Keep going...
:headbang:
:headbang:
Last edited by Overlord0909 on 12th November 2015, 7:07 am; edited 1 time in total
Overlord0909 wrote:Magic
Primary Magic: Blood.
Secondary Magic: None.
Caster or Holder: Caster.
Description: Blood magic is a lost magic that was founded through means of darkness. Although, it isn't really a dark magic, if used right. The magic basically serves around controlling what blood does, rather than the movement of it (so, you can't make people explode with it). It's both offensive and defensive magic.
The user of the magic uses it to either weaken their opponent or make themselves stronger, or combining both. The user can only use the magic for a small amount of time before it needs to recharge, effects are Long Lasting, but can be dulled over time.
Strengths:
- Blood magic is single targeted, but can be used on multiple at once. This varies on rank.
- Has multiple uses.
- Long Lasting magic.
Weaknesses:
- Need to be close for magic to be most effective.
- Effects dull overtime.
- Can't use some abilities on tough surfaced enemies (Example: Someone with a suit of armour on)
- Magic can be countered by stronger wizards just by their strength.
Lineage: Curse of the White Witch
Unique Abilities: Blood wizards have three abilities:
- Blood Rush (Active): If the wizard is about to be defeated, the wizard's power is increased 100% for two posts. How low would your HP have to be for this to activate, like how close to being defeated would you have to be
- Sense of Taste (Passive): Wizard can taste things that most people can't. Both a flaw and advantage... I guess. For example, by touching someone's skin, and licking his finger, he'll know if you have blood, what you use to wash your body, what the part he touched has gone through, and stuff like that. It doesn't let the taster know everything, only a couple of days from last touch.
- Increased amount of blood (Passive): Wizard has more blood cells than the average person. Making spells affecting his blood 50% stronger. So... does this make your magic stronger, or just spells that affect you?
Taste of Blood (Active): Once they've tasted the enemy's blood, their attacks are even more powerful by 10%.(Locked until Rank C)
- SPELLS:
Name: Bloody Art: Blood Falter
Rank: D
Type: Physical Offensive
Duration: Three posts.
Cooldown: Four posts.
Description: The spell is physical, the wizard has to touch the opponent, and taste a bit of the opponent's blood. Can be pricked from a distance, but power is reduced by 50% if done at range. Must be at least 10 feet away from opponent. If pricked at range, it will be by a piece of the blood wizard's nail, and the blood travels back towards the wizard's mouth via a small line of blood connecting the nail to the user's hand.
Spell causes opponent to feel weak, and decreases their movement by half. Also, the user gets a taste of the enemy's blood, increasing future attacks power with the ability Taste of Blood. Sorry for not mentioning this before, but the description seems a bit messy and is hard to understand unless you read it a few times over. The spell is good, and doesn't need any changes to the effect; but would you mind re-wording the description to make it easier to understand please?
Strengths:
- Gives user Taste of Blood.
- Enemy is slower, allowing user to prick blood easier.
- Easiest spell a blood wizard can learn, and the best to master.
Weaknesses:
- Like most blood wizard spells, depends on range. If the user can prick the enemy by hand, then it's good, but sucks at range.
- Requires a piece of the user's nail for ranged attacks.
- Doesn't work on wizards stronger than user.
- Spell dulls in effect overtime.
Name: Bloody Art: Hemorrhage
Rank: D
Type: Long Lasting Offensive
Duration: Four posts.
Cooldown: Three posts.
Description: Basically, with a bit of the enemy's blood, the user can cause blood to migrate around the enemy's brain, and creating a pounding sensation, the pain from this is enough to cause the opponent to puts his or her's hands to their ears. But the pain lasts only four posts, but can be strengthened if used after every cool down. Otherwise, the spell decreases in effect by a quarter of every post, until there's no more pain. What does this pain do to the effected? Does it deal damage over time, or just act as a distraction?
Strengths:
- More powerful than Blood Falter.
- Doesn't need to be close ranged to use.
- Lethal if needed to be.
Weaknesses:
- If not used once in sequence, the whole effect is ruined (if used on similar ranking wizards)
- Doesn't work well on wizards stronger than user.
