- Original:
- Mossino wrote:Magic
Primary Magic: Blood Manipulation Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood Manipulation Magic does exactly what it sounds like. It is a magic that requires the presence of blood to use. Once blood is acquired many things can happen, if can be used to make constructs out of blood to attack enemies. It can be hardened and used to cut the enemy, the possibilities are endless. As one gets more powerful with Blood Manipulation Magic they can control more aspects of it, such as a very, very high ranked user of this magic could have some control over a lower ranked wizard by using the blood in their body.
In the battlefield one with this magic would excel. Since there would be blood on the ground there would be a large amount of resources for the caster to use. Though, for a weak lever D caster, he could use said blood to hinder, slowdown, and harm enemies. For example, he can hardened said blood into crystal and fire them at enemies, impaling them. Or just simply blind foes by getting the substance in their eyes.
How does Mossino utilize the magic?
Strengths: As Blood Manipulation Magic starts, it can be used for simple things like making crystals out of the blood. But as the caster gets more powerful, he has freer reign over the magic to make various things. Such as a dome around the enemy that gets impaled with spikes.
Can be used for medical, a friend is bleeding out? Coagulate the blood around the wound to stop excess bleeding. Can be used against enemies for the opposite effect.
Weaknesses: The biggest weakness to this magic is that you have to have blood around to even attempt to cast one spell.
Fighting enemies in armor makes it hard to get blood out of them to use for magic.
If blood is scarce one might have to harm themselves to get blood to use this magic.- Lineage:
Lineage: Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:- Blood Boiling Rage:
- 1.: Nothel has had it fighting this person. He is quite angry at this point and wants to end the battle. He would empower his strength for two turns, giving himself a 50% damage bonus. But, due to his blind rage he also has a 25% damage increase onhimself, making him easier to kill. Effect last 3 Posts. Cannot be ended early.
- Body Control:
- 2. Body Control: For one post, a Blood Manipulation wizard can use 20% of his MP to take control of a foe or friend. This can get stronger as a wizard becomes higher ranked, to the maximum of 2 posts for 40% magic at S rank. This cannot, under any circumstances, make a player instantly kill themselves or seriously injure themselves. The most I will do with this ability is make a person attack a teammate or waste MP. Recharge Time: 10 posts. Please, put that this can only be used with OOC permission of the other player, and how many times it may be used in a single thread. Note that it can only be used for a single action against a player, and there should be a way to dodge it, such as getting his blood on them or having to touch the opponent. I suggest two times. The cool down is pretty excessive, too, for D rank, maybe lower it to 5 posts.
- Rupture:
- 3. Rupture: A Blood Manipulation Wizard gains control of the blood in one of yours limbs, and can rupture a small amount of blood veins there, making the limb bleed heavily and inflict a large amount of damage (Not sure how much damage. Going to say 40 for now) 40 in damage would bring you to the next range in damage, I suggest lowering it to 21-35 in damage. Damage scales with rank. This takes a large amount of MP (40%) and requires a 1 post charge time. Recharge per spell: 15 posts. 15 is pretty excessive for a D ranked UA, I suggest lowering it to 4 posts
Spells:D- Blinding Blood:
Name: Blinding Blood
Rank: D
Type: Blood, Supportive
Duration: 2 Posts
Cooldown: 3 Posts
Description: Speed: 25ft/secspeed is range divided in half Range: 150ft45 meters is too long a distance for a D rank spell, 15 meters is the top AoE: N/A MP Usage: 10%
Blinding Blood is a simple, but fast, maneuver the launches blood into the eyes of your opponent, blinding them for two posts. Is there a way for a mage to cancel this attack or dodge it in battle?
Strengths: Helpful when getting away or trying to hinder the opponent.
Weaknesses: Does no actual damage.
Missing means a complete and utter waste of MP and a turn.
- Crystalline Blood:
Name: Crystalline Blood
Rank: D
Type: Blood, Offensive
Duration: 1 Posts
Cooldown: 2 Posts
Description: Speed: 50ft/secThis is considerably too fast for a D rank spell Range: 250ft Range for D rank is 15 meters tops AoE: N/A MP Usage: 10%
Turns a small amount of blood into a crystal, and launches it towards an opponent in attempts to impale them.
Strengths: Basic damage dealer, low MP cost later on and useful all around.
Weaknesses: Very low damage.
Small object is quite easily avoidable, but you have to start dealing damage somewhere.
- Red Mist:
Name: Red Mist
Rank: D
Type: Blood, Supportive
Duration: 3 Posts
Cooldown: 10 Posts
Description: AoE: 50ft MP Usage: 10%
The caster aerates the blood in the surrounding area, making a dense fog out of it. Even the caster cannot see through it, but it is helpful for escape, healing and whatnot. If this is able to heal, what percentage per post does it heal the user or ally? With the energy-sense perk you can sense enemies magic through the mist, making it easier to attack through it. Technically speaking, a mage can already do this, even without the spell having this effect.
Strengths: Good for escaping/getting spells ready.
Weaknesses: Does no actual damage.
Blinds self.
- Red Impalement:
Name: Red Impalement
Rank: D
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 200ft15 meter range for D rank AoE: 10ft MP Usage: 10%
The caster sends blood through the ground under the specified target. Then, spikes of blood shoot up and impale the enemy in the legs and feet, causing damage. Ways to negate or dodge this spell?
Strengths: Simple AoE damage
Weaknesses: Weak damage.
Only really useful is a group is huddled together, and the ground isn’t 100% solid
- Lineage Signature:
Name: Lineage Signature
Rank: D, Scales to S
Type: Poison, Offensive
Duration: Until poison is removed.
