11.24 Vivimancy

Manipulate life energy to aid allies or harm foes.

11.24.1 Cantrips

Flow of Life

Standard action

Tags: Sustain (standard)

Cost: One fatigue level.

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At the end of each round, you regain hit points equal to your power (minimum 1).

11.24.2 Rank 1 Spells

Drain Life

Standard action

Rank 1

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d10 damage + half power.

Injury: You are briefly empowered (add rank to damage).

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The damage increases by 1d6 for each rank beyond 1.

Lifegift

Standard action

Tags: Attune

Rank 1

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You gain a +2 enhancement bonus to your durability.

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Rank 3: The bonus increases to +3.

Rank 5: The bonus increases to +4.

Rank 7: The bonus increases to +5.

Lifesense

Standard action

Tags: Attune

Rank 1

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You gain lifesense with a 60 foot range, allowing you to sense the location of living things without light (see Lifesense). If you already have lifesense, the range of your lifesense increases by 60 feet.

Lifesteal Grasp

Standard action

Rank 1

Cost: One optional fatigue level (see text).

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against a living creature you touch.

Hit: 1d10 damage + half power.

Injury: You can increase your fatigue level by one. If you do, you regain 1d6 hit points per 2 power at the end of the round.

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For each rank beyond 1, the damage increases by 1d6 and the healing increases by 1d10.

Lifetap

Standard action

Tags: Attune

Rank 1

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You must be alive to cast this spell.

Whenever you cast a spell that does not have the Sustain or Attune tags, you can activate this effect as a minor action. If you do, the spell deals 1d8 extra damage when it deals damage for the first time. In addition, the spell can target objects and nonliving creatures as if they were living creatures. However, you also lose 2 hit points.

You can increase this hit point loss to be equal to half your maximum hit points. If you do, you gain a +4 accuracy bonus with the attack.

After you enhance a spell in this way, this ability is dismissed.

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Rank 3: The extra damage increases to 2d8, and the hit point loss increases to 4.

Rank 5: The extra damage increases to 4d6, and the hit point loss increases to 8.

Rank 7: The extra damage increases to 8d6, and the hit point loss increases to 16.

Restoration

Standard action

Tags: Swift

Rank 1

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d8 hit points + power.

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The healing increases by 1d6 for each rank beyond 1.

Siphon Protection

Standard action

Rank 1

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Choose one of the five defenses: Armor, Brawn, Fortitude, Reflex, or Mental. Make an attack vs. Fortitude against up to two creatures within Short (30 ft.) range. Then, you briefly gain a +2 bonus to that defense. Since this ability does not have the Swift tag, it does not protect you from attacks during the current phase.

Hit: The target briefly takes a -2 penalty to the chosen defense.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Vital Intuition

Standard action

Tags: Attune

Rank 1

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If you have Medicine as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

11.24.3 Rank 2 Spells

Enervating Wall

Standard action

Tags: Barrier, Sustain (attuneable, minor)

Rank 2

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Medium (30 ft. long) wall within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against any living creature sharing space with it. Generally, this is only possible for Large or larger creatures. In addition, whenever a living creature passes through the the wall, you make a reactive attack vs. Fortitude against it. You can only attack a given target with this spell once per round.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

Inflict Wound

Standard action

Rank 2

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage + half power.

Injury: 1d6 damage + half power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 2.

Lifesight

Standard action

Tags: Attune

Rank 2

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You gain lifesight with a 30 foot range, allowing you to see living things without light (see Lifesight).

Lifesteal

Standard action

Rank 2

Cost: One optional fatigue level (see text).

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage + half power.

Injury: You can increase your fatigue level by one. If you do, you regain 1d6 hit points plus 1d6 per 2 power at the end of the round.

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For each rank beyond 2, the damage increases by 2 and the healing increases by 2d8.

Lifetap Slash

Standard action

Rank 2

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You must be alive to cast this spell.

Make an attack vs. Armor against something within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to half your power. You can increase this hit point loss to be equal to half your maximum hit points. If you do, you gain a +4 accuracy bonus with the attack.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 2.

Putrefying Blast

Standard action

Rank 2

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Make an attack vs. Fortitude against all enemies within a Medium (30 ft.) cone from you.

Hit: The target is briefly stunned (-2 defenses).

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The attack’s accuracy increases by +1 for each rank beyond 2.

Retributive Lifebond

Standard action

Tags: Attune (deep)

Rank 2

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to suffer an injury, make a reactive attack vs. Fortitude against it.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 2.

