This spell is a part of the Essence Bolt spell chain and can be found in the Essence Bolt rune stone.
A navitamancer's first goal is to heal their allies, and for this reason they have developed several ways to do so. One such way was to channel the energy within them into a blast, that when it made contact with their allies it would heal them, restoring 2d8 Vitality. The navitamancer also has realized that sometimes they must heal themselves so that they can keep healing their friends. It was this realization that inspired the navitamancers of the past to turn their blast of Essence upon themselves. However the healing is not as potent as it is for their ally, only healing 2d6 Vitality for the navitamancer, but they do not mind this. This for them feels right. But battlefields are never static and rarely constant. Friend and foe alike move about the battlefield, constantly jumping, running, and falling here and there. In the distant past when magic was just being harnessed and this very spell - simply called Essence at the time, was intercepted by an enemy, healing that enemy instead of the ally it was meant for. So a connection was made with the symbol of the Seraphim within, if the target that got the spell bore in hostility within them towards the navitamancer, it would harm them instead of heal them, dealing 2d8 Vitality damage instead. And thus the current Essence Bolt came to be, the ultimate expression of combat ready life magic, able to harm and heal based upon the nature of who receives the blast of essence.
Weapon Effect: Essence Bolt (Projectile Weapon only)
Spell affect replaces projectile, draining soul cost with each use.
