Life mages have learned to use their power over life and death to heal the living rather than taking life or commanding the undead.
Associated School: Necromancy.
CLASS ABILITIES
Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th-level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place.
At 20th-level, the amount of damaged cured increases to 3 points of damage per level of the spell.
Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonleathal damage +1 for every two wizard levels you possess. You cannot take an amount of nonleathal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonleathal damage.
Life Sight (Su): At 8th-level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th-level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.