You wield the powers of life. When you gain the Life sphere, you gain the cure, invigorate, and restore sphere abilities.


Casting Time: 1 action
Range: touch
Duration: Instantaneous
Target: 1 creature
Cost: 1 sp

The target regains a number of hit points equal to 1d8 + your key ability modifier. The amount of healing increases by 1d8 at 5th (2d8 + KAM), 11th (3d8 + KAM), and 17th level (4d8 + KAM). This ability has no effect on undead or constructs.


Casting Time: 1 action
Range: touch
Duration: 1 hour
Target: 1 creature
Saving Throw: none
Cost: 0 sp

You can invigorate a creature, granting them temporary hit points equal to your proficiency bonus. If used on a living creature that has 0 hit points, the creature becomes stable before receiving the temporary hit points. Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their maximum hit points. If an invigorated creature later receives healing that would put their temporary hit points above their maximum hit points, they lose temporary hit points until their current hit points plus their temporary hit points is not higher than their maximum hit points.

Augment 1 sp: Increase the duration of the effect to: until depleted or you finish a long rest. This augment may be applied after the effect is cast on your turn without an action.

General Reminders About Temporary Hit Points

Healing can't restore temporary hit points, and temporary hit points can't be added together; in other words, temporary hit points do not stack. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones.

If you have 0 hit points, receiving temporary hit points does not restore you to consciousness or stabilize you. They can still absorb damage directed to you while you're in that state, but only true healing can save you.


Casting Time: 1 action
Range: touch
Duration: Instantaneous
Target: 1 creature
Cost: 1 sp

You can end either one disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned. If the condition targeted is caused by an ongoing effect, this suppresses the effect for a number of rounds equal to your key ability modifier. This cannot be used to remove curses or instantaneous effects.

Life Basic Talents

Adrenaline Surge

Augment 1 sp: When you use a Life sphere ability on an ally (not yourself), you can also give them an adrenaline surge. The ally may do one of the following as a reaction:

  • make a single weapon attack
  • move up to its speed
  • make a Dexterity ability check to escape bonds, grapples, or other restraints
  • draw, pick up, or ready a weapon or shield
  • stand up from prone

If you possess the Mass (metasphere) talent from the Universal sphere, you can spend an additional spell point to apply this augment to all affected creatures. Surges are resolved in initiative order.

Break Enchantment

Augment 1 sp: You can allow your restore ability to remove one magical effect from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. If you do not specify a particular effect, a random one is selected. You must succeed at a spellcasting ability check against the sphere or spell save DC of the magical effect in order to remove it. This counts as using the remove curse spell against those spells and effects that specify they can only be removed through that spell. This has no effect on instantaneous effects.


Augment 1 sp: When you restore a creature, you can immediately attempt to inflict the conditions you just removed on another living creature within range of your restore ability. The creature targeted must succeed on a Constitution save against your sphere DC or they receive all the conditions you just restored. Immunity applies to these conditions as normal.

These conditions last one round, regardless of the original duration of the restored conditions. If the creature succeeds on their saving throw, the original creature is still restored. If this is used in conjunction with the Mass (metasphere) talent from the Universal sphere, multiple enemies can be targeted, but each enemy can only receive conditions transferred from one ally and each ally must have all their conditions transferred to a single target.


Casting Time: 1 bonus action
Range: touch (see text)
Duration: Instantaneous
Target: 1 creature
Cost: 0 sp

As a bonus action, you can learn any conditions that are affecting a living creature (unconscious, dying, blinded, deafened, paralyzed, poisoned, etc.).

By increasing the casting time of this ability to an action, 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 can 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.

You can also use this ability on any ally that is currently 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 invigorate ability), as long as they are on the same plane of existence. You always know the direction and distance to such an ally.

Empathic Healing

Augment -1 sp: You can restore others by taking on their injuries yourself. When you restore a creature empathically, you gain any conditions you removed from the creature as if you had been the one originally affected. You cannot transfer conditions that will kill you or conditions that are the result of ongoing effects.

You cannot transfer effects that you are already affected by unless the effects are cumulative (so you can restore a level of exhaustion by increasing your own, but you cannot restore a disease that you already have). If restoring multiple conditions, you can select which conditions to transfer and which to leave untreated.

If the effect causing the condition allows 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 duration you have them.

Esoteric Healing

Augment 0 sp: Your cure ability affects undead and constructs.

Fount of Life

You can store a cure within yourself, allowing you to access that healing as needed throughout the day. You spend a spell point and roll the damage healed as normal, except rather than healing by the given amount, that amount of healing is stored. You can store multiple cures in this manner to increase the amount of stored healing, but you cannot store more healing within you than 10 times your level. Stored healing is lost when you complete a long rest.