- Spell dulls in effect overtime.
- Requires a bit of target's blood to use.
Name: Bloody Art: Blood Enhancement - Strength
Rank: D
Type: Support
Duration: Five posts.
Cooldown: Six posts.
Description: A support spell that makes the target of it stronger by 50% physically. Can be used on allies or self. Effects dull overtime, cutting the effect by 10% after every post since casting.
Strengths:
- Gives user strength.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Not able to strengthen magic ability.
- Requires a bit of target's blood to use.
- Doesn't give much strength.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood Enhancement - Speed
Rank: D
Type: Support
Duration: Five posts.
Cooldown: Six posts.
Description: A support spell that makes the target of it faster by 100% physically. Can be used on allies or self. Effects dull overtime by cutting of 20% after each post since casting.
Strengths:
- Gives user more movement speed.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Not able to speed up magic ability.
- Requires a bit of target's blood to use.
- Doesn't give much speed at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood in Life
Rank: C
Type: Control
Duration: Two posts.
Cooldown: Five posts.
Description: A spell that controls plants and animals for a period of time. Can't be used on anything bigger than a squirrel, depending on rank. Takes awhile to cool down, but that effects lessens after S-class ranking is achieved.
Strengths:
- Cooldown's less after S-class rank is achieved.
- Can take control of anything with blood in it.
- Can be better, dependent on rank.
Weaknesses:
- Creature must have blood of a sort within it.
- Long cooldown.
- Doesn't last long.
- Can't be used on large enemies though.
Name: Bloody Art: Blood Enhancement - Sight
Rank: C
Type: Support
Duration: Six posts.
Cooldown: Four posts.
Description: A support spell that makes the target of it see things further away in better clarity. Can be used on allies or self. Effects dull overtime. Unlike the other two, this ability grants full power off the first use. Only can be used one time during duration.
Strengths:
- Gives user more movement sight.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Can't use more than once.
- Requires a bit of target's blood to use.
- Doesn't give much sight at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood Enhancement - Hearing
Rank: C
Type: Support
Duration: One post.
Cooldown: One post.
Description: A support spell that makes the target of it hear things from far away. Can be used on allies or self. Effects dull overtime. Short and easy to use again.
Strengths:
- Gives user more hearing.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Doesn't last long.
- Requires a bit of target's blood to use.
- Doesn't give much hearing at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Bloody Fists
Rank: B
Type: Offensive.
Duration: Two posts.
Cooldown: Three posts.
Description: A spell in which the user cuts himself, and the blood is on their hands. The user then can create whatever the wizard wants from the blood on his hands, whether it be claws, nails, etc... Basically is like an adjustable glove. Blood is strong.
Strengths:
- Fits multiple uses, offensive or supportive.
- Strong.
- Blood is living, meaning spells that shatter non-human objects can't affect these.
Weaknesses:
- Takes a bit of time to get started.
- Doesn't work on stronger wizards still.
- Requires a lot of blood to use.
- Doesn't last long before disappearing.
Name: Bloody Art: Blood Decay
Rank: A
Type: Offensive.
Duration: One post.
Cooldown: Two posts.
Description: A terrifying spell the blood can be used just by having a taste of enemy blood. The user may start to kill of the enemy's blood cells. This weakens spells of control or other damage from most other blood wizard spells, but does the most damage physically. Opponent will have a delayed reaction to it though.
Strengths:
- Quick.
- Does a lot of damage internally.
- Low cooldown.
Weaknesses:
- Weakens future target offensive spells.
- Doesn't work on stronger wizards still.
- Requires a bit of blood to use.
- Takes a second to affect the target fully.
Name: Bloody Art: Blood Recovery
Rank: A
Type: Support
Duration: One post.
Cooldown: Three posts.
Description: A support spell that makes the target of it regain a large portion of lost blood cells. The user is disoriented afterwards for a post. But costs more MP to use as well...
Strengths:
- Returns a large portion of lost blood cells.
- Can use renewed cells to make self stronger again.
- A spell that serves great for not only the user, but allies!
- Doesn't take any blood to use.
Weaknesses:]
- Does no damage.
- Long cooldown.
- Has after effects.
