Magic Name: Mystic Blood Beasts
Magic Type: Summoning
Benefit: Solitary (Four summons out at once)
Description: This magic allows the caster to personify their inner demons/emotions through representation. It creates animals from their blood in order to do their bidding. This gives it versatility as well as some drawbacks. The animals, like the spells, can be different depending on the caster. One might use elephants for buffing and eagles for attacking. Another might use snakes for debuffs and grasshoppers for defense. The caster must stay within range of their creations or risk them turning to black dust. The user must also ‘download’ instructions into their creations, being precise to get them to do what they wish. As a user gets stronger, they can create autonomous creations that think and move on their own. Furthermore, these autonomous creations lack the range restriction of their dull counterparts. Generally, these summons are motivated by the emotions that spawned them. Asking a summon created out of jealousy not to be jealous of something is like asking an adult elephant not to be big. There are exceptions to the rule but that depends on the overall strength of the caster and their will. Control over their emotions can help them to create autonomous creations that are near human but that has only been done on rare occasions.
Kyran tends to misuse his magic even now. While before he would lob them out well past their limit, now he tends to use them without thinking. Certain effects of the summons will activate before he truly thought of where he put them. Sometimes this can lead to disastrous results. There are times when Kyran slips into his old habit of doing things in a majorly wrong way. The resulting headache usually puts him back on track. Kyran’s skills with his magic usually get better, more precise the more pressure he is under. A powerful foe, one that incites Kyran’s battle lust, will also find him to be much better with his magic than previously expected.
Unique Abilities:
~Bloody Magic: The caster has so much magic imbued into their blood, it grants them extra abilities when it is spilt. As the caster’s HP decreases, their spell power increases. The exchange is equal meaning if the caster has lost 20% of their health, their spells have 20% more power. The total of this is capped at user rank player active buff. The magic that enacts this exchange doesn’t wish to stay separated from its master. The caster’s blood flows back towards them which grants them a passive regeneration of 5% every other post.
~Healthy: The casters of this magic slowly increase the blood pumping through their veins and the hardiness of their skin. As a result, they have a 30% increase in HP over others of their rank.
- Demon’s Blood:
Demon’s Blood
~Violence: Those of the Violence demon clan were stronger than the other demons. They also happened to be skilled in transformation under the right circumstances – mainly drinking blood. Those with this lineage struggle with bloodlust and tend to have shifting features as a result of the Violence demons. They also have a passive 20% increase to strength. When the user drinks the blood of their enemies, they transform into a demonic beast covered in glowing markings. In this beast form, the user’s magical abilities are no longer accessible. Though their magic isn’t usable, they gain a surge in physical speed (75%), strength (75%), 2% HP/MP regen per post and the ability to shoot blasts of dark energy from their body that deals user ranked spell damage. The dark energy blasts have a range of user ranked single target and a speed of user ranked single target.
Usage: Passive. Transformation lasts 4 posts from when blood was last consumed and has a 6 post cooldown until it can be used again. The user can alternatively drink their own blood to trigger the transformation but that will only have a 2 post duration with a 6 post cooldown, 50% speed & strength and will not have the 2% HP/MP regen.
~Challenge: The demons of Challenge were keen on dominating their opponents and eliminating any chance of losing. They wished to be the best of the best, always on the top of the heap. The user of this lineage can emit an Aura of Dominance, something any animal can feel. This aura will trigger a submission or a challenge in a beast – in other words a beast will submit to the Alpha or fight the user to be Alpha. Since the demons were mainly catlike, the user also almost always lands on their feet. The user gains a 20% increase in speed. They can also create a shockwave by stomping their foot. The shockwave triggers the aggression centers of the brain and makes allies turn on one another. Everyone hit by the wave sees everyone else as a potential challenger.
Usage: Shockwave does user rank AOE damage and has user rank AOE range & speed. Those hit by the shockwave gain a 10% increase to strength. They also become aggressive to every living thing in sight. Allies become threats, neutral targets become enemies and enemies become monstrosities. This state of mind (as well as the buff) lasts 3 posts. After the state ends, those affected have a 25% debuff to their strength and speed for 2 posts. This ability requires OOC permission to be used on players, player-owned NPCs or event NPCs.
