Mendmancy

Elementalism - Fleshmancy Ability The ability to control and manipulate the mending of flesh.

Flesh - Elementalism

XP Cost: 1   Prerequisites: Fleshmancy

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 slow or speed up the rate of healing in living creatures.

Using a Motion: Cause a single creature within range to gain a Regeneration Rate of 1 HP per turn, until the end of your next turn.

Mend Flesh: Expend and Action to Cause a Living Creature within Range to Regain 1d6 + Your Training Bonus HP.

Sustaining: Sustaining this ability allows you to maintain the regeneration granted from this Ability’s Motion Option.

Overpower: You can spend an additional Resource Pool Point to grant an additional Living Creature within range the Regeneration granted by this Ability’s Motion Option,

Or Add +1 to the Regeneration granted by this Ability’s Motion Option,

Or Add +1d4 to the Healing granted by this Ability’s Action Option.