Mantra of the Silver Hemorrhage 83921

From: Codex of the Wounded Saint 519

Tier Level: 3

Description: A reactionary spell used when the caster takes significant damage. Upon being struck, the caster does not bleed red blood; instead, their wounds erupt with a mist of luminescent silver vapor. This mist seeks out injured allies within a 30-foot radius. The mist heals allies for an amount equal to half the damage the caster just took. Furthermore, the caster gains Resistance to the damage type that triggered the spell for the next minute, as their “Scar-Leather” soul adapts instantly to the trauma.

  • Cost: 3 Mana Boost + The Health Points lost from the triggering attack.
  • Duration: Instantaneous (Healing), 1 Minute (Resistance). Roleplay:
  • Action: You take the blow—an arrow to the shoulder or a sword to the gut—without raising your shield. You smile sadly as the weapon connects.
  • Chant (Reaction): “This blood is not mine to keep. Drink, and be whole.”
  • Visual: The wound does not look gory; it looks like a cracked vessel leaking starlight. The silver mist flows like liquid silk into the wounds of your allies, stitching their flesh back together.

Lore of the Transmuted Vein

Mantra of the Silver Hemorrhage 83921 is the ultimate expression of the “Martyr’s Alchemy.” In the ancient medical texts of the Weeping Order, it is written that blood is simply “liquid time”—the measure of a mortal’s remaining moments. The Codex of the Wounded Saint teaches that this time should not be spilled on the ground; it should be gifted.

The spell originates from the Parable of the Severed Bridge. Legend says the Saint stood on a bridge separating a legion of archers from a village of refugees. He could not block every arrow with his shield. Instead, he dropped his guard. As the arrows pierced him, he did not bleed; he sublimated. His conviction was so absolute that his biology rejected the concept of “injury.” His blood vaporized into a healing mist that drifted over the village, knitting the wounds of the refugees faster than the arrows could open them. The silver vapor is not magic in the traditional sense; it is the physical manifestation of Compassion displacing Mortality. To cast this is to decide that your pain is less important than your allies’ survival.

The Use

This is a Tier 3 Reactionary Ultimate. It flips the momentum of battle instantly. In high-level play, enemies often deal massive burst damage. A dragon’s breath or a giant’s crit can drop a squishy wizard in one round. The Mantra of the Silver Hemorrhage turns that disaster into a miracle.

  1. The “Damage Reversal” Economy: If the Tank takes 40 damage, normally the Healer must spend their turn to fix it. With this spell, the Tank takes the 40 damage, but instantly heals the Rogue, the Wizard, and the Cleric for 20 HP each. The enemy’s attack has effectively healed the party for a net gain of 20 HP (60 total healed vs 40 taken).
  2. Adaptive Tanking: The secondary effect—Resistance—is crucial. If you are hit by a Fireball, you heal the team and then become resistant to Fire for the rest of the fight. It allows the wielder to adapt to the enemy’s primary damage type mid-combat without needing to prepare a specific potion beforehand.
  3. The “Bait” Maneuver: Smart players will deliberately provoke attacks of opportunity or stand in telegraphed danger zones to trigger this spell, using their own health pool as a battery to recharge the party.

Specific Stats & Mechanics

  • Tier: 3 (Divine Transmutation)
  • School: Necromancy / Abjuration (blood magic refined to holy light)
  • Mana Boost Cost: 3 (A significant investment, reserved for turning points)
  • Trigger: Reaction (When you take 10 or more damage from a single source).
  • Range: Self (Source of Mist) -> 30-foot Radius (Healing targets).
  • Duration: Instantaneous (Healing); 1 Minute (Resistance).
  • Frequency: 1 Use per Long Rest (The body needs time to regenerate the “Silver Humors”).

Tier 3 Scaled Values:

  • Healing Output: Equal to 50% (rounded down) of the triggering damage. This healing is distributed to all allies within 30 feet (no cap on number of targets).
    • Example: You take 50 Slashing damage. Every ally within 30 feet heals 25 HP.
  • Resistance: You gain Resistance to the specific damage type that triggered the reaction (e.g., Slashing, Fire, Necrotic). This reduces all subsequent damage of that type by half for 1 minute.
  • Note: The Resistance applies after the triggering attack resolves (you take full damage from the first hit to fuel the mist).

