Healmancy

Elementalism - Fleshmancy Ability The ability to control and manipulate healing rates.

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 Heal HP Damage that has been Dealt to a Creature within Range

Using a Motion: You can reduce pain and increase a creature’s natural healing rate. While under this increased healing rate creatures regain twice as much HP while Resting and Sleeping and recover from wounds twice as fast.

Healing Sprites: Expend and Action to restore 2d8 + Caster Modifier HP to a Single Creature within Range.

Sustaining: Sustaining this ability allows the increased healing rate effect of this ability to persist until this ability is no longer being sustained.

Overpower: You can spend an additional Resource Pool Point to grant the target of this spell an additional 2d4 HP,

Or Roll the Amount of Healing granted and then Distribute it to any target Creatures within range as you see fit.