Magic
Primary Magic: Blood Hex
Caster or Holder: Holder
Description:
Blood Hex is a magic that created on stigma of 'Blood is a dirty material that could cause lot of curses'. As such, it's a risky magic that uses blood as medium to cast various effect upon the enemy. While there are none that said 'only your blood could be used for the magic', using the caster's own blood is indeed much more effective power wise. However, for the sake of the caster's safety, it's best to use other blood instead.
The user of this magic would generally carry blood in small bottle, which contains about 50 cc worth of blood. The blood will then tossed toward the opponent or applied as trap. As long it touched the enemy's body part, or clothes, it'll leave a magic mark, upon which it cannot be erased, unless the target flees away from the battlefield, around about three times the user's magic sensing prowess. The user then will start chanting upon the application, generally vary from 3 lines aria to 5 lines aria, but strong one will needs 10 lines aria. The casting done with an aria generally is a hex, while instantaneous one is generally conversion of the blood to something like projectile.
Specifically for Shalna, she will whisper 'My blood is part of me, my blood is extension of my will, as such, it will answer to my will without fail.' prior to battle to activate this magic. To turn any blood into catalyst, she only have to chant 'Fountain of life, grant me strength".
Strengths:
Weaknesses:
Lineage:
Keeper of War:
Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who traveled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.
Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.
Unique Abilities:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Primary Magic: Blood Hex
Caster or Holder: Holder
Description:
Blood Hex is a magic that created on stigma of 'Blood is a dirty material that could cause lot of curses'. As such, it's a risky magic that uses blood as medium to cast various effect upon the enemy. While there are none that said 'only your blood could be used for the magic', using the caster's own blood is indeed much more effective power wise. However, for the sake of the caster's safety, it's best to use other blood instead.
The user of this magic would generally carry blood in small bottle, which contains about 50 cc worth of blood. The blood will then tossed toward the opponent or applied as trap. As long it touched the enemy's body part, or clothes, it'll leave a magic mark, upon which it cannot be erased, unless the target flees away from the battlefield, around about three times the user's magic sensing prowess. The user then will start chanting upon the application, generally vary from 3 lines aria to 5 lines aria, but strong one will needs 10 lines aria. The casting done with an aria generally is a hex, while instantaneous one is generally conversion of the blood to something like projectile.
Specifically for Shalna, she will whisper 'My blood is part of me, my blood is extension of my will, as such, it will answer to my will without fail.' prior to battle to activate this magic. To turn any blood into catalyst, she only have to chant 'Fountain of life, grant me strength".
Strengths:
- Unorthodox with many hex variance
- If things got dire, she could just use the enemy's own blood against them
- Very useful for trapping.
Weaknesses:
- It generally uses her blood, so she's in risk of anemic symptoms
- If she want to turn someone's blood into her own weapon, she have to touch it, which would put her at danger generally.
- Very unpractical when casting and most of all application on enemy's body is needed.
- When the enemy have washing/prevent to hit protective move, it rendered this magic almost useless
Lineage:
Keeper of War:
Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who traveled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.
Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.
Unique Abilities:
- Conversion of any blood to blood that is safe for her to use.
- Oh the anemic girl: Having used to fight in condition where she's either anemic or running out of mana, effect of low health or mana runout is 10% less severe
- Precise Aim: Every throw must counts. +15% to accuracy
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D-Rank Spells:
Name: Binding Thorns
Rank: D
Type: Debuff/Attack
Duration: 3 turns
Cooldown: 5 turns
Description:
Ground targetting generally. Shalna applies a spot with a drop of blood. Each drop will then produce 10cm diameter circle with her magic insignia there. The moment enemy stepped on it, the said magic circle will then transferred to the sole of their legwear (or feet), upon which she would start chants:
[Hear the screams of the earthbound spirits]
[Those who stepped on drip of life]
[May your leg planted firm on the ground!]
