Clotmancy
Elementalism - Bloodmancy Ability The ability to control and manipulate Blood Clots.
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 and control Blood you can see within range, including causing it to clot.
Using a Motion: You can manipulate up to 2 pints of blood, including causing it to move, take on simple shapes, spread, clot and harden.
You can end any Bleeding Status on a Living Creature within Range. Any unhardened blood sculptures you make will collapse at the end of your next turn.
Blood Blade: You can create weapons and projectiles from hardened blood and use a Melee or Ranged Spell Attack to deal 2d8(1d8 Per Pint) + Casting Modifier Puncture or Slash Damage to Target(s) Hit.
Sustaining: Sustaining this ability causes your Unhardened Blood Sculptures to persist until you are no longer in range or stop sustaining the effect.
Overpower: You can spend an additional Resource Pool Point to Increase the amount of blood controlled via a motion by +2 Pints, subsequently Increasing the damage dealt with an Action by +2d8,
Or Increase the Range of this Ability by +5 Meters.