Requirements:

  • Skill: Constitution (Trained) or Religion (Expert) — to biologically withstand the transmutation.
  • Item: Must be wearing the Codex of the Wounded Saint 519.
  • Condition: Must have red blood (or equivalent vital fluid). Constructs and some Undead cannot use this spell.

Market Cost (Technique Scroll – Legendary):

  • Buying: Not sold. Only taught by the High-Martyrs of the Weeping Order.
  • Value: Equivalent to a Tier 3 Resurrection Scroll (~2,500 Gold).

Tags: Healing, Reaction, AoE-Buff, Damage-Mitigation, Blood-Magic, Holy-Light, Self-Sacrifice, Combat-Medic, Adaptive-Defense, Turn-Reversal, Vitality-Transfer, Silver-Mist, Pain-Transmutation, Burst-Restoration, Martyr-Art, Bio-Adaptation, Proximity-Heal

Roleplay & Tactics

The Caster’s Experience: Using this spell hurts, but it is a “good” hurt—like the burn of muscles after a workout, or the sting of antiseptic.

  • The Impact: You feel the blade enter. For a split second, there is agony. Then, the Codex pulses against your hip. The pain vanishes, replaced by a sensation of immense pressure, like a steam boiler about to burst.
  • The Release: The “blood” sprays out not as liquid, but as high-pressure gas. It whistles as it exits your wound. You feel lightheaded, euphoric, and hollowed out, but anchored by the silver light.

The Allies’ Experience:

  • The Mist: They see their leader take a fatal blow. They expect gore. Instead, a beautiful, glittering fog erupts. It smells of ozone and iron.
  • The Healing: As the mist touches their wounds, they feel the flesh knit together with a sensation like cool water flowing over a burn. They know, instinctively, that this life-force came from you.

Tactical Applications:

  1. Countering Area-of-Effect (AoE): If a dragon breathes fire on the whole group, and you (the caster) are in the blast zone, you can trigger this spell on your own damage. The healing mist erupts instantly, potentially healing your allies for half the damage they just took from the same breath weapon, preventing a Total Party Kill (TPK).
  2. The “Berserker” Synergy: If you have an ally (like a Barbarian) who deals damage to themselves to rage or frenzy, stand near them. If an enemy hits you, the mist heals the Barbarian, negating their self-inflicted cost.
  3. Intimidation: This is a terrifying display of resolve. An enemy assassin stabs you in the kidney, and you respond by glowing and healing your friends. Roleplay this to force a Morale Check on the enemy; why fight someone who bleeds miracles?
  4. The Last Stand: If you are at 5 HP and take 20 damage, you will go down (0 HP). However, you can still trigger this reaction as you fall. You collapse, but your sacrifice heals the rest of the party, potentially keeping them in the fight to revive you later.

Activation Perception of “Mantra of the Silver Hemorrhage”

Standard Senses:

Sight (Visual)

  • What is Perceived: A flash-transmutation of gore into starlight.
  • Description: At the moment of impact, you do not see red blood splatter. Instead, the wound glows with a blinding, magnesium-white intensity. The “blood” sprays out as a heavy, luminescent silver fog that moves with purpose, ignoring the wind to snake towards your allies like seeking tendrils. The edges of your vision turn vignette-white, as if you are looking at the sun.
  • Positives: The bright flash can momentarily dazzle the attacker, obscuring their follow-up strike.
  • Negatives: The brilliance destroys your own night vision instantly; for a few seconds, you can only see the silver mist and nothing else (like enemy reinforcements).

Sound (Auditory)

  • What is Perceived: A high-pressure pneumatic hiss and a choral “exhale.”
  • Description: You hear the wet thwack of the weapon hitting you, but it is immediately swallowed by a loud HISSS—like water hitting a red-hot skillet—as your blood sublimates into gas. Underneath the hiss, there is a faint, harmonic chord, like a choir sighing in a cathedral, echoing from the Codex at your hip.
  • Positives: The distinct sound confirms to your allies that you have survived the hit and that healing is incoming, boosting morale.
  • Negatives: The loud hissing masks subtle auditory cues, such as the footsteps of a rogue sneaking up behind you while you are focused on the tanking.

