points that 
  does not grant fast healing, you heal additional hit points 
  equal to your Hit Dice. The increase in healing can not 
  be greater than the original amount of healing granted. 
  When you are granted fast healing, the fast healing heals 
  1 additional hit point per round. 
  Shaped Anathema (Anathema)
  Prerequisites: Anathema
  You may form your anathema in different shapes, affect-
  ing all creatures within the area. You may make a line 
  with a length equal to the range of your anathema, a cone 
  with a length equal to 1/2 the range of your anathema, or a 
  burst around yourself with a radius equal to 1/3 the range 
  of your anathema. Any creature within other than your-
  self takes damage, with a Reflex save for half damage with 
  a DC equal to 10 + the number of dice of damage your 
  anathema does (not including extra dice from focused 
  anathema) + your highest mental attribute modifier.
  If you possess the Extended Anathema feat, the size of 
  these shapes increases as your range does.
  Studied Healing
  Prerequisites: Life sphere, Heal skill.
  When you use your cure ability on yourself or one ad-
  jacent ally, 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.
  Tenacity
  Prerequisites: Judgment class ability.
  Whenever you activate a judgement, if you have not 
  previously activated that judgment today, you gain tem-
  porary hit points equal to your Hit Dice + your casting 
  ability modifier. These last until you rest and regain uses 
  of your judgment class ability.
  Tough as Nails
  Prerequisites: Grit, luck, or panache pool.
  When you spend a point of your grit, luck, or panache, 
  you gain temporary hit points equal to your character lev-
  el. These last 1 minute.
  Treat Injury
  Prerequisites: Life sphere, Heal 1 rank.
  Whenever you treat deadly wounds, you may spend a 
  spell point to remove any one condition (not including 
  ability damage, ability drain, death, or energy drain) from 
  the creature treated, even if it is a condition you can not 
  normally restore.
  Triage
  Prerequisites: Caster class ability or ki class ability, 
  Heal 1 rank.
  You may spend a spell point or ki point to treat deadly 
  wounds on a creature as a full-round action as per the 
  Heal skill. You may do this even if the creature that has 
  already received such treatment that day.
  Vampiric Disruption (Dual Sphere)
  Prerequisites: Death sphere, Disruption.
  Upon successfully using your disruption ability, you may 
  use a swift action to use a Life sphere ability. 
  Vital Magic
  Prerequisites: Fervor or lay on hands class feature.
  You may spend 1 spell point as a free action to regain 1 
  use of your fervor or lay on hands ability.
  Weaponized Anathema (Anathema)
  Prerequisites: Anathema
  Once per round, when you hit with a weapon attack, you 
  may deliver your anathema through the attack as a free 
  action. The damage from the anathema is not increased 
  by critical hits.
  
  Wellspring of Life
  Prerequisite: Life sphere, Fount of Life talent.
  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 time you purchase the Greater 
  Healing talent.
  Wound Manipulator (Dual Sphere)
  Prerequisites: Alteration sphere, Life sphere.
  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. If you possess the 
  Greater Healing talent, they regain an additional hit 
  point per Hit Die for each time you taken that talent. 
  This healing is not positive energy.
  Traits
  Born Healer (Religion)
  Your cure ability heals an additional 1d8 hit points.
  Combat Healer (Combat)
  You can use the first aid aspect of the Heal skill as a swift 
  action instead of a standard action, and Heal is always a 
  class skill for you.
  Compassion (Social)
  You may use Charisma in place of Wisdom when you use 
  your Heal skill, and Heal is always a class skill for you.
  Gift for Magic (Magic)
  Choose a sphere. You gain a +2 trait bonus to your cast-
  er level with that sphere. This bonus cannot cause your 
  caster level to exceed your HD.
  Healing Reserve (Magic)
  You have learned to use your own blood to fuel your hit 
  magic. Once per day, you may spend a free action to gain 
  a temporary spell point, but you lose one hit point. This 
  cost can not be reduced in any way and can not be a tem-
  porary hit point. The spell point persists until the start of 
  your next turn, and must be spent on talents and effects 
  related to the Life sphere.
  Life Sphere 
  Drawbacks
  Glorious
  You are not a healer, you are a soldier, and life can’t be 
  given before it is taken. You cannot use your Life sphere 
  abilities without successfully attacking a worthy enemy 
  first. You gain the Taste of Victory talent as your bonus 
  talent for this drawback, but you can only use your Life 
  abilities when Taste of Victory is triggered.