~Lust: The demons of the Lust clan were intent upon using their passion above all else. That passion could be directed at anything or anyone and didn’t need to be sexual in nature. A lust for domination is just as potent as regular person to person lust. This clan’s blood gives the user the ability to smooth away age or enhance the terrifying aspects of their appearance should they so desire. This is a simple glamour only and most can see through it with careful examination. The truly terrifying aspect of this bloodline is the ability it grants the user. They create a field around themselves in which one thing is ultimately attracted to them: metal, cloth, wood, mana or health among other things. The category chosen must be absolute and it cannot be elemental. It can’t be used to attract everything within the aura. The aura can also not be used on magical items/weapons/armor.
Usage: The aura, once activated is equivalent of one rank lower than the user’s rank AOE range & speed. Within that range, the user has control over objects of the category chosen when the aura is activated. The objects can be used to deal user rank multitarget damage to anyone within range and can provide a 5% damage reduction against physical attacks, single target spells, and multitarget spells. They can be used one time only to negate a spell of one rank lower than the user’s rank. In doing so, the objects are used up and the user loses the damage reduction for the rest of the time this is active. The aura is always centered on the user and moves with them as they move. It lasts 3 posts. If the category is mana or health, the user rips user rank damage (if health) or 5% (if mana) from every person/creature within reach. The collected mass drifts in the space of the aura and the user can absorb only 5% total each post.
~Mischief: Speed was the thing that the demons of Mischief relied upon. Speed and little effects to keep anyone from noticing them. It helped them slip from place to place, planning their attacks carefully. This clan watched the world from the shadows by being conspicuous. No one ever suspected the annoying ones might in fact be as deadly as their cousins. The user of this lineage has near no scent thanks to this clan and tend to almost disappear into the shadows if no one is really looking at them. They also have the ability to make small harmless flashes of light or bursts of sound. They also have a 40% increase to speed. The user can also slip from shadow to shadow and create a hallucinogenic effect on those they touch.
Usage: The user can teleport user rank burst range once per thread provided there are enough shadows to cover at least to their knees. They can also, by touching someone’s skin, cause a person to lose their sense of balance, invert colors a person sees, make everything bright and create after shadows whenever they turn their head to fast. The general effect makes it hard for the person to see and walk. This effect lasts 2 posts. This ability requires OOC permission to be used on players, player-owned NPCs or event NPCs.
~Justice: The demons of Justice were sometimes called angels. They policed the other demonic clans more than they preyed upon the other races. More often than not they were called upon to mediate the disputes between opposing parties. The majority of their abilities and why they were called Justice demons were related to their eyes. Many of them were blinded when foes attacked. Thus many Justice demons wore cloth over their eyes, either to hide that they’d already lost them or to hide that they still had them. They passed on the power of their eyes to those with this lineage. The user of this lineage need merely look at someone while they’re talking to discern a lie when it is told. Their eyes also hold the power of law, truth and penance, not to mention the darker side of justice, Vengeance. The user can induce someone to tell the truth, though it doesn’t work well against other mages, simply by looking deep into the other person’s eyes. In a similar fashion, the user can bind one opponent to a specific Law or paralyze them. In extreme cases, the user can force their body to become the embodiment of vengeance, losing their eyesight for a time and guided only by their sense of ‘justice’
Usage: While in combat, the user must look into an opponent’s eyes to enact one of two effects. The first paralyzes the opponent for 1 post. This ability has a range and speed equal to user ranked single target spells. The second forces them to adhere to a simple ‘Law’ for a single post. This Law cannot be something like ‘You cannot breathe’. It must be a cause and effect such as ‘If you jump, you cannot breathe’. Obviously if the cause doesn’t happen, the Law doesn’t come into effect. This ability requires OOC permission to be used on players, player-owned NPCs or event NPCs. Adversely, the user can turn the power of their eyes on themselves. They create a law that causes them to transform for 2 posts. Their eyes turn black and they gain a thermal vision that shows only those that have wronged another plus a blurry grey outline of their surroundings. It must have been a deliberate wrong and not accidental. This requires OOC permission. Against these opponents/people only, the user gains a 25% increase to speed and strength. Their body may undertake a few changes when using this ability that have no effect on combat such as change in skin or visage. Generally, these changes are only meant to make the user seem more terrifying to those they are smiting with vengeance.
