Mendmancy
Elementalism - Fleshmancy Ability The ability to control and manipulate the mending of flesh.
Flesh - Elementalism
XP Cost: 1 Prerequisites: Fleshmancy
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 slow or speed up the rate of healing in living creatures.
Using a Motion: Cause a single creature within range to gain a Regeneration Rate of 1 HP per turn, until the end of your next turn.
Mend Flesh: Expend and Action to Cause a Living Creature within Range to Regain 1d6 + Your Training Bonus HP.
Sustaining: Sustaining this ability allows you to maintain the regeneration granted from this Ability’s Motion Option.
Overpower: You can spend an additional Resource Pool Point to grant an additional Living Creature within range the Regeneration granted by this Ability’s Motion Option,
Or Add +1 to the Regeneration granted by this Ability’s Motion Option,
Or Add +1d4 to the Healing granted by this Ability’s Action Option.