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:
Weaknesses:
Lineage:
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:
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:
Weaknesses:
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:
Weaknesses:
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:
Weaknesses:
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:
Weaknesses:
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:
Necromancer's Passion:
Description: Long ago in days where magic was still considered as tools of Lord of the underworld, mages practised in secret with their black arts in order to gain further knowledge and power. However, there was one thing that mages could not yet do; bring the dead back to life. However, a powerful mage decided to give a go at this forbidden art of tampering with the dead. Consumed by power, his determination rotted his soul to become black as the sin he committed. Finally, after many failed attempts, the mage brought the dead back to life. However, now lost within his magic, he kept the corpses soulless, and bound them under his power; becoming the first Necromancer. This art of highly corrupt black magic has been passed down throughout history to those who desired the power to defy the Gods and conjure up a legion under his command. Now those of this era who enjoy gaining power to defy the Gods, inherit the First's corruption, and love for the black arts of resurrection.
Ability: The caster gains 1 spell of each rank up to S as they rank up that creates undead creatures. Each spell rank has only 1 creature.
The lineage bearer is capable of communicating with the undead telepathically at any range. They are always mindless without the lineage bearer's will imposed on them, akin to machines.
Usage: The spells need to be made and reviewed like any other spells. They have durations and cooldowns the same as any other spells and can only have 1 summoned undead in each spell. The capabilities of these undead summons are up to the user. The spells are made in addition to the spells in their magic already.
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:
- Spell Template
Note: BE SPECIFIC AND ADD DETAILS
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.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
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 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