Spells:
Using 5 of these extra spells: post 673
Signature Spells
- Blood Morph of Creativity:
Name: Mystic Blood Beast: Blood Morph of Creativity
Rank: Ranking
Type: Summons, Burst
Melee Damage: 28 HP
Spell Damage: 75 HP
Summon HP: 200 HP
Range: 75 meters
Speed: 75 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their creative spirit, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a small sphere, its surface moving and alive. While this summons is active, the caster has a diminished sense of creativity. The ball floats, moving and attacking as need be until the user activates its ability. Then it will stay in the form its ability takes. If its HP runs out or the duration of the spell ends, the ball whatever shape it takes crumbles into black dust.
Abilities:
~Morph: When this ability is activated, the ball transforms into a different shape decided by the user. The ball will remain in the chosen shape for the remainder of the spell’s duration. The shape chosen does multihit user rank spell damage. The shape can be that of an object like a sword or club or it can be energy imbued within a part of the user such as the voice or the arm. The Morph can no longer move on its own. Its reach is reduced to 3 meters or less depending on the length of the object. If it is turned into energy, the reach is 10 meters max.
- Black Spirit of Darkness:
Name: Mystic Blood Beast: Black Spirit of Darkness
Rank: Ranking
Type: Summons, Single Target
Melee Damage: 28 HP
Spell Damage: 0 HP
Summon HP: 200 HP
Range: 300 meters
Speed: 300 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon every dark emotion and memory, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a black wispy form. While this summons is active, the caster has a diminished sense of the memories that darken their heart. Usually, the ability is activated immediately but in the case that it isn’t, the wispy Black Spirit can move around slowly and attack at a 50% reduced strength. If its HP runs out or the duration of the spell ends, the Black Spirit crumbles into black dust.
Abilities:
~Possession: The Black Spirit takes possession of either the caster or an ally designated by the caster within range. The possessed person transforms into a dark version of themselves, with the Black Spirit clinging to them like a second skin. 50% of damage directed at the possessed is dealt to the Spirit instead and it grants them a 40% speed buff plus a 25% strength buff. This ability must last at least one post but can last the duration of the spell.
D Rank Spells
- Deer Woman of Seduction:
Name: Mystic Blood Beast: Deer Woman of Seduction
Rank: D
Type: Summons, Single Target
Melee Damage: 5 HP
Spell Damage: 40 HP
Summon HP: 50 HP
Range: 60 meters
Speed: 60 MPS
Duration: 3 posts
Downside:
Description: The caster draws upon their ability to seduce, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a chimeric creature, the upper half of a beautiful red headed woman attached to the body of a gray deer. While this summons is active, the caster has a diminished ability to seduce. If its HP runs out or the duration of the spell ends, the Deer Woman crumbles into black dust. The Deer Woman is an extremely proud summons and difficult to control for the caster. She refuses to attack female opponents unless struck first. Any male, even allies, will always be the Deer Woman’s main target. She will attack the nearest male, be it the caster, any allies or an enemy. Thus the placement of this spell is crucial.
Abilities:
~Lure: The Deer Woman throws an invisible line to one opponent in range. The strike of this line does D rank single target damage. The person then focuses solely on the Deer Woman. The world falls away from them as if they have blinders on, showing only the Deer Woman. They feel an overwhelming urge to get closer to this beautiful creature, to hold her and make her feel safe. This feeling and the blinder effect vanishes when they are within 1 meter of the Deer Woman or if the Deer Woman, her caster or any of their allies strike the target. This effect requires OOC permission to affect Players, Player owed NPCs, or Event NPCs. This lasts 1 post.
