TEXT: Vitamancy
  The “Other” Mancy 
  school
  #94
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  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, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Anger of Angels. ©2003, Sean K Reynolds.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, 
  Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene 
  and Patrick Lawinger.
  Player Paraphernalia #94 Vitamancy, the “other” mancy school © 2016, The Knotty-Works; Author: 
  John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Some art produced from public domain materials found at the British Library Digital Flickr 
  collection.
  
  1
  Player Paraphernalia #94
  By The Knotty-Works
  Welcome to issue ninety-four of  the Player 
  Paraphernalia series, short supplements 
  designed to offer players new options for use 
  with the Pathfinder RolePlaying Game (©Paizo, 
  Inc.).  This issue introduces a new school of  
  magic that opposes the school of  necromancy, 
  based on the use of  positive energy.
  Vitamancy
  The school of “white” magic or “white” 
  necromancy.  This school focuses on 
  use of positive energy to heal biological 
  entities.  While traditionally seen as the 
  role of the cleric or priest, the study 
  and germane use of conjuring positive 
  energy and its application in a formalized 
  manner has long been practiced by 
  wizards and arcane students.  Those 
  that prefer to classify the use of arcane 
  magics as one of the traditional eight 
  schools of magic would place the spells 
  often associated with this school under 
  conjuration (by summoning forth positive 
  energy), the argument can be made 
  that such spells should be classified as 
  their own school given the existence 
  of the school of necromancy (which 
  essentially summons negative energy).
  Vitamancy Magics
  Many of the spells of vitamancy are not 
  found on the sorcerer/wizard spell list.  As 
  a result, those spells will not be available 
  to spellcasters other than those that 
  specialize in vitamancy.
  Opposing Schools of Magic
  Vitamancy and necromancy naturally 
  oppose each other.  Those pupils of the 
  arcane arts that choose to study this 
  school automatically add necromancy 
  to their school of opposition (and the 
  same principle applies to those that 
  choose to focus on necromancy).  This 
  may be applied in one of a couple ways 
  in regards to the wizard’s handling of 
  choosing schools of opposition.  The first 
  option is to treat the school of vitamancy 
  as a sub-school of conjuration and 
  anyone 
  choosing 
  to 
  specialize 
  in 
  necromancy must choose conjuration 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark 
  of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights 
  reserved.
  
  2
  as 
  a 
  school 
  of 
  opposition 
  while 
  vitamancers must choose necromancy 
  as one of their schools of opposition.  
  Another option would be to treat 
  vitamancy as its own school and both 
  vitamancers and necromancers must 
  choose the other as one of their schools 
  of opposition.  However, given the more 
  limited scope of vitamancy this would 
  grant both practitioners essentially more 
  open choices from the other schools of 
  magic compared to other specialists.  
  Thus, those that choose to specialize in 
  necromancy or vitamancy must choose 
  two schools of opposition in addition to 
  the other school of ‘mancy’.
  The Vitamancer
  The 
  vitamancer 
  channels 
  positive 
  energies and studies the arts of healing.  
  While there is no alignment restrictions 
  for studying this school, few individuals 
  of evil or chaotic predications find the 
  school of interest compared to the 
  others.
  Healing Nature (Ex)
  You gain Heal as a class skill and add ½ 
  your class level to any heal skill check.  
  When treating poisons or diseases, the 
  recipient adds your Intelligence modifier 
  to the +4 competence bonus granted 
  from your aid to their saving throw versus 
  the effect.
  Touch of Health (Su)
  You may heal a living creature by 
  funneling positive energy for a number 
  of points equal to your ½ your class level 
  (minimum of 1) by touch as a standard 
  action.  You may use this ability a 
  number of times per day equal to 3 + 
  your Intelligence modifier.
  Aura of Death Resistance (Ex)
  At 8th level, you generate a natural aura 
  of death resistance that grants you and 
  everyone within 10 feet of you a +4 
  resistance bonus for any saving throws 
  involving negative energy or death 
  effects including energy drain and 
  ability drain related to negative energy.  
  Once a day you may cause your aura to 
  flare as an immediate action, granting a 
  +8 resistance bonus that lasts until the 
  beginning of your next turn.
  You may voluntarily initiate or lower this 
  aura as a move action and it does not 
  function while you are unconscious or 
  dead.
  Vitamancy Spells
  0th – Resistance, Stabilize, Virtue
  1st – Channel Positive Energy I, Cure Light 
  Wounds, Detect Undead,  Goodberry, 
  Hide 
  from 
  Undead, 
  Remove 
  Fear, 
  Remove Sickness, Sanctify Corpse
  2nd – Blessing of Courage and Life, 
  Channel Positive Energy II, Consecrate, 
  Cure Moderate Wounds, Delay Poison, 
  Remove Paralysis, Restoration [Lesser]
  3rd – Channel Positive Energy III, Cure Serious 
  Wounds, 
  Delay 
  Poison 
  [Communal], 
  Remove 
  Blindness/Deafness, 
  Remove 
  Disease, Sacred Bond, Searing Light
  4th – Channel Positive Energy IV, Cure 
  Critical 
  Wounds, 
  Neutralize 
  Poison, 
  Reincarnate, Restoration
  5th – Breath of Life, Channel Positive 
  Energy V, Cure Light Wounds [Mass], Pillar 
  of Life, Raise Dead, Threefold Aspect
  6th – Channel Positive Energy VI, Cure 
  Moderate Wounds [Mass], Heal, Undeath 
  to Death
  7th – Channel Positive Energy VII, Cure 
  Serious Wounds [Mass], Regenerate, 
  Restoration [Greater], Resurrection
  8th – Channel Positive Energy VIII, Cure 
  Critical Wounds [Mass], Sunburst
  9th – Channel Positive Energy IX, Heal 
  [Mass], True Resurrection
  
  3
  New Spells
  The 
  following 
  spells 
  are 
  available 
  exclusively to the vitamancer.
  Channel Positive Energy I
  School conjuration [healing]
  Level vitamancer 1
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Effect 30 ft. radius around you
  Duration Instantaneous
  Saving Throw Will (half)
  Spell Resistance no
  You cause a wave of positive energy to 
  spring forth, healing living creatures and 
  damaging undead within 30 ft. for 1d6 
  points of damage.  Undead are granted 
  a Will save to half the damage and 
  channel resistance does apply.
  Access to this spell does not grant the 
  spellcaster access to any feature, feat, 
  or magical enhancement that requires 
  the Channel Energy class feature.
  Channel Positive Energy II
  School conjuration [healing]
  Level vitamancer 2
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 2d6 
  points of positive energy damage.
  Channel Positive Energy III
  School conjuration [healing]
  Level vitamancer 3
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 3d6 
  points of positive energy damage.
  Channel Positive Energy IV
  School conjuration [healing]
  Level vitamancer 4
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 4d6 
  points of positive energy damage.
  Channel Positive Energy V
  School conjuration [healing]
  Level vitamancer 5
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 5d6 
  points of positive energy damage.
  Channel Positive Energy VI
  School conjuration [healing]
  Level vitamancer 6
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 6d6 
  points of positive energy damage.
  Channel Positive Energy VII
  School conjuration [healing]
  Level vitamancer 7
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 7d6 
  points of positive energy damage.
  Channel Positive Energy VIII
  School conjuration [healing]
  Level vitamancer 8
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 8d6 
  points of positive energy damage.
  Channel Positive Energy IX
  School conjuration [healing]
  Level vitamancer 9
  This spell is identical to Channel Positive 
  Energy I except it heals or harms for 9d6 
  points of positive energy damage.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 94 - Vitamancy (The Other Mancy School).pdf