- First time knocks target out (If used on non-blood wizards).
- Takes 1% extra MP to use.
Name: Bloody Art: Blood Transfusion
Rank: S
Type: Gain Support
Duration: Three posts
Cooldown: Four posts.
Description The best spell to use in a battle to surprise the enemy, is this one. It allows the user to gain target's abilities for a duration of time. Requires a taste of blood and a bit of the user's as well to use.
Strengths:
- Can copy target's abilities.
- User keeps their own magic as well in conjunction with the copy.
- At this class, user would be able to copy almost every magic known to man.
Weaknesses:
- Needs enemy's blood to work.
- Requires some of the user's blood as well.
- Doesn't work on stronger enemies.
- Doesn't last forever.
Name: Bloody Art: Ultimate Carnage - Aura
Rank: H
Type: Support, Defensive, Offensive
Duration: Ten posts.
Cooldown: Twelve posts.
Description: The ultimate Bloody Art, only a Blood wizard can cast... Ultimate Carnage. This aura instills fear into everyone around it (if weak enough - A rank or lower - the aura will make their skin crawl with fear from the user's magical power, and cause them to run away no matter how fearless they think they are). The skies go red, the moon becomes red at night, and if raining, it rains blood instead. The user gains immense amounts of power (strength, speed, hearing, sight, taste, smell, etc...) and nothing can stop the user's power, unless they survive. Requires all MP to use, and a large amount of blood. Since no wizard is above H rank, user can't be beat by that negative. Lasts awhile, but also takes awhile to recover.
Strengths:
- Super powerful (gives multiple enhancements all at once, and weakens opponent's moral)
- Most likely can't lose since user is either greater or equal in power to any enemy.
- Effects nature by making surroundings more bloody, making Bloody Art: Blood of Life even more effective. Can be combined with Bloody Fists to turn animals into bloody knights... Or something.
Weaknesses:
- Uses massive amounts of blood up.
- Uses all of user's MP.
- Longest cooldown.
- Not specific to a certain enhancement, meaning it could be wasteful if used at a bad time.
All striked out are locked. I just don't want to have to delete them all if that's okay.
Overlord0909 wrote:Magic
Primary Magic: Blood.
Secondary Magic: None.
Caster or Holder: Caster.
Description: Blood magic is a lost magic that was founded through means of darkness. Although, it isn't really a dark magic, if used right. The magic basically serves around controlling what blood does, rather than the movement of it (so, you can't make people explode with it). It's both offensive and defensive magic.
The user of the magic uses it to either weaken their opponent or make themselves stronger, or combining both. The user can only use the magic for a small amount of time before it needs to recharge, effects are Long Lasting, but can be dulled over time.
Strengths:
- Blood magic is single targeted, but can be used on multiple at once. This varies on rank.
- Has multiple uses.
- Long Lasting magic.
Weaknesses:
- Need to be close for magic to be most effective.
- Effects dull overtime.
- Can't use some abilities on tough surfaced enemies (Example: Someone with a suit of armour on)
- Magic can be countered by stronger wizards just by their strength.
Lineage: Curse of the White Witch
Unique Abilities: Blood wizards have three abilities:
- Blood Rush (Active): If the wizard is at 2 HP or lower, the wizard's power is increased 100% for two posts. To make full use of this, I'd change "2HP" to "25% or less max HP" that way, it automatically activates when he's got enough HP to do stuff, without being a 1-shot kill
- Sense of Taste (Passive): Wizard can taste things that most people can't. Both a flaw and advantage... I guess. For example, by touching someone's skin, and licking his finger, he'll know if you have blood, what you use to wash your body, what the part he touched has gone through, and stuff like that. It doesn't let the taster know everything, only a couple of days from last touch.
- Increased amount of blood (Passive): Wizard has more blood cells than the average person. Making spells affecting his blood 50% stronger, both from enemy and self.
Taste of Blood (Active): Once they've tasted the enemy's blood, their attacks are even more powerful by 10%.(Locked until Rank C)
- SPELLS:
Name: Bloody Art: Blood Falter
Rank: D
Type: Physical Offensive
Duration: Three posts.
Cooldown: Four posts.
