Blue Mercury
Primary Magic: Blue Mercury
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blue Mercury is a substance very similar to the element Mercury. It appears to be a blue bioluminescent fluid, with a metallic-like glare. It contains magical properties that allow it to act as blood, and other bodily fluids. In order for one to use this magic, they must purge their body of all fluids the element deems as non-magical. This means the users Blood cells, Stomach acid, ect. Would all have to be replaced by this element for the user to cast spells. Like the element mercury it is a liquid metal, but unlike it Blue Mercury is not poisonous (though it is not necessarily good to ingest either).
Though one would expect the caster to use their new magic blood as the weapon, this is not the case. The caster’s blood does however allow for the manipulation of Blue Mercury outside the body. One of the magic’s most basic abilities causes a non-living thing to turn into a puddle of blue mercury for its master to manipulate in other ways.
Strengths:
· Advanced Systems- out with the old, and in with the new. Blue Mercury has replaced all the fluids of a caster’s body with it (there is an exception for saliva). The user is very resistant regular disease and poison.
· Bio-Vision- The magic replaces the fluids inside the user’s eyes, this renders them color blind. However; Living creatures radiate a blue aura which the caster can see.
· Rarity- As mentioned, Blue Mercury is a very new magic (the only known user is James) and few opponents know it’s weakness.
Weaknesses:
· System Error- Though the new bodily fluids null the effect of regular poisons and disease, their body is especially susceptible to Disease and Poison spells (+25% extra damage when taking poison/disease spell damage.)
· Color Blind- Though he may be able to see living targets very well, it comes with a cost. The caster can only see all other things in black and white.
· Water- The primary weakness of Blue Mercury is water. Blue Mercury is a liquid, and with water around it becomes hard to focus on controlling the element. (While in rain, increase cooldown of all spells by one post. While completely submerged the caster cannot cast Blue Mercury Spells.)(At A class the penalties are reduced to unaffected in rain, and increase cooldown by 2 posts when completely submerged. Water spells used to defend against Blue Mercury are 25% more effective at all times)
Lineage: Rage of the Soul Torn
Unique Abilities:
Bio-Vision: James can only see in black and white, but can clearly see a flame blue aura around living beings. This gives an advantage when trying to locate people who may be hidden.
Advanced System- James takes 30% less regular/magic poison or disease damage. Poison and disease spells however, are not effected by this new immune system (+25% damage)
Blood transfusion- in a pinch, if James' skin is cut causing him to bleed, he can use his Mercury Creation spell to replenish the lost blood. He can do this twice per topic to heal 5% total HP or stop a bleeding condition.
Spells:
Primary Magic: Blue Mercury
Secondary Magic: N/A
Caster or Holder: Caster
Description: Blue Mercury is a substance very similar to the element Mercury. It appears to be a blue bioluminescent fluid, with a metallic-like glare. It contains magical properties that allow it to act as blood, and other bodily fluids. In order for one to use this magic, they must purge their body of all fluids the element deems as non-magical. This means the users Blood cells, Stomach acid, ect. Would all have to be replaced by this element for the user to cast spells. Like the element mercury it is a liquid metal, but unlike it Blue Mercury is not poisonous (though it is not necessarily good to ingest either).
Though one would expect the caster to use their new magic blood as the weapon, this is not the case. The caster’s blood does however allow for the manipulation of Blue Mercury outside the body. One of the magic’s most basic abilities causes a non-living thing to turn into a puddle of blue mercury for its master to manipulate in other ways.
Strengths:
· Advanced Systems- out with the old, and in with the new. Blue Mercury has replaced all the fluids of a caster’s body with it (there is an exception for saliva). The user is very resistant regular disease and poison.
· Bio-Vision- The magic replaces the fluids inside the user’s eyes, this renders them color blind. However; Living creatures radiate a blue aura which the caster can see.
· Rarity- As mentioned, Blue Mercury is a very new magic (the only known user is James) and few opponents know it’s weakness.
Weaknesses:
· System Error- Though the new bodily fluids null the effect of regular poisons and disease, their body is especially susceptible to Disease and Poison spells (+25% extra damage when taking poison/disease spell damage.)
