Infuse Vitality
Infuse Vitality
Level 1![PFS: Standard PFS: Standard](/pf2e/_astro/pfs.BvSLkKN1_25k9bG.png)
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
duration: 1 min.
legacy_name: Disrupting Weapons
range: 30
source: Player Core pg. 338
spell_type: Spell
target: 1 to 3 willing creatures
tradition: Divine
type: Spell
You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target’s unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.
Heightened (3rd) The damage increases to 2d4 damage.
Heightened (5th) The damage increases to 3d4 damage.