Magic
Primary Magic: Blood God Slayer (Lacrima)
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood God Slaying magic is one not commonly obtained. In fact, beyond the rarity of normal God slaying teachings which focuses on the main elements, the user of this magic can manipulate and contort blood to be used for offensive and defensive purposes. Of course, the user has different uses for their own blood compared to using someone else's. For example, the user can manipulate their blood down to the molecular level to make it heat up enough to burn, sharp enough to cut, hard and dense enough to shield, and to explode by ripping apart atoms in the blood to do so. By using their own blood rather than another's, there's a stronger bond in the users magic and the vessels used to carry it throughout their body. However, this is also to say that it will not actually make any of the users spells passively stronger by any natural means, this is simply to say that there is more to the use of the casters own blood rather than to use that of a spilled allies or enemies own.
Onto the topic of using another's blood, be they friend of foe, even blood relative; There are downsides to using their blood instead. For one, the user of this magic cannot use any blood that is inside the body of anyone else aside from themselves. However, the user IS able to use any shed blood so long as they are at least at the minimum of an open wound. From that point, the user can apply debuffs via several ways with the condition of some form of contact with any and all open wounds on the persons body. Debuffs tend to be mostly paralysis of extremities or loss of motor functioning of said extremity varying on the open wound that the debuff applies to. Allies as well can receive several types of buffs varying on the location in which the user would applies their own blood into and even onto an ally. The downside between these two, is fully applying a buff to the allies bloodstream will last longer than a surface application.
Strengths:
Weaknesses:
Lineage:
Unique Abilities: 1. Augmented Health: The caster has 50% more hp than their ranks base health after all other self applied passives are added in (lineage + any other sources).
2. Vampirism: The caster turns 30% of all damage they deal with magic into health, capping at their max amount of health.
3. Blood Rush: The caster is able to recast a spell once during it's cooldown period for a cost of 5% of their max health for D & C rank spells, 10% for B & A rank spells, and 15% for S and SS rank spells. The caster is only able to use this ability on each of their spells once per thread, and cannot use this on H rank spells.
4. Reverse Atrophy: The caster can activate this twice per thread. Upon activation, their body will rapidly close off any and all open wounds on the casters body and will heal for 10% of the casters total health.
5. The Cutting Edge: The user of this magic takes 50% less damage from cutting weapons and spells.
Spells:
Primary Magic: Blood God Slayer (Lacrima)
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood God Slaying magic is one not commonly obtained. In fact, beyond the rarity of normal God slaying teachings which focuses on the main elements, the user of this magic can manipulate and contort blood to be used for offensive and defensive purposes. Of course, the user has different uses for their own blood compared to using someone else's. For example, the user can manipulate their blood down to the molecular level to make it heat up enough to burn, sharp enough to cut, hard and dense enough to shield, and to explode by ripping apart atoms in the blood to do so. By using their own blood rather than another's, there's a stronger bond in the users magic and the vessels used to carry it throughout their body. However, this is also to say that it will not actually make any of the users spells passively stronger by any natural means, this is simply to say that there is more to the use of the casters own blood rather than to use that of a spilled allies or enemies own.
Onto the topic of using another's blood, be they friend of foe, even blood relative; There are downsides to using their blood instead. For one, the user of this magic cannot use any blood that is inside the body of anyone else aside from themselves. However, the user IS able to use any shed blood so long as they are at least at the minimum of an open wound. From that point, the user can apply debuffs via several ways with the condition of some form of contact with any and all open wounds on the persons body. Debuffs tend to be mostly paralysis of extremities or loss of motor functioning of said extremity varying on the open wound that the debuff applies to. Allies as well can receive several types of buffs varying on the location in which the user would applies their own blood into and even onto an ally. The downside between these two, is fully applying a buff to the allies bloodstream will last longer than a surface application.
Strengths:
- Ability to use buffs and debuffs
- Can be used to be defensive and offensive as well
- The caster is able to buff allies as well as themselves
Weaknesses:
- Offensive uses of this magic are limited
- The ability to deflect does not always mean the spell will be used to attack an enemy.
- The ability to reflect can only be used in a means for spells that are projectile based and cannot be used on stationary spells.
- Backfiring from using spells is always a precaution.
Lineage:
- Armored Beast:
- Armoured Beast:
Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
Usage: Passive.
Unique Abilities: 1. Augmented Health: The caster has 50% more hp than their ranks base health after all other self applied passives are added in (lineage + any other sources).
2. Vampirism: The caster turns 30% of all damage they deal with magic into health, capping at their max amount of health.
