Bleedmancy
Elementalism - Bloodmancy Ability The ability to control and manipulate Blood Flow.
Blood - Elementalism
XP Cost: 1 Prerequisites: Bloodmancy
Action Type(s) | Motion, Action |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can manipulate the flow of blood in living creatures within range that you can see.
Using a Motion: You can either end a bleeding effect on a living creature within range or increase the Bleed Amount by +1 on any Living creature within range that is currently Bleeding.
Free Bleed: You can cause an injured living creature within Range to begin Bleeding at a rate of 1d4 Bleed Damage per Turn. That creature must have some HP missing for this effect to activate.
Sustaining: While sustaining this ability living creatures within range that are Bleeding Cannot Successfully Save against the Bleeding Condition.
Overpower: You can spend an additional Resource Pool Point to Increase the Range of this Ability by +5 Meters,
Or Increase the Bleed Damage inflicted by this ability by +2,
Or Target an additional Damaged Living Creature within Range with this Ability’s Action Effect,
Or Target an additional Bleeding Living Creature within Range with this Ability’s Motion Effect.