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    Blood Magic

    Saya
    Saya

    Player 
    Lineage : Necromancer's Passion
    Position : None
    Posts : 33
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Blood Magic
    Second Skill:
    Third Skill:

    Blood Magic Empty Blood Magic

    Post by Saya 14th February 2016, 11:08 pm

    Magic

    Primary Magic: Blood Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: Blood Magic is a sinister form of Water Magic that allows the caster to manipulate his/her own blood to harness its magical power for offensive and defensive abilities. The caster's own blood offers a huge number of possibilities at a very precious cost - the caster's very own life.

    Most ordinary magic run on MP or mana; this particular magic deviates from that as it runs solely on the caster's HP for fuel, as it's directly linked to his/her life. Because it is fueled by her blood, making her HP her sole stat, replacing MP. The resulting effect is her growth in ranking up differs from other mages. Her HP also cannot be increased beyond the set values in any way and caps at 400 HP. Having less than 10% of her max HP will have the same consequences as running out MP and disallows any more spells from being cast.

    D-class: 200 HP
    C-class: 225 HP
    B-class: 250 HP
    A-class:  275 HP
    S-class: 300 HP
    SS-class: 400 HP

    Strengths:

    • More than capable of being used in rapid succession
    • Grants incredible health regen.
    • One of, if not the most, resourceful magic known on Earthland
    • Certain spells can return a portion of HP after casting

    Weaknesses:

    • Magic renders the mage 'squishy', and very vulnerable to powerful attacks
    • HP supply is lower than common mages of her rank
    • Magic costs HP and harms caster
    • Eyes give off a red-hued visual warning when a spell is about to be used
    • Magic doesn't protect user from death
    • Like water magic, it is weak against Lightning
    • Spells need to be cast from open wounds

    Lineage:
    Necromancer's Passion:
    Unique Abilities:

    Blissful Bleeding - Given the way Saya magic works, she is overall a lot more tolerant to pain than most of the mages of the same rank. As such, opposing magic that cause her physical pain will have their effects numbed off, even if she is taking full damage from it.

    Crimson Pact - Saya's Blood magic compensates its use with increased replenishment. Her wounds, both minor and severe, heal incredibly fast and her health regenerates 7% per post. For every fifth post, she receives an additional 10% healing of her maximum health for a total of 17% regen.

    Transfusion - for every HP Saya takes away from her opponent's health with an offensive spell, she recovers an additional amount of health from it, specifically 50% of the spell damage dealt. Transfusion does not recover health from dealing damage to armor or weapons; damage has to be dealt to an opponent's health.

    Spells:

    Template:


    Name Blood Whip
    Rank: D
    Type: Bloody, Offensive
    Fused Spells: ?
    Description: Saya pricks her finger (or hand), opening a small cut that allows blood to pass. The blood takes on an elongated form of a crimson whip that can harm enemies, dealing D-class+10 damage per hit. Costs 40 HP to cast. Has an active ability that allows the blood whip to safely split into two weaker whips dealing halved damage.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:

    • Can be used to attack from a distance up to 20 meters away
    • If whip isn't broken or snapped from the source of Saya's wound, the blood is retracted and 20 HP is restored to the caster's health.
    • Split whips will recover the 10 HP each when retracted.

    Weaknesses:

    • Spell can be blocked or dodged given the inertia and dexterity required to land a successful hit.
    • Whip can be broken by blocks or parries
    • Caster cannot retract and regain health from spell if whip is broken or snapped off caster's blood source.
    • Whip's effectiveness is extremely hindered in closed spaces due to the lack of room to thrash around.
    • Whip can potentially be caught mid-swing and tugged/pulled to reel the caster off her feet.


    Name Blood Shift
    Rank: D
    Type: Supportive
    Fused Spells: ?
    Description: Saya shifts the blood flow in her body to one direction, prompting her to instantly sidestep up a maximum of 10 meters in said direction. Costs 20 HP to cast.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Capable of dodging attacks like skillshot spells, projectiles, slashes, punches, kicks, etc.
    • Can be used to tackle or close in on an opponent. In the case of the former, it will deal base physical damage instead of spell damage.

