Fleshrending

One of the more uncommon Blighted Arts, Fleshrending allows the user to manipulate skin, flesh, muscle, tissue, and cartilage. Giving them the ability to mutate others and themselves, however, it seems clear that they can’t use these abilities to do anything besides changing the structure of flesh. Fleshrenders are a terrifying thing to encounter, in the case of Fleshrending a user loses their skin over time. With the Rittic inside of them keeping them alive, however, they still endure the pain of being skinless. Causing Fleshrenders to develop a large tolerance to agony. They often cover their bodies up to help with the pain and uncomfortable sensations. **However, the pain all Fleshrenders feel is amplified.** Fleshrenders also have a very fragile psyche due to their agonizing lives. The tradeoff is almost absolute control of the user’s own body. Alongside other bodies that a Fleshrender makes contact with.

Fleshrenders can also alter senses and change the aspects of flesh that they interact with. These extra abilities can only be attained at higher levels.

**Aspects**

Aspects, a form of self-alteration excluded to Fleshrenders. Allowing them to adopt an ability from one of the many forms of biological life that exist in Aurilia. They can only adopt one aspect, and the creature they choose it from has to be a normal one. Not altered by Rittic or Ethir, an example of this would be a fleshrender choosing to adopt the chitin-like body of a Reclusa centipede.

**Practitioner Spells.**

Practitioner Fleshrenders begin to have their skin flake off of their body. However, they don’t lose any more skin beyond their arms or legs.

* Manipulating flesh, tissue, and muscle to a minor degree. Such as temporarily increasing their own strength by manipulating their own muscles, or changing the pigmentation of the skin on other creatures. They can also seal minor cuts and scratches. They cannot increase their strength by any significant Margin, at best allowing themselves to lift things a few pounds heavier.
* Hardening certain parts of flesh, such as taking their knuckles and intensifying the strength of the flesh there. Causing it to be thicker, the thickness of a practitioner’s spell at best adds ½ of an inch. Even though they can harden their skin it becomes more brittle. Meaning the durability is halved in return for being able to apply more force in a concentrated area.
* Increasing hair length, or minorly adjusting cartilage parts of the body such as noses or ears. Via increasing or decreasing their size by a few centimeters.
* Their aspect is barely able to be used, a weaker version of what the creature they adopted it from had.

**Mortified Spells.**

Mortified Fleshrenders lose a much larger portion of their skin, causing them to be in clear agony by those who witness them. They lose the entirety of skin on their legs and arms and start to lose skin on their necks and upper chests.

* Mortified can create tendrils of flesh and tissue from their bodies if they so desire. These tendrils have the strength to lift objects 20-30 lbs in weight with effort. Also allowing them to also seal wounds such as deep gashes, or re-attach smaller parts of the body. Such as fingers or noses.
* They can harden their flesh even further, making their bodies as strong as wood in certain areas. Such as making their forearm and hand thicker, with the thickness increased to 1½ inches. If concentrated too much in a single area its durability is halved.
* Mortified can also start creating certain “mutations” to the flesh of living creatures. Such as adding mouths, fingernails, ears, etc. This also allows them to change facial structure by altering the shape of a face’s defining features.
* A mortified’s Aspect is about the same strength of the creature they adopted it from, if not a little bit stronger.

**Margrave Spells**

At this stage, a Fleshrender must suffer feeling all of the skin remaining on their body being taken by their rittic. Causing them to be in such an amount of pain that they become mentally unstable. Also meaning the pain they feel can be debilitating.

* Margrave are capable of creating formations on their bodies such as Tendrils or changing the structures of their bodies so long as they don’t cause their own flesh to leave their skeleton. Thus allowing them to freakishly shift themselves in ways no other living creature could. Their strength can be overlapped to be strong enough to crush through stone with effort. Note that the caster feels every bit of pain that comes from these self-mutations. They can also seal near-fatal wounds such as wounds left by impalement, allowing them to re-attach full-sized limbs as well. Including eyes.
* A Margrave can make flesh as durable as Stone, and create things such as blades or other tools with this toughened flesh. Making it very useful for an array of purposes. Lastly, they can make skin and flesh 3in thicker than it was originally, although if in one area specifically the durability is cut in half. However, with the increased weight they don’t have nearly as much movement in the flesh when this happens. Causing them to be massively slowed down.
* Being capable of completely changing the structure of someone’s face. Hair color, eye color, etc. Whilst also being able to mutate the bodies of others in almost any way they want. Assuming they make contact with them. However, do note that the further a Fleshrender’s flesh is extended, the weaker it becomes. Even with the increased durability.
* A margrave’s aspect is far superior to the creature they adopted it from, allowing it to do things that its original creature could not.

**Revenant Spells**

At this stage, a Fleshrender is completely used to not having skin. However, the mental scars do not heal. Revenant fleshrenders are either extremely sadistic or flat-out insane. Making encountering them something one would never hope to do. As they have been known to take random people and subject them to hundreds of horrifying tests.

* Fleshrenders of the Revenant level have complete and utter control over their bodies. Alongside the bodies of those, they touch, allowing them to do almost anything with flesh whilst keeping their intended target alive. The power of their flesh constructs is immense, as their tendrils can easily crack through stone and bend weaker metals. They also have the ability to manipulate bone at this level, so long as the bone is connected to a living person or recently left a living person. Using this they can create entirely new bodies, or create creatures of nightmares. They have the ability to do incredible medical feats, such as taking a bisected person and bringing them back together before they die. They can also add new limbs to themselves and others.
* A fleshrender of Revenant level can only have flesh as durable as iron, as overlapping the flesh any more would just destroy it. Allowing them to contend with weaponry purely using their bodies. In using this they can make themselves extremely strong, however, it still does not succeed the strength of the last level. As stated before, their flesh loses its durability the more its stretched out. The same applies if it's concentrated too much in one position.
* They have the ability to completely alter their own body and the bodies of others. Allowing them to shift the build of a person, their perception, senses, and capabilities.
* A revenant’s aspect is not only extremely strong, but can also be expanded on and added to their other spells. Such as taking the venom and Chitin of a reclusa instead of just the chitin.