Primary Magic: Blood Molding Magic
Caster or Holder: Caster
Description: As the title says, it is moulding magic that gives the ability to manipulate their own blood in various ways such as shaping and solidifying it to form constructs (they are limited to this ability as to how much blood they have). The magic user can create a variety of objects out of blood to be used for offensive, defensive or miscellaneous purposes. Outside of combat, the user can also use the magic for solidifying the blood and using as a wound dressing, stanching bleeding and preventing the swell of an injury.
When a spell is casted, a crimson circular magic rune will appear in front of the user, or wherever the each spell is supposed to sprout out from. When being used the casters veins and arteries bulge and press up against the skin while the casters eyes become bloodshot.
Strengths:
• When the blood is solidified it is as strong and lighter then Iron, also it is unaffected by temperature.
• The User never runs out of his element or finds himself in a situation where he doesn't have it at hand.
• It can be reformed in under a fraction of a second.
Weaknesses:
• It breaks through his skin whenever exiting his body creating a deep cut that scars and it leaves a sensation of pain with every spell
• Due to it being the casters own blood they can’t keep use it extensively as they will be losing blood whenever they lose it and could die from using the magic too much.
• When using the magic they have virtually no immune system and would be easy to poison (While using this magic, poison magic deals 200% damage to the user), etc., etc.
• Over using their magic make the caster end up with anaemia
• Water manipulation mages can deter the directions of spells if they are of the same rank as the caster and visa versa.
Abilities/Powers:
• It gives the caster a slightly higher healing factor when it comes to physical injuries then most wizards, for example a deep gash could take a few weeks to a month to heal normally. If this happened to the caster it would heal up in between a few days to just over a week.
Caster or Holder: Caster
Description: As the title says, it is moulding magic that gives the ability to manipulate their own blood in various ways such as shaping and solidifying it to form constructs (they are limited to this ability as to how much blood they have). The magic user can create a variety of objects out of blood to be used for offensive, defensive or miscellaneous purposes. Outside of combat, the user can also use the magic for solidifying the blood and using as a wound dressing, stanching bleeding and preventing the swell of an injury.
When a spell is casted, a crimson circular magic rune will appear in front of the user, or wherever the each spell is supposed to sprout out from. When being used the casters veins and arteries bulge and press up against the skin while the casters eyes become bloodshot.
- hand pose:
Strengths:
• When the blood is solidified it is as strong and lighter then Iron, also it is unaffected by temperature.
• The User never runs out of his element or finds himself in a situation where he doesn't have it at hand.
• It can be reformed in under a fraction of a second.
Weaknesses:
• It breaks through his skin whenever exiting his body creating a deep cut that scars and it leaves a sensation of pain with every spell
• Due to it being the casters own blood they can’t keep use it extensively as they will be losing blood whenever they lose it and could die from using the magic too much.
- D Rank: After 6 continuous posts of usage, the user's strength will decline by 30% in each following post if he doesn't find the time to rest.
C Rank: After 7 continuous posts of usage, the user's strength will decline by 30% in each following post if he doesn't find the time to rest.
B Rank: After 8 continuous posts of usage, the user's strength will decline by 30% in each following post if he doesn't find the time to rest.
A Rank: After 10 continuous posts of usage, the user's strength will decline by 50% in each following post, if he doesn't find the time to rest.
S Rank: After 12 consecutive posts of usage, the user's strength will decline by 50% in each following post, if he doesn't find the time to rest.
• When using the magic they have virtually no immune system and would be easy to poison (While using this magic, poison magic deals 200% damage to the user), etc., etc.
• Over using their magic make the caster end up with anaemia
• Water manipulation mages can deter the directions of spells if they are of the same rank as the caster and visa versa.
Abilities/Powers:
• It gives the caster a slightly higher healing factor when it comes to physical injuries then most wizards, for example a deep gash could take a few weeks to a month to heal normally. If this happened to the caster it would heal up in between a few days to just over a week.