Touch (Tactile/Somatic)

  • What is Perceived: Sharp agony replaced by a hollow, cold vacuum.
  • Description: You feel the intrusion of the blade or arrow—a spike of hot pain. Then, the Codex activates. The wound goes numb and cold, feeling like ice water is rushing out of you. You feel a strange “lightness” in the limb that was struck, as if the physical mass of the flesh has been converted into energy. The skin around the wound feels tight and leathery as the “Scar-Leather” adaptation takes hold.
  • Positives: The instant numbing effect prevents shock-induced collapse, allowing you to stay standing when you should be prone.
  • Negatives: The loss of sensation makes it difficult to gauge the severity of the injury physically; you might not realize a limb is useless until you try to use it.

Smell (Olfactory)

  • What is Perceived: Ozone, sterilized iron, and burnt sugar.
  • Description: The air fills with the smell of a lightning storm (ozone) mixed with the metallic tang of blood-iron. However, there is no scent of rot or bowel; instead, there is a sweet, cloying smell of burnt sugar or caramel, a byproduct of the alchemical transmutation of your vitality.
  • Positives: Masks the scent of fresh blood, potentially confusing predators or beasts that track by the scent of wounds.
  • Negatives: The smell is thick and chemical, causing a gag reflex or coughing fit if the mist is inhaled too deeply.

Taste (Gustatory)

  • What is Perceived: Mercury and communion wine.
  • Description: Your mouth floods with a metallic, battery-acid taste (silver) that instantly shifts into a rich, heady sweetness, like heavy red wine. It coats the tongue and throat.
  • Positives: Acts as a stimulant; the “wine” taste brings a rush of divine euphoria.
  • Negatives: Leaves a lingering metallic residue that spoils the taste of potions or food consumed shortly after.

Extra-Sensory Perceptions:

The Web of Relief (Empathic)

  • What is Perceived: The exact relief of your allies.
  • Description: As the silver mist enters your allies, you feel their relief as if it were your own. You feel the knitting of the Rogue’s ribs and the closing of the Wizard’s cuts. It manifests as a warm, golden “hug” inside your chest, counteracting the cold vacuum of your own wound.
  • Positives: Provides instant tactical awareness of your party’s health status without needing to look at them.
  • Negatives: The influx of foreign emotions can be overwhelming; feeling the Wizard’s panic subside might distract you from your own duel.

The Anchor of Martyrdom (Gravimetric/Spiritual)

  • What is Perceived: A sudden increase in spiritual density.
  • Description: You feel the universe “pin” you to your current location. It feels like gravity has doubled solely for you. This is the weight of your oath anchoring you to the Material Plane so you do not fade away with the mist.
  • Positives: Makes you feel immovable and unstoppable, ignoring knockback effects instinctively.
  • Negatives: Creates a sensation of spiritual exhaustion; you feel “old” and heavy, as if you have lived a thousand years in a single second.

The Vitality-Drain (Proprioception)

  • What is Perceived: The flow of “Liquid Time” leaving the body.
  • Description: You perceive your hit points not as numbers, but as a fluid resource. You feel a specific volume of your “future” pouring out of the wound to buy time for your friends. It is a terrifyingly precise sensation of spending your own life force like currency.
  • Positives: Gives a hyper-accurate sense of how much life you have left to give.
  • Negatives: Can induce existential dread or hesitation next time damage is imminent, knowing the visceral cost of the “spend.”

Hymn of Bridge That Bleeds Light
(Chiseled from the Altar-Stone of the First Martyr)

Listen to the speaking of the Day-of-Many-Stings.

It was when the River-of-Refugees ran from the Iron-Sky-Men [The Legion]. The People were small and soft. The Iron-Sky-Men were hard and sharp. They came to the Bridge-of-One-Way. The People cried, “We are cut! We are slow! The Iron-Sky-Men will eat us!”

Then stood the Saint-With-No-Skin [The Wielder]. He carried the Book-of-Heavy-Scars [Codex of the Wounded Saint]. He stood on the bridge. He was the door that shuts.

The Iron-Sky-Men laughed. They said, “You have no shield. You have no iron-shirt. You are meat waiting for the knife.” The Saint smiled the smile of a sad father. He said, “The cup must be broken to spill the wine.”

The Iron-Sky-Men pulled their Strings-of-Death [Bows]. They let the Flying-Teeth [Arrows] go. Thrum. Thrum. Thrum. The sky was black with the teeth.

The People screamed. They covered their heads. They waited for the Saint to fall down. They waited for the Red-Water [Blood] to paint the stones.

The Flying-Teeth hit the Saint. They bit his chest. They bit his arms. They bit his face. But the Saint did not fall. And the Red-Water did not come.