Cooldown: 3 Posts
Description: Range: 50ft MP Usage: 0% HP Usage: 5%
The caster slits his own arm, applying his poisoned blood to the blade. In a swift motion he would charge his enemy and attempt to break his skin using the poisoned weapon. On a successful hit, the enemy would be poisoned for 50% of rank damage + 25% of rank damage per post (10 on contact + 5 per post for rank D)
Strengths: It is a DoT poison that is easily reusable
Weaknesses: Requires caster to sacrifice HP
Low Range
split from topic
Guest- Guest
- Post n°1
Re: split from topic
Anything in this color is suggested to be fixed.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°2
Re: split from topic
Fixed it! Changed Red Mist to a new spell.Marcel Anicetus wrote:Anything in this color is suggested to be fixed.
Thank you for checking this by the way.
I have a few questions though.
1. Can Unique Abilities scale to rank?
2. Can this post stay unlocked since soon I will be rank C and need to make new spells? (Will contact admins before using said spells, since reviewal)
3. Do I get new unique abilities as I rank up?
Thanks again.
Guest- Guest
- Post n°3
Re: split from topic
Unique abilities stay at the rank they are. You get 3 D rank at the start, 1 at C rank, 1 at B rank, 1 at S rank, and 1 at H rank. This thread can stay open, I supposed. So, with that being said, you're...
Approved!
Approved!
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°4
Re: split from topic
Marcel Anicetus wrote:Unique abilities stay at the rank they are. You get 3 D rank at the start, 1 at C rank, 1 at B rank, 1 at S rank, and 1 at H rank. This thread can stay open, I supposed. So, with that being said, you're...
Approved!
Thanks for the quick reply time!
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°5
Re: split from topic
Bump, made C rank.
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Guest- Guest
- Post n°6
Re: split from topic
In the last two C rank spells, please specify how many people can be hit. Ideally, 4 people is a decent max number.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°7
Re: split from topic
Marcel Anicetus wrote:In the last two C rank spells, please specify how many people can be hit. Ideally, 4 people is a decent max number.
Done~
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Guest- Guest
- Post n°8
Re: split from topic
as a note, you're allowed a D and C rank signature, now that you are C rank.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°9
Re: split from topic
Marcel Anicetus wrote:as a note, you're allowed a D and C rank signature, now that you are C rank.
My Signature becomes more powerful as I rank up (Scaling damage) That is why I didn't put one.
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Guest- Guest
- Post n°10
Re: split from topic
I'm aware, but if you want them, you can still have those two signatures, plus your lineage signature to have a total of three free.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°11
Re: split from topic
Marcel Anicetus wrote:I'm aware, but if you want them, you can still have those two signatures, plus your lineage signature to have a total of three free.
I shall create them when I can, for now, are my regular C ranked spells and UA approved?
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Guest- Guest
- Post n°12
Re: split from topic
Yes, they're approved. Just bump when you edit in the other two signatures.
Guest- Guest
- Post n°13
Re: split from topic
Pulling this and asking that you make these suggested changes, marked in this color.
- Original:
- Mossino wrote:Magic
Primary Magic: Blood Manipulation Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood Manipulation Magic does exactly what it sounds like. It is a magic that requires the presence of blood to use. Once blood is acquired many things can happen, if can be used to make constructs out of blood to attack enemies. It can be hardened and used to cut the enemy, the possibilities are endless. As one gets more powerful with Blood Manipulation Magic they can control more aspects of it, such as a very, very high ranked user of this magic could have some control over a lower ranked wizard by using the blood in their body.
In the battlefield one with this magic would excel. Since there would be blood on the ground there would be a large amount of resources for the caster to use. Though, for a weak lever D caster, he could use said blood to hinder, slowdown, and harm enemies. For example, he can hardened said blood into crystal and fire them at enemies, impaling them. Or just simply blind foes by getting the substance in their eyes.
For myself, this magic (Towards higher ranks) Will reflect more of how my character is. IF I see Nothel turning into some murderous person, I'll focus on damaging spells and disabling. But, for general use, it will offer a nice blend of damaging and supportive spells. Making Nothel and myself useful in most situations, whether it is to blind the enemy, nuke them, or provide help to fellow allies.
Strengths: As Blood Manipulation Magic starts, it can be used for simple things like making crystals out of the blood. But as the caster gets more powerful, he has freer reign over the magic to make various things. Such as a dome around the enemy that gets impaled with spikes.
Can be used for medical, a friend is bleeding out? Coagulate the blood around the wound to stop excess bleeding. Can be used against enemies for the opposite effect.
Weaknesses: The biggest weakness to this magic is that you have to have blood around to even attempt to cast one spell.
Fighting enemies in armor makes it hard to get blood out of them to use for magic.
If blood is scarce one might have to harm themselves to get blood to use this magic.- Lineage:
Lineage: Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:- Blood Boiling Rage:
- 1.: Nothel has had it fighting this person. He is quite angry at this point and wants to end the battle. He would empower his strength for two turns, giving himself a 50% damage bonus. But, due to his blind rage he also has a 25% damage increase onhimself, making him easier to kill. Effect last 3 Posts. Cannot be ended early. What is the cool down on this? And does it last 2 posts or three posts? I'm slightly confused with "he would empower his strength for two turns" and "effect lasts 3 posts." Which is it?
- Body Control:
- 2. Body Control: For one post, a Blood Manipulation wizard can use 20% of his MP to take control of a foe or friend. This unique ability can ONLY be used per the recipients permission. I will not cast this on an enemy unless they allow me to over a PM or in the thread chat. As another drawback, Nothel must be touching the person that has an open wound to control them. While this might be easy by just charging forward and touching them.
And if someone else gives me their permission to use this ability, I will not under any circumstance make it an instant win. The most I can do with this ability is force the controlled person to waste 1 spell on themselves, an ally, or just waste the MP in general.
Recharge Time: 5 posts. How long does the control last?
