Cost: 105
As an avatar of the Goddess of Life, your physical form can act as an open conduit to the baseline vital energies of the universe. When wide open, the ambient life force flows out of you, washing over your comrades while completely overloading your own biological recovery systems.
You emit a continuous, 2-meter radius aura of pure healing magic centered directly on your hex. Using your selective control over the field, only chosen allies within this metric radius are affected. Every affected ally standing inside the zone gains Very Fast Regeneration, automatically restoring 1 HP per second on their respective turns.
While this conduit is actively open, you suffer from the Unhealing (Total) disadvantage. You cannot be healed by any means—including your own aura, external potions, natural rest, or active healing spells from other casters—until the conduit is safely closed. The aura deactivates instantly and automatically the exact moment you choose to toggle it off with a Ready action, or if you are rendered physically unconscious for any reason.
This powerful aura can only be maintained for up to 10 minutes at a time, at the end of which or at the exact moment you use a Ready action to deactivate the aura, the sudden closing of the cosmic channel triggers an immediate metabolic shockwaves through your nervous system. You must immediately roll a flat HT check. If you fail, you are instantly Physically Stunned—dropping you to your knees and forcing you to take the Do Nothing maneuver until you pass a subsequent HT check on your following turns to shake it off.
Channeling this energy burns through your mana channels. Once turned off, it takes a full five minute to recover enough to safely use the power again.
Advantage: Affliction 1 (Beneficial)
Base Cost: 10.
Enhancements:
Temporary Advantage (Regeneration (Very Fast)) +1000%, +100 points
Area of Effect (2m) +50%, +5 points
Selective Area+20%, +2 points
Limitations:
Maximum Duration (10 min) -50%, -5 points
Temporary Disadvantage (Unhealing) -30%, -3 points
Emanation -20%, -2 points
Backlash (Stun) -10%, -1 point
Divine Power Origin -10% -1 point
In order to have Regeneration affect someone other than the person with the power it needs to be made into a beneficial Affliction.
This only raises the cost of regeneration by 10 points.
Then we make it a 2 meter Area of Effect - 2 meters means the effect is applied to your hex and all adjacent hexes - and give it Selective Area so it only applies to allies.
From there we deduct the limitations.
The Maximum Duration one is the biggest, but it only drops the power by 5 points, this makes the effect last 10 minutes, with a 5 minute cool down. I know it's tempting to removing this and just pay the 5 points but I need to put limits on a blessing this powerful. I can't have you litterally just healing everyone around you all the time... that's too broken.
The Temporary Disadvantage (Unhealing) is a great mitigating power though it only lowers the point cost by 3.
Emanation makes the area centered on you instead of having the normal range of an affliction.
The Backlash (Stun) I put in for fun because I liked it, it's a nusence effect that you'll probably save from most of the time so it's only worth 1 point.
Finally Divine Power Origin just means it was given to you by a god and that area's in which the got can't reach or areas where magic doesn't work will cause the power to not work. I add that to all the blessings.
This is a very expensive blessing, but anything less expensive makes the regeneration not really applicable during combat so I understand not wanting to reduce the effect, but yeah... it's expensive.