~Animality: This is a passive ability that increases the Deer woman’s speed by 40%. This ability also allows the Deer Woman to more easily hide in wooded areas provided she has a few meters between herself and those trying to spot her.
- Naga of Hope:
Name: Mystic Blood Beast: Naga of Hope
Rank: D
Type: Summons, Multitarget
Melee Damage: 5 HP
Spell Damage: 30 HP
Summon HP: 50 HP
Range: 45 meters
Speed: 30 MPS
Duration: 3 posts
Downside:
Description: The caster draws upon their hope, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a chimeric creature, the upper half of a beautiful raven haired woman attached to the body of a vibrant green snake. The snake body is 5 meters in length and a half a meter in width, thinning at the top where it connects to the human torso. While this summons is active, the caster has a diminished sense of hope. If its HP runs out or the duration of the spell ends, the Naga crumbles into black dust. The Naga hates fighting but will do so in defense of the caster and their allies. However, the Naga aims only to incapacitate over finishing off the opponent. If she thinks it will help, the Naga will try to shield the caster and their allies with her own body.
Abilities:
~River Spout: The Naga targets up to 10 people within range. Water appears over one of her hands and thin streams of highly pressurized water slam into each of the targets, doing D rank multitarget damage. The pressurized water pushes each target back 5 meters.
~Constrict: The Naga selects three people in range and drops a snake made of water over their head. The snake does 50% D rank multitarget damage as it begins to choke its victim. Until the Naga is disintegrated either by 0 hp or end of Spell duration, the snake continues to do 50% D rank multitarget damage with each subsequent post. When the Naga disintegrates, the snakes burst spraying their victims and doing on last 50% D rank multitarget damage.
C Rank Spells
- Rakshasa of Cruelty:
Name: Mystic Blood Beast: Rakshasa of Cruelty
Rank: C
Type: Summons, Area of Effect
Melee Damage: 12 HP
Spell Damage: 30 HP
Summon HP: 100 HP
Range: 60 meters
Speed: 30 MPS
Duration: 5 posts
Downside:
Description: The caster draws upon their cruelty, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a chimeric female creature, humanoid in form with a fiery mane, hands tipped with claws, and glowing red eyes. Fangs protrude from the mouth. The skin appears marbled, almost as if made of stone. A leather jerkin covers its torso which supports four arms. A warrior’s skirt protects its hips and thighs. While this summons is active, the caster has a diminished ability to be cruel. If its HP runs out or the duration of the spell ends, the Rakshasa crumbles into black dust. The Rakshasa revels in carnage and once unleashed, rips its way through the battlefield. It isn’t a summon meant to be used when one has allies as the beast cares little for who it is ripping apart. The Rakshasa won’t stop fighting until its last breath or the spell duration ends. Until it crumbles into dust, it draws as much blood as it can.
Abilities:
~Spit Fire: The Rakshasa targets an area within range.. Pursing her lips, the Rakshasa spits fire into the selected area. The area erupts into flames in a circle that is 20 meters in diameter. Those within the area take C rank Area of Effect damage. The fire continues to burn for 2 posts and anyone who enters the area takes C rank Area of Effect damage unless they have already taken damage from that specific area before.
~Maya: This passive ability grants the ability to fly and gives them a 45% increase to strength.
- Wendigo of Hunger:
Name: Mystic Blood Beast: Wendigo of Hunger
Rank: C
Type: Summons, Single Target
Melee Damage: 12 HP
Spell Damage: 60 HP
Summon HP: 100 HP
Range: 120 HP
Speed: 120 MPS
Duration: 5 posts
Downside:
Description: The caster draws upon their hunger, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a humanoid creature with long thin limbs. The digits of these limbs are tipped in serrated claws. The head appears misshapen, almost animal like with a mouth full of fangs. Antlers protrude from the top of the head. While this summons is active, the caster has a diminished hunger. If its HP runs out or the duration of the spell ends, the Wendigo crumbles into black dust. The wendigo is driven entirely by its need to feed. The caster can easily direct it by pointing out a target. The wendigo then gets a laser focus on the target until it is dead/consumed. Then it moves onto the next one. The creature is always desperately trying to stuff its mouth with warm meat.