- Rupture:
- 3. Rupture: A Blood Manipulation Wizard gains control of the blood in one of yours limbs, and can rupture a small amount of blood veins there, making the limb bleed heavily and inflict a large amount of damage. Damage will be 1.5 Rank damage + 1/4 of rank damage. Damage scales with rank. This takes a large amount of MP (20%) and requires a 1 post charge time. Recharge per spell: 4 posts.
- C Rank Unique Ability:
- 4. After using Blood Magic for years, Nothel has achieved mastery over the own blood in his body. This unlocked abilities that passively make him stronger.
He can force himself to hit harder, making all physical attacks do 1.5 rank damage.
Due to using blood magic, he has his metabolism go through the roof when fighting, making him regenerate 5% HP per post. After reading this over again, the 5% HP regen doesn't makes sense to the rest of the sentence. What does metabolism have to do with fighting and being able to regen 5%? I suggest removing or changing this and lowering the percentage to 2%
Through this mastery, he has been able to lower his reaction time. When an attack comes at him or he goes to attack, if the enemy goes to block, he can change his attack to dodge or hit easier. What is this boosted by?
Spells:D- Blinding Blood:
Name: Blinding Blood
Rank: D
Type: Blood, Supportive
Duration: 2 Posts You can lower this to Instant/1 post as the spell itself doesn't last that long, just the effect it places on the opponent
Cooldown: 3 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Blinding Blood is a simple, but fast, maneuver the launches blood into the eyes of your opponent, blinding them for two posts. Of course, a person could always raise their hand to block the blood or close their eyes, that is if they see the attack coming.
Strengths: Helpful when getting away or trying to hinder the opponent.
Weaknesses: Does no actual damage.
Missing means a complete and utter waste of MP and a turn.
- Crystalline Blood:
Name: Crystalline Blood
Rank: D
Type: Blood, Offensive
Duration: 1 Posts
Cooldown: 2 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Turns a small amount of blood into a crystal, and launches it towards an opponent in attempts to impale them.
Strengths: Basic damage dealer, low MP cost later on and useful all around.
Weaknesses: Very low damage.
Small object is quite easily avoidable, but you have to start dealing damage somewhere.
- Battle-Torn Armor:
Name: Battle-Torn Armor
Rank: D
Type: Blood, Defensive
Duration: 3 Posts
Cooldown: 6 Posts
Description: Range: 20 ft MP Usage: 10%
The caster moves blood from the surrounding area to form a thick, armor like blood around an ally or himself. This would go outside his or her regular armor to form a protective shell. It can last only for 3 posts and can block up to C rank damage before turning liquid again. (Two D hits.) When wearing it negates 20% of damage sent at him or her. This is redundant since the armor blocks 2 D or 1 C rank spell, I suggest removing this. The rest goes into the rest of the users armor or body. Has no strengths or weaknesses against other types of magic.
Strengths: Is really useful is 1v1 fights to negate damage that is being taken from just anything.
Weaknesses: Cannot deal damage.
Breaks quickly.
- Red Impalement:
Name: Red Impalement
Rank: D
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 45ft AoE: 10ft AoE would be the same as the range MP Usage: 10%
The caster sends blood through the ground under the specified target Since this is an AoE, it'll affect more than one opponent. Then, spikes of blood shoot up and impale the enemy in the legs and feet, causing damage damage dealt here would be full damage at epicenter and 75% to those not at the epicenter. Of course, the enemy could always try to harden the ground under him or her, or just jump out of the way. The question is, will he see the attack coming?
Strengths: Simple AoE damage
Weaknesses: Weak damage.
Only really useful is a group is huddled together, and the ground isn’t 100% solid Pretty pointless imo of this being a weakness, as it's saying it's only useful when the ground isn't solid, but I feel it would be useful either way. I suggest changing this.
C RANK- Blood Spear:
Name: Blood Spear
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 80ft MP Usage: 15% 40ft/s
The caster makes a spear out of blood and goes to pierce the enemy with it. It is pointed and very sharp on the end, able to pierce layers of armor easily, dealing pure damage instead of being blocked by armor. The armor can't be entirely pierced through imo, it'd simply reduce the damage of the spear, so essentially, it would do pure damage to the armor before it hits the skin. Also, how many spells/hits does it take to break this? I'd say 2 C rank or 1 B rank
Strengths: Does pure damage
Weaknesses: Uses a lot of mana.
Only effective against armored opponents.
- Impaling Wall:
Name: Impaling Wall
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 10ft AoE would be the same as range MP Usage: 15% Speed 50ft/s
The caster makes a small wall with spikes in it made out of blood. He then sends it towards a group of enemies. Impaling them all on it then crashing them into the wall. How long are they stuck to the wall for? Also, as a note, epicenter damage is full damage, those not at the epicenter would be 75%
Can hit up to 3 people or multiple smaller animals, depending on size.
Strengths: C rank damage AoE
Weaknesses: Uses a lot of blood.
Only really useful is a group is huddled together.
- Redox 1:
Name: Redox 1
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 30ft range and AoE would be the same MP Usage: 10% 50ft/s
The caster takes a large amount of blood and concentrates it into an explosive ball. Hurling it at a group, it explodes in spikes, hitting a large amount of people. As a note, damage is full at epicenter, and 75% to the rest
Can hit up to 4 people or multiple smaller animals, depending on size.
Strengths: Large AoE
Weaknesses: Need a lot of blood.
Doesn't get good until higher levels. (Next rank of spells)
- Lineage Signature:
Name: Lineage Signature
Rank: D, Scales to S
Type: Poison, Offensive
Duration: Until poison is removed.
Cooldown: 3 Posts
Description: Range: 50ft MP Usage: 0% HP Usage: 5%
The caster slits his own arm, applying his poisoned blood to the blade. In a swift motion he would charge his enemy and attempt to break his skin using the poisoned weapon. On a successful hit, the enemy would be poisoned for 50% of rank damage + 25% of rank damage per post (10 on contact + 5 per post for rank D) Unfortunately, I didn't realize this until now, but signatures cannot be DoTs. This needs to be changed to something else, please.