- D Rank Spells:
- Name: Name: Blood Mould Blade
Rank: D
Type: Close Quarters Offensive
Description: The Caster can manifest his blood into a scythe-like or non-scythe-like blade or blades. The blades can be inverted, out-verted or sometimes straight with a hook at the end that resembles a hook sword. The straight blades are usually created from the top of his hand. He can create the blades on any part of his body, usually on his forearms but it is entirely possible to form a blade and handle to allow the caster to hold the blade in their hand. He can shape the blade into straight or curvy blade. The basic use of this ability is to slice or cut down something or someone, the blood that is used to form the blade and be reform in under a few seconds. The blades are typically two to three feet long. It is formed as it is casted and can be reformed in 2 seconds. The spell last for a maximum of two post before the caster's blood returns to his arteries if the lade isn't broken.
Strengths:
• The blade is as it is as strong and lighter than steel, also it is unaffected by temperature.
• One of the advantages this magic’s close combat spells is that it provides the user with is that he can restore his already used blood into their arteries, but only as long as it's still attached to him.
• The direction of the blade can be changed at a moment notice, the convenience of this is dependant on the user's perception and awareness .
Weaknesses:
• If the blade should break/shatter he could suffer from anaemia from a lack of blood.
• It has a three post cool down time once dispersed.
• If he is cut or injured during the time while his blade is formed the healing factor will not work.
• If the caster lets go of the blade when it isn’t reforming it will disperse and the caster will lose that blood.
Name: Name: Blood Mold Bullet
Rank: D
Type: Ranged Offensive
Description: his blood gathers in his right or left hand and is shot forward as a projectile (similar to a bullet, hence the name). He can draw his blood from any part of his body into the palms of his hands. Depending on how much blood he uses, the stronger the shot. He can compress his blood to make a more powerful bullet which can deal more damage. By using both of his hands, the caster can form the bullet faster and make it stronger then the regular one, strong enough to repel the caster into the air. The bullet can also ricochet against other objects but each bullet can ricochet once, thus changing its course. The caster can change the shape of the bullet, from round to spike-like shape. It has a range of 30 metres and travels at the 15 m/s.- Blood Bullet being used/fired:
• There is no kickback from firing the bullet.
• Almost unlimited ammo.
• It is a high power projectile shot spell with small cooldown.
Weaknesses:
• He cannot restore his blood or keep it in check unlike the close ranged Blood Make spells, meaning it's more likely that he'll end up with anaemia if they miss-use the spell.
• The spell has a 1 post cool down time after each use.
• The caster's healing factor will not kick in until after one post has past since this spell has been used.
• Unlike the close combat spells they can be cut through.
The blood takes longer to form when being compressed farther into a stronger bullet than the normal uncompressed. It takes it would take one post to completely compress and if the bullet is compressed it will be able to win out against another D Rank projectile spell, but will have a two post cool down time instead. In other words this spell has an optional charge shot feature.
Name: Blood Mold Gauntlet
Rank: D
Type: Offensive/Defensive
Description: The caster manipulates their blood to cover their fists and arm up to the elbow for additional defence and power. They can also gather more blood than usual, to create a rock-like formation around their hand, therefore, doing more damage than a "normal" cover. Also it can use it to seal wounds. This spell has a two post duration
Strengths:
• The gauntlet is as it is as strong and lighter than Iron, also it is unaffected by temperature.
• One of the advantages this magic’s close combat spells is that it provides the user with is that he can restore his already used blood into their arteries, but only as long as it's still attached to him.
• It increases their strength and defence This spell boosts the user's punching strength by 50% and allows him to defend against D Rank plain physical attacks with his fists and a 70% strength addition once the rocklike formation kicks in.
Weaknesses:
• It will take another post for the clustering of the blood to form the rocklike formation.
• It has a cool down time of three posts (four posts if the blood was clustered) once it is dispersed.
• If the gauntlet should break/shatter he could suffer from anaemia from a lack of blood.
• If he is cut or injured during the time while his blade is formed the healing factor will not work as the wounds need to stay open for a fresh supply of blood.
• It makes his hands and arms up to his elbow heavier and in turn somewhat slower, this spell gives the user a 15% mobility reduction.
Name: Blood Mould Chain
Rank: D
Type: Offensive, Defensive, Supportive.
Description: This spell allows the user to mould into chains and to shoot and use said chains from their hands or the point of exit of blood from the user's body. They can be used in combat offensively by launching the chains wrapping around grappling and binding the enemies, after they have been caught, enemies can also be slammed into objects (such as trees, the ground, boulders, etc.), can be used in combat defensively by blocking attacks of the same rank (e.g. By spinning the chain the user can deflect D rank projectiles) and out of combat such as using a chain to grapple or swing to a higher surface. It can also be can use this spell in conjunction with Blood Mould Blade (creating a blade at the end of the chain) and Blood Mould Gauntlet (the gauntlet would be fired forward to punch or grab something at a distance and could also be used to as a weight at the end of the chain to make it more weapon like). The longest chain that can be made is 10 metres long.