The Book-of-Heavy-Scars shouted a silent word. The word was “GIFT.”

From the holes in the Saint, the Red-Water did not drip. It boiled. It turned into Cloud-of-Moon-Metal [Silver Mist]. The Cloud screamed with a high voice, like a kettle of tea. It flew over the heads of the Iron-Sky-Men. It flew to the People.

Where the Cloud touched the People, the cuts closed. The broken legs became straight. The old woman breathed again. The crying child stopped crying. The People looked at their skin. They said, “Whose life is this? It is not mine.” They looked at the Saint. They saw he was empty, but he was shining.

The Iron-Sky-Men were afraid. They shot again. But now, the Saint’s skin was not meat. It was Leather-of-Gods. The arrows bounced off. The Saint had paid the price of the first hurt, so the second hurt could not enter.

He spoke to the Iron-Sky-Men. His voice was hollow, like wind in a cave. He said, “You cannot kill me. I have already spent my life to buy them. I am not a man anymore. I am a Wall made of Sacrifice.”

The Iron-Sky-Men ran away. They feared the man who bleeds miracles. The Saint did not chase them. He sat down. He was tired, for he had given away his time. But the People walked on, carrying his silver in their veins.

Moral of the Story: Do not hoard your life like miser’s gold, for in the grave it buys nothing; pour it out when the iron strikes, for the blood that is given freely is the only rain that can make the dead grass grow again.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Spell: Mantra of the Silver Hemorrhage Cost: 10 Magic Points; 1D6 Sanity points; Variable Hit Points (The damage taken). Casting Time: Instantaneous (Reaction).

Overview & Mechanics: A desperate miracle found in the Codex of the Wounded Saint. It transmutes lethal trauma into restorative energy.

  • Trigger: The investigator may cast this spell instantly when they suffer a Major Wound (damage equal to or greater than half their max HP) from a single source.
  • The Sacrifice: The investigator takes the full damage rolled; they cannot Dodge or Fight Back against this specific attack.
  • The Miracle: Silver mist erupts from the wound. All other investigators within 10 yards heal Hit Points equal to half the damage the caster suffered. This healing can stabilize dying characters immediately.
  • Adaptation: For the next 1D6 rounds, the caster’s skin takes on a leathery, scarred texture. They gain 4 points of Armor against the specific damage type (e.g., Fire, Bullets, Claws) that triggered the spell.
  • Sanity: Witnesses to this transfiguration (seeing blood turn to silver fog) do not lose Sanity; instead, they gain 1D4 Sanity points from the divine awe of the sacrifice.

Blades in the Dark

Special Ability: The Silver Hemorrhage Source: Codex of the Wounded Saint (Artifact) Cost: 3 Stress to activate (Reaction).

Overview & Mechanics: A powerful support ability that turns a consequence into a rallying cry.

  • Trigger: When you are about to mark Harm (Level 2 or higher) from an enemy attack.
  • Effect: You do not roll Resistance to reduce the Harm. You accept the Level 2 or 3 Harm fully.
  • The Release: Upon taking the Harm, you release a wave of silver spirit-vapor. All allies in the immediate area may Clear 4 Stress immediately (representing the “Relief” and “Healing” of the mist).
  • Resilience: For the remainder of the score, you have Armor against the type of harm you just took (e.g., if shot, you have Armor vs. Gunfire).
  • Narrative: You must describe how the wound bleeds light instead of blood. This counts as a display of supernatural power (may increase Heat or Wanted Level if witnessed by civilians).

Dungeons & Dragons (2024 / 5th Edition)

Spell: Mantra of the Silver Hemorrhage Level: 5th-Level Necromancy Casting Time: 1 Reaction (which you take when you take damage from a hostile source) Range: Self (30-foot radius) Components: V (The chant), S (Opening your arms to the blow) Duration: 1 Minute

Overview & Mechanics: A high-risk, high-reward healing spell that punishes enemies for hitting you. Suitable for Clerics and Paladins.

  • Trigger: You take damage.
  • Effect: You take the damage as normal. Immediately after, silver mist erupts from you. All creatures of your choice within 30 feet of you regain Hit Points equal to half the damage you took (rounded down).
  • Resistance: You gain Resistance to the damage type that triggered the spell (e.g., Slashing, Fire, Necrotic) for the duration. This resistance applies to the triggering damage if it was a multi-hit attack (e.g., Magic Missile or a Multiattack), but technically resolves after the first instance of damage is applied.
  • Restrictions: This spell does not function if you are reduced to 0 Hit Points by the triggering attack, as you must remain conscious to channel the mantra. (DM discretion: Rule of Cool may allow it as a death rattle).

