Primary Magic: Blood Magic
Caster or Holder: Caster
Description: Nearly a century ago a young wizard in Bosco, dreaming of showing his country that magic trumps science, attempted a brand new form of magic, with his own body and blood as the tools for the magic. The results were catastrophic. Instead of creating a new magic he created a monster which caused untold damage in Bosco that is still spoken of today. So great was the destruction that the government of Bosco took th wizards findings into their own hands and spent decades working on it, perfecting it, learning to control it.
Now it is in your hands, literally. Your own blood is your weapon, and its possibilities are limited only by the volume of your veins. Healing, combat, ranged and melee, poison. Your blood is precious and deadly. How shall you use it?
Strengths:
- User takes half damage from melee attacks
- User takes half damage from poison attacks and gains increased resistance to poisons as they are used.
Weaknesses: - The amount of blood is limited to how much is within the users body. Using more is....problematic.
- Completely immune to all other forms of healing other than blood.
- recovers 1% less MP per post.
Lineage:
Unique Abilities: -Self healing: The user is always healing themselves without thought, recovering 1% health per post more than others would gain. This ability stacks with other healing effects.
-Natural Anti-Toxins: The user of blood magic is naturally resistant to all forms of poison. As the body is introduced to a poison the blood reacts by producing natural anti toxins. Each turn a poison remains in contact with the blood, the user receives another 10% resistance to the poison, effectively becoming immune to that poison after five posts, or five individual attacks.
Spells:
Name: Bloody Needle
Rank: D
Type: Blood/Offensive
Duration: Instant use, no duration
Cooldown: 2 post cd
Description: The user points at a target and then a thin, two foot long, needle of blood erupts from their finger and pierces whatever is in its way. With the speed of a bullet it is incredibly difficult to dodge at close distances and deals D rank damage. The blood is then immediately retracted back into the body. 5 meters is how long before it automatically goes back without hitting.
Strengths: - Very fast and stealthy attack, good for sneak attacks
- Double damage to poison magic users
- Is not stopped by acidic defenses
Weaknesses: - Half damage against earth, stone, and iron type mages
- Does not penetrate sturdy defenses, such as an iron shield
- Extremely short ranged weapon.
- Does not work against other Blood Magic users
Name: Hard Blood
Rank: D
Type: Blood/Defensive
Duration: 3 post duration
Cooldown: 5 post cd
Description: The user hardens the blood inside their body, reducing the effects of physical damage, such as a sword strike or a falling rock, by 25%. This effect stacks with the users natural resistance to melee attacks. This spell drains an additional 1% of MP per turn however.
Strengths: - Stacked defenses make the user extremely difficult for non magic users to fight
- Excellent form of defense against most magics and forms of attack
- Does not limit speed in anyway
Weaknesses: - Does not provide any resistance to attacks such as lightning or fire
- Costs extra MP to maintain
- Does not completely block attacks, so user still takes about half damage
- If low on blood, only works for some of the major body parts. Head, chest, and neck.
Name: Bloody Slicer
Rank: D
Type: Blood/Offensive
Duration: Instant use, no duration
Cooldown: 3 post cd
Description: One of the users few multi target spells, the user swings their arm across, usually right to left. As they do so blood erupts from their wrist and forms a thin, sharp arc, much like a razor that is three feet wide, that speeds across the ground at a speed of 20 MPH with a range of fifteen feet. It cuts through any soft target, such as flesh or wood, for the whole fifteen feet before returning to the casters body.
Strengths: -Good range and width, good for knocking down multiple opponents
- Cuts through soft targets without stopping, meaning chance for damage to opponents in row
- Blood returns to users body, preventing damage via blood loss.
Weaknesses: -Does not cut through hard target, such as iron or stone
- If interrupted by hard target such as iron or stone, the blood does not return to the user
- Allies caught in its path take damage as well
- Not good for close combat
Name: Clotted wounds
Rank: D
Type: Blood/Healing
Duration:One post duration
Cooldown: 4 post cd
Description: Healing is done by bringing proteins from the blood to the surface to repair the tissue. The user of this magic can speed that process up to recover a total of 5% of their total health. This spell loses half of effectiveness for each rank higher than this spell. A C rank mage would heal 2.5%. A B rank mage heals 1.25, etc. This spell stacks with the users natural healing factor but does not work on others.
