Primary Magic: Blood of a God (Ascendant Demon Slayer)
Secondary Magic: Time Dragon Slayer
Caster or Holder: Caster
Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
Strengths:
- Can freely control blood to his advantage.
- Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
Weaknesses:
- Uses health to use spells.
- If HP is too low, magic is unusable. Else he would kill himself in the process.
- Those without blood are in less danger from some parts of the magic.
- The God of Blood:
- Lineage Name: The God of Blood
Name of Lineage Holder: Chaoris Orneis
Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!
Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him. He also has a 5% health regen every other post.
Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP costs are directly from his own health pool, and due to this, his MP is added to his base HP. Anytime he loses HP from something, he gains a 1% buff to his speed and strength. (Gets hit for 40 hp, gains 1%. Uses a spell and loses HP for the cost of it, gains 1%) This buff lasts until he takes no damage in a post, which causes the buff to dissipate.
Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 7 posts. It has an 8 post cooldown after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff. He is also able to be summoned by any guild member or ally into any topic by calling out his name. For jobs he participates in (at least one fight) he receives half of the exp. For 10 year and up jobs he receives 10% of the exp. He may also appear uncalled for by others when the word 'War' is mentioned in any way.
- Slayer Stuffs:
All slayers receive the following:
♦ 10% Buff to physical stats(strength, speed etc)
♦ 10% Buff to senses(hearing, smell etc)
♦ The ability to enter force after consuming enough of the element
♦ The ability to consume their element to regain MP
♦ A resistance to their element shown by the following chart:
♦ 2 ranks above: 0%
♦ 1 rank above: 10%
♦ Same rank: 25%
♦ 1 rank below: 30%
♦ 2 ranks below: 50%
Unique Abilities:
- Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 10% health lost. (Max 90% damage increase when at 10% hp left)
- Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's) Fallen blood can be used to attack as if a spell for melee damage with applicable buffs, and can be used to shield for user rank damage melee damage with applicable buffs, once per post each.
- Leeching Attacks: All damage dealt by the user of this magic, whether physical or magical, heals them for 25% of the damage dealt.
- Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +60% speed.
- Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 7 at H rank. These constructs have hp equal to two spells of the user's rank, up to S, in HP and deal a quarter user rank damage per melee hit they land. May only create one each post, but last until defeated. The entire purpose of these constructs is to shove debuffs and negative effects onto them. Ever time a negative effect is aimed at the user, they can pay the original cost of the spell aimed at them to shove it onto a construct. If no constructs are around, the cost to negate the effects is doubled. Effects that cost no MP that come at him cost him 1 hp to move to a construct, or negate.
- Signature Spells:
- Name: Passage of Blood
Rank: D (Does not Scale with rank)
Type: Mixed (Defensive/Supportive)
Duration: Instant
Cooldown: May do once per post.
Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
Strengths:
- Gives mobility.
- Allows a chance to dodge an attack by just sinking down and coming back up.
- Let's him get closer or farther away from an opponent when needed.
Weaknesses:
- Blood must be within sight. (No other rooms, dimensions, planes, etc.)
- If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
- Can't drag people in with him, so no fancy pulling people into the ground.
- Has to at least be enough for one foot to step in it to use.
Name: Heaven's Bloody Strike
Rank: A
Type: Offensive
Duration: Instant
Cooldown: Once per post
Description: Chaoris draws magical power into his next attack, causing him to hit twice with the next physical attack that hits in the post.
Strengths:
- Allows an extra strong hit once per post.
Weaknesses:
- Requires a solid hit to be useful.
- D rank:
- Name: Blood Veil
Rank: D
Type: Defensive
Duration: 3
Cooldown:4
Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
Strengths:
- Protects entire body.
Weaknesses:
- Can only protect himself with it the shield.
- There must be some of his blood around for the shield to be activated.
Name: Radiant Burst of Blood
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 3
Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
Strengths:
- Instant activation spell.
- AoE burst, can hit multiple opponents if all are close enough.
Weaknesses:
- Short range.
- Does not push opponents back, only deals damage.
- Fast opponents can easily avoid the spell.
Name: God's Blood Transfusion
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 5
Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth, plus the hp cost of the spell, and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
Strengths:
- Can stop bleed effects on himself or allies.
- Heals himself for the HP cost to cast the spell, plus a D rank spell worth, if cast on himself.
Weaknesses:
- Requires blood to be shed, whether his or another's.
- Hurts himself for the cost of the spell no matter who he uses the spell on.
Name: Divine Blood Spines
Rank: D
Type: Offensive/Trap
Duration: 2
Cooldown: 3
Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
Strengths:
- Can simply move in close to an enemy to harm them.
- Chance to affect someone multiple times if they stay too close for too long.
Weaknesses:
- Has no defensive properties.
- Allies that get to close will be injured by the spines.