  Medicinal
  Your Life sphere abilities cannot be used directly on a 
  creature. Instead, you have the ability to imbue a liquid 
  with your Life sphere abilities. You must select the Water 
  of Life talent with the bonus talent granted by this draw-
  back, and you can only use your Life sphere abilities to 
  imbue fluids, and not directly on creatures.
  You cannot gain the Ranged Healing talent. You can 
  not take this drawback if you have the Glorious or 
  Sympathetic drawback.
  Slow Recovery
  You lack the ability to cause rapid healing; you can only 
  cure by granting fast healing. You may still restore or invig-
  orate creatures normally. You must use the talent gained 
  from this drawback to buy the Revitalize talent.
  Sympathetic
  You may only restore others by taking their afflictions 
  unto yourself. You must select the Empathic Healing tal-
  ent with the bonus talent gained from this drawback and 
  can only use the restore sphere ability with the Empathic 
  Healing talent.
  Unnatural Remedy
  Your healing magic may be cold, eerie, harsh, or perva-
  sive. Whenever you use a Life sphere ability on a target, 
  they reflexively resist (even while unconscious), and must 
  make a Will saving throw against the effect as if they 
  were an unwilling target.
  You may not take this drawback if you have the 
  Regenerate drawback.
  
  Section 6
  Equipment
  “If I can take joy, and happiness, and beauty and poetry and life 
  itself and pour it into a vial, how much would you pay? What is 
  everything *important* worth to you?”
  -overheard at the alchemist’s shoppe
  Mundane Equipment
  Alchemical Creations
  Fish Liver Grog
  Price 50 gp;
  Weight --
  No one knows who thought trying to make a fermented 
  beverage from fish guts was good idea, but it turned out 
  to have some practical benefits. One round after drink-
  ing the grog, the drinker receives the benefits of a restore 
  from the base Life sphere ability, but then immediately 
  becomes nauseated for 2d6 rounds.
  Alchemical Recipe
  Recipe* (20 Myrrh + 20 Quicksilver + 60 Spirit of Wine)/ 
  Fermentation
  Craft DC 25
  Time* 1 day
  Tools brewer’s kit
  Type alchemical remedy
  Liquid Life
  Price 20 gp;
  Weight --
  The greatest invention of the alchemical world since 
  transmuted bread, liquid life has what you need to perk 
  yourself up when you’re knocked low. Liquid life gives 
  the drinker 3d6 temporary hit points to the drinker and 
  removes the fatigued condition. Liquid life can not grant 
  more temporary hit points than the drinker currently has 
  in damage. Temporary hit points granted by liquid life 
  disappear after 1 hour. Some have reported mild addic-
  tion after prolonged use, or at least an inability to get out 
  of bed in the morning without it.
  Alchemical Recipe
  Recipe* (1 Keif + 2 Mugwort Extract + 5 Realgar)/ 
  Filtration
  Craft DC 20
  Time* 10 minutes
  Tools coffee pot, sieve, or filter
  Type drug (coffee)
  Herbs
  Elfleaf
  Price 5 gp;
  A dose of this herb can be brewed into a bitter tea. Upon 
  drinking and sleeping for 8 hours, the drinker heals one 
  point of ability damage. Multiple doses taken in a 24 hour 
  period do not have a cumulative effect.
  
  Feyroot
  Price 5 gp;
  Feyroot comes from one of several trees that naturally 
  absorb magical energy. Any sphere caster can charge the 
  root by spending a spell point. This is a full-round action 
  that provokes attacks of opportunity. If eaten within 1 
  hour, the eater regains 1d10 hit points.
  Goodspice
  Price 2 gp;
  The shredded leaves of this plant can be added to any 
  dish to give a slight sweet and savory flavor. If added to 
  a potion in the proper quantity, the person adding the 
  goodspice may make a Craft (alchemy) or Profession 
  (herbalist or cook) to disguise the potion. The check to 
  identify the potion increases to the result of this check 
  if it is higher than the check would normally be. Those 
  who try to identify the potion and fail believe the potion 
  to be a potion of healing of roughly equal caster level to 
  what it actually is.