Description: A spell in which the user either pricks the opponents skin with his nails by contact, or by shooting a piece of his nail at the enemy. If he shoots a piece of nail at his target, there will be a thin string of blood behind the projectile to guide the enemy's blood into the user's mouth. Blood must be consumed from the enemy to work. If pricked at range further than by hand, then the spell's effect is reduced by 50%.
Spell causes opponent to lose 50% of their movement and gives the user the ability Taste of Blood (if at rank C when used). Much easier to understand, thank you. Last thing for this one, would you mind specifying how much the spell "dulls over time"
Strengths:
- Gives user Taste of Blood.
- Enemy is slower, allowing user to prick blood easier.
- Easiest spell a blood wizard can learn, and the best to master.
Weaknesses:
- Like most blood wizard spells, depends on range. If the user can prick the enemy by hand, then it's good, but sucks at range.
- Requires a piece of the user's nail for ranged attacks.
- Doesn't work on wizards stronger than user.
- Spell dulls in effect overtime.
Name: Bloody Art: Hemorrhage
Rank: D
Type: Long Lasting Offensive
Duration: Four posts.
Cooldown: Three posts.
Description: Basically, with a bit of the enemy's blood, the user can cause blood to migrate around the enemy's brain, and creating a pounding sensation, the pain from this is enough to cause the opponent to puts his or her's hands to their ears. But the pain lasts only four posts, but can be strengthened if used after every cool down. Otherwise, the spell decreases in effect by a quarter of every post, until there's no more pain. It acts as a distraction and causes physical pain to the target.
Strengths:
- More powerful than Blood Falter.
- Doesn't need to be close ranged to use.
- Lethal if needed to be.
Weaknesses:
- If not used once in sequence, the whole effect is ruined (if used on similar ranking wizards)
- Doesn't work well on wizards stronger than user.
- Spell dulls in effect overtime.
- Requires a bit of target's blood to use.
Name: Bloody Art: Blood Enhancement - Strength
Rank: D
Type: Support
Duration: Five posts.
Cooldown: Six posts.
Description: A support spell that makes the target of it stronger by 50% physically. Can be used on allies or self. Effects dull overtime, cutting the effect by 10% after every post since casting.
Strengths:
- Gives user strength.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Not able to strengthen magic ability.
- Requires a bit of target's blood to use.
- Doesn't give much strength.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood Enhancement - Speed
Rank: D
Type: Support
Duration: Five posts.
Cooldown: Six posts.
Description: A support spell that makes the target of it faster by 100% physically. Can be used on allies or self. Effects dull overtime by cutting of 20% after each post since casting.
Strengths:
- Gives user more movement speed.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Not able to speed up magic ability.
- Requires a bit of target's blood to use.
- Doesn't give much speed at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood in Life
Rank: C
Type: Control
Duration: Two posts.
Cooldown: Five posts.
Description: A spell that controls plants and animals for a period of time. Can't be used on anything bigger than a squirrel, depending on rank. Takes awhile to cool down, but that effects lessens after S-class ranking is achieved.
Strengths:
- Cooldown's less after S-class rank is achieved.
- Can take control of anything with blood in it.
- Can be better, dependent on rank.
Weaknesses:
- Creature must have blood of a sort within it.
- Long cooldown.
- Doesn't last long.
- Can't be used on large enemies though.
Name: Bloody Art: Blood Enhancement - Sight
Rank: C
Type: Support
Duration: Six posts.
Cooldown: Four posts.
Description: A support spell that makes the target of it see things further away in better clarity. Can be used on allies or self. Effects dull overtime. Unlike the other two, this ability grants full power off the first use. Only can be used one time during duration.
Strengths:
- Gives user more movement sight.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Can't use more than once.
- Requires a bit of target's blood to use.
- Doesn't give much sight at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Blood Enhancement - Hearing
Rank: C
Type: Support
Duration: One post.
Cooldown: One post.
Description: A support spell that makes the target of it hear things from far away. Can be used on allies or self. Effects dull overtime. Short and easy to use again.
Strengths:
- Gives user more hearing.
- Can be mixed with other enhancement spells.
- A spell that serves great for not only the user, but allies!