    Weaknesses:

    • Spell is not very useful against AOE or radius-based attacks
    • Spell is limited to one direction, meaning Saya can't curve her movement once the spell is active.
    • Saya has to be aware of oncoming attack in order to use this spell to dodge it.


    Name Blood Clotting
    Rank: D
    Type: Defensive
    Fused Spells: ?
    Description: Saya hardens the blood in her body and protects herself from and oncoming attack. Costs 40 HP to cast.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:

    • Protects caster from damage up to four D-class spells, two C-class spells, or one B-class spell.
    • Provides a degree of resistance against knockbacks against opposing spells of the same rank.

    Weaknesses:

    • Saya absolutely cannot move nor attack for the duration of the spell
    • Debuffs and curses will still hurt her, they just won't take effect until the duration of Blood Clotting is over.
    • Caster isn't protected from A-class damage and above.

    Name Blood Spike
    Rank: D
    Type: Bloody, Offensive
    Fused Spells: ?
    Description: Saya opens her palm and aims at an opponent, blood surging through her veins in her arm as she does so. An blade of solidified blood erupts outward and pierces whatever is in its way (with exceptions of hard surfaces), dealing 1.5x D-rank damage (30 spell damage). Costs 30 HP to cast.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:

    • Difficult to dodge by mages of the same rank without the aid of a spell.
    • If the blood blade isn't broken, the blood is retracted and 15 HP is restored to the caster's health.
    • Blade range is 5 meters can is effective at close range

    Weaknesses:

    • Painful to cast
    • Suffers against ranged opponents
    • Blade can break if it is blocked or parried
    • Caster cannot retract and regain health from spell if spike is broken or snapped off caster's blood source.


    Last edited by Saya on 21st February 2016, 12:19 pm; edited 6 times in total
    avatar
    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
    Position : None
    Posts : 2261
    Cosmic Coins : 0
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    Character Sheet
    First Skill: Soul
    Second Skill: Ice
    Third Skill:

    Blood Magic Empty Re: Blood Magic

    Post by Ninetails Derpfox 20th February 2016, 8:54 pm

    Hey there, I'll be taking up your app for this one. My edits are in this color.
    I've noticed some of your stuff can be made stronger so I've gone and left suggestions for those as well as any minor(or major) nerfs.



    Saya wrote:Magic

    Primary Magic: Blood Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: Blood Magic is a sinister form of Water Magic that allows the caster to manipulate his/her own blood to harness its magical power for offensive and defensive abilities. The caster's own blood offers a huge number of possibilities at a very precious cost - the caster's very own life.

    Most ordinary magic run on MP or mana; this particular magic deviates from that as it runs solely on the caster's HP for fuel, as it's directly linked to his/her life. Any spells cast cost HP, no exceptions.

    Strengths:

    • More than capable of being used in rapid succession
    • Grants incredible health regen.
    • One of, if not the most, resourceful magic known on Earthland
    • Certain spells can return a portion of HP after casting

    Weaknesses:

    • Magic renders the mage 'squishy', and very vulnerable to powerful attacks
    • HP supply is lower than common mages of her rank
    • Magic costs HP and harms caster
    • Eyes give off a red-hued visual warning when a spell is about to be used
    • Magic doesn't protect user from death
    • Like water magic, it is weak against Lightning
    • Spells need to be cast from open wounds

    Lineage: This is an additional bit of lore or abilities your roll for in the The ancient one forum, when you roll and find out what you have, copy and paste the lineage here!
    Unique Abilities: Please include your lineage here

    Blood Pool - Saya's Blood magic is fueled by her blood, making her HP her sole stat, replacing MP. Because her this, her growth in ranking up differs from other mages. Her HP also cannot be increased beyond the set values in any way. Caps at 200 HP. Having less than 10 HP will have the same consequences as running out MP and disallows any more spells from being cast. I advise changing this up a bit. If Saya falls to 10% of her max HP, she suffers the same consequences as running out of MP. Also, I've given you some better values for the HP increase per rank.