· Color Blind- Though he may be able to see living targets very well, it comes with a cost. The caster can only see all other things in black and white.
· Water- The primary weakness of Blue Mercury is water. Blue Mercury is a liquid, and with water around it becomes hard to focus on controlling the element. (While in rain, increase cooldown of all spells by one post. While completely submerged the caster cannot cast Blue Mercury Spells.)(At A class the penalties are reduced to unaffected in rain, and increase cooldown by 2 posts when completely submerged. Water spells used to defend against Blue Mercury are 25% more effective at all times)
- Blood Loss- if an attack would cause James' to lose blood, or apply a bleeding condition his magic damage is reduced by 10%. This is due the the fact that the user's blood was replaced with Mercury, and to lose this blood would give a wizard less control.
Lineage: Rage of the Soul Torn
- Rage of the Soul Torn:
Rage of the Soul Torn
Description: There was once a man, well not really a man, but a half-human, half hedgehog hybrid by the name of Pulse. Unlike his brother Crest, who possessed the ability to manipulate water and was a doctor who strived to help people, he was a destructive being who only wanted to rule. He became known as Master Pulse, whilst his brother became known as Doctor Crest. Pulse was a master of air manipulation for highly destructive purposes and his descendants, most of them full humans, gained this ability. The ability to make the very air into a destructive weapon.
Ability: User gains access to a passive and is able to add 3 wind spells in addition to their magic to the spells.The spells gains are one of the user’s rank, one of a rank lower and one of a rank lower than that(max S-rank, Min D-rank). The passive ability is flight where they the wind wraps around them and allows them to fly around at their max speed or less.
Usage: Passive flight. The 3 spells must be made in addition to the user’s spells in their magic. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
- D - Rank Wind Spell:
- Name: Blue Wings
Rank: D
Type: Utility
Duration: 3 posts
Cooldown: 8 posts
Description: The runes on James' shoulders glow blue and burn through his clothing, as a pair of wings made from Blue Mercury sprout from his back. This increases his speed while flying by 25% and allows for better reflexes when in mid air. The wings are made of the blue mercury in James' blood, and James does not need to convert an item into Mercury to use this spell.
Strengths:- Allows for much greater movement in mid air while flying.
- Causes clothing on the shoulders and back to burn off, allowing James to escape from bindings that may be there such as chains, or a strait jacket.
Weaknesses:- The bonus is reduced to +10% speed while flying if it is raining or under water.
- This flight bonus cannot stack with other speed bonuses.
- An offensive water attack directed at the wings could cause them to dissolve.
- Allows for much greater movement in mid air while flying.
- C - Rank Wind Spell:
- Name: Cloud breath
Rank: C
Type: Offense
Duration: 2 post
Cooldown: 4 posts
Description: James breathes in the air around him and combines it with his primary magic. He then spews a cone of gaseous blue mercury from his mouth. Targets who breathe in the gas, take 75% C Rank damage. The cone can hit up to three individuals within 3 meters of each other, and can be fired as far as 20 meters. If a target would stay in this smoke rather the move out of it, they take an additional 25% C Rank Damage. James can breathe the mercury in the air as if it was water vapor, dealing no damage to himself.
Strengths:- Creates a cone of smoke allowing it to hit multiple enemies.
- Will usually cause an opponent to start coughing, and need to cover their eyes (this cloud of vapor is metal after all.
- Deals damage over time, and can be tricky to dodge.
Weaknesses:- This spell cannot be cast in rain, as the rain will nullify the cloud.
- The spell could possibly harm allies, as only James can breathe Mercury.
- The spell has a limited range at twenty meters.
- James must be able to open his mouth to spew the cloud.
- Creates a cone of smoke allowing it to hit multiple enemies.
Unique Abilities:
Bio-Vision: James can only see in black and white, but can clearly see a flame blue aura around living beings. This gives an advantage when trying to locate people who may be hidden.
Advanced System- James takes 30% less regular/magic poison or disease damage. Poison and disease spells however, are not effected by this new immune system (+25% damage)
Blood transfusion- in a pinch, if James' skin is cut causing him to bleed, he can use his Mercury Creation spell to replenish the lost blood. He can do this twice per topic to heal 5% total HP or stop a bleeding condition.
