Immunamancy

Elementalism - Fleshmancy Ability The ability to control and manipulate Immune Systems.

Flesh - Elementalism

XP Cost: 1   Prerequisites: Micromancy

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 cause creature(s) within range to have their immune systems suffer or be boosted.

Using a Motion: You can, until the end of your next turn, add +1 or Subtract -1 from a Living Creature’s CON Modifier Within Range.

Health Sprites: Expend an Action to cause a Living Creature within range to have their CON Modifier Reduced or Increased by an amount equal to your Caster Modifier Until the End of your Next Turn.

Sustain: Sustaining this Spell allows you to maintain the Action Effect of this Spell for as long as you remain within Range.

Overpower: You can spend an additional Resource Pool Point to Target an Additional Creature within Range with this Spell’s Action Effect,

Or Increase the Amount this Spell’s Action Effect can Increase or Decrease a Creature’s CON Modifier by +2.