  Magical Items
  Potions and Consumables
  Cleansing Potion
  Aura faint Life; Caster Level 1st
  Weight 1/10 lbs.; Price 50 gp
  Description
  Made from blessed water, a cleansing potion performs the 
  following functions. It cures dazzled, fatigued, sickened, 
  shaken, staggered, lessens exhausted to fatigued, lessens 
  frightened to shaken, lessens nauseated to sickened, 
  lessens panicked to frightened, and heals 1d4 points of 
  ability damage to one ability score of the drinker’s choice. 
  If the status conditions healed or lessened are part of an 
  ongoing effect, it only suppresses or reduces the effect 
  for 1 round.
  Construction Requirements
  Brew Potion, Life sphere; Cost 25 gp
  Cleansing Potion, Greater
  Aura faint Life; Caster Level 2nd
  Weight 1/10 lbs.; Price 200 gp
  Description
  Made from blessed water touched by a feather from an an-
  gelic being, this potion cures the same effects as the cleans-
  ing potion as well as completely removing the exhausted, 
  frightened, nauseated and panicked conditions. This also 
  heals all ability damage and the stunned condition. If the 
  status conditions healed are part of an ongoing effect, it 
  only suppresses the effect for 2 rounds.
  Construction Requirements
  Brew Potion, Life sphere, Greater Restore; Cost 100 gp
  Common Cure
  Aura faint Life; Caster Level 1st
  Weight 1/10 lbs.; Price 50 gp
  Description
  The most common of healing items, this simple vial full 
  of enchanted water tends to be the main tool of low-lev-
  el adventurers trying to stave off death. A single potion 
  heals 1d8+1 hit points.
  Construction Requirements
  Brew Potion, Life sphere; Cost 25 gp
  Halfling Black Bread
  Aura faint Life; Caster Level 2nd
  Weight 1 lbs.; Price 100 gp
  Description
  This bread is originally an invention of halflings who 
  made it ‘with love’. Halfling love turned out to be a pow-
  erful combination of fermented herbs. A single slice of 
  this bread is enough to grant the eater fast healing 1 for 2 
  minutes, and counts as a full meal for anyone that eats it.
  Construction Requirements
  Brew Potion, Life sphere, creator must be a halfling; 
  Cost 50 gp
  Mother’s Mercy
  Aura faint Life; Caster Level 2nd
  Weight 1/10 lbs.; Price 200 gp
  Description
  Originally passed off as nothing more than snake oil due 
  to its difficulty in use, this small bottle of seven secret 
  ingredients has life-saving properties. Once imbibed, it 
  restores 1d8+2 hit points. If poured down the throat of a 
  creature that has died in the previous round, it restores 
  the same number of hit points, and if the target’s new hit 
  point total is greater than the negative of its Constitution 
  score, then it comes back to life and stabilizes at its new 
  hit point total. Otherwise, the creature remains dead. 
  Creatures brought back to life in this manner gain a tem-
  porary negative level.
  Construction Requirements
  Brew Potion, Life sphere, Resuscitate; Cost 100 gp
  Seed of Life
  Aura moderate Life; Caster Level 10th
  Weight 1/10 lbs.; Price 5,000 gp
  Description
  
  This seed (harvested from a dryad’s tree) is attuned to 
  the forces of life, and if carefully prepared and planted in-
  side the heart of a creature that died within 24 hours, can 
  even return them to life. The seed quickly grows into a 
  tree that consumes the target’s body, but produces a large 
  seed pod after 24 hours that produces a complete copy 
  of that body, returned to life (if the target’s soul is willing 
  to return). A body returned to life in this fashion suffers 
  no negative levels, but is inflicted with weakness as their 
  body returns to normal; they gain the sickened condition 
  for 1 week which nothing, not even magic, can remove. 
  A target can be returned to life only once with a seed of 
  life; if a second seed is used on the same creature, the sec-
  ond, plant-born body cannot fully nourish a tree of life, 
  causing the seed to die. This restriction ends after 1 year.