Spells:
- D - Rank:
- Mercury Creation:
- Name: Mercury Creation
Rank: D+
Type: Support/Utility
Duration: instant/ 1 post
Cooldown: 2 posts
Description: This is the most important spell in the caster's arsenal. Without first learning this spell, no other Mercury spells could be cast. The caster of this spell can transfer nearly anything they touch into blue mercury for use of spell casting. At each rank the caster can transfer a larger amount of dirt, rock or metal into Blue Mercury.
D: Can transfer a baseball sized amount of material into blue mercury.
C: can transfer a basketball sized amount of material into blue mercury
B: can transfer a chair sized amount of material into blue mercury.
A: can transfer a large table sized amount of material into blue mercury . Can transform materials to mercury from up to 15 ft away.
S+: can change a car sized amount of material into blue mercury.
The range of the spell is limited to touch until A class.
Strengths:- It is necessary for the creation of Mercury for other spells
- It has versatility: it can do things such as destroy locks for example.
Weaknesses:- In order for James to cast certain spells, he would need to use this spell first.
- James can not transfer Flesh, bone, magical metals, wood, or other liquids into Blue mercury.
- Blue Mercury is a metal found inside the caster's body, and cannot be found from other sources that this spell.
- It is necessary for the creation of Mercury for other spells
- Mercury Footprint:
- Name: Mercury Footprint
Rank: D
Type: Utility
Duration: 2 posts
Cooldown: 3 posts
Description: The Caster uses his power to transform the bottom of their shoe into Blue Mercury. This allows them to move around as if they were on skates or a snow board. Using this spell gives a 25% speed boost for two posts. This also allows its caster to slide on/over steep surfaces: walls and cliffs for example.
Strengths:- Gives an excellent speed boost and allows the user to climb
- It can be cast on other targets such as allies, but not targets such as enemies.
Weaknesses:- The spell cannot be used on wooden or liquid surfaces. Meaning no walking on water or use on wooden floors/walls.
- If the user is attacked while moving they are more likely to be tripped.
- The user must be wearing something on their feet such as socks or shoes for the spell to work.
- Gives an excellent speed boost and allows the user to climb
- Mercury Bolt:
- Name: Mercury Bolt
Rank: D
Type: Offense
Duration: 1 posts/instant
Cooldown: 2 posts
Description: The Caster touches an object that transforms into a small amount of Blue Mercury. The Mercury then becomes a small ball hovering above James' hand which can be shot at an opponent. Upon impact, the bolt deals damage to an opponent and a chance harden and adhere to the opponents body. This could hinder them in various ways based upon where the shot landed. This bolt can be fired up to 30 ft. then evaporates.
Strengths:- The spell works as a good medium range attack.
- The spell has a chance to adhere to an opponent, which could potentially encase their hand, foot or other body part in hardened blue mercury.
Weaknesses:- The spell requires the user to need a physical item to change into Mercury for the spell. (Cannot be Flesh, bone, magical metals, liquids, or wood.)
- Once used the Mercury created is evaporated, and cannot be used for a second attack.
- With a maximum distance of 30 ft. it could be dodged, and blocked by physical objects such as shields.
- The spell works as a good medium range attack.
- Mercury Cloud:
- Name: Mercury Cloud
Rank: D
Type: Support
Duration: 2 posts
Cooldown: 3 posts
Description: By touching a wall, floor, or simply large amount of useable material, the caster can cause a large cloud of gaseous Blue Mercury to appear in a 5 ft. Radius around him. This cloud of blue magical power can be used in many ways: a smoke screen for a stealthy escape, a shroud around the caster not allowing his opponents to see what he's doing, or if an opponent would engage him in melee combat and breathe in this smoke they would take damage (as they would be breathing in Gaseous metal).
Strengths:- The caster of this spell will have no problem breathing it in, as all their bodily fluids are this metal.
- The spell deals 10 points of damage to a D Rank who would breathe it in, and 5 points of damage to a C Rank who would breathe it in.