Strengths: It is a DoT poison that is easily reusable
Weaknesses: Requires caster to sacrifice HP
Low Range
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°14
Re: split from topic
Marceline Anicetus wrote:Pulling this and asking that you make these suggested changes, marked in this color.
- Original:
Mossino wrote:Magic
Primary Magic: Blood Manipulation Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood Manipulation Magic does exactly what it sounds like. It is a magic that requires the presence of blood to use. Once blood is acquired many things can happen, if can be used to make constructs out of blood to attack enemies. It can be hardened and used to cut the enemy, the possibilities are endless. As one gets more powerful with Blood Manipulation Magic they can control more aspects of it, such as a very, very high ranked user of this magic could have some control over a lower ranked wizard by using the blood in their body.
In the battlefield one with this magic would excel. Since there would be blood on the ground there would be a large amount of resources for the caster to use. Though, for a weak lever D caster, he could use said blood to hinder, slowdown, and harm enemies. For example, he can hardened said blood into crystal and fire them at enemies, impaling them. Or just simply blind foes by getting the substance in their eyes.
For myself, this magic (Towards higher ranks) Will reflect more of how my character is. IF I see Nothel turning into some murderous person, I'll focus on damaging spells and disabling. But, for general use, it will offer a nice blend of damaging and supportive spells. Making Nothel and myself useful in most situations, whether it is to blind the enemy, nuke them, or provide help to fellow allies.
Strengths: As Blood Manipulation Magic starts, it can be used for simple things like making crystals out of the blood. But as the caster gets more powerful, he has freer reign over the magic to make various things. Such as a dome around the enemy that gets impaled with spikes.
Can be used for medical, a friend is bleeding out? Coagulate the blood around the wound to stop excess bleeding. Can be used against enemies for the opposite effect.
Weaknesses: The biggest weakness to this magic is that you have to have blood around to even attempt to cast one spell.
Fighting enemies in armor makes it hard to get blood out of them to use for magic.
If blood is scarce one might have to harm themselves to get blood to use this magic.
- Lineage:
Lineage: Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:
- Blood Boiling Rage:
1.: Nothel has had it fighting this person. He is quite angry at this point and wants to end the battle. He would empower his strength for two turns, giving himself a 50% damage bonus. But, due to his blind rage he also has a 25% damage increase onhimself, making him easier to kill. Effect last 3 Posts. Cannot be ended early. What is the cool down on this? And does it last 2 posts or three posts? I'm slightly confused with "he would empower his strength for two turns" and "effect lasts 3 posts." Which is it?
- Body Control:
2. Body Control: For one post, a Blood Manipulation wizard can use 20% of his MP to take control of a foe or friend. This unique ability can ONLY be used per the recipients permission. I will not cast this on an enemy unless they allow me to over a PM or in the thread chat. As another drawback, Nothel must be touching the person that has an open wound to control them. While this might be easy by just charging forward and touching them.
And if someone else gives me their permission to use this ability, I will not under any circumstance make it an instant win. The most I can do with this ability is force the controlled person to waste 1 spell on themselves, an ally, or just waste the MP in general.
Recharge Time: 5 posts. How long does the control last?
- Rupture:
3. Rupture: A Blood Manipulation Wizard gains control of the blood in one of yours limbs, and can rupture a small amount of blood veins there, making the limb bleed heavily and inflict a large amount of damage. Damage will be 1.5 Rank damage + 1/4 of rank damage. Damage scales with rank. This takes a large amount of MP (20%) and requires a 1 post charge time. Recharge per spell: 4 posts.
- C Rank Unique Ability:
4. After using Blood Magic for years, Nothel has achieved mastery over the own blood in his body. This unlocked abilities that passively make him stronger.
He can force himself to hit harder, making all physical attacks do 1.5 rank damage.
Due to using blood magic, he has his metabolism go through the roof when fighting, making him regenerate 5% HP per post. After reading this over again, the 5% HP regen doesn't makes sense to the rest of the sentence. What does metabolism have to do with fighting and being able to regen 5%? I suggest removing or changing this and lowering the percentage to 2%
Through this mastery, he has been able to lower his reaction time. When an attack comes at him or he goes to attack, if the enemy goes to block, he can change his attack to dodge or hit easier. What is this boosted by?
Spells:D
- Blinding Blood:
Name: Blinding Blood
Rank: D
Type: Blood, Supportive
Duration: 2 Posts You can lower this to Instant/1 post as the spell itself doesn't last that long, just the effect it places on the opponent
Cooldown: 3 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Blinding Blood is a simple, but fast, maneuver the launches blood into the eyes of your opponent, blinding them for two posts. Of course, a person could always raise their hand to block the blood or close their eyes, that is if they see the attack coming.
Strengths: Helpful when getting away or trying to hinder the opponent.
Weaknesses: Does no actual damage.
Missing means a complete and utter waste of MP and a turn.
- Crystalline Blood:
Name: Crystalline Blood
Rank: D
Type: Blood, Offensive
Duration: 1 Posts
Cooldown: 2 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Turns a small amount of blood into a crystal, and launches it towards an opponent in attempts to impale them.
Strengths: Basic damage dealer, low MP cost later on and useful all around.
Weaknesses: Very low damage.
Small object is quite easily avoidable, but you have to start dealing damage somewhere.
- Battle-Torn Armor:
Name: Battle-Torn Armor
Rank: D
Type: Blood, Defensive
Duration: 3 Posts
Cooldown: 6 Posts
Description: Range: 20 ft MP Usage: 10%
The caster moves blood from the surrounding area to form a thick, armor like blood around an ally or himself. This would go outside his or her regular armor to form a protective shell. It can last only for 3 posts and can block up to C rank damage before turning liquid again. (Two D hits.) When wearing it negates 20% of damage sent at him or her. This is redundant since the armor blocks 2 D or 1 C rank spell, I suggest removing this. The rest goes into the rest of the users armor or body. Has no strengths or weaknesses against other types of magic.