  Construction Requirements
  Brew Potion, Life sphere, creator must have 5 ranks in 
  Knowledge (Nature); Cost 2,500 gp
  Troll’s Claret
  Aura moderate Life; Caster Level 10th
  Weight 1/10 lbs.; Price 1,500 gp
  Description
  Typically found in red mason jars and not to be used by 
  the squeamish, this combination of troll’s blood, root of 
  a living tree, and several other alchemical reagents is a 
  powerful salve when used correctly. When applied on the 
  target, troll’s claret grants the target fast healing 1 for 10 
  minutes, and they are healed of all broken bones, severed 
  body parts (fingers, toes, hands, feet, arms, legs, tails, or 
  even heads of multi-headed creatures), and ruined or-
  gans. This also restores sight, hearing, and other perma-
  nent loss of senses. If body parts to be reattached are not 
  present, they require 2d10 rounds to regrow. This cannot 
  bring a creature back from the dead nor function on a 
  creature that is already dead.
  Construction Requirements
  Brew Potion, Life sphere, Revitalize, Regeneration; Cost 
  750 gp
  Vitalist’s Secret Tonic
  Aura faint Life; Caster Level 2nd
  Weight 1/10 lbs.; Price 500 gp
  Description
  The formula for this varies wildly, as it has been discov-
  ered and rediscovered numerous times over the years. 
  Drinking this can heal many conditions, provided those 
  conditions have not been allowed to linger for more than 
  a 24 hours. It heals confused, dazed, dazzled, exhausted, 
  fatigued, frightened, nauseated, panicked, shaken, sick-
  ened, staggered, stunned, all lost senses, and all ability 
  damage, ability drain, and temporary negative levels.
  Construction Requirements
  Brew Potion, Life sphere; Cost 250 gp
  Life Staff Properties
  Any staff of power that adds a caster level bonus to Life 
  sphere abilities can have the following properties added 
  to them:
  Equitable
  This staff can be used to remove a condition that the 
  bearer can not normally restore, provided a basic Life tal-
  ent exists that can perform the function. The staff may 
  be used this way a maximum number of times per day 
  equal to the caster level bonus it grants. The bearer must 
  still pay the spell point cost of the ability.
  Moderate enchantment; CL 6th; Craft Staff, Life sphere; 
  Price +1 bonus
  Vital
  The bearer of this staff and all creatures within 60 ft. re-
  ceive a bonus to their saving throws equal to its enhance-
  ment bonus against the Death sphere, negative energy, 
  and death effects. The bearer of this staff gain the bene-
  fits of the Counterspell feat, which may only be used to 
  counter or dispel Death sphere abilities. Those wielding 
  the staff may add the staves enhancement bonus to their 
  magic skill bonus when using the staff this way.
  Weak enchantment; CL 4th; Craft Staff, Life sphere, 
  Counterspell; Price +2 bonus
  
  Wellspring
  When the bearer of this staff uses a cure effect, they may 
  tap into the reserve of this staff and add extra points to 
  the cure. A maximum of 20 hit points per +1 caster level 
  bonus of the staff per day can be provided by the staff, 
  and can be delivered in any combination of cure effects. 
  These extra hit points return over night.
  Moderate enchantment; CL 8th; Craft Staff, Life sphere, 
  Fount of Life; Price +1 bonus
  Armor
  Armor of the Unstoppable Warrior
  Slot Armor; Aura faint Enhancement Life; CL 6th;
  Weight 50 lbs.; Scaling Prize; Price 2,650 gp
  This +1 full plate is functional and plain. It bears no identi-
  fying marks, and resizes to fit any creature between Small 
  and Large size categories. The armor itself is made of pol-
  ished steel that never tarnishes, and when struck, it sheds 
  light as a torch.
  7th Level - 3,525 gp: Once per day as a standard 
  action, the wearer of the armor can grant them-
  selves fast healing 1 for 2 minutes.
  8th Level - 4,950 gp: The armor becomes +2 full 
  plate. Additionally, the wearer may use the restore 
  of the Life sphere as a 1st level caster twice per day.
  9th Level - 6,900 gp: The ability gained at 7th 
  level can be used three times per day.
  10th Level - 9,300 gp: The armor becomes +3 full 
  plate.
  11th Level - 12,300 gp: Once per day as a standard 
  action, the wearer of the armor may touch a target 
  that died within the last round and heal 1d8+12 hp. 
  If the target’s new hit point total is at a negative 
  amount greater than its Constitution score, then it 
  comes back to life and stabilizes at its new hit point 
  total. Otherwise the target remains dead. Creatures 
  brought back to life in this manner gain a tempo-
  rary negative level.