Strengths:- It can be used offensively, defensively and supportively.
- The chain is as strong and lighter then Iron, also it is unaffected by temperature.
- The spell can be used in conjunction with other spells.
Weaknesses:- the spell can last for up to three posts and has a cool down period of six posts.
- the chains can be broken my a single rank C spell.
- when used in conjunction with another spell two more posts are added onto the cool down period of this spell and one more post on the conjoined spell.
- During the use of this spell his healing factor will not work.
- C Rank Spells:
- Name: Name: Blood Mould Double Barrel Bullet
Rank: C
Type: Ranged Offensive
Description: his blood gathers in his right and left hand and is shot forward as a projectile just like his D rank version of the spell. He can draw his blood from any part of his body into the palms of his hands. Depending on how much blood he uses, the stronger the shot. He can compress his blood to make a more powerful bullet which can deal more damage. By using both of his hands, the caster can form the bullet faster and make it stronger then the regular one, strong enough to repel the caster into the air if need be and out against other C rank spells it would clash with. The bullet can also ricochet against other objects including the second blood bullet but each bullet can ricochet three times, thus changing its course. It has a range of 60 metres and travels at the 20 m/s.
Strengths:
• There is no kickback from firing the bullet.
• Almost unlimited ammo.
• It is a high power projectile shot spell that produces two projectiles.
Weaknesses:
• He cannot restore his blood or keep it in check unlike the close ranged Blood Make spells, meaning it's more likely that he'll end up with anaemia if they miss-use the spell.
• The spell has a 2 post cool down time after each use.
• The caster's healing factor will not kick in until after one post has past since this spell has been used.
• Unlike the close combat spells they can be cut through.
The blood takes longer to form when being compressed farther into a stronger bullet than the normal uncompressed. It takes it would take one post to completely compress and if the bullet is compressed it will be able to win out against another D Rank projectile spell, but will have a two post cool down time instead. In other words this spell has an optional charge shot feature.
Name: Blood Mould Disc
Rank: C
Type: Offensive/Ranged Offensive
Description: The user creates a giant spinning disk out of their blood, which possesses cutting power equivalent to a buzzsaw, and launches it at their target. The disc is 15 metres in radius and it spins at 1,000 RPM equates to 9,726 ft/minute (the actual speed of a buzz saw google it). It will travel in a straight line for 40 metres before it will begin to curve and spiral off in a random direction. The user can keep it spinning as it floats just above the palm of his hand horizontality. When it makes contact it will do an a continues attack for 2 turns if fired and 3 turns if it stays with the user. It is strong enough to cut through reinforced steel.
Strengths:
• It is as strong and lighter than steel, also it is unaffected by temperature.
• One of the advantages this magic’s close combat spells is that it provides the user with is that he can restore his already used blood into their arteries, but only as long as it's still attached to him.
• It does continues damage over 2 to 3 posts.
Weaknesses:
• There is no kickback from firing the buzz saw.
• Almost unlimited ammo for this spell.
• If thrown/fired like the blood bullet spell he cannot restore his blood or keep it in check.
• If the buzz saw should break/shatter he could suffer from anaemia from a lack of blood.
• The spell has a three post cool down
• The Buzz saw can be shattered with a single B rank spell.
Name: Blood Mould Slam
Rank: C
Type: Offensive
Description: The user creates a large hammer made of his blood, floating above their opponent and then slams it with great force slamming any airborne opponents to the ground. the hammer's face has an area of 1,600 meters (40 length and 40 Width) and can be used on enemies at most being 8 metres away. It also does double damage to enemies that were airborne.
Strengths:
• It is as strong and lighter than steel, also it is unaffected by temperature
• It does double damage to enemies that were airborne.
• One of the advantages this magic’s close combat spells is that it provides the user with is that he can restore his already used blood into their arteries.
Weaknesses:
• If the hammer should break/shatter he could suffer from anaemia from a lack of blood.
• It has a three post cool down time and it can be used once per post for two posts.
• If he is cut or injured during the time while his blade is formed the healing factor will not work.
