Thaumaturge

Subcaster Path with power over the Regeneration Tones
Starting Skill: Divine. If you choose Thaumaturge as your starting path, gain a free skill rank in Divine (in addition to the rank gained from Thaumaturge Attunement).

Resonant Spell Scaling
Ranks Die Range Area
0 1 (no roll) 10 ft Tiny (1 ft)
1 1d4 20 ft Small (2.5 ft)
2 1d6 40 ft Medium (5 ft)
3 1d8 80 ft Large (10 ft)
4 1d10 160 ft Huge (15 ft)
5 1d12 320 ft Gargantuan (20 ft)
6+ 1d20 640 ft Colossal (30 ft)

Regeneration Attunement (Thaumaturge Key)

Prerequisite: No other Attunement talents.
Activation: Special Activation
When you gain this talent, your Resonance maximum increases to 2 + the greater of your Presence or Awareness.
You can now use the Intake Resonance Action.
You gain the Divine skill on your character sheet, with 1 rank in it. It uses your Willpower attribute.
Choose two of the Regeneration Tones (Mending, Vitalizing, or Curing). You can only use the nascent version of your chosen Tones for now.
While you have at least 1 Resonance, every time you spend focus, choose one character within your Resonance Spell Range, they regain health equal to your tier for each focus spent.
Additionally, you gain the Resonant goal "Attune Regeneration". After completing this goal, you gain its reward: You unlock the full version of your chosen tones and can choose talents from their talent trees.
Leads to:

Deferred Glyph

Prerequisite: Regeneration Attunement key talent
Activation: Special Activation
When you use the basic tone ability of Mending, Vitalizing, on Curing, you can choose to forego the immediate effects of the tone and instead create a deferred glyph on the target. This glyph lasts until the end of the scene or until you use this talent again. You can choose to end the glyph at any time (no action required) to use the foregone effects of the tone.
You can also use this talent creatively, using more than the basic effect of the tone, but the GM is the final arbiter of what can be done with your deferred glyph.
Leads to: Resonant

Pulsing Glyph

Prerequisite: Divine 3+; Resonant
Activation: Special Activation
Once per scene, when you use the basic tone ability of Mending, Vitalizing, and Curing, you can spend 1 extra action to forego the immediate effects of the tone and instead create a pulsing glyph on the target. This glyph lasts until the end of the scene or until you end it (no action required).
At the end of each of your turns, spend 2 resonance and the glyphed character gains the foregone effects of the tone. If you ever cannot spend the resonance, the glyph dissipates.
You can also use this talent creatively, using more than the basic effect of the tone, but the GM is the final arbiter of what can be done with your pulsing glyph.

Regeneration Harmonics

Prerequisite: Divine 3+; Regenerative Aid
Activation: Special Activation
Choose a Divine Tone you don't already have, you gain access to the nascent version of that Tone. You gain the Resonant goal "Attune Divine." After completing the goal, you gain its reward: You unlock the full version of the chosen Tone and can choose talents from its talent tree.

Regenerative Aid

Prerequisite: Regeneration Attunement
Activation: Special Activation
When you use the Aid reaction, you can spend 1 focus to use the basic effect of one of your tones as part of that reaction, spending resonance as usual. The target of the tone is either the aided character, or the character that either forced them to make the test or is being targeted by the test.
Leads to: Regeneration Harmonics

Resonant

Prerequisite: Deferred Glyph
Activation: Always Active
When you acquire this talent, your maximum Resonance increases by a number equal to your tier. When your tier increases by 1, your maximum Resonance does as well.
Leads to: Pulsing Glyph