    D-class: 100 HP +200
    C-class: 130 HP +225
    B-class: 160 HP +250
    A-class:  190 HP +275
    S-class: 220 HP +300
    SS-Class: +400

    I'm also going to mention you should take this, and put it in the description of your magic so it won't take up a Unique Ability slot. With that, you can replace it with a different Unique Ability.

    Crimson Pact - Saya's Blood magic compensates its use with increased replenishment. Her wounds heals incredibly fast and her health regenerates 4% per post. This unique ability is only enabled if she isn't using a spell or taking damage in the same post. You can remove the underlined portion and increase the HP regen to: 7% HP regen per post, and +10% of Saya's maximum HP every fifth post. (((Reason for the 10% is because the rule of MP regen is that every 5 posts you gain +10 MP even without a regen effect. Since your HP is MP, the effect is going to transer)))

    Transfusion - for every HP Saya takes away from her opponent's health with an offensive spell, she recovers an additional amount of health from it, specifically 5% of the spell damage dealt. Transfusion does not recover health from dealing damage to armor or weapons; damage has to be dealt to an opponent's health. 5% is extremely minuscule, at your current rank 5% damage is equal to 1HP. I advise increasing it to 50% of the damage dealt from magic attacks.

    Spells:

    Template:


    Name Blood Whip
    Rank: D
    Type: Bloody, Offensive
    Fused Spells: ?
    Description: Saya pricks her finger (or hand), opening a small cut that allows blood to pass. The blood takes on an elongated form of a crimson whip that can harm enemies, dealing D-class damage per hit. Costs 10 HP to cast. I advise increasing the HP cost to 40, increase the damage to D Rank Melee damage +10, and also give the weapon another ability. This would constitute as a "Requip" which normally has an "Active" and "Passive" effect. The "Passive" is that the weapon deals more damage than normal requips, so you can have an active ability that does something on top of the damage.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:

    • Can be used to attack from a distance up to 25 meters away Please reduce range to 20 meters
    • If whip isn't broken or snapped from the source of Saya's wound, the blood is retracted and 9 HP is restored to the caster's health. I advise increasing the HP gain to 20.

    Weaknesses:

    • Spell can be blocked or dodged.
    • Whip will be broken by blocks or parries
    • Caster cannot retract and regain health from spell if whip is broken or snapped.


    Name Blood Shift
    Rank: D
    Type: Supportive
    Fused Spells: ?
    Description: Saya shifts the blood flow in her body to one direction, prompting her to instantly sidestep 5 meters in said direction. Costs 10 HP to cast. I advise increasing the HP cost to 20, and altering the range to say "A maximum of 10 meters"
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Capable of dodging attacks like skillshot spells, projectiles, slashes, punches, kicks, etc.
    • Can be used to tackle or close in on an opponent. In the case of the former, it will deal base physical damage instead of spell damage.

    Weaknesses:

    • Spell is not very useful against AOE or radius-based attacks
    • Spell is limited to one direction, meaning Saya can't curve her movement once the spell is active.
    • Saya has to be aware of oncoming attack in order to use this spell to dodge it. She can dodge spells or attacks up to one rank above her current,; anything else she presumably won't be able to dodge in time unless given the opportunity otherwise. You can remove the underlined portion. Saying ANYTHING is 100% unavoidable because it's stronger is simply silly, and kind of unfair. Having enough time to notice it, and react to it should be plenty of reason for this spell to dodge it.


    Name Blood Clotting
    Rank: D
    Type: Defensive
    Fused Spells: ?
    Description: Saya hardens the blood in her body and protects herself from and oncoming attack. Costs 10 HP to cast. I advise increasing the HP cost to 40, and making the damage you can withstand equal to 4x D Rank magic damage or the equivilant.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:

    • Protects caster from damage up to two D-class spells or one C-class spell. 
    • Provides resistance against knockbacks. During PvP, knock-back resistance would be Equal to or below the rank of this spell, and 50% less knock-back from spells 1 rank above this spell's rank.