• The hammer will get destroyed after getting hit buy 2 C rank spells or 4 D rank spells.
- B Rank Spells:
- Name: Blood Mould Vectors
Rank: B
Type: Offensive/Defensive/Support
Description: The places his hands on his arms as if crossing then user channels his Eternano into his blood stream before creating a hand pose to activate the spell. The users blood will then exit the body through an open wound or the skins pores and form ten extra limbs that resemble hands and arms giving the user a total number of six useable pairs of hands and arms that the user can extend up to 5 metres. The user could use these arms to strengthen their physical attacks or be used to reduce preparation time on creating certain spells for example: the user could use all ten vectors at once to turn a single physical strike into a multi-strike attack or he could a pair of vectors to compress his blood bullets taking away the post that is usually required to compress them.
Strengths:
• Like all blood mould creations each vector is as strong and lighter than steel, also it is unaffected by temperature.
• Every 2 pair of vectors (4 vectors in total) have their own cool down time for the spells they are used to preform.
• The vectors are able to extend up too 5 metres but only 4 at a time can bee extended.
Weaknesses:
• The vectors will be broken by two A rank attacks.
• The spell has a 10 post cool-down period and a seven post duration.
• If the hammer should break/shatter he could suffer from anaemia from a lack of blood.
• If he is cut or injured during the time while the vectors are active is formed the healing factor will not work.
Name: Blood Mould Syringe
Rank: B
Type: Offensive/Support
Description: The user creates tiny needles of blood from the pores in his skin at the desired part (usually the hands) and upon contact with a living will drain a portion of their blood and Eternano in turn restoring his own. Though if used on an ally he can choose to drain their blood of harmful substances such as poison or inject his own blood/Eternano into his allies healing them through a blood transfusion.
Strengths:
• The spell when used to restore the user's health and Eternano (MP) will drain the target by 20% (each rank will restore the user differently D=10%, C=15%, B=20%, A=25%, S=30%, SS=35%, H=40%) and the reverse will occur when used to heal the target meaning the user will be drained 20% of their HP/MP (each rank would be restored differently D=40%, C=35%, B=30%, A=25%, S=20%, SS=15%, H=10%).
• If the user is poisoned the can inject the poison into the target if need be.
• The spell leaves no open wounds on the target.
Weaknesses:
• Unlike other blood mould spells the needles can be broken by a single D rank attack due to being fragile.
• If the target is poison the user will become poisoned upon use of this spell.
• This spell can only be used at point blank range.
• This spell will be unable to pierce armour that is made of metal.
• This spell has a one post duration and a four post cool down period.
Name: Blood Mould Bullet Storm
Rank: B
Type: Ranged offensive/close combat offensive
Description: The user creates a two blood bullets by gathering his blood into his right and left hand which he can draw from any part of his body. Then the user swipes their hands through them turning each bullet into 25 droplets of blood which in turn become bullets giving the user a total of 50 bullets which are then shot forward as a projectile just like his D and C rank versions of the spell. Depending on how much blood he uses, the stronger the shot. He can compress his blood to make a more powerful bullet which can deal more damage. By using both of his hands (or vectors), the caster can form the bullets faster and make it stronger then the regular one, strong enough to repel the caster into the air if need be and out against other B rank spells it would clash with But this lowers the number of bullets to 25 (unless vectors is activated). The bullet can also ricochet against other objects, each bullet can ricochet three times, thus changing its course. It has a range of 85 metres and travels at the 25 m/s.
Strengths:
• There is no kickback from firing the bullet.
• Almost unlimited ammo to make the bullets from.
• It is a high power projectile shot spell that produces multiple projectiles.
Weaknesses:
• He cannot restore his blood or keep it in check unlike the close ranged Blood Make spells, meaning it's more likely that he'll end up with anaemia if they miss-use the spell.
• The spell has a 5 post cool down time after each use.
• The caster's healing factor will not kick in until after one post has past since this spell has been used.
• Unlike the close combat spells they can be cut through.
•The blood takes longer to form when being compressed farther into a stronger bullet than the normal uncompressed. It takes it would take one post to completely compress and if the bullet is compressed it will be able to win out against another B Rank projectile spell, but will have an extra two post cool down added to the time. In other words this spell has an optional charge shot feature.
Last edited by Blood Bird on 27th October 2014, 6:21 am; edited 8 times in total