Woundmancy
Elementalism - Fleshmancy Ability The ability to control and manipulate wounds.
Flesh - Elementalism
XP Cost: 1 Prerequisites: Mendmancy
Action Type(s) | Motion, Action |
---|---|
ARP Cost | 2 (Motions Excluded) |
Range | 10 Meters |
Requirements | 1 Free Hand |
Sustain | 2 ARP |
Traits | Visible, Audible |
You can Reverse the Effects of Wounds that have been Inflicted, or cause Injured Living Creatures to become Wounded.
Using a Motion: You can suppress the effects of any 1 wound affecting a living creature within range until the end of your next turn.
Heal Wound / Create Wound: Expend an Action to remove a Wound from a single living creature within range,
Or Cause an Injured(Missing some HP) Living Creature to become wounded by a wound type consistent with the last damage type dealt to that creature.
Sustaining: Sustaining this ability allows you to continue to suppress the effects of a single wound affecting a living creature within range.
Overpower: You can spend an additional Resource Pool Point to Remove 1 Additional Wound from the Initial target of the Spell,
Or Remove 1 Additional Wound from a single creature within Range,
Or Cause an Injured(Missing some HP) Living Creature to become wounded by a wound type consistent with the last damage type dealt to that creature.