Wellspring of Life

Standard action

Tags: Attune

Rank 2

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Whenever you regain hit points, you regain the maximum possible number instead of rolling.

Withering

Standard action

Rank 2

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Make an attack vs. Fortitude with a +3 accuracy bonus against one creature within Medium (60 ft.) range.

Hit: As a condition, the target’s body withers. It takes a -2 penalty to its Fortitude defense. Whenever it suffers a injury, this penalty increases by 2. This stacks up to a maximum total penalty of -10.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

11.24.4 Rank 3 Spells

Blood Calls to Blood

Standard action

Rank 3

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, if takes 1d8 damage plus 1d8 per 2 power, up to a maximum total damage equal to half your maximum hit points. Any extra damage is not limited by your hit points.

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The damage increases by 2d8 for each rank beyond 3.

Circle of Death

Standard action

Rank 3

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You inscribe a circle in a Medium (30 ft.) radius zone from your location. During your next action, make a reactive attack vs. Fortitude against all living creatures in the area.

Hit: 1d6 damage per 2 power.

Injury: 1d6 damage per 2 power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Circle of Life

Standard action

Tags: Swift

Rank 3

Cost: One fatigue level.

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You inscribe a circle in a Medium (30 ft.) radius zone from you. During your next action, each living creature in the area regains 1d8 hit points + power.

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The healing increases by 1d6 for each rank beyond 3.

Corpse Explosion

Standard action

Rank 3

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Choose one Small or larger unattended corpse within Short (30 ft.) range. Make an attack vs. Reflex against everything within a Tiny (5 ft.) radius from the corpse. You gain a +1 accuracy bonus for each size category by which the corpse is larger than Medium. The corpse is also destroyed.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

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You violently discharge the latent magical potential within a corpse, causing it to explode.

Lifebomb

Standard action

Rank 3

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When you cast this spell, your life energy begins to surge. During your next action, make a reactive attack vs. Fortitude against all living enemies within a Small (15 ft.) radius from you. If you are at full hit points at that time, you gain a +4 accuracy bonus with this attack.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Lifetap Blast

Standard action

Rank 3

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Medium (30 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to half your power. You can increase this hit point loss to be equal to half your maximum hit points. If you do, you gain a +4 accuracy bonus with the attack.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Regeneration

Standard action

Tags: Attune (deep)

Rank 3

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At the end of each round, you regain hit points equal to half your power.

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The healing increases by 2 for each rank beyond 3.

Sanguine Bond

Standard action

Rank 3

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage + half power, and the target’s life becomes linked to yours as a condition. At the end of each subsequent round, if you lost hit points during that round, the target takes 1d6 damage + half power.

Critical hit: All instances of damage are doubled, not just the initial damage.

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Both instances of damage increase by 2 for each rank beyond 3.

11.24.5 Rank 4 Spells

Greater Restoration

Standard action

Tags: Swift

Rank 4

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d8 hit points plus 1d8 per 2 power.

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The healing increases by 2d8 for each rank beyond 4.

Intense Siphon Protection

Standard action

Rank 4

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Make an attack vs. Fortitude against up to two creatures within Short (30 ft.) range.

Hit: The target is briefly stunned (-2 defenses). Then, you are briefly braced (+2 defenses). Since this ability does not have the Swift tag, it does not protect you from attacks during the current phase.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mighty Drain Life

Standard action

Rank 4

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

Injury: You are briefly empowered (add rank to damage).

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The damage increases by 2d6 for each rank beyond 4.

Mighty Lifesteal Grasp

Standard action

Rank 4

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This spell functions like the lifesteal grasp spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled. In addition, the healing increases to 1d10 hit points plus 1d10 per 2 power.

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For each rank beyond 4, the damage increases by 2d6 and the healing increases by 3d10.

Vital Endurance

Standard action

Tags: Attune

Rank 4

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Whenever you gain a vital wound, you may choose to ignore its vital wound effect (see Vital Wounds). You are still considered to have the vital wound, and it still provides the normal -2 penalty to future vital rolls.

You can only ignore the effects of one of your vital wounds in this way. If you gain a new vital wound, you can choose to either ignore the new vital wound effect or continue ignoring the old vital wound effect. You can make this choice after learning the vital roll for the new vital wound.

11.24.6 Rank 5 Spells

Cure Vital Wound

Standard action

Rank 5

Cost: Three fatigue levels from the target.

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Choose yourself or a living ally within Medium (60 ft.) range. The target regains 1d6 hit points plus 1d6 per power and removes one of its vital wounds.