Weaknesses:- The spell harms all beings except Blue Mercury users, meaning allies of the caster could be harmed.
- The spell does no damage to people of rank B and above.
- The spell cannot be cast in rain or while completely submerged.
- The caster of this spell will have no problem breathing it in, as all their bodily fluids are this metal.
- C - Rank:
- Mercury Bullets:
- Name: Mercury Bullets
Rank: C
Type: Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Before James can use this spell, he must first use 'Mercury Creation' to make a Basketball sized amount of mercury. This mercury is then split in to six separate bolts of blue mercury which gravitate around him like moons of a planet. James can then fire the five bolts at up to six different targets, or six multiple bolts at one target. For each bolt of blue mercury that hits a target, the take 25% C Rank damage. It can (Looks like this)
Strengths:- It provides multiple shots which James can use to deal a bit more damage, or to hit multiple targets.
- James can use this spell without needing hand motions or speaking words. This gives it an element of surprise.
Weaknesses:- In order for James to cast this spell, he needs to use mercury creation. This causes Mercury Creation's cool down to start.
- The spell is limited to 25 meters in range.
- James cannot target opponents with this spell he cannot see.
- It provides multiple shots which James can use to deal a bit more damage, or to hit multiple targets.
- Blue Armor:
- Name: Blue Armor
Rank: C
Type: Support
Duration: 3 posts
Cooldown: 5 posts
Description: James can fire a baseball-sized Bolt of Blue Mercury that hardens upon touching a person. Once it hardens, the Mercury engulfs a target's body and covers their clothing and skin. It appears as a thin blue metallic sheet, which can either buff James allies or de-buff his foes. Friendly targets encased in this sheet of steel reduce incoming melee and spell damage, this also increases their melee damage/Spell damage involving physical contact. An enemy covered in this spell has their speed reduced and they will find it hard to make delicate or fine movements (This is due to the weight of the metal). Example of target's appearance in metal
Buff Ranks:
D Ranks gain- reduce incoming melee and spell damage by 25%, increase melee damage/Spell damage involving physical contact by 10%.
C Ranks gain- reduce incoming melee and spell damage by 20%, increase melee damage/Spell damage involving physical contact by 5%
B Ranks gain- reduce incoming melee and spell damage by 15%
A Ranks gain- reduce incoming melee and spell damage by 10%
S+ Ranks gain- no bonuses (just looks sort of cool)
De-Buff Ranks:
D Ranks - Reduce total speed by 20%
C Ranks - Reduce total speed by 15%
B Ranks - Reduce total speed by 10%
A+ Ranks - Unaffected by spell
Strengths:- Provides a spell which can both assist or curse someone
- Once a target is hit with the bolt, it is nearly impossible to prevent oneself from being engulfed with the blue metal sheet.
Weaknesses:- The spell has a maximum range of 15 meters, and must contact a person for them to gain any benefit or de-buff.
- The spell can be blocked by running into physical objects such as shields, trees, ect.
- The spell does no damage, and does not effect a target's flying speed.
- Provides a spell which can both assist or curse someone
- Mercury Form:
- Name: Mercury Form
Rank: c
Type: Offense/Defensive
Duration: 1-2 posts
Cooldown: 3-4 posts
Description: James' body and clothing transform into a mass of Blue Mercury, he can appear as a silhouette of himself or a puddle of glowing blue liquid. In this form James can only take melee damage from magic weapons and spells, and can squeeze through even the smallest cracks as he is made of liquid metal. James can only retain this fully body liquid form for a short amount of time as it is greatly draining (Must pay its MP cost a second time if duration is longer than 1 post.). Depiction of Spell
Strengths:- This works as James greatest defense against melee attacks
- James can get through nearly any space, and can move up to six mph in his puddle form.
Weaknesses:- James cannot use this spell under water, doing so would cause him to lose a limb or die.
- James can only stay in this form for a very short time, and has MP penalties for prolonged transformation.
- Magical attacks can still do regular damage to James in this form.
- This works as James greatest defense against melee attacks
Last edited by James Steel on 15th June 2017, 2:27 pm; edited 9 times in total