Strengths: Is really useful is 1v1 fights to negate damage that is being taken from just anything.
Weaknesses: Cannot deal damage.
Breaks quickly.
- Red Impalement:
Name: Red Impalement
Rank: D
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 45ft AoE: 10ft AoE would be the same as the range MP Usage: 10%
The caster sends blood through the ground under the specified target Since this is an AoE, it'll affect more than one opponent. Then, spikes of blood shoot up and impale the enemy in the legs and feet, causing damage damage dealt here would be full damage at epicenter and 75% to those not at the epicenter. Of course, the enemy could always try to harden the ground under him or her, or just jump out of the way. The question is, will he see the attack coming?
Strengths: Simple AoE damage
Weaknesses: Weak damage.
Only really useful is a group is huddled together, and the ground isn’t 100% solid Pretty pointless imo of this being a weakness, as it's saying it's only useful when the ground isn't solid, but I feel it would be useful either way. I suggest changing this.
C RANK
- Blood Spear:
Name: Blood Spear
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 80ft MP Usage: 15% 40ft/s
The caster makes a spear out of blood and goes to pierce the enemy with it. It is pointed and very sharp on the end, able to pierce layers of armor easily, dealing pure damage instead of being blocked by armor. The armor can't be entirely pierced through imo, it'd simply reduce the damage of the spear, so essentially, it would do pure damage to the armor before it hits the skin. Also, how many spells/hits does it take to break this? I'd say 2 C rank or 1 B rank
Strengths: Does pure damage
Weaknesses: Uses a lot of mana.
Only effective against armored opponents.
- Impaling Wall:
Name: Impaling Wall
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 10ft AoE would be the same as range MP Usage: 15% Speed 50ft/s
The caster makes a small wall with spikes in it made out of blood. He then sends it towards a group of enemies. Impaling them all on it then crashing them into the wall. How long are they stuck to the wall for? Also, as a note, epicenter damage is full damage, those not at the epicenter would be 75%
Can hit up to 3 people or multiple smaller animals, depending on size.
Strengths: C rank damage AoE
Weaknesses: Uses a lot of blood.
Only really useful is a group is huddled together.
- Redox 1:
Name: Redox 1
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 30ft range and AoE would be the same MP Usage: 10% 50ft/s
The caster takes a large amount of blood and concentrates it into an explosive ball. Hurling it at a group, it explodes in spikes, hitting a large amount of people. As a note, damage is full at epicenter, and 75% to the rest
Can hit up to 4 people or multiple smaller animals, depending on size.
Strengths: Large AoE
Weaknesses: Need a lot of blood.
Doesn't get good until higher levels. (Next rank of spells)
- Lineage Signature:
Name: Lineage Signature
Rank: D, Scales to S
Type: Poison, Offensive
Duration: Until poison is removed.
Cooldown: 3 Posts
Description: Range: 50ft MP Usage: 0% HP Usage: 5%
The caster slits his own arm, applying his poisoned blood to the blade. In a swift motion he would charge his enemy and attempt to break his skin using the poisoned weapon. On a successful hit, the enemy would be poisoned for 50% of rank damage + 25% of rank damage per post (10 on contact + 5 per post for rank D) Unfortunately, I didn't realize this until now, but signatures cannot be DoTs. This needs to be changed to something else, please.
Strengths: It is a DoT poison that is easily reusable
Weaknesses: Requires caster to sacrifice HP
Low Range
Magic is now fixed~
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Ninetails Derpfox- - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 2261
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Soul
Second Skill: Ice
Third Skill:
- Post n°16
Re: split from topic
Greetings Mossino, I regret to inform you that your magic is being pulled with the permission of an Administrator. Please look for any comments in this color. You may choose to make the requested edits, or you may contact me to talk over any solutions you'd like to try out.
Mossino wrote:Magic
Primary Magic: Blood Manipulation Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood Manipulation Magic does exactly what it sounds like. It is a magic that requires the presence of blood to use. Once blood is acquired many things can happen, if can be used to make constructs out of blood to attack enemies. It can be hardened and used to cut the enemy, the possibilities are endless. As one gets more powerful with Blood Manipulation Magic they can control more aspects of it, such as a very, very high ranked user of this magic could have some control over a lower ranked wizard by using the blood in their body.
In the battlefield one with this magic would excel. Since there would be blood on the ground there would be a large amount of resources for the caster to use. Though, for a weak lever D caster, he could use said blood to hinder, slowdown, and harm enemies. For example, he can hardened said blood into crystal and fire them at enemies, impaling them. Or just simply blind foes by getting the substance in their eyes.
For myself, this magic (Towards higher ranks) Will reflect more of how my character is. IF I see Nothel turning into some murderous person, I'll focus on damaging spells and disabling. But, for general use, it will offer a nice blend of damaging and supportive spells. Making Nothel and myself useful in most situations, whether it is to blind the enemy, nuke them, or provide help to fellow allies.
Strengths: As Blood Manipulation Magic starts, it can be used for simple things like making crystals out of the blood. But as the caster gets more powerful, he has freer reign over the magic to make various things. Such as a dome around the enemy that gets impaled with spikes.
Can be used for medical, a friend is bleeding out? Coagulate the blood around the wound to stop excess bleeding. Can be used against enemies for the opposite effect.
Weaknesses: The biggest weakness to this magic is that you have to have blood around to even attempt to cast one spell.
Fighting enemies in armor makes it hard to get blood out of them to use for magic.
If blood is scarce one might have to harm themselves to get blood to use this magic.