  12th Level - 16,200 gp: The armor becomes +4 full 
  plate.
  13th Level - 21,000 gp: Once per day, the armor 
  restores 50 hp to the wearer in response to the 
  wearer’s death. If the wearer’s new hit point total is 
  at a negative amount greater than its Constitution 
  score, then it comes back to life and stabilizes at its 
  new hit point total. Otherwise the target remains 
  dead. Creatures brought back to life in this manner 
  gain a temporary negative level.
  14th Level - 27,750 gp: The armor grants fast 
  healing 1 at all times.
  15th Level - 36,000 gp: The armor becomes +5 full 
  plate.
  16th Level - 47,250 gp: The armor becomes +5 
  light fortification full plate.
  17th Level - 61,500 gp: The armor becomes +5 me-
  dium fortification full plate.
  18th Level - 79,500 gp: The armor becomes +5 
  heavy fortification full plate.
  19th Level - 102,750 gp: The wearer of the ar-
  mor becomes immune to ability damage and ability 
  drain.
  20th Level - 152,500 gp: The wearer of the armor 
  becomes immune to fear effects and energy drain.
  Construction Requirements
  Craft Magic Arms and Armor, Craft Rod, Craft Wondrous 
  Item, Enhancement sphere, Life sphere, Greater Restore, 
  Restore Soul, Resuscitate, Revitalize; Cost 76,250 gp
  Shields
  Shield of Close Calls
  Slot Shield; Aura faint Enhancement Life; CL 5th;
  Weight 5 lbs.; Scaling Prize; Price 1,575 gp
  This +1 buckler is thin and light, and has a pair of bronze 
  dice embossed on the front of it. As a move action, the 
  shield of close calls can be changed into an equivalent heavy 
  steel shield and vice versa.
  6th Level - 2,400 gp: Once per day as an immedi-
  ate action, the shield restores 1d8+2 hp to the wearer 
  in response to the wearer’s death. If the wearer’s new 
  hit point total is at a negative amount greater than 
  its Constitution score, then he comes back to life 
  and stabilizes at his new hit point total. Otherwise 
  the wearer remains dead. Creatures brought back to 
  life in this manner gain a temporary negative level.
  7th Level - 3,525 gp: The shield becomes a +2 
  buckler.
  9th Level - 6,900 gp: The shield becomes a +3 
  buckler.
  10th Level - 9,300 gp: Once per day as an imme-
  diate action, the wearer of the shield can reroll a 
  failed saving throw. The wearer must take the re-
  sults of the second roll, even if it is worse.
  11th Level - 12,300 gp: The shield becomes a +4 
  buckler.
  12th Level - 16,200 gp: The ability gained from 
  6th level now restores 1d8+10 hp, rather than 1d8+2. 
  
  The ability gained from 10th level is now usable 
  three times per day.
  13th Level - 21,000 gp: The shield becomes a +5 
  buckler.
  15th Level - 36,000 gp: The ability gained from 
  6th level now heals 1d8+30 hp, rather than 1d8+10.
  16th Level - 47,250 gp: The shield becomes a +5 
  moderate fortification buckler.
  17th Level - 61,500 gp: The shield becomes a +5 
  heavy fortification buckler.
  18th Level - 79,500 gp: Once per day in response 
  to the wearer death, the shield can revive the wear-
  er on the end of their next round as if the wearer 
  had Greater Resurrection cast on them. This is only 
  used after the ability gained from 6th level has al-
  ready been used for the day, or if it fails to restore 
  enough hp.
  19th Level - 102,750 gp: When using the ability 
  gained from 18th level, the wearer of the shield also 
  restores 1d8+100 hp.
  20th Level - 150,575: The ability gained at 10th 
  level is now usable at will, as is the ability gained at 
  15th level.
  Construction Requirements
  Craft Arms and Armor, Craft Rod, Craft Wondrous Item, 
  Enhancement sphere, Life sphere, Protection sphere, 
  War sphere, Greater Resurrection, Luck, Resuscitate; 
  Cost 75,287 gp
  Wondrous Items
  Alabaster Gloves
  Aura strong Life; Caster Level 12th
  Slot Hands; Price 40,000 gp; Weight —
  Description
  These white gloves channel and focus positive energy 
  along strands of gold weaved into them. Whenever the 
  wearer use a sphere ability or supernatural ability that 
  manipulates positive energy and either heals hit points 
  or does damage, the amount of hit points or damage is 
  increased by +10.
