Vampmancy

Elementalism - Bloodmancy Ability The ability to control and manipulate Blood Energy.

Blood - Elementalism

XP Cost: 1   Prerequisites: Bleedmancy

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 absorb the blood of others, restoring your own vitality.

Using a Motion: You can absorb up to 2 Pints of Controlled Blood, Each Pint Absorbed this way Restores 1d6 HP to the Caster.

Blood Transfusion: Expend an Action to absorb the Blood of any Bleeding Living Creatures within Range. Until the End of your Next Turn, Each Hit Point Creatures Bleed within is considered to be Equally Restoring the Caster’s HP.

Sustaining:  While Sustaining this Ability you continue to Absorb the blood of Target Bleeding  Living Creature(s) within Range.

Overpower: You can spend an additional Resource Pool Point to Increase the Range of this Ability by 5 Meters,

Or Activate this Ability’s Motion Effect one Additional time.