Abilities:
~Predatory Awareness: The wendigo can teleport once per post to any point within C rank burst range. There need only be a warm body within 5 meters of that point for the creature to teleport there.
~Cannibal’s Hunger: The Wendigo targets a person in range. Its jaws crack as they open unnaturally wide and a tongue zips out to pierce the target for C rank single target damage. The tongue is barbed, catching on flesh when it withdraws. This injects a liquid that paralyzes the target for one post.
- Rainbow Serpent of Arrogance:
Name: Mystic Blood Beast: Rainbow Serpent of Arrogance
Rank: C
Type: Summons, Area of Effect
Melee Damage: 12 HP
Spell Damage: 30 HP
Requip/Summon HP: 100 HP
Range: 60 meters
Speed: 30 MPS
Duration: 5 posts
Downside:
Description: The caster draws upon their arrogance, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a see through multicolored flying serpent. The snake is about 3 meters long and less than a quarter meter thick. While this summons is active, the caster has a diminished sense of arrogance. If its HP runs out or the duration of the spell ends, the Rainbow Serpent crumbles into black dust. This summons doesn’t listen to the caster unless paid some kind of complement. Even then, the Rainbow Serpent tends to do her own thing without regard for the caster’s wishes.
Abilities:
~Illusory: The rainbow serpent’s body is made of illusions. She receives 50% less damage from physical attacks but in turn, deals only 50% damage on her own physical attacks. The rainbow serpent can use the illusory aspect of her body to create harmless illusions within C rank area of effect range, creating entire terrain or shifting the position of things within range a meter or two.
~Better: The Rainbow Serpent draws upon the pride of every person within range. They take C rank area of effect damage. In addition, they are paralyzed for one post. The Rainbow Serpent can then grant a 5% speed buff to an ally in range per person she drew pride from. This buff stacks but caps at 55%.
- Chenoo of Disdain:
Name: Mystic Blood Beast: Chenoo of Disdain
Rank: C
Type: Summons, AOE
Melee Damage: 12 HP
Spell Damage: 30 HP
Summon HP: 100 HP
Range: 60 Meters
Speed: 30 MPS
Duration: 5 posts
Downside:
Description: The caster draws upon their disdain, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a furry humanoid monster with thin limbs and a gaping hole in its chest where its heart should be. The creature is 3 meters tall. While this summons is active, the caster has a diminished ability to disdain others. If its HP runs out or the duration of the spell ends, the Chenoo crumbles into black dust. This summons listens to the caster conditionally. If it decides there is a worthier opponent than those the caster directs it at, the Chenoo will target them instead. The Chenoo otherwise listens to the caster but always with an air of disapproval.
Abilities:
~Icy Predator: Cold ripples out from the Chenoo, freezing the ground within C rank AOE range. Anyone excluding the Chenoo within the area slowly loses speed at 10% per post. This loss of speed caps at 55%. The Chenoo can teleport within this area at a C rank burst range once per post. The area is magical and won’t melt unless struck by a fiery spell of the same rank or higher. It lasts the duration of the spell, only melting when the spells duration is up (provided it isn’t hit by a fiery spell of the same rank or higher).
~Cold Heart: The Chenoo targets five people within range. Ice spurts from the creature’s chest, tracking those targeted. If hit, the targets lose 55% of their speed and take 50% C rank multihit damage. The ice spreads inside the target, radiating cold. With each subsequent post after being struck, the targets take 50% C rank multihit damage. The debuff and damage done per post persist for 3 posts.
