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    Blood God Slayer Magic (2nd Gen) Done!

    Aoi
    Aoi

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    Completed Blood God Slayer Magic (2nd Gen) Done!

    Post by Aoi 18th October 2015, 10:07 pm

    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:

    • 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:

    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:

    D rank sig spell:

    C ranks:

    B rank spells:

    Sig spell:


    Last edited by Aoi on 16th February 2016, 2:14 pm; edited 19 times in total


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    King Elyx

    The Vanquisher


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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by King Elyx 19th October 2015, 7:30 pm

    Aoi wrote:Magic

    Primary Magic: Arc of Time
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Arc of time is a longly profound and unique magic. It's strengths fall under the premise of being able to bend time at the users will. For example, the caster of this magic has the ability to bend their age to appear younger, despite their age increasing, their body refuses to comply to such standards of movement in time and can simply remain at the age it currently is at, or can progress or regress if the caster so chose it.

    As far as the way this magic is able to be used in combat is a lot more than one would think. The caster is able to use time to buff and debuff an ally or enemy, to attack and defend, deflect and even reflect with the reversal of time. As well as that, the caster may also have the ability to further lock an enemy out of using a spell or ability for a longer time, depending on what that circumstance may be.

    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:
    Unique Abilities: 1. Fast forward: The caster can increase a spells cooldown by 2 posts after the spell has been used against them. This ability can only be used on a spell once per thread, or in otherwords can add time to the cooldown of all spells used against them, but cannot repeat the addition of a cooldown on a spell in the same thread.

    2. Tenacity: The user gains 33% resistance to all forms of CC.

    3. Fountain of Youth: The caster gains 4% of their mp back every other post. Would that stack with the current MP recovery? If so, I would ask if this can be lowered to 2%.

    Spells:

    Name: Bulk Up
    Rank: D
    Type: Supplementary/Time
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user incorporates the advancement of time onto the caster themselves or an ally. While this spell is active, the target gains 50% boost For a D rank spell, can this be lowered to 25%. Especially considering it could be used on yourself. to their physical strength.
    Strengths:

    • Can be used on the caster or an ally
    • Can stack with other buffs.
    • Allows for an limited time of an advantage over an enemy.

    Weaknesses:

    • Gives off a blue aura around the target of this spell
    • Can be canceled by any magic nullifying spell or effect.
    • Decreases in effectiveness if used on someone of a higher rank.
    • A debuff of an equal percentage can remove the spells effects completely.


    Name: Unwind
    Rank: D
    Type: Supplementary/Time
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The caster advances the time on a targets body, debuffing their movement speed by 40% Does this last for the duration? Is this auto-hit? If not, how can one avoid this? And can this percentage be lowered to 30%? while the spell is active.
    Strengths:

    • Can be used on the caster or an ally
    • Can stack with other buffs.
    • Allows for an limited time of an advantage over an enemy.

    Weaknesses:

    • Gives off a blue aura around the target of this spell
    • Can be canceled by any magic nullifying spell or effect.
    • Decreases in effectiveness if used on someone of a higher rank.
    • A debuff of an equal percentage can remove the spells effects completely.


    Name: Urngeist
    Rank: D
    Type: Offensive/Time
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster manipulates the time from a previous moment (in said case a previous post) and can launch a spell at a target. This can only work on spells of this spells rank and are launched through a small portal, ovular in shape that is formed in front of the caster and mimics it's speed and distance, as well as damage. Can it be mentioned that the only spells that can be mimicked with this must be of equal or less ranking? In this case, just D rank.
    Strengths:

    • Allows for the use of a previously used spell to be used again
    • Slayers are unable to eat the spell as if one is used of their own magic, it still counts as their own magic.
    • If the spell used was elemented, it deals the full element of damage to the enemy as well.

    Weaknesses:

    • Can only use spells of this spells rank
    • Spells must have been used within 2 posts of this spells use.
    • The spells rather obvious use can be noticed by the appearance of the ovular portal.
    • Cannot affect Requip weapons or armors.


    Name: Rewind
    Rank: D
    Type: Supplementary/Time
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster can rewind the time back to heal back the damage they or an ally had taken from a previous moment (or 1 post in rp terms). This spell cannot work on spells that are above this spells rank. Do they return immediately back once the healing is done? If not, might I ask that the user still can get hit?
    Strengths:

    • Able to heal self or ally
    • Can remove dps such as burns, poison, and so on.
    • Healing an ally can be done from a distance as well as up close.

    Weaknesses:

    • Cannot be used on spells that dealt more than this spells rank in damage.
    • Cannot affect any spells that deal dps of a higher rank than this spells rank.
    • The affect of rewind gives the target a green aura while in use.
    • DOes not rewind effects of clothing, non-magical items, and so on that were affected.


    Hiya! I'm Elyx Reiaki, and I'm grading your magic application! My comments are in this color. If you have any questions, don't hesitate to shoot a message to me. Thank you!
    Aoi
    Aoi

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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Aoi 20th October 2015, 2:27 pm

    Alright, all edited.
    -Passive changed as asked.
    -Buff percentage lowered.
    -Debuff spell has been added to in description and lowered percentage as asked.
    -The spell notes already that it only affects spells of it's own rank and lower.
    -Healing spell has been added to in description and effect.


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    King Elyx

    The Vanquisher


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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by King Elyx 20th October 2015, 2:34 pm

    Aoi wrote:Magic

    Primary Magic: Arc of Time
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Arc of time is a longly profound and unique magic. It's strengths fall under the premise of being able to bend time at the users will. For example, the caster of this magic has the ability to bend their age to appear younger, despite their age increasing, their body refuses to comply to such standards of movement in time and can simply remain at the age it currently is at, or can progress or regress if the caster so chose it.