  Construction Requirements
  Forge Ring, Life sphere; Cost 20,000 gp
  Clear Gem
  Aura moderate Life; Caster Level 8th
  Slot Wondrous; Price 75,000 gp; Weight —
  Description
  This small, oval gem fits easily into a pocket, and refracts 
  light as if it were a diamond. Whenever a positive ener-
  gy healing effect occurs within 60 ft. of the bearer, they 
  benefit as if they had been targeted by an identical effect. 
  The original targets of the healing effect still benefit. It 
  has been suggested by some that powerful undead may 
  create a corresponding opaque gem which would give the 
  same effect for negative energy.
  Construction Requirements
  Forge Ring, Life sphere; Cost 37,500 gp
  Earth Warrior’s Boots
  Aura faint Life; Caster Level 2nd
  Slot Feet; Price 4,000 gp; Weight —
  Description
  These sturdy leather boots are prized by mercenaries 
  who can’t afford the services of a healer. When standing 
  upright on solid soil or stone, slamming the heel of either 
  boot into the ground (a free action) will grant the wearer 
  fast healing 1 for 2 minutes. Each boot can be used once 
  per day, and can be used at the same time or separately 
  (the effect stacks with itself). Both boots must be worn 
  for the magic to be effective. The boots also grant DR 
  5/magic versus anything harmful that the wearer steps 
  on that are environmental in nature, or traps that attack 
  from beneath the wearer.
  Construction Requirements
  Craft Wondrous Item, Life sphere, Revitalize; Cost 
  2,000 gp
  Necklace of the Healed Soul
  Slot Neck; Aura faint Fate Life; CL 3rd;
  Weight 1/2 lbs.; Scaling Prize; Price 400 gp
  This necklace, is a thin platinum chain interwoven with 
  small diamonds with a single charge that refreshes each 
  day. The wearer as a standard action, may use the restore 
  Life sphere ability by spending a single charge. When us-
  ing sphere talents or abilities from the necklace they are 
  considered to have CL 1st.
  4th Level - 900 gp: The wearer of the necklace of 
  the healed soul can now use restore with the Greater 
  Restore talent. The wearer uses the necklace sphere 
  talents or abilities at CL 2nd.
  7th Level - 3,525 gp: The wearer of the necklace of 
  the healed soul can now use restore with the Greater 
  Restore and Restore Soul talents. The wearer uses 
  the necklace sphere talents or abilities at CL 4th.
  10th Level - 9,300 gp: The wearer of the necklace 
  of the healed soul can now use restore with the Greater 
  Restore, Restore Senses, and Restore Soul talents. 
  The wearer uses the necklace sphere talents or abil-
  ities at CL 6th.
  
  12th Level - 16,200 gp: The wearer of the necklace 
  of the healed soul can now use restore with the Break 
  Enchantment, Greater Restore, Restore Senses, and 
  Restore Soul talents. The wearer uses the necklace 
  sphere talents or abilities at CL 8th..
  14th Level - 27,750 gp: The wearer of the necklace 
  of the healed soul can use the Freedom word from the 
  Fate sphere by spending a single charge.  The wear-
  er uses the necklace sphere talents or 
  abilities at CL 10th.
  15th Level - 36,000 gp: As 
  an immediate action, the 
  wearer of the necklace 
  can use the Bless word 
  from the Fate sphere 
  by spending a single 
  charge. The wearer uses 
  the necklace sphere tal-
  ents or abilities at CL 
  12th.
  16th Level - 47,250 gp: The necklace has 2 charges 
  which refresh daily. The wearer uses the necklace 
  sphere talents or abilities at CL 14th.
  17th Level - 61,500 gp: The necklace has 3 charges 
  which refresh daily. The wearer uses the necklace 
  sphere talents or abilities at CL 16th.
  18th Level - 79,500 gp: The necklace has 4 charges 
  which refresh daily. The wearer uses the necklace 
  sphere talents or abilities at CL 18th.