3. Blood Rush: The caster is able to recast a spell once during it's cooldown period for a cost of 5% of their max health for D & C rank spells, 10% for B & A rank spells, and 15% for S and SS rank spells. The caster is only able to use this ability on each of their spells once per thread, and cannot use this on H rank spells.
4. Reverse Atrophy: The caster can activate this twice per thread. Upon activation, their body will rapidly close off any and all open wounds on the casters body and will heal for 10% of the casters total health.
5. The Cutting Edge: The user of this magic takes 50% less damage from cutting weapons and spells.
Spells:
- D ranks:
- Name: Blood God's Vein
Rank: D
Type: Offensive/Blood
Duration: Instant
Cooldown: 2 posts
Description: The users arms cut themselves with small self made incisions or will use previously open wounds on the casters body and launch two crescent shaped blades at 10 m/s. The blades shape mirror that of a frisbee in shape and are black in color. Each blade will do D rank damage and small scratch like cuts on the body if hit.
Strengths:- Can be used in any area or situation
- Can be used in close or ranged combat
- Cant hit up to two people at once
Weaknesses:- Using blood from an outside source turns black in color, which gives away it being used by the caster
- If using blood of an outside source, it must be from within a 5 meter radius of the caster
- The caster is limited to a single persons blood when using this spell
- Can easily be defended by armor or shields
Name: Blood God's Bombardier
Rank: D
Type: Offensive/Blood
Duration: Instant
Cooldown: 3 posts
Description: The caster draws their own blood, or the spilled blood of an ally or enemy within 5 meters and cause it to explode through the rearranging of the bloods molecular structure. The explosion caused blunt D rank damage to people and slight reddened skin for 2 posts afterwards, of which does no extra damage.
Strengths:- Able to hit several people at once with the spell
- Creates distractions if necessary
- -
Weaknesses:- Can be blocked by shields and armors
- Can backlash on the caster as well
- Can only use the casters blood for this spell
- Can affect allies as well as opponents
Name: Blood God's Clot
Rank: D
Type: Supplementary
Duration: Instant
Cooldown: 3 posts
Description: The casters only prerequisite to this spells is having any amount of their blood around within a 5 meter radius. When this spell is used, the caster would have taken any type of hit that would break the skin at all. The users body will completely turn into a large black clot of blood and cease to take form of it. The user will then reform their appearance through that amount of blood and reappear within that spot. Additionally, all open wounds will close and become fully scabbed over, but the caster will gain no health out of it.
Strengths:- Able to avoid taking damage
- Makes for good escape attempts
- Can be used predictably for strategic purposes
Weaknesses:- Can be stopped from being of use in multiple ways
- Deals no damage
- The caster gains no additional effects outside of the description
- Can backfire on the caster easily in certain situations
- Can be used in any area or situation
- D rank sig spell:
Name: Blood God's Fist
Rank: D
Type: Offensive/Blood
Duration: Instant
Cooldown: 2 posts
Description: The casters hands when balled into a fist will open small wounds, bleeding slowly. The caster will then punch and if hitting anything, will deal D rank blunt damage.
Strengths:- Best used in melee combat
- Unable to be blocked by a shield because of its requirement to hit an opponent
- Can cause a well amount of damage internally
Weaknesses:- Useless in ranged combat
- Can be stopped by armors
- Cannot be used in the form of a backhand slap and count as the spell being used
- Can easily be deflected of halted by someone or something of much greater strength
- Best used in melee combat
- C ranks:
- Name: Blood God's Adrenaline
Rank: C
Type: Defensive/Blood
Duration: 3 posts
Cooldown: 5 posts
Description: The users skin and eyes darken, skin turning a darker red while the sclera become blood red. During the use of this spell, the users resistance to all forms of damage becomes increased. The user takes 50% less damage by physical attacks with weapons, and reduces all forms of melee into its lightest form of damage.
Strengths:- Reduced Damage
- Great for physical combat
- Grants all physical based magics less powerful than it once would
Weaknesses:- Does not reduce spell damage
- Duration of spell cannot be increased at all
- The caster is equally disadvantageous if needed to open their body up for usage of their spells (I.e. Needing a supply of blood)
- Blood used in this spell cannot be used for any buffing spells during the duration
Name: Blood God's Exalted Shield
Rank: C
Type: Defensive/Blood
Duration: 3 posts
Cooldown: 5 posts
Description: The caster splashes blood in front of them and creates a shield that stretches out in an 8 foot high, 15 feet long, transparent black colored "blockade". This shield is able to block up to 1 B rank spell, 2 C ranks, or 4 D rank spells before it is destroyed. Afterwards, all blood used will spill into a black, liquid form afterward.