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The healing increases by 4d6 for each rank beyond 5.

Greater Regeneration

Standard action

Tags: Attune (deep)

Rank 5

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At the end of each round, you regain 1d8 hit points + power.

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The healing increases by 1d6 for each rank beyond 5.

Massive Enervating Wall

Standard action

Tags: Barrier, Sustain (attuneable, minor)

Rank 5

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the enervating wall spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power. In addition, the area increases to a Large (60 ft. long) wall.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Inflict Wound

Standard action

Rank 5

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This spell functions like the inflict wound spell, except that both damage instances increase to 1d6 damage plus 1d6 per 2 power, and any extra damage applies to both the initial damage and the injury damage.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Lifetap Slash

Standard action

Rank 5

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You must be alive to cast this spell.

Make an attack vs. Armor against something within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to your power. You can increase this hit point loss to be equal to half your maximum hit points. If you do, you gain a +4 accuracy bonus with the attack.

Hit: 1d8 damage plus 1d8 per 2 power, and any extra damage is doubled.

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The damage increases by 2d8 for each rank beyond 5.

Mighty Retributive Lifebond

Standard action

Tags: Attune (deep)

Rank 5

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to suffer an injury, make reactive attack vs. Fortitude against it.

Hit: 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

11.24.7 Rank 6 Spells

Greater Circle of Life

Standard action

Tags: Swift

Rank 6

Cost: One fatigue level.

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You inscribe a circle in a Medium (30 ft.) radius zone from you. During your next action, each living creature in the area regains 1d8 hit points plus 1d8 per 2 power.

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The healing increases by 2d8 for each rank beyond 6.

Massive Lifebomb

Standard action

Rank 6

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This spell functions like the lifebomb spell, except that the radius increases to a Medium (30 ft.) radius from you, and the damage increases to 1d8 damage plus 1d8 per 2 power.

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The damage increases by 2d8 for each rank beyond 6.

Mighty Circle of Death

Standard action

Rank 6

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You inscribe a circle in a Medium (30 ft.) radius zone from your location. During your next action, make a reactive attack vs. Fortitude against all living creatures in the area.

Hit: 1d10 damage plus 1d10 per 2 power.

Injury: 1d10 damage plus 1d10 per 2 power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

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The damage increases by 2d10 for each rank beyond 6.

Mighty Corpse Explosion

Standard action

Rank 6

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This spell functions like the corpse explosion spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the area increases to a Small (15 ft.) radius from the corpse.

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The damage increases by 2d8 for each rank beyond 6.

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You violently discharge the latent magical potential within a corpse, causing it to explode in a shower of guts and gore.

Mighty Lifesteal

Standard action

Rank 6

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This spell functions like the lifesteal spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled. In addition, the healing increases to 2d8 hit points plus 1d8 per power.

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For each rank beyond 6, the damage increases by 2d8 and the healing increases by 4d8.

Mighty Lifetap Blast

Standard action

Rank 6

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Large (60 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d10 damage plus 1d10 per 2 power.

Miss: Half damage.

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The damage increases by 2d10 for each rank beyond 6.

Mighty Sanguine Bond

Standard action

Rank 6

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d8 damage + power, and the target’s life becomes linked to yours as a condition. At the end of each subsequent round, if you lost hit points during that round, the target takes 1d8 damage + power.

Critical hit: All instances of damage are doubled, not just the initial damage.

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Both instances of damage increase by 1d6 for each rank beyond 6.

Vital Regeneration

Standard action

Tags: Attune (target)

Rank 6

Cost: See text.

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At the end of each round, if the target’s fatigue level does not exceed its fatigue tolerance, it automatically removes one of its vital wounds. It can choose to stop this regeneration if it is conscious, but the regeneration happens automatically if it is unconscious due to vital wounds. For each vital wound removed in this way, it increases its fatigue level by three.

11.24.8 Rank 7 Spells

Exsanguinate

Standard action

Rank 7

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target is injured, it takes damage equal to half your maximum hit points.

Greater Putrefying Blast

Standard action

Rank 7

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Make an attack vs. Fortitude against all enemies within a Large (60 ft.) cone from you. Then, you are briefly stunned (-2 defenses).

Hit: The target is stunned (-2 defenses) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Supreme Regeneration

Standard action

Tags: Attune (deep)

Rank 7

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At the end of each round, you regain 1d8 hit points plus 1d8 per 2 power.

Total Restoration

Standard action

Tags: Swift

Rank 7

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 2d8 hit points plus 1d8 per power.