The spell will then snares an opponent's leg to the ground, taking form of bloody red thorny ivies that would slowly tighten themselves. Despite the name is [Leg Snare], it's possible to use it on enemy's other limb instead, with same effect.
Strengths:- Very useful to stop someone from moving
- if they try to forcibly moves, they will get 1/2 of D rank damage as penalty.
- Generally blends well with the material of the ground
Weaknesses:- Very situational. That small circle doesn't cover much when it's not closed space.
- No matter how many blood are splattered, one circle to another cannot overlap, and only one circle can be applied per person.
- The thorns can be cut with stronger magic, and therefore, it could be cut before all of its damage fully dealt to the enemy.
- While a small bottle could be used to cast 5 circles, that requires very precise measurement. So she have to choose either one of the two: instant application or preserving the material.
Name: Mana Bind
Rank: D
Type: Debuff
Duration: 2 turns
Cooldown: 3 turns
Description:
Enemy targeting. After applying blood to the enemy, she will chant
[O blood of my enemy, halt your movement]
[Block the passage of power, and turn my enemy powerless]
[Now sleep, you does not need that power]
The enemy will them feel that their body grow heavier. Their breath become ragged, and finally their spell's damage is reduced by 25%. At the same time, cut an enemy's Mana by 5% for the first turn only.
Strengths:- Effective to cut down enemy's magic
- When combined with effect of Leg Snare, it's quite scary at times.
- Even if the applied part happened to be clothes, it'll still seeps in
Weaknesses:- No visible damage on the enemy (no damage to HP)
- the enemy can easily takes off their clothes if the blood hit their cloth to avoid the effect.
- if the enemy could somehow return their blood flow as normal, they could easily negate the effect.
- The blood need to be directly applied on the enemy.
Name: Vampire
Rank: D
Type: Self Heal
Duration: 1 post
Cooldown: 2 post
Description:
Shalna calls all blood that happened to splatter on her body, healing her HP.
Generally, up to how much is around 5 meter radius around her, she heal as much HP. let's just say... 5% * how many % the ground is covered by blood. So if 70% of the ground is covered by blood, she'll just heal 3.5%. If there are none and her body is bleeding instead, heal 2% instead.
Strengths:- Emergency first aid
- Good when the battle happened to GET TOO INTENSE.
- Good when the blood is happened to be poisonous. She could just absorb it all without secondary effect.
Weaknesses:- Need a lot of blood for it to be very effective
- While it's called 'first aid', it doesn't really closes the wound immediately, as it just returns the blood to the flow and prevent it to bleed again unless she got impacted by something strong.
- You could just wash away the blood on the floor with water magic.
- All blood on somewhere close to her would be drawn. If you force her to draw blood where she has applied her trap, it'll get absorbed to her, and thus nulling it
Name: Flash Red
Rank: D
Type: Attack
Duration: 1 post
Cooldown: 2 posts
Description:
Sprays blood on the air, where it'll float, then condense into bulletlike object that can be launched to attack the enemy. The range is at maximum about 10 meters, before it slowly turns into blood. Will turn into blood fully at 15 meters. At that time, the damage is 0. The speed is about 10-13 m/s, but as stated below, it's half as strong as normal D rank magic.
Strengths:- Instaneous, speed of this spell is 2x of normal spell.
- When it's dodged or otherwise blocked, it'll turn back into blood.
- Good to support other moves that requires precise hits.
Weaknesses:- Not very damaging. It damages half of normal magic actually.
- It can be vapored, can be washed away.
- It cannot be used to aim one precise target, so the best bet is to scatter as many droplet on the air then shoot it at the enemy.
- Technically, the blood droplets are bigger than water droplets, so each droplets size might be uneven. Some even would be as big as 50cc (the entire bottle). The damage doesn't change no matter how big the projectile is.
- Very useful to stop someone from moving
Last edited by Shalna on 6th July 2015, 2:21 am; edited 3 times in total