Knave (1e / 2e Compatible)

Spell: Martyr’s Mist School: Thaumaturgy / Abjuration

Overview & Mechanics: A spell that converts the caster’s HP directly into party survivability.

  • Trigger: Whenever the caster takes damage from an attack.
  • Action: The caster declares “I Bleed for You” (Reaction).
  • Effect: The caster takes the full damage. Every ally within earshot instantly heals HP equal to half the damage the caster took.
  • Warding: For the next Turn (10 minutes/exploration turn), the caster cannot be harmed by that specific damage source again (e.g., if bitten by a wolf, they are immune to wolf bites; if burned by a trap, they are immune to fire).
  • Cost: This spell consumes the caster’s reaction and cannot be used if the damage kills them instantly.
  • Risk: If the caster dies while using this spell, their body turns into a permanent statue of silver salt (worth 500 coins), preventing standard resurrection.

Fate Core System

Stunt: Mantra of the Silver Hemorrhage Requires: The Aspect Codex of the Wounded Saint or Martyr of the Silver Vein. Cost: 1 Fate Point per use.

Overview & Mechanics: This stunt turns a moment of failure into a massive team advantage. It incentivizes the character to take hits rather than dodge them.

  • Trigger: When you take physical stress or a consequence from an attack.
  • Reaction: You may spend a Fate Point to activate this stunt.
  • Effect (Healing): Calculate the number of shifts of harm you just absorbed (Stress boxes marked + value of Consequence taken). All allies in your zone may immediately clear Physical Stress equal to that amount. If the amount exceeds their stress, they may step down a Mild Consequence.
  • Effect (Resistance): You immediately create the Situation Aspect Scar-Leather Adaptation on yourself with one free invoke. This aspect represents resistance to the specific type of attack (Fire, Steel, Claws) that harmed you.

Numenera & Cypher System

Ability: Silver Hemorrhage Tier: 5 Cost: 6 Might Points (plus the damage taken)

Overview & Mechanics: A high-tier reactive ability that converts the user’s life force into a restorative cloud.

  • Action: Enabler (Reaction).
  • Trigger: When you move down a step on the Damage Track (e.g., from Hale to Impaired, or Impaired to Debilitated) due to an enemy attack.
  • Effect: Silver mist explodes from you. All allies within Short range immediately recover points to their Might Pool equal to the amount of damage you took from the triggering attack.
  • Defense: For the next ten minutes, you gain +5 Armor against the specific type of damage that triggered this ability (e.g., Energy, Physical, Chemical).
  • Constraint: You cannot use this ability if the damage moves you to Dead.

Pathfinder (2nd Edition Remaster)

Spell: Mantra of the Silver Hemorrhage Rank: 5 Traits: Healing, Light, Necromancy, Positive, Vitality, Visual Traditions: Divine, Occult Cast: [reaction] Verbal; Trigger: You take damage from a hostile creature’s Strike or Spell. Area: 30-foot emanation

Overview & Mechanics: You accept the wound to heal your allies.

  • Effect: You take the damage from the triggering attack as normal (you cannot use reactions to reduce this specific instance of damage). All living allies within the emanation regain Hit Points equal to half the damage you took.
  • Adaptation: After the healing resolves, you gain Resistance 10 to the damage type of the triggering attack (if the attack dealt multiple types, choose one). This resistance lasts for 1 minute.
  • Heightened (+2): The Resistance increases by 5.

Savage Worlds (Adventure Edition)

Power: Healing (Mantra of the Silver Hemorrhage) Rank: Veteran Power Points: 4 Range: Self (Large Blast Template) Duration: Instant / 5 Rounds (Resistance)

Overview & Mechanics: A specific Trapping of the Healing power that functions as a Reaction.

  • Trappings: “Sublimating Blood.” Glowing silver mist.
  • Trigger: The caster can cast this spell as a Free Action immediately upon taking one or more Wounds.
  • Effect: The caster accepts the Wounds (they cannot Soak this specific attack). All allies within a Large Blast Template centered on the caster make a natural healing roll.
    • Success: They heal 1 Wound.
    • Raise: They heal 2 Wounds.
  • Modifier – Adaptation: The caster gains +4 Armor against the specific source/type of damage that caused the wound (e.g., Fire, Ballistic, Magic) for 5 rounds. This creates a visible “Scar-Leather” effect on their skin.