Name: Bloody Rift
Rank: D+
Type: Defensive
Duration: 3
Cooldown:4
Description: The user creates a portal to their godly realm, allowing them to step in and reappear in a different spot through another portal that opens up. Both of these portals explode outward with a burst of blood in a 22.5 meter radius, dealing 30 damage each explosion. The portal allows them to travel 22.5 meters from the initial portal entered.
Strengths:
- Teleport that deals damage with both exit and entrance.
Weaknesses:
- Can possibly miss both times with the attack portions.
- C rank:
Name: Blood Regeneration
Rank: C
Type: Self Healing
Duration: Instant
Cooldown: 4
Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
Strengths:
- Instant self-heal.
Weaknesses:
- Must be blood in a 30 meter radius
- Can not use blood still inside another person.
Name: Blood Sickness
Rank: C
Type: Offensive/Poison
Duration: 3
Cooldown: 4
Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
Strengths:
- Lowers an enemies speed by half.
- Easier to use at close ranges.
Weaknesses:
- Has a lower range than most spells of it's rank. Being only 5 meters max range.
- Those with a perfect immune system,(no disease possible) are half affected. (they lose a quarter speed)
Name: Bloody Jump
Rank: C
Type: Burst, Teleport
Duration: Instant
Cooldown: 4
Description: The user of the spell simply disappears in a burst of blood before reappearing somewhere else, thirty meters away from their original position.
Strengths:
- Instant effect.
Weaknesses:
- Very obvious teleport due to the blood
Name: Light and Blood's Protection
Rank: C+
Type: Defensive
Duration: 6
Cooldown: 7
Description: The user is covered in a protective shield of blood and light that blocks 180 damage before breaking. If the shield is broken, the user of the spell is also healed for 45 hp. (Half advanced spell heal)
Strengths:
- A shield that heals the user if broken.
Weaknesses:
- Very obvious shield, due to the use of blood and light.
- B rank:
- Name: Holy Blood Blast
Rank: B
Type: Offensive
Duration: Instant
Cooldown: 4
Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
Strengths:
-Instant, large radius, explosion of blood.
Weaknesses:
- Can not penetrate through walls, ceilings, etc.
- Not that effective against extreme ranges.
Name: Holy Blood's Light Step
Rank: B
Type: Teleport
Duration: Instant
Cooldown: 4
Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
Strengths:
- Instant teleport to try and get a positional advantage.
Weaknesses:
- Requires line of sight on target location
- Not that useful against AoE spells of similar rank/range.
Name: Light's Blinding Rage
Rank: B
Type: Buff
Duration: 6
Cooldown: 7
Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts strength by 70%.
Strengths:
- 70% increase to strength.
Weaknesses:
- A buff solely for himself
- Extremely long cooldown.
Name: Speed of Light
Rank: B+
Type: Buff
Duration: 6
Cooldown: 7
Description: By tapping into the power of his demon-slaying blood, the god is able to boost his speed to incredible numbers to catch up to enemies that may prove too fast to normally keep up with. This boosts strength by 105%. (Advanced spell
Strengths:
- 105% increase to speed.
Weaknesses:
- A buff solely for himself
- Extremely long cooldown.
- A rank:
- Name: Bloodbound Strikes
Rank: A
Type: Offensive
Duration: 7
Cooldown: 8
Description: The non-magical attacks that Chaoris does become empowered by the covering of his holy blood, adding an additional quarter rank of damage to each strike.
Strengths:
- Adds a quarter rank of damage to non-magical attacks.
Weaknesses:
- Requires the attacks to hit for spell to matter.
- Any non-magical hit on an ally will also have the increased damage.
Name: Blood Replenishment
Rank: A
Type: Healing DoT
Duration: 5
Cooldown: 6
Description: Chaoris allows the blood within him to heal himself over time, allowing him to heal for 50% of an A rank spell worth of HP per post, for five posts.
Strengths:
- 2.5 A rank heal over 5 posts.
Weaknesses:
- Being at full health means a round of the spell, or more, will be wasted.
- May interfere with spells and abilities that require him to be lower on HP.
Name: Bloody Jump
Rank: A
Type: Teleport, Instant
Duration: Instant
Cooldown: 5
Description: Chaoris teleports to another location within 75 meters, letting loose a 75 meter burst of bloody light that damages all that are caught within it.
Strengths:
- Teleport that deals damage.
Weaknesses:
- Friendly fire is quite possible.
- It is always both teleport and burst attack, cannot choose which to use with the spell.
Name: Judgement of the Bloodied Realm
Rank: A+
Type: Buff
Duration: 7
Cooldown: 8
Description: Chaoris brings forth the power of his realm, granting himself an enormous boost to his strength so that he can bring down righteous judgment upon his enemies. Grants 105% strength buff. (70% and plus fifty percent more powerful due to advanced spell.)
Strengths:
- Grants a strong buff to strength.
Weaknesses:
- Only buffs himself when activated.
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Khorne on 30th May 2018, 10:32 pm; edited 10 times in total