Magic
Primary Magic: Blodgharm, or Blood Wolf Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Description: There are not many magics in the world as primal or destructive as Blodgharm magic, however most of the destruction can be controlled. Blood Wolf magic as it is currently called. augments the physical features of the user into that of a wolf, the wolf like attributes can be of any elemental affinity, as the blood in blood wolf comes from the fact that the magic is inherited, not learned. For centuries it's users were referred to as monsters, Werewolves if you will. They were shunned by society as the fanciful tales of the magic became more convoluted and watered down with time. Many forgot the true nature of the magic, what it could REALLY do.
The caster uses Blood Wolf magic to unlock the forbidden bloodline within. The caster then gains the ability to change into a wolf at will, including limiting the transformation to certain body parts. The caster trains their mind and body and upon gaining control of the beast within, unlock the element of their bloodline, be it fire, ice, water, wind, darkness, light, earth, etc. The most base of all forms is the blood element. Vanir is a Blodgharm mage that harnesses Lightning magic along with his lupine nature. He can sprout claws, and change into a wolf, and control the power of a storm to become even more fearsome. As he progresses he gains the ability to unlock the most ancient forms of this magic, including a primal wolf. Elemental spells cannot be used unless a part of the caster's body is transformed, for example Vanir couldn't sprout lightning extended claws, or fire a bolt unless he had already transformed his arms into their wolf form. Partial transformation is used often as full transformations can lead to a loss of control for untrained practitioners.
Strengths:
Weaknesses:
Lineage:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Primary Magic: Blodgharm, or Blood Wolf Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Description: There are not many magics in the world as primal or destructive as Blodgharm magic, however most of the destruction can be controlled. Blood Wolf magic as it is currently called. augments the physical features of the user into that of a wolf, the wolf like attributes can be of any elemental affinity, as the blood in blood wolf comes from the fact that the magic is inherited, not learned. For centuries it's users were referred to as monsters, Werewolves if you will. They were shunned by society as the fanciful tales of the magic became more convoluted and watered down with time. Many forgot the true nature of the magic, what it could REALLY do.
The caster uses Blood Wolf magic to unlock the forbidden bloodline within. The caster then gains the ability to change into a wolf at will, including limiting the transformation to certain body parts. The caster trains their mind and body and upon gaining control of the beast within, unlock the element of their bloodline, be it fire, ice, water, wind, darkness, light, earth, etc. The most base of all forms is the blood element. Vanir is a Blodgharm mage that harnesses Lightning magic along with his lupine nature. He can sprout claws, and change into a wolf, and control the power of a storm to become even more fearsome. As he progresses he gains the ability to unlock the most ancient forms of this magic, including a primal wolf. Elemental spells cannot be used unless a part of the caster's body is transformed, for example Vanir couldn't sprout lightning extended claws, or fire a bolt unless he had already transformed his arms into their wolf form. Partial transformation is used often as full transformations can lead to a loss of control for untrained practitioners.
Strengths:
- Ability to augment Strength and Speed as applicable body parts transform
- Control of lightning allows user to empower transformed body parts.
- Gains control over an element of the user's choice
- Heightened senses even when not transformed, (eyesight, hearing, smell,)
- Ability to transform parts of body into that of a wolf, including a full wolf, as a spell like ability for a flat mana cost until cancelled.
Weaknesses:
- Transforming may be a one time cost, but empowering requires an upkeep mana cost.
- Heightened senses means that there is a vulnerability to extreme smells, and sounds.
- If transformed fully for too long, animal instincts can cause the user to lose control
- After exiting transformation of any kind, user is fatigued. partial transformations require a couple of minutes at most, but full transformations require a full day of rest.
- Vulnerability to opposing elements.
- Must eat something while fully transformed or will retain torn skin and injuries upon reverting.
Lineage:
- Truth:
- Truth:Truth:
Description: There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability: Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower. Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true, it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.
Usage:3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
- User can wield chosen elements like a make magic, or augment body parts that have been transformed.
- Can sense when comrades are in danger.
- Can meditate before transforming to regain a small amount of mana, must be immobile for the duration (One post = 5 recovered mana)
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D rank Spells:
- Name: Partial Transform: Arms
Rank: D
Type: Offensive
Duration:3 posts
Cooldown:4 Posts
Description: User calls upon the beast inside to sprout the arms of a wolf, this augmentation covers the arms in a thick fur and sprouts a long set of claws at the tips of the fingers. The arms can be used to attack dealing D rank damage. They apply a 25% increase in strength buff to the user.
Strengths:- Buffs user's Strength
- Grows claws that allow basic attacks to do D rank damage.
Weaknesses:- Spell causes a post of fatigue once cancelled
- Cannot cast another spell the turn this is used, unless it is another partial transformation
- Cancelling this spell while having an active lighting spell will cause damage to the caster.
Name: Partial Transform: Legs
Rank: D
Type: Offensive
Duration:3 posts
Cooldown:4 posts
Description: User calls upon the beast inside to sprout the legs of a wolf, this augmentation covers the legs in a thick fur and sprouts a set of claws at the toes. The legs deal D rank damage when used to kick. They apply a 25% increase in speed buff to the user.
Strengths:- Buffs user's Strength
- Grows claws that allow basic attacks to do D rank damage.
Weaknesses:- Spell causes a post of fatigue once cancelled
- Cannot cast another spell the turn this is used, unless it is another partial transformation
- Cancelling this spell while having an active lighting spell will cause damage to the caster.
Name: Thundering Strikes
Rank: D
Type: Electric;Offensive
Duration:3 posts
Cooldown:4 posts
Description: The user surrounds his transformed hands in electric energy, he/she must first have cast "Partial Transform: Arms" to use this. The electricity extends the claws by a foot and allows the user to strike with D rank electricity damage.
Strengths:- Extends the user's melee range
- Replaces the D rank damage of claws with D rank elemental damage
Weaknesses:- Can be dispelled by opposing elements
- Spell will break on Offensive spells of C rank or higher
- Spell is unuseable without first having cast "Partial Transform: Arms"
Name: Tesla Bolt
Rank: D
Type: Electric;Offensive
Duration:Instant (1 post)
Cooldown:2 posts
Description: The user arcs electricity into their palms and sends it out in a bolt. The bolt travels 15 meters in any direction in a straight line at a speed of 10 meters per second. Upon making contact, the bolt deals D rank elemental damage to the target. If the hit is successful it will arc to the nearest target if the caster so chooses. If the bolt hits a water pool of 10m in diameter or more. it can turn into a 15 meter radial AOE.
Strengths:- Can hit multiple targets by arcing off of the original target
- Bolt cannot be blocked except by defensive spells of an opposing element
Weaknesses:- Bolt can be dodged
- Bolt can be deflected by opposing elemental weapons and defensive spells
- Bolt can be dispelled by a spell of similar or opposing element by intercepting it.
- Buffs user's Strength
- LOCKED UNTIL B RANK:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Vanir Blodgharm on 11th February 2016, 12:11 pm; edited 1 time in total