    As far as the way this magic is able to be used in combat is a lot more than one would think. The caster is able to use time to buff and debuff an ally or enemy, to attack and defend, deflect and even reflect with the reversal of time. As well as that, the caster may also have the ability to further lock an enemy out of using a spell or ability for a longer time, depending on what that circumstance may be.

    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:
    Unique Abilities: 1. Fast forward: The caster can increase a spells cooldown by 2 posts after the spell has been used against them. This ability can only be used on a spell once per thread, or in otherwords can add time to the cooldown of all spells used against them, but cannot repeat the addition of a cooldown on a spell in the same thread.

    2. Tenacity: The user gains 33% resistance to all forms of CC.

    3. Fountain of Youth: The caster gains 4% of their mp back every other post.

    Spells:

    Name: Bulk Up
    Rank: D
    Type: Supplementary/Time
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user incorporates the advancement of time onto the caster themselves or an ally. While this spell is active, the target gains 25% boost to their physical strength.
    Strengths:

    • Can be used on the caster or an ally
    • Can stack with other buffs.
    • Allows for an limited time of an advantage over an enemy.

    Weaknesses:

    • Gives off a blue aura around the target of this spell
    • Can be canceled by any magic nullifying spell or effect.
    • Decreases in effectiveness if used on someone of a higher rank.
    • A debuff of an equal percentage can remove the spells effects completely.


    Name: Unwind
    Rank: D
    Type: Supplementary/Time
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The caster advances the time on a targets body, debuffing their movement speed by 30% while the spell is active. This spell targets a circular area with a 10 meter diameter. Underneath the circle is the design of a clock in a white color and numbers in black colored roman numerals. In a flash of light in the circle, those affected gain a red aura around them while the spell is active.
    Strengths:

    • Can be used on the caster or an ally
    • Can stack with other buffs.
    • Allows for an limited time of an advantage over an enemy.

    Weaknesses:

    • Gives off a blue aura around the target of this spell
    • Can be canceled by any magic nullifying spell or effect.
    • Decreases in effectiveness if used on someone of a higher rank.
    • A debuff of an equal percentage can remove the spells effects completely.


    Name: Urngeist
    Rank: D
    Type: Offensive/Time
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster manipulates the time from a previous moment (in said case a previous post) and can launch a spell at a target. This can only work on spells of this spells rank and are launched through a small portal, ovular in shape that is formed in front of the caster and mimics it's speed and distance, as well as damage.
    Strengths:

    • Allows for the use of a previously used spell to be used again
    • Slayers are unable to eat the spell as if one is used of their own magic, it still counts as their own magic.
    • If the spell used was elemented, it deals the full element of damage to the enemy as well.

    Weaknesses:

    • Can only use spells of this spells rank
    • Spells must have been used within 2 posts of this spells use.
    • The spells rather obvious use can be noticed by the appearance of the ovular portal.
    • Cannot affect Requip weapons or armors.


    Name: Rewind
    Rank: D
    Type: Supplementary/Time
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster can rewind the time back to heal back the damage they or an ally had taken from a previous moment (or 1 post in rp terms). The damage that is recovered through this spell is rewound like it had not happened. This spell cannot work on spells that are above this spells rank.
    Strengths:

    • Able to heal self or ally
    • Can remove dps such as burns, poison, and so on.
    • Healing an ally can be done from a distance as well as up close.

    Weaknesses:

    • Cannot be used on spells that dealt more than this spells rank in damage.
    • Cannot affect any spells that deal dps of a higher rank than this spells rank.
    • The affect of rewind gives the target a green aura while in use.
    • Does not rewind effects of clothing, non-magical items, and so on that were affected.


    Blood God Slayer Magic (2nd Gen) Done! Merp%202.jpg_zpszdcapnj1
    Hikachu
    Hikachu

    Grand Duelist


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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Hikachu 15th January 2016, 11:08 pm

    Unlocked due to the person's request. <3


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    Blood God Slayer Magic (2nd Gen) Done! JhB4MAf

    Profile | Magic | History | Vault

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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Yvonne 4th February 2016, 9:11 pm

    Approved


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    Blood God Slayer Magic (2nd Gen) Done! QoRmBvD
    Aliannah
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    Omen Angel


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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Aliannah 7th February 2016, 2:23 pm

    Original:

    Unlocked upon request


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    Aoi
    Aoi

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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Aoi 7th February 2016, 8:00 pm

    All updated!

    -Added B rank spells
    -Added B rank Unique Ability
    -Placed them in a spoiler for convenience

    Bumping for additions grading!


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    Aoi
    Aoi

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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Aoi 12th February 2016, 1:57 pm

    Bumping again.


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    Guest

    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Guest 16th February 2016, 2:06 pm

    Anything in this color should be fixed. ^^
    Aoi wrote: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:

    • 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:

    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:

    D rank sig spell:

    C ranks:

    B rank spells:

    Sig spell:
    Aoi
    Aoi

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    Second Skill: None
    Third Skill: None

    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Aoi 16th February 2016, 2:19 pm

    Bumping for edits made: -Added in type of spell and duration/cooldown for Femoral Discharge
    -Added 20 meters to the range as well for Femoral Discharge
    -Added 10 meters to Bellows range.


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    Completed Re: Blood God Slayer Magic (2nd Gen) Done!

    Post by Guest 16th February 2016, 2:21 pm

    Original:

    Blood God Slayer Magic (2nd Gen) Done! Wzu5JxR

      Current date/time is 22nd November 2024, 11:21 am