Strengths:- Large enough to help allies
- Can be quickly used up close to the caster or giving them a bit of breathing room
- Can defend against physical attacks as well as spells
Weaknesses:- Less durable to water based spells
- Can be traveled around
- Remains stagnate until the duration or durability ends
- Can not block anything higher than a B rank spell (A or above)
- Reduced Damage
- B rank spells:
- Name: Blood God's Bellow
Rank: B
Type: Offensive/Blood
Duration: Instant
Cooldown: 4 posts
Description: The user takes in a deep breathe pulling blood from outside the users body and inside into their mouth, turning it all a black before blasting out a bellow like attack. The Bellow is a 10 meter radial blast that can reach a range of up to 30 meters in distance at speeds of 15 m/s. If hit, this spell deals B rank blunt damage, able to fracture bones if hit.
Strengths:- Long ranged
- Wider in range, allowing for multiple people to be affected
- Cannot be consumed
Weaknesses:- Can be blocked by C rank or higher shields
- Destroyed by spells of equal rank or higher
- Can still be dodged or avoided
- Can only be negated by spells or abilities of an equivalent rank.
Name: Blood God's Femoral Discharge
Rank: B
Type: Offensive/Blood
Duration: Instant
Cooldown: 4 posts
Description: The caster takes blood previously available, or some from their own body if none else is available. While in use, the blood turns black as the color of plain coffee for those that know how a straight cup of coffee looks like. Anyway, the user then has one of two options depending on where the source of blood comes from; A. If used from the body, the caster can launch roughly 6-10 drops of blood up to 40 meters away, to which carry no extra or lesser amount of damage as blood tends to be random in how it escapes from the body. B. The caster can use an isolated bit of blood up to 20 meters away from them to (And this for for both variables) explode, causing a 10 meter wide explosion that would deal B rank blunt damage, as well as 1st degree burns IF the target was within the first 3 meters of the blast.
Strengths:- Radial based damage allows for several targets to get hit, or even to assure one target is harder to avoid it.
- Being it can be used in one of two ways makes it versatile
- The longer range makes combat much easier
Weaknesses:- Turning of others blood can indicate this spell being used
- Can be blocked by C rank or higher shields
- If affected by water before hand, the radius and damage of this spell is reduced by 50%
- This spell can still affect the caster if still within range of the explosion radius
Name: Blood God's Transfusion
Rank: B
Type: Offensive/Blood
Duration: 3 posts
Cooldown: 5 posts
Description: The caster will form an open would, or can make one if one does not already exist in the palm of one of their hands of their choosing. Their blood will slowly begin to ooze down until it forms a 3 foot whip with barbed edges. The caster can then swing this around this whip during the duration, dealing B rank slashing damage on contact and being able to extend it's range by another 10 meters at max when swinging. If contact is made with the skin and opens wounds, the user siphons blood from them, gaining back the health in which they had dealt from this attack, capping in health at 100% of their max health. Once this spell ends, if it hasn't been destroyed, will return into the users body.
Strengths:- Can be used at both long and close ranges
- Ability to regain health from this spell when dealing damage
- This spells design allows for the caster to be able to more easily manipulate, consume, and or use blood more easily without having to expend their own blood to do so.
Weaknesses:- Can be destroyed by a spell of equal rank or higher
- Can be blocked by C rank shield or higher
- Can easily be dodged due to the size of the whip being no larger than that of a normal whip
- While the whip is extended in length, being able to use it to attack becomes slower and more difficult to use.
- Long ranged
- Sig spell:
- Name: Blood God's Arterial Spray
Rank: Scales with User (max at S rank)
Type: Offensive/Blood
Duration: Instant
Cooldown: 0 posts
Description: The casters own blood begins to rip slowly through their own skin, though inflicts no pain toward the caster. Small shrapnel like pieces of blood will shoot out from the caster at speeds varying by rank of user, dealing caster rank damage up to S rank. The casters own blood and opening of their wounds does come with a cost. As it can deal as much damage as it can, the caster pays 10% of their maximum health when using this spell. If the user adds that additional 10% of their health when using this spell, they can deal an additional ranks worth of damage if it hits an enemy.
Strengths:- Can be used close or long ranged
- Able to hit several people at once
- Can deal additional damage with one spell
Weaknesses:- Costs health to use the spell
- Cannot be used if the casters health is lower than the amount required to use the spell
- This spell can still hit an ally as well as enemies
- This spell only travels in one direction (in front of the caster) and cannot change direction unless directed via another spell
- Can be used close or long ranged
Last edited by Aoi on 16th February 2016, 2:14 pm; edited 19 times in total