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.