- Stikini of Terror:
Name: Mystic Blood Beast: Stikini of Terror
Rank: C
Type: Summons, Single Target
Melee Damage: 12 HP
Spell Damage: 60 HP
Requip/Summon HP: 100 HP
Range: 120 meters
Speed: 120 MPS
Duration: 5 posts
Downside:
Description: The caster draws upon their terror, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a humanoid monster with the head of an owl and wings down its arms. The creature gives off the aura of the undead. While this summons is active, the caster has a diminished ability to feel terror. If its HP runs out or the duration of the spell ends, the Stikini crumbles into black dust. The summons tends to focus solely on a single opponent until the spell duration ends or the opponent dies. It will try to tear the opponent’s heart out, preferably while it is still beating. The caster has no say in which opponent the Stikini targets and to try generally turns the Stikini on them.
Abilities:
~Shadow Flight: The Stikini wraps itself in shadows, teleporting to a point within C rank burst range. When it arrives at that point, a single blade of pure shadow skewers an opponent within 10 meters. The blade does C rank single target damage and drains the opponent’s magical damage, reducing it by 55%. This ability can only be used once per post. The debuff lasts for 2 posts.
~Wind Blade: The Stikini sweeps an arm out in front of it, sending a blade of wind at a target within C rank single target range. The blade does C rank single target damage if it strikes.
B Rank Spells
- Tsukuyomi of Sorrow:
Name: Mystic Blood Beast: Tsukuyomi of Sorrow
Rank: B
Type: Summons, Burst
Melee Damage: 19 HP
Spell Damage: 80 HP
Summon HP: 150 HP
Range: 50 meters
Speed: 50 MPS
Duration: 6 posts
Downside:
Description: The caster draws upon their sorrow, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a human figure with pale skin. Long black hair is up in a ponytail and voluminous robes of silver and white adorn their body. Eyes pale watch the world, haunted by some event. At its side is belted a katana and a wakizashi which when drawn seem to be made of moonlight itself. While this summons is active, the caster has a diminished ability to feel sorrow. If its HP runs out or the duration of the spell ends, Tsukuyomi crumbles into black dust. This summons is quiet, speaking only to warn of impending doom to the caster and their allies. He rarely attacks opponents, preferring to stay by the caster or a designated ally to heal and protect. If Tsukuyomi is angered to a point of attacking other, his entire visage will darken. His robes, skin and eyes become dark colors while his hair becomes starch white. In this state, Tsukuyomi is reckless. He rarely lasts long as he isn’t built for attacking.
Abilities:
~Moonlight: Tsukuyomi creates a sheathe of moonlight around one person within range. When that person is attacked, 50% of the damage is transferred to Tsukuyomi. In addition, the moonlight reverberates out at the opponent. They take B rank burst damage as a result. The sheathe lasts 2 posts.
~Moon’s Tears: Shining tears drip down form Tsukuyomi’s eyes. One person within range is healed for B rank burst damage and gains a 60% buff to their spell damage for one post. This can also be used in reverse where the tears do B rank burst damage and create a 60% debuff to spell damage. If Tsukuyomi uses the ability that way, 20% of the damage dealt is done to him as well. Only one effect can be used at a time.
- Thunderbird of Serenity:
Name: Mystic Blood Beast: Thunderbird of Serenity
Rank: B
Type: Summons, Area of Effect
Melee Damage: 19 HP
Spell Damage: 40 HP
Summon HP: 150 HP
Range: 100 meters
Speed: 50 MPS
Duration: 6 posts
Downside:
Description: The caster draws upon their sense of serenity, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a large dark blue bird with six wings. Lightning crackles through its feathers. While this summons is active, the caster has a diminished ability to feel serene. If its HP runs out or the duration of the spell ends, the Thunderbird crumbles into black dust. The Thunderbird listens to the caster. However, it tends to use its own take on the orders given to it rather than following them to the letter. It usually flies high above the battlefield calmly raining down its destruction.
Abilities:
~Quiet Storm: The Thunderbird magnetizes the entirety of the B rank Area of Effect range around it. After a post, lightning thunders from the ground to the sky dealing B rank Area of Effect damage. Anyone caught within the range, is paralyzed for 1 post and has a 60% drain on their speed for 2 posts.
~Storm’s Call: The Thunderbird throws out lightning and thunder within the B rank Area of Effect range. Those struck by the lightning take 50% B rank area of effect damage for 3 posts. Those struck by the lightning lose 60% speed for 3 posts. They also find it difficult to orient themselves and keep their balance.