    Weaknesses:

    • Saya absolutely cannot move nor attack for the duration of the spell
    • Debuffs and curses will still hurt her, they just won't take effect until the duration of Blood Clotting is over.
    • Caster isn't protected from B-class damage and above and will be canceled when dealt, taking reduced damage. If you go with my suggestion, you should change this to "B Rank damage instantly ends the spell, but doesn't hurt Saya."

    Name Blood Spike
    Rank: D
    Type: Bloody, Offensive
    Fused Spells: ?
    Description: Saya opens her palm and aims at an opponent, blood surging through her veins in her arm as she does so. An blade of solidified blood erupts outward and pierces whatever is in its way (with exceptions of hard surfaces), dealing D-rank damage. Costs 10 HP to cast. I advise increasing the HP cost to 30, and increasing the damage to 1.5x D Rank Magic Damage.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:

    • Difficult to dodge by mages of the same rank without the aid of a spell.
    • If the blood blade isn't broken, the blood is retracted and 9 HP is restored to the caster's health.
    • Blade range is 5 meters can is effective at close range

    Weaknesses:

    • Painful to cast
    • Suffers against ranged opponents
    • Blade will break if it is blocked or parried
    • Caster cannot retract and regain health from spell if needle is broken or snapped.

    Saya
    Saya

    Player 
    Lineage : Necromancer's Passion
    Position : None
    Posts : 33
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Blood Magic
    Second Skill:
    Third Skill:

    Blood Magic Empty Re: Blood Magic

    Post by Saya 20th February 2016, 10:55 pm

    Edited~~


    _____________________________________________________________________________________

    Blood Magic Saya%2Bsig
    avatar
    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
    Position : None
    Posts : 2261
    Cosmic Coins : 0
    Dungeon Tokens : 0

    Character Sheet
    First Skill: Soul
    Second Skill: Ice
    Third Skill:

    Blood Magic Empty Re: Blood Magic

    Post by Ninetails Derpfox 21st February 2016, 10:19 am

    Saya wrote:
    Name Blood Whip
    Rank: D
    Type: Bloody, Offensive
    Fused Spells: ?
    Description: Saya pricks her finger (or hand), opening a small cut that allows blood to pass. The blood takes on an elongated form of a crimson whip that can harm enemies, dealing D-class+10 damage per hit. Costs 40 HP to cast.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:

    • Can be used to attack from a distance up to 20 meters away
    • If whip isn't broken or snapped from the source of Saya's wound, the blood is retracted and 20 HP is restored to the caster's health.
    • Has an active ability that allows the blood whip to safely split into two weaker whips dealing halved damage and will recover the 10 HP each when retracted. Instead of having this here, move it to your description. As is, you have 3 strengths and 3 weaknesses, so you needa either add a weakness or remove a strength.

    Weaknesses:

    • Spell can be blocked or dodged.
    • Whip can be broken by blocks or parries
    • Caster cannot retract and regain health from spell if whip is broken or snapped off caster's blood source. 


    Saya
    Saya

    Player 
    Lineage : Necromancer's Passion
    Position : None
    Posts : 33
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Blood Magic
    Second Skill:
    Third Skill:

    Blood Magic Empty Re: Blood Magic

    Post by Saya 21st February 2016, 12:19 pm

    Would this be okay?


    _____________________________________________________________________________________

    Blood Magic Saya%2Bsig
    avatar
    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
    Position : None
    Posts : 2261
    Cosmic Coins : 0
    Dungeon Tokens : 0

    Character Sheet
    First Skill: Soul
    Second Skill: Ice
    Third Skill:

    Blood Magic Empty Re: Blood Magic

    Post by Ninetails Derpfox 21st February 2016, 12:22 pm

    Alrighty, last edit and we should be done here....

    Spoiler:

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