- Lineage:
Lineage: Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:
- Blood Boiling Rage:
1.: Nothel enters a raging like state, and boosts his damage by 50% Yet, he is less defensive while raging, and takes 25% more damage. Effect lasts for 3 posts. Please reduce this to 1 post, and specify it may only be done twice per thread.
- Body Control:
2. Body Control: For one post, a Blood Manipulation wizard can use 20% of his MP to take control of a foe or friend. This unique ability can ONLY be used per the recipients permission. I will not cast this on an enemy unless they allow me to over a PM or in the thread chat. As another drawback, Nothel must be touching the person that has an open wound to control them. While this might be easy by just charging forward and touching them.
And if someone else gives me their permission to use this ability, I will not under any circumstance make it an instant win. The most I can do with this ability is force the controlled person to waste 1 spell on themselves, an ally, or just waste the MP in general.
Recharge Time: 5 posts. Effect lasts for 1 post. The spell wasted must be one the individual has already casted in the thread, and the maximum MP you're able to make the target waste is equal to 1 spell of that person's rank. Additionally, remove the recharge time of this ability and make it 1 use per thread.
- Rupture:
3. Rupture: A Blood Manipulation Wizard gains control of the blood in one of yours limbs, and can rupture a small amount of blood veins there, making the limb bleed heavily and inflict a large amount of damage. Damage will be 1.5 Rank damage + 1/4 of rank damage. Damage scales with rank. This takes a large amount of MP (20%) and requires a 1 post charge time. Recharge per spell: 4 posts. Please make a not that this ability may only be used 2 times per thread, but please do keep the cooldown on it.
- C Rank Unique Ability:
4. After using Blood Magic for years, Nothel has achieved mastery over the own blood in his body. This unlocked abilities that passively make him stronger.
He can force himself to hit harder, making all physical attacks do 1.5 rank damage.
Due to his work with his blood magic and lineage, he forces his cursed blood to work double time, making his natural HP regen increase by 5%.
Through this mastery, he has been able to lower his reaction time. When an attack comes at him or he goes to attack, if the enemy goes to block, he can change his attack to dodge or hit easier.
His reaction time sits now about 0.140 milliseconds, making him nearly have the fastest reactions.
Alright, this is the major one.
You have 4 REALLY powerful things going here
1 - Increased melee damage
2 - Increased HP Regen
3 - Increased Evasion + Accuracy
4 - Better Reaction time
That said, I'm giving you 4 options.
1 - Remove everything except the increased melee damage
2 - Remove everything except the HP regen
3 - Remove everything except the Evasion/Accuracy boost, as well as specify that the evasion/accuracy boost is actually "25% more likely to hit or dodge" and not a guarenteed action.
4 - Remove everything except the increased reaction time, and change the reaction time to 0.250 milliseconds. And specify no effects can further increase or decrease this value.
Spells:D
- Blinding Blood:
Name: Blinding Blood
Rank: D
Type: Blood, Supportive
Duration: 1 Post Change this to 2 posts please
Cooldown: 3 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Blinding Blood is a simple, but fast, maneuver the launches blood into the eyes of your opponent, blinding them for two posts. Of course, a person could always raise their hand to block the blood or close their eyes, that is if they see the attack coming. Duration of the blind effect would be 1 post for C Ranks and 0 posts for B Rank or higher players.
Strengths: Helpful when getting away or trying to hinder the opponent.
Weaknesses: Does no actual damage.
Missing means a complete and utter waste of MP and a turn.
- Crystalline Blood:
Name: Crystalline Blood
Rank: D
Type: Blood, Offensive
Duration: 1 Posts
Cooldown: 2 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Turns a small amount of blood into a crystal, and launches it towards an opponent in attempts to impale them.
Strengths: Basic damage dealer, low MP cost later on and useful all around.
Weaknesses: Very low damage.
Small object is quite easily avoidable, but you have to start dealing damage somewhere.
- Battle-Torn Armor:
Name: Battle-Torn Armor
Rank: D
Type: Blood, Defensive
Duration: 3 Posts
Cooldown: 6 Posts
Description: Range: 20 ft MP Usage: 10%
The caster moves blood from the surrounding area to form a thick, armor like blood around an ally or himself. This would go outside his or her regular armor to form a protective shell. It can last only for 3 posts and can block up to C rank damage before turning liquid again.The rest goes into the rest of the users armor or body. Has no strengths or weaknesses against other types of magic.
Strengths: Is really useful is 1v1 fights to negate damage that is being taken from just anything.
Weaknesses: Cannot deal damage.
Breaks quickly.
- Red Impalement:
Name: Red Impalement
Rank: D
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 45ft AoE: 45ft MP Usage: 10% Can hit up to 2 opponents.
The caster sends blood through the ground under the specified target. Then, spikes of blood shoot up and impale the enemy in the legs and feet, causing damage. Damage is 100% at core and 75% around the main impact. Of course, the enemy could always try to harden the ground under him or her, or just jump out of the way. The question is, will he see the attack coming? How tall are the spikes?
Strengths: Simple AoE damage
Weaknesses: Weak damage.
Only really useful is a group is huddled together.
C RANK
- Blood Spear:
Name: Blood Spear
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 80ft MP Usage: 15% 40ft/s
The caster makes a spear out of blood and goes to pierce the enemy with it. It is pointed and very sharp on the end, able to pierce layers of armor easily. It deals pure damage to armor, quickly and effectively breaking it. To break a specific piece of armor, it has to deal 2 C rank damages to it. (For Strong+ and below armors. Does not work on anything better.) Damage this weapon deals is equal to C Rank armed melee damage, the only way it can break armour is if it deals 2x C Rank magic damage (80HP).
Strengths: Does pure damage
Weaknesses: Uses a lot of mana.
Only effective against armored opponents.