You can draw on this stored healing to heal targets exactly as if using your cure ability, except you do not need to spend a spell point; you can choose the amount of healing granted (to a maximum amount equal to your stored healing), and any healing granted to a target is subtracted from your stored healing. A cure augmented with the Revitalize talent cannot be used to add to your stored healing.


Greater Healing

Augment 1 sp: Your cure ability restores 5 hit points per level + your key ability modifier instead of its normal amount.

Greater Invigorate

Augment 1 sp: Your invigorate effect grants 5 temporary hit points instead of its normal amount. Additionally, your invigorate may increase a target’s effective hit point total beyond their hit point maximum, as is normal with temporary hit points. This means you can use this talent to grant an invigorate to a creature already at its maximum hit points. The number of temporary hit points granted by invigorate increases by 5 at 5th level (10 temporary hit points), 11th level (15 temporary hit points), and 17th level (20 temporary hit points).

Greater Restore

Augment 1 sp: Your restore ability may reduce the target’s exhaustion level by 1 or remove any of the following:

  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

Latent Healing

Augment 0 sp: When you use cure or invigorate on a target, you can choose to delay its effects. You can 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 reaction. You can even target uninjured targets when using your abilities this way, though the effects can only be triggered when the target is injured. Healing delayed this way lasts until the target completes a short or long rest. A target can only be under the effects of one Latent Healing at a time.

Restorative Cure

Augment 1 sp: When using your cure or invigorate abilities on a target or targets, you can restore them as well. Any augmentation costs incurred by the restore must be paid normally.

Restore Mind

Augment 1 sp: Your restore ability may remove any one effect causing one of the following conditions:

  • Charmed
  • Frightened
  • Stunned
  • Unconscious

Restore Movement

Your restore ability can allow the target to stand up from prone or attempt a Strength (Athletics) or Dexterity (Acrobatics) check to escape a grapple with advantage as a reaction.

Augment 1 sp: Your restore ability may remove any one effect causing one of the following conditions:

  • Petrified
  • Restrained
  • An effect that reduces a target’s speed below its normal amount, such as a ray of frost spell or the Hindering Blast (blast type).


Augment 2 sp: Your invigorate ability functions on creatures who have died within no more than 1 round, bringing them back to life. Coming back from the dead is an ordeal. The target’s exhaustion level increases by 1, to a maximum of 5 and cannot be reduced below exhaustion level 1 by any means until completing a long rest. This ability requires a mostly intact body to function. This can’t return to life a creature that has died of old age, nor can it restore any missing body parts. This augment may be applied after the effect is cast on your turn without an action.

Augment 3 sp: This functions as the augment above except you can target creatures who have died within the last minute.


Augment 0 sp: When using cure, you can choose to grant the target rapid natural healing instead of directly healing damage. The target heals 1 hit point per round at the start of their turn for as long as you concentrate, up to 1 minute. Targets who are at 0 hit points do not heal hit points by a cure augmented by this talent, but are stabilized if dying. The amount healed each round increases by 1 at 5th level (2 hit points), 11th level (3 hit points), and 17th level (4 hit points).

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Life Advanced Talents


Prerequisites: Life sphere (Revitalize), Universal sphere (Extended (metasphere)), 11th level or higher.

Augment 1 sp: For the duration, if you have the severed part and hold it to the stump (an object interaction) of a creature under the effect of Revitalize, the limb is instantly reattached. If Revitalize is also augmented with the Extended (metasphere) talent from the Universal sphere, the target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes.

Restore Mind And Body

Prerequisites: Life sphere,11th level or higher.

Augment 2 sp: When using restore, you can remove any number of conditions affecting the target.


Prerequisites: Life sphere (Resuscitate), 11th level or higher.
Casting Time: 1 hour
Range: touch
Duration: instantaneous
Target: 1 dead creature
Cost: 3 sp

You return a dead creature to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This effect also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This effect doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the effect, they take effect when the creature returns to life. The effect can’t return an undead creature to life. This effect closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the effect automatically fails, expending all spell points and actions used in the casting.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Resurrection, Greater

Prerequisites: Life sphere (Resuscitate, Resurrection, Regeneration), 15th level or higher.

Augment 1 sp: You can target creatures that have been dead for less than 100 years with Resurrection and may restore all missing body parts. Using this augmentation to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells or sphere effects again, and you have disadvantage on all attack rolls, ability checks, and saving throws.


Limited Restoration

Choose either the restore ability or both the cure and invigorate abilities. You cannot use this ability or abilities, nor take talents that only augment those abilities. You gain a bonus talent from this sphere.


You can only target yourself with your Life sphere abilities. You gain your choice of the Revitalize talent, or the Quicken (metasphere) talent from the Universal sphere as a bonus talent.


You can only restore others by taking their afflictions unto yourself. You gain the Empathic Healing talent as a bonus talent and must use it when using restore. You cannot combine this variant with any variant that removes the restore ability.

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