Strengths: -Stacks with natural healing effect and normal magic passive
- High heal rate for D rank
- Effect is almost instant
Weaknesses: -Can not be used on allies
- Only spell that can be used that turn
- Does not work on burned wounds
- Can only be used if you have a bad cut or gash
Caster or Holder: Caster
Description: Nearly a century ago a young wizard in Bosco, dreaming of showing his country that magic trumps science, attempted a brand new form of magic, with his own body and blood as the tools for the magic. The results were catastrophic. Instead of creating a new magic he created a monster which caused untold damage in Bosco that is still spoken of today. So great was the destruction that the government of Bosco took th wizards findings into their own hands and spent decades working on it, perfecting it, learning to control it.
Now it is in your hands, literally. Your own blood is your weapon, and its possibilities are limited only by the volume of your veins. Healing, combat, ranged and melee, poison. Your blood is precious and deadly. How shall you use it?
Strengths:
- User takes half damage from melee attacks
- User takes half damage from poison attacks and gains increased resistance to poisons as they are used.
Weaknesses: - The amount of blood is limited to how much is within the users body. Using more is....problematic.
- Completely immune to all other forms of healing other than blood.
- recovers 1% less MP per post.
Lineage:
Unique Abilities: -Self healing: The user is always healing themselves without thought, recovering 1% health per post more than others would gain. This ability stacks with other healing effects.
-Natural Anti-Toxins: The user of blood magic is naturally resistant to all forms of poison. As the body is introduced to a poison the blood reacts by producing natural anti toxins. Each turn a poison remains in contact with the blood, the user receives another 10% resistance to the poison, effectively becoming immune to that poison after five posts, or five individual attacks.
Spells:
Name: Bloody Needle
Rank: D
Type: Blood/Offensive
Duration: Instant use, no duration
Cooldown: 2 post cd
Description: The user points at a target and then a thin, two foot long, needle of blood erupts from their finger and pierces whatever is in its way. With the speed of a bullet it is incredibly difficult to dodge at close distances and deals D rank damage. The blood is then immediately retracted back into the body. 5 meters is how long before it automatically goes back without hitting.
Strengths: - Very fast and stealthy attack, good for sneak attacks
- Double damage to poison magic users
- Is not stopped by acidic defenses
Weaknesses: - Half damage against earth, stone, and iron type mages
- Does not penetrate sturdy defenses, such as an iron shield
- Extremely short ranged weapon.
- Does not work against other Blood Magic users
Name: Hard Blood
Rank: D
Type: Blood/Defensive
Duration: 3 post duration
Cooldown: 5 post cd
Description: The user hardens the blood inside their body, reducing the effects of physical damage, such as a sword strike or a falling rock, by 25%. This effect stacks with the users natural resistance to melee attacks. This spell drains an additional 1% of MP per turn however.
Strengths: - Stacked defenses make the user extremely difficult for non magic users to fight
- Excellent form of defense against most magics and forms of attack
- Does not limit speed in anyway
Weaknesses: - Does not provide any resistance to attacks such as lightning or fire
- Costs extra MP to maintain
- Does not completely block attacks, so user still takes about half damage
- If low on blood, only works for some of the major body parts. Head, chest, and neck.
Name: Bloody Slicer
Rank: D
Type: Blood/Offensive
Duration: Instant use, no duration
Cooldown: 3 post cd
Description: One of the users few multi target spells, the user swings their arm across, usually right to left. As they do so blood erupts from their wrist and forms a thin, sharp arc, much like a razor that is three feet wide, that speeds across the ground at a speed of 20 MPH with a range of fifteen feet. It cuts through any soft target, such as flesh or wood, for the whole fifteen feet before returning to the casters body.
Strengths: -Good range and width, good for knocking down multiple opponents
- Cuts through soft targets without stopping, meaning chance for damage to opponents in row
- Blood returns to users body, preventing damage via blood loss.
Weaknesses: -Does not cut through hard target, such as iron or stone
- If interrupted by hard target such as iron or stone, the blood does not return to the user
- Allies caught in its path take damage as well
- Not good for close combat
Name: Clotted wounds
Rank: D
Type: Blood/Healing
Duration:One post duration
Cooldown: 4 post cd
Description: Healing is done by bringing proteins from the blood to the surface to repair the tissue. The user of this magic can speed that process up to recover a total of 5% of their total health. This spell loses half of effectiveness for each rank higher than this spell. A C rank mage would heal 2.5%. A B rank mage heals 1.25, etc. This spell stacks with the users natural healing factor but does not work on others.
Strengths: -Stacks with natural healing effect and normal magic passive
- High heal rate for D rank
- Effect is almost instant
Weaknesses: -Can not be used on allies
- Only spell that can be used that turn
- Does not work on burned wounds
- Can only be used if you have a bad cut or gash
Last edited by Knight777 on 18th September 2015, 1:10 pm; edited 4 times in total