- Impaling Wall:
Name: Impaling Wall
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 100ft MP Usage: 15% Speed 50ft/s
The caster makes a small wall with spikes in it made out of blood. He then sends it towards a group of enemies. Impaling them all on it then crashing them into the wall. Stuck to the wall 1 post Damage is 100% at center 75% around the center. Players B Rank will be able to resist being knocked back, but they will take damage and slide for 25 feet. Players A Rank and up will take damage, but will not be knocked back at all.
Can hit up to 3 people or multiple smaller animals, depending on size.
Strengths: C rank damage AoE
Weaknesses: Uses a lot of blood.
Only really useful is a group is huddled together.
- Redox 1:
Name: Redox 1
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 100ft MP Usage: 10% 50ft/s
The caster takes a large amount of blood and concentrates it into an explosive ball. Hurling it at a group, it explodes in spikes, hitting a large amount of people. Damage is 100% at center 75% around the center.
Can hit up to 4 people or multiple smaller animals, depending on size.
Strengths: Large AoE
Weaknesses: Need a lot of blood.
Doesn't get good until higher levels. (Next rank of spells)
- Poisoned Blade:
Name: Poisoned Blade
Rank: D, Scales to S
Type: Poison, Offensive
Duration: Until poison is removed. This needs an actual duration, be it "Instant" or a number of posts.
Cooldown: 3 Posts
Description: Range: 50ft MP Usage: 0% HP Usage: 5%
The caster slits his own arm, applying his poisoned blood to the blade. In a swift motion he would charge his enemy and attempt to break his skin using the poisoned weapon. On a successful hit, the enemy would be poisoned for 50% of rank damage + 25% of rank damage per post (10 on contact + 5 per post for rank D) Sugnature spells may only have 1 effect. You will have to choose between a duration based damage effect, or dealing 1 hit of flat damage.
If you choose a duration based damage, it has a maximum of 2 post duration but if hit with this spell before that duration runs up, the duration is increased by another 2 posts. Doing so, I will allow it to be 1 use per post CD.
If you choose flat damage, then it cannot have a Damage Over Time, and it may be an instant spell with a 1 use per post CD.
Strengths: It is a DoT poison that is easily reusable
Weaknesses: Requires caster to sacrifice HP
Low Range
WILL ADD OTHER SIGNATURES LATER, I HAVE NO IDEA ON WHAT TO MAKE THEM AS.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°17
Re: split from topic
Fixed, have fun.
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel:
Ninetails Derpfox- - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 2261
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Soul
Second Skill: Ice
Third Skill:
- Post n°18
Re: split from topic
Ninetails Derpfox- - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 2261
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Soul
Second Skill: Ice
Third Skill:
- Post n°19
Re: split from topic
- unlocked at user's request:
- Mossino wrote:Magic
Primary Magic: Blood Manipulation Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blood Manipulation Magic does exactly what it sounds like. It is a magic that requires the presence of blood to use. Once blood is acquired many things can happen, if can be used to make constructs out of blood to attack enemies. It can be hardened and used to cut the enemy, the possibilities are endless. As one gets more powerful with Blood Manipulation Magic they can control more aspects of it, such as a very, very high ranked user of this magic could have some control over a lower ranked wizard by using the blood in their body.
In the battlefield one with this magic would excel. Since there would be blood on the ground there would be a large amount of resources for the caster to use. Though, for a weak lever D caster, he could use said blood to hinder, slowdown, and harm enemies. For example, he can hardened said blood into crystal and fire them at enemies, impaling them. Or just simply blind foes by getting the substance in their eyes.
For myself, this magic (Towards higher ranks) Will reflect more of how my character is. IF I see Nothel turning into some murderous person, I'll focus on damaging spells and disabling. But, for general use, it will offer a nice blend of damaging and supportive spells. Making Nothel and myself useful in most situations, whether it is to blind the enemy, nuke them, or provide help to fellow allies.
Strengths: As Blood Manipulation Magic starts, it can be used for simple things like making crystals out of the blood. But as the caster gets more powerful, he has freer reign over the magic to make various things. Such as a dome around the enemy that gets impaled with spikes.
Can be used for medical, a friend is bleeding out? Coagulate the blood around the wound to stop excess bleeding. Can be used against enemies for the opposite effect.
Weaknesses: The biggest weakness to this magic is that you have to have blood around to even attempt to cast one spell.
Fighting enemies in armor makes it hard to get blood out of them to use for magic.
If blood is scarce one might have to harm themselves to get blood to use this magic.- Lineage:
Lineage: Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:- Blood Boiling Rage:
- 1.: Nothel enters a raging like state, and boosts his damage by 50% Yet, he is less defensive while raging, and takes 25% more damage. Effect lasts for 1 post. Can only use 2 times per thread.
- Body Control:
- 2. Body Control: For one post, a Blood Manipulation wizard can use 20% of his MP to take control of a foe or friend. This unique ability can ONLY be used per the recipients permission. I will not cast this on an enemy unless they allow me to over a PM or in the thread chat. As another drawback, Nothel must be touching the person that has an open wound to control them. While this might be easy by just charging forward and touching them.
And if someone else gives me their permission to use this ability, I will not under any circumstance make it an instant win. The most I can do with this ability is force the controlled person to waste 1 spell on themselves, an ally, or just waste the MP in general.
I can only force them to use spells they have already cast.
I can only make them waste mana percentage of that persons rank. (I.E C rank = 15%)
Recharge Time: 5 posts. Effect lasts for 1 post.
- Rupture:
- 3. Rupture: A Blood Manipulation Wizard gains control of the blood in one of yours limbs, and can rupture a small amount of blood veins there, making the limb bleed heavily and inflict a large amount of damage. Damage will be 1.5 Rank damage + 1/4 of rank damage. Damage scales with rank. This takes a large amount of MP (20%) and requires a 1 post charge time. Recharge per spell: 4 posts. Can only be used twice per thread.
- C Rank Unique Ability:
- 4. After using Blood Magic for years, Nothel has achieved mastery over the own blood in his body.