Shadowrun (6th Edition / Sixth World)

Spell: Mantra of the Silver Hemorrhage Category: Health Type: Physical Range: Self (Area) Duration: Instant (Healing) / Sustained (Resistance) Drain Value: 7 (Physical)

Overview & Mechanics: A forbidden blood-magic technique sanitized into a protection spell. It converts trauma into mana-infused vapor.

  • The Cast: This spell is cast as an Interrupt Action (-5 Initiative Score) when the caster takes Physical Damage from an attack.
  • The Sacrifice: The caster takes the full damage from the attack (no Defense Test allowed for this specific attack, or the Defense Test is voluntarily failed).
  • The Healing: Measure the Net Hits of the attack that damaged the caster. All allies within (Magic) meters heal a number of boxes on their Physical Condition Monitor equal to half the Net Hits (rounded down).
  • Adaptation: For as long as the caster sustains the spell, they gain +4 Armor against the specific damage type (Ballistic, Fire, Cold, etc.) that triggered the spell.
  • Cost: The Drain for this spell is always Physical, regardless of the hits rolled, reflecting the toll on the body.

Starfinder (2nd Edition Playtest)

Spell: Mantra of the Silver Hemorrhage Rank: 5 Traits: Healing, Vitality, Abjuration, Light, Visual Traditions: Divine, Primal Cast: [reaction] Verbal; Trigger: You take damage from a hostile creature’s Strike or Spell. Area: 30-foot emanation

Overview & Mechanics: You sublimate your own blood into a restorative mist.

  • Effect: You take the damage from the triggering attack. All living allies within the emanation regain Hit Points equal to half the damage you took. If this healing would exceed their maximum HP, they gain the excess as Temporary Hit Points that last for 1 minute.
  • Scar-Warding: After the attack resolves, you gain Resistance 15 to the damage type of the triggering attack. If the attack dealt multiple types, you choose one. This resistance lasts for 1 minute.
  • Heightened (+1): The Resistance increases by 5, and the Temporary Hit Points last for 10 minutes.

Traveller (Mongoose 2nd Edition)

Psionic Power: Mantra of the Silver Hemorrhage (Biokinetic Transfer) Talent: Biokinesis (Advanced) Learning DM: -6 Cost: 6 PSI Points + Physical Damage Range: Short (Personal Radius)

Overview & Mechanics: A radical redistribution of cellular energy triggered by trauma.

  • Trigger: When the psion takes damage reduces their END, STR, or DEX.
  • Check: Difficult (10+) Biokinesis check (Reaction/Interrupt).
  • Effect: The psion accepts the full damage. All allies within Short range immediately recover characteristic points (distributed as they choose among STR, DEX, or END) equal to half the damage the psion suffered.
  • Adaptation: The psion’s skin hardens instantly against the threat. They gain Protection +6 against the specific weapon type (Laser, Kinetic, Blast) that caused the injury for the next 1D6 rounds.
  • Risk: If the damage reduces any of the psion’s characteristics to 0, they fall unconscious immediately after the healing wave is emitted.

Warhammer Fantasy Roleplay (4th Edition)

Miracle: The Silver Bleeding Deity: Shallya (Mercy) or Sigmar (Martyrdom) Range: You (Area of Effect: Willpower Bonus yards) Target: Allies Duration: Instant / 1 Minute

Overview & Mechanics: A miraculous intervention where the priest’s blood becomes a holy mist.

  • Trigger: You may invoke this Miracle as a Free Action when you suffer at least 1 Wound from an enemy attack.
  • Effect: You suffer the Wounds and any Critical Wounds as normal. All allies within the Area of Effect immediately heal Wounds equal to half the amount you lost (rounding up). They also remove 1 Bleeding or Fatigued condition.
  • Blessing of the Scar: You gain a Ward Save of 4+ against damage from the same source (e.g., “Orc Choppas” or “Fire Magic”) for the next 6 Rounds.
  • Cost: You gain 1 Sin Point if you use this miracle to heal yourself (it must be for others). If you suffer a Critical Wound from the triggering attack, the healing effect on allies is doubled.