Waters of Creation
Feat 10
Source Pathfinder Player Core 2
Prerequisites life or tempest mystery
Water is the source of life, and you draw upon this primordial force to heal your allies' wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring (floor(@actor.level/2))d6 healing,vitality Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are Cursebound 3 when you use Waters of Creation, the amount healed increases to (floor(@actor.level/2))d8 healing,vitality.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CurseboundAbilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
OracleThis indicates abilities from the oracle class.
VitalityEffects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.