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.