Due to his work with his blood magic and lineage, he forces his cursed blood to work double time, making his natural HP regen increase by 5%.
Spells:D- Blinding Blood:
Name: Blinding Blood
Rank: D
Type: Blood, Supportive
Duration: 2 Post
Cooldown: 3 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Blinding Blood is a simple, but fast, maneuver the launches blood into the eyes of your opponent, blinding them for two posts. Of course, a person could always raise their hand to block the blood or close their eyes, that is if they see the attack coming.
Duration for C rank players is only one post, any rank higher does not get blinded.
Strengths: Helpful when getting away or trying to hinder the opponent.
Weaknesses: Does no actual damage.
Missing means a complete and utter waste of MP and a turn.
- Crystalline Blood:
Name: Crystalline Blood
Rank: D
Type: Blood, Offensive
Duration: 1 Posts
Cooldown: 2 Posts
Description: Speed: 20ft/sec Range: 40ft AoE: N/A MP Usage: 10%
Turns a small amount of blood into a crystal, and launches it towards an opponent in attempts to impale them.
Strengths: Basic damage dealer, low MP cost later on and useful all around.
Weaknesses: Very low damage.
Small object is quite easily avoidable, but you have to start dealing damage somewhere.
- Battle-Torn Armor:
Name: Battle-Torn Armor
Rank: D
Type: Blood, Defensive
Duration: 3 Posts
Cooldown: 6 Posts
Description: Range: 20 ft MP Usage: 10%
The caster moves blood from the surrounding area to form a thick, armor like blood around an ally or himself. This would go outside his or her regular armor to form a protective shell. It can last only for 3 posts and can block up to C rank damage before turning liquid again.The rest goes into the rest of the users armor or body. Has no strengths or weaknesses against other types of magic.
Strengths: Is really useful is 1v1 fights to negate damage that is being taken from just anything.
Weaknesses: Cannot deal damage.
Breaks quickly.
- Red Impalement:
Name: Red Impalement
Rank: D
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 45ft AoE: 45ft MP Usage: 10% Can hit up to 2 opponents.
The caster sends blood through the ground under the specified target. Then, spikes of blood shoot up and impale the enemy in the legs and feet, causing damage. Damage is 100% at core and 75% around the main impact. Of course, the enemy could always try to harden the ground under him or her, or just jump out of the way. The question is, will he see the attack coming?
Spikes are 4 feet tall.
Strengths: Simple AoE damage
Weaknesses: Weak damage.
Only really useful is a group is huddled together.
C RANK- Blood Spear:
Name: Blood Spear
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 3 Posts
Description: Range: 80ft MP Usage: 15% 40ft/s
The caster makes a spear out of blood and goes to pierce the enemy with it. It is pointed and very sharp on the end, able to pierce layers of armor easily. It deals pure damage to armor, quickly and effectively breaking it. To break a specific piece of armor, it has to deal (80HP) damages to it. The spear does C Ranked Armed Melee Damage. (For Strong+ and below armors. Does not work on anything better.)
Strengths: Does pure damage
Weaknesses: Uses a lot of mana.
Only effective against armored opponents.
- Impaling Wall:
Name: Impaling Wall
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 100ft MP Usage: 15% Speed 50ft/s
The caster makes a small wall with spikes in it made out of blood. He then sends it towards a group of enemies. Impaling them all on it then crashing them into the wall. Stuck to the wall 1 post Damage is 100% at center 75% around the center.
Players B Rank will be able to resist being knocked back, but they will take damage and slide for 25 feet. Players A Rank and up will take damage, but will not be knocked back at all.
Can hit up to 3 people or multiple smaller animals, depending on size.
Strengths: C rank damage AoE
Weaknesses: Uses a lot of blood.
Only really useful is a group is huddled together.
- Redox 1:
Name: Redox 1
Rank: C
Type: Blood, Offensives
Duration: 1 Posts
Cooldown: 4 Posts
Description: Range: 100ft AoE: 100ft MP Usage: 10% 50ft/s
The caster takes a large amount of blood and concentrates it into an explosive ball. Hurling it at a group, it explodes in spikes, hitting a large amount of people. Damage is 100% at center 75% around the center.
Can hit up to 4 people or multiple smaller animals, depending on size.
Strengths: Large AoE
Weaknesses: Need a lot of blood.
Doesn't get good until higher levels. (Next rank of spells)
- Poisoned Blade:
Name: Poisoned Blade
Rank: D, Scales to S
Type: Poison, Offensive
Duration: Instant
Cooldown: 1 use per post.
Description: Range: 5ft MP Usage: 0% HP Usage: 5%
The caster slits his own arm, applying his poisoned blood to the blade. In a swift motion he would charge his enemy and attempt to break his skin using the poisoned weapon. On a successful hit, the enemy takes no damage from the blade contact, but 25% rank damage per post for two posts.
If hit with this spell while already poisoned by it, the poison doesn't stack but rather the duration of the poison is increased by 2 posts.
Strengths: It is a DoT poison that is easily reusable
Weaknesses: Requires caster to sacrifice HP
Low Range
WILL ADD OTHER SIGNATURES LATER, I HAVE NO IDEA ON WHAT TO MAKE THEM AS.
Bump when finished, I will handle the grading of this magic.
Mossino-
Lineage : Pride of a Mercenary
Position : None
Posts : 295
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 23
Experience : 431.25
Character Sheet
First Skill: Blood Maniuplation Magic
Second Skill:
Third Skill:
- Post n°20
split from topic
Bumpity Bump
Blood Magic Character Sheet
"He who makes a beast out of himself gets rid of the pain of being a man."
Theme:
Battle Theme:
"He who makes a beast out of himself gets rid of the pain of being a man."
- Gear and Weapons:
Theme:
- Theme:
Battle Theme:
- Battle Theme:
- Nothel: