Magic
Primary Magic: Blood Augmentation
Secondary Magic:
Caster or Holder: Caster
Description: Blood augmentation is a two part magical school. The first embodies morphing and weaponizing blood, such as lunging them as tiny projectiles or using it to bind an opponent. It may even involve drawing more blood from one's open wound. The second part of the school is the materialization of blood, making it solid, rather than lashing out with the liquidy. This is useful for making armor, solid surfaces, shield and the like. Usually these two go hand in hand, but sometimes the blood is most useful in it's liquid state.
Braz utilizes this in two ways. When hiding his style, he only uses it to make armor and modify himself to hide that its blood and play it off as just beast traits, otherwise he will use it in a mixture of offensive and utility. This includes his ability to strengthen the magic he uses if it's his own blood instead of someone else's blood.
Strengths:
Weaknesses:
Lineage:
Thick Blood: Due to his body being used to being cut up for the purpose of casting spells, it's grown durable under fire. He ignores 25% of damage that would be inflicted to him.
Hemomancer's Gift: Blood is love, Blood is life. That said, as it's a Blood Mage's bread and butter running out not only means no ammunition, but death. Every two posts, regain 5% of your total health.
Blood Boil: The effects of a hemomancer on others is deadlier than expected. Attacks delivered using his blood are 25% stronger than normal.
Spells:
List of Spell Fusions:(Locked until B rank)
Name
Rank:
Type:
Fused Spells
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: Blood Augmentation
Secondary Magic:
Caster or Holder: Caster
Description: Blood augmentation is a two part magical school. The first embodies morphing and weaponizing blood, such as lunging them as tiny projectiles or using it to bind an opponent. It may even involve drawing more blood from one's open wound. The second part of the school is the materialization of blood, making it solid, rather than lashing out with the liquidy. This is useful for making armor, solid surfaces, shield and the like. Usually these two go hand in hand, but sometimes the blood is most useful in it's liquid state.
Braz utilizes this in two ways. When hiding his style, he only uses it to make armor and modify himself to hide that its blood and play it off as just beast traits, otherwise he will use it in a mixture of offensive and utility. This includes his ability to strengthen the magic he uses if it's his own blood instead of someone else's blood.
Strengths:
- Always avaliable, and always plentiful. One will never be without a source of blood to use, even if it's their own.
- The more a fight rages on, the more of it that is available to be manipulated.
- At higher tears, a bleeding opponent become a close-range target, manipulating their blood directly at the source.
Weaknesses:
- Often requires damage to be dealt to self before you can utilize it.
- Considerably slower than an elemental jutsu, such as water, might be given blood's composition.
- It doesn't create, therefor a point of attack is always easilly pinpointed. So long as the opponent can keep from the blood, its easy to react to the attacks.
- There is a severe lack of surprise or ambush from these spells. Not only are the attacks red in hue and easilly seen in most situations, but the attacks can only come from bloodpools.
Lineage:
- Victor's Descent:
- Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
Usage: Passive toggle on/off.
Thick Blood: Due to his body being used to being cut up for the purpose of casting spells, it's grown durable under fire. He ignores 25% of damage that would be inflicted to him.
Hemomancer's Gift: Blood is love, Blood is life. That said, as it's a Blood Mage's bread and butter running out not only means no ammunition, but death. Every two posts, regain 5% of your total health.
Blood Boil: The effects of a hemomancer on others is deadlier than expected. Attacks delivered using his blood are 25% stronger than normal.
Spells:
- Blood Augmentation (D-Rank):
- Crimson Fists:
- Name: Crimson Fists
Rank: D
Type: Offensive/Supportive
Duration: 3 posts or until destroyed
Cooldown: 2 Posts, plus one for every post it was activated (up to 5)
Description: The user cups his hands together, digging his nails into his palms as he forms red clawed gauntlets around his hands and wrists. The gloves look beastlike in nature, have no texture, and stick to the wearer's natural hand shape, only they take on clawed finger tips. Unlike his other spells, this spell uses the least amount of blood as it is a light coating of blood formed into the claws, and does not have an HP cost to create the wound.
Use of the claws allows melee damage to include the Blood Boil passive. The claws also cause bleeding upon successful attack. The claws can be used to block an attack of equal rank. This will negate damage dealt by 25%, but if two attacks are blocked this way the gloves will break prematurely.
Strengths:- One of the only spells that doesn't require him to spend health or have active blood source to use.
- Used to help hide his true magic type, passing it off as a claw-like enhancement.
Weaknesses:- Requires melee combat to be effective.
- Does not grant a complete block like shields and defensive spells might.
- Other blood mages can utilize this spell against him with ease.
- One of the only spells that doesn't require him to spend health or have active blood source to use.
- Bleed the Wound:
- Name: Bleed the Wound
Rank: D
Type: Offensive
Duration:Instant
Cooldown:3 Turns
Description: The user reaches out, then closes his hand, drawing out the blood from their opponent's open wounds. The blood explodes out, causing great pain as it literally bleeds the opponent of more of their vital fluids. Obviously, things that do not have blood do not need to fear this spell ever.
This spell requires the opponent to be bleeding. IT deals D-Rank Damage that can not be dodged or blocked in any way. The damage may still be reduced, and does not benefit from the Blood Boil passive. Creatures who do not bleed are not affected by this spell. This merely requires sight of the wound itself to use. If the wound is bandaged but not magically healed this will do 15 damage instead.
Strengths:- Ensures a wound stays open and the blood flow constant.
- Doesn't require him to aim or use more tact than seeing his opponent.
Weaknesses:- Heavy requirements to make work properly.
- Does not benefit from his Blood Boil passive, and thus is weaker than his other spells by comparison.
- Relies heavilly on line of sight compared to his other spells.
- Ensures a wound stays open and the blood flow constant.
- Hemotools:
- Name: Hemotools
Rank: D
Type: Utility
Duration: 2 Posts + 1 per turn focused to keep active
Cooldown: 3 Posts +1 per turn focused to keep active
Description: A trick learned from years suffering in cells and capture. The user focuses on blood, bringing a ball of it out and molding it into a basic tool from the list below. This can be done while bound so long as the user can see blood, or is willing to cause damage to himself, and requires no hand motions or physical actions like most spells.
This spell requires blood to work. If none is avaliable, the user can spend 5HP in addition to the MP cost to open up a would in himself and draw blood out. The tool then becomes physical, and will move to the focus of the user. To maintain this, 5mp per post past the first must be spent. Otherwise, at the end of the turn it will dissipate back into a puddle of blood. The tools that can be made at this level are:
Knife - Treated as a D-rank weapon, can cut through people and binds (If used as a weapon, benefits from Bloodboil). The blade is 3 inches in length, with a grip of 3 inches. It can easilly be broken by any damaging spell regardless of rank, and can not bypass armor.
Lockpicks - Stardard tools used for picking locks (One Tension Wrench and one Hook Pick). Used for picking basic locks. So long as the lock has a basic mechanism these can be used by anyone with the experience.
Saw - Serrated edged saw used for... Well, Sawing. Considered a D-Rank weapon is used like one, but can only deal damage in a slicing manner. Otherwise, can be used to saw through basic material like wood, and with effort, some weaker metals. The blade is one foot in length, with half-inch serrated blades on one side, and is an inch thick in total. It has a handle of three inches at one end.
Strengths:- A good knick of time utility.
- You can't search someone for blood, and therefor always has these avaliable.
Weaknesses:- Very Niche, and widely unused outside of certain missions.
- Not the most reliable, and drains a lot of mana to maintain.
- Draining over time useage.
- A good knick of time utility.
- Blood Drive:
- Name: Blood Drive
Rank: D
Type: Offensive
Duration:Instant
Cooldown:3 Posts
Description: The user slaps one hand down on his wrist, and focuses to draw out three small claw-like blades of blood from a nearby source of blood, he then opens his other hand and sends the claws out at a target.
These claws are two inches long and half an inch thick, dealing D-rank damage to what they strike. This applies Blood Boil. They can travel in a straight line out to 15m, and will stop at the first solid surface they hit. If they hit a person, they cause bleeding wounds. If they hit the maximum distance or after they deal damage, they dissipate into regular blood that can be reused with later spells. If no source of blood is avaliable for him to create the claws with, he can spend 5HP in addition to the mana cost to open a wound to draw blood from. The attack is always aimed from the bloodsource, and can not be aimed from an opponent's open wound to himself but can be used from an opponent's open wound at another opponent.
Strengths:- A basic ranged attack with a more unpredictable attack pattern.
- Can attack someone by using their own ally's open wound.
Weaknesses:- Ranged attack that relies on existing blood to work.
- Can not be retargeted in any way and will always stop after it hits something, regardless of intended target.
- Aside from damage, does nothing else noteworthy and can easilly be blocked, dodged, or otherwise defended against.
- A basic ranged attack with a more unpredictable attack pattern.
List of Spell Fusions:(Locked until B rank)
Name
Rank:
Type:
Fused Spells
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Stacesune on 18th February 2017, 5:56 pm; edited 3 times in total