  19th Level - 102,750 gp: The 
  necklace has 5 charges which re-
  fresh daily. The wearer uses 
  the necklace sphere talents 
  or abilities at CL 20th.
  C o n s t r u c t i o n 
  Requirements
  Craft Rod, Craft Wondrous 
  Item, Fate sphere, Life 
  sphere, Break Enchantment, 
  Greater Restore, Freedom, 
  Restore Senses, Restore Soul; 
  Cost 51,375 gp
  
  Section 7
  Bestiary
  Caladrias
  A raven-shaped bird with pure-white feathers that can intuit 
  diseases and even remove them.
  CR 1/6
  XP 65
  N Tiny magic beast
  Init +2; Senses low-light vision; Perception +6
  defense
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will +2
  Offense
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +4 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  statistiCs
  Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
  Base Atk +0; CMB +0; CMD 6
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Fly +6, Perception +6
  MagiC
  Caster Level 1st; MSB +1, MSD 12, Concentration +3
  Tradition Natural (none); CAB Cha
  Spell Points 3
  Life sphere – DC 13, Duration instantaneous (invig-
  orate 1 hour, restore 7 rounds), Range touch, Talents 
  Restore Health,
  Invigorate +1 temp hp
  Cure 1d8+1 (1 sp)
  Restore (1 sp, heal 1d4 ability damage, dazzled, fa-
  tigued, sickened, shaken, staggered, MSB vs poison 
  and disease (MSB +5 vs disease) (1 sp))
  speCial abilities
  Detect Disease
  The caladrius can sense disease within a creature within 
  30 ft. as a standard action, though gains no special insight 
  into identifying the disease or its effects. The caladrius 
  gains a +4 bonus on MSB checks to remove disease with 
  the Restore Health talent.
  Familiar
  The master of a caladrius familiar gains a +3 bonus on 
  Heal checks.
  eCOlOgy
  Environment any temperate
  Organization solitary, pair, or flock (3–12)
  Treasure none
  The caladrius was bred by the monks of orders dedicated 
  to healing and the alleviation of the afflictions of the dis-
  eased, though some have been freed to start populations 
  in the wild.
  
  Template
  Damaged Soul (CR +0)
  When a person is revived from the dead with a piece of 
  their mind missing, the results are rarely pretty. The re-
  vived immediately sinks into a berserk rage, destroying 
  everything around themselves in an effort to make sense 
  of anything. If that wasn’t bad enough, the healing magic 
  sustains them for as long as possible, making a damaged 
  soul capable of wandering for eons.
  Creating a Damaged Soul
  Defensive Abilities: A damaged soul gains supernatu-
  ral regeneration equal to their Hit Dice. This regenera-
  tion is only overcome by negative energy or an antimagic 
  field. A damaged soul also gains extraordinary DR 5/-. A 
  damaged soul does not need to eat, drink, or breathe, 
  sustained instead by the healing magic that motivates it.
  Weaknesses: A damaged soul is permanently confused, 
  as if it were subject to the Mind sphere’s lesser Confusion 
  charm permanently or an insanity spell. However, they 
  can always choose to attack the last target that attacked 
  them. If a target removes the confusion from the dam-
  aged soul with restoration, Restore Mind or a similar ef-
  fect, the damaged soul will stand helplessly for as long as 
  the effect lasts. If a target uses greater restoration, heal, lim-
  ited wish, miracle, wish or Restore Mind and Body on the 
  damaged soul, the damaged soul template is removed.
  Ability Scores: Str +4, Con +6, all mental scores set to 
  2, if higher. Mindless creatures or creatures otherwise 
  lacking a mental ability score may not acquire the dam-
  aged soul template.
  
  Section 8
  Player’s Guide
  For a player that wants to more than just dabble in the 
  Life sphere, there are several viable and interesting char-
  acter concepts they can pursue.
  The Channeler
  The channeler a powerful healer who relies on energy 
  channeling to deliver healing to allies in close range. The 
  short range of their channels means they will often be in 
  the front lines of battle, so they are often melee capable, 
  but not as capable as others. They may also be exorcist, 
  as the investment is small for those who have channel 
  energy class features. They will frequently take the Life 
  sphere with the Limited Restoration (cure/invigorate) 
  drawback—preferring to rely on their channel energy 
  for healing. They will augment their channel energy with 
  Channel Life to synergize their abilities, but otherwise 
  they do not need to invest heavily in the Life sphere to 
  be effective.