Weaknesses:
- Doesn't last long.
- Requires a bit of target's blood to use.
- Doesn't give much hearing at early ranks.
- Spell dulls in effect overtime.
Name: Bloody Art: Bloody Fists
Rank: B
Type: Offensive.
Duration: Two posts.
Cooldown: Three posts.
Description: A spell in which the user cuts himself, and the blood is on their hands. The user then can create whatever the wizard wants from the blood on his hands, whether it be claws, nails, etc... Basically is like an adjustable glove. Blood is strong.
Strengths:
- Fits multiple uses, offensive or supportive.
- Strong.
- Blood is living, meaning spells that shatter non-human objects can't affect these.
Weaknesses:
- Takes a bit of time to get started.
- Doesn't work on stronger wizards still.
- Requires a lot of blood to use.
- Doesn't last long before disappearing.
Name: Bloody Art: Blood Decay
Rank: A
Type: Offensive.
Duration: One post.
Cooldown: Two posts.
Description: A terrifying spell the blood can be used just by having a taste of enemy blood. The user may start to kill of the enemy's blood cells. This weakens spells of control or other damage from most other blood wizard spells, but does the most damage physically. Opponent will have a delayed reaction to it though.
Strengths:
- Quick.
- Does a lot of damage internally.
- Low cooldown.
Weaknesses:
- Weakens future target offensive spells.
- Doesn't work on stronger wizards still.
- Requires a bit of blood to use.
- Takes a second to affect the target fully.
Name: Bloody Art: Blood Recovery
Rank: A
Type: Support
Duration: One post.
Cooldown: Three posts.
Description: A support spell that makes the target of it regain a large portion of lost blood cells. The user is disoriented afterwards for a post. But costs more MP to use as well...
Strengths:
- Returns a large portion of lost blood cells.
- Can use renewed cells to make self stronger again.
- A spell that serves great for not only the user, but allies!
- Doesn't take any blood to use.
Weaknesses:]
- Does no damage.
- Long cooldown.
- Has after effects.
- First time knocks target out (If used on non-blood wizards).
- Takes 1% extra MP to use.
Name: Bloody Art: Blood Transfusion
Rank: S
Type: Gain Support
Duration: Three posts
Cooldown: Four posts.
Description The best spell to use in a battle to surprise the enemy, is this one. It allows the user to gain target's abilities for a duration of time. Requires a taste of blood and a bit of the user's as well to use.
Strengths:
- Can copy target's abilities.
- User keeps their own magic as well in conjunction with the copy.
- At this class, user would be able to copy almost every magic known to man.
Weaknesses:
- Needs enemy's blood to work.
- Requires some of the user's blood as well.
- Doesn't work on stronger enemies.
- Doesn't last forever.
Name: Bloody Art: Ultimate Carnage - Aura
Rank: H
Type: Support, Defensive, Offensive
Duration: Ten posts.
Cooldown: Twelve posts.
Description: The ultimate Bloody Art, only a Blood wizard can cast... Ultimate Carnage. This aura instills fear into everyone around it (if weak enough - A rank or lower - the aura will make their skin crawl with fear from the user's magical power, and cause them to run away no matter how fearless they think they are). The skies go red, the moon becomes red at night, and if raining, it rains blood instead. The user gains immense amounts of power (strength, speed, hearing, sight, taste, smell, etc...) and nothing can stop the user's power, unless they survive. Requires all MP to use, and a large amount of blood. Since no wizard is above H rank, user can't be beat by that negative. Lasts awhile, but also takes awhile to recover.
Strengths:
- Super powerful (gives multiple enhancements all at once, and weakens opponent's moral)
- Most likely can't lose since user is either greater or equal in power to any enemy.
- Effects nature by making surroundings more bloody, making Bloody Art: Blood of Life even more effective. Can be combined with Bloody Fists to turn animals into bloody knights... Or something.
Weaknesses:
- Uses massive amounts of blood up.
- Uses all of user's MP.
- Longest cooldown.
- Not specific to a certain enhancement, meaning it could be wasteful if used at a bad time.
All striked out are locked. I just don't want to have to delete them all if that's okay.