  The Exorcist
  The exorcist is a master of manipulating positive energy 
  and using it to heal creatures or harm them. Their abil-
  ity to turn positive energy into blasts that can hurt un-
  dead and frequently hurt many other kinds of creature 
  gives them range and versatility in many situations, but 
  the existence of enemies immune to their positive energy 
  means they can not rely solely on that tactic. Exorcists 
  are frequently classes that have positive energy features, 
  such as paladins, warpriests, and clerics with Anathema 
  feats, who can still fight effectively when fight an enemy 
  immune to their energy attacks.
  The Field Medic
  The simplest type of healer is often primarily anoth-
  er class, but dabbles in Life magic. They have ways of 
  combining their natural healing abilities with the Life 
  sphere. They will usually have the Life sphere, and the 
  Studied Healing feat. Healing is usually their second-
  ary function in combat, so they only choose those Life 
  sphere abilities that are of great assistance to them. Their 
  natural mobility will let them take advantage of their heal 
  skill, and Triage and Treat Injury feats will also appeal to 
  them.
  The Leader
  The leader is a combat healer that doesn’t do any actu-
  al healing, instead they let others heal themselves. They 
  will often take Fount of Life and several levels of Greater 
  Healing to keep their Fount of Life full. Allies around 
  them can then use their own actions to heal themselves, 
  while the leader performs their other duties.
  The Unkillable Soldier
  The soldier has extraordinary abilities to heal themselves, 
  with more limited (if any) abilities to heal others. They 
  take a different tactic to helping their allies stay alive: 
  they place themselves in harm’s way, and then use their 
  abilities to heal themselves. An unkillable soldier will fre-
  quently take the Life sphere with the Regeneration draw-
  back, and Self-Renewal talent so they can heal during 
  battle. Robustness is also a good alternative to Greater 
  Healing for them, and Revitalize is often a good talent 
  for them, often to the extent that they will take the Slow 
  Recovery drawback, and couple it with Revitalize (taken 
  twice) so they can have it running for most of their work 
  day with only 2 or 3 castings.
  The Vivomancer
  The vivomancer is a powerful caster dedicated to Life 
  magic. They are likely full-casters with limited martial 
  
  abilities, and most of their actions in combat are ded-
  icated to healing their allies and staying out of trouble 
  themselves. They are likely have many Life sphere tal-
  ents, often taking several levels of Greater Healing to be 
  effective healers, Ranged Healing and Mass Healing so 
  they can be effective and far away at the same time, and 
  several restore talents. Vivomancers will often learn how 
  to capitalize on their Life talents offensively with abilities 
  such as Disruption to give themselves offensive options 
  (especially early in battle, when there is little healing to 
  do). If they have the means to invest heavily in another 
  sphere, they might choose a sphere that will let them buff 
  their allies further, such as Enhancement, Protection, or 
  War. Alternatively, they might choose Conjuration so 
  that they can conjure themselves a body guard.
  The Warlord
  The warlord is a preventive healer who is more inter-
  ested in causing pain than relieving it. They are often 
  highly skilled in invigorate abilities, often taking Deeper 
  Invigorate. They will invigorate all allies before and after 
  every battle, giving them huge pools of temporary hit 
  points without having to spend time in combat tending 
  to them, but some will even go as far as taking Ranging 
  Healing and Mass Healing so they can refresh their allies’ 
  temporary hit points during the battle. They will often 
  augment this with vitality feats and feats that improve 
  their ability to heal during battle such as Adrenaline 
  Surge and Taste of Victory.
   
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Spheres of Power © 2014, Drop Dead Studios; Authors: Adam Meyers, Tyler 
  Keene, Ryan Ricks, Owen Stephens
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  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; 
  Authors: Jason Nelson, Patrick Renie, and David N. Ross.
  
  The Vivomancer’s Handbook
  The Vivomancer’s Handbook
  The Vivomancer’s Handbook is an expansion to the Life sphere from the 
  Spheres of Power magic system. Inside these pages you’ll find new arche-
  types, new talents, new feats, new class options, and more for making the 
  most of Life magic in your games.
  The Vivomancer’s Handbook is book 11 in a multi-part series.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Vivomancer's Handbook.pdf