- Susanoo of Anger:
Name: Mystic Blood Beast: Susanoo of Anger
Rank: B
Type: Summons, Multitarget
Melee Damage: 19 HP
Spell Damage: 60 HP
Summon HP: 150 HP
Range: 150 meters
Speed: 110 MPS
Duration: 6 posts
Downside:
Description: The caster draws upon their anger, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a human figure. This figure is draped in robes of dark blue and has hair of a vibrant red quality. A large gourd is strapped to their back while a katana wakashi set is strapped to their waist. The blades appear to be made out of frozen lightning. While this summons is active, the caster has a diminished ability to feel angry. If its HP runs out or the duration of the spell ends, Susanoo crumbles into black dust. Susanoo is like a rampaging bull on the battlefield. Point him in the right direction and let loose. The caster has no control of what happens after that. Susanoo will do what Susanoo does. Allies will usually be safe from the summons. However, insulting Susanoo will bring his wrath down upon them as well.
Abilities:
~Winds of the Storm: Susanoo targets six people in range. Depending on if they are friend or foe, different effects hit them. Susanoo is the one who decides if they are friend or foe. Each ally is struck by a sudden tornado. This tornado does no damage but allows the ally to fly and grants them a 30% increase to speed. The ability to fly and the buff last 3 posts. Each foe is struck by violent winds. The winds do B rank multitarget damage, decrease the foe’s speed by 30% and anchor them into the ground. This means they feel heavier, tend to have difficulty jumping and are less agile then they were previously. As with the effects on allies, this lasts 3 posts.
~Storm’s Sword: Susanoo targets six people within range. His body vanishes and reappears next to each target in succession, long enough for him to strike them with either his katana or his wakazashi. They take 50% B rank multitarget damage for 3 posts. In addition, usage of metal objects or spells becomes difficult as they are charged with lightning. Some might find that metal floats around them, though they have no control over what the metal does. After striking each target, Susanoo reappears where he started initially.
- Izanami of Rage:
Name: Mystic Blood Beast: Izanami of Rage
Rank: B
Type: Summons, Multiple Target
Melee Damage: 19 HP
Spell Damage: 60 HP
Summon HP: 150 HP
Range: 150 meters
Speed: 110 MPS
Duration: 6 posts
Downside:
Description: The caster draws upon their rage, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a mass of hair. The hair is dark in color but difficult to tell exactly what color it is truly. If you see the woman herself, she appears skeletal with haunting remnants of beauty clinging to her form. While this summons is active, the caster has a diminished ability to feel intensely angry. If its HP runs out or the duration of the spell ends, Izanami crumbles into black dust. This summons hates men. She will prioritize them over females and will have an unhealthy obsession with the caster.
Abilities:
~Dead Hair: Izanami targets seven people in range. Her hair shoots out, snagging each person targeted and doing 50% B rank multitarget damage over 4 posts. The hair begins to envelop each person, slowly swallowing them over 4 posts. Cutting the hair doesn’t stop this as the hair continues to grow. It must be obliterated in some way to make it stop. If the hair has fully cocooned the target, they are paralyzed for 1 post. If they aren’t freed within that post, they are dragged into a death dimension. This last effect requires OOC permission. There they must entertain the local ladies or males depending on what they prefer until Izanami disintegrates (either from 0 HP or end of spell duration). Then they are deposited back where they began.
~The Barrier of Death: A door appears next to Izanami and slowly opens. Zombie-like creatures pour forth grabbing up to twenty opponents within range. Each opponent is dealt 50% B rank multitarget damage and is subsequently dealt 50% B rank multitarget damage on the following 4 posts. They are then dragged back through the door which slams shut behind them. They are held there for one post before being deposited back where the door appeared. Assuming they haven’t joined the ranks of the dead that is. They emerge with the undead clinging to them. Izanami can enter the doors, removing herself from combat for 2 posts. The door/barrier has a B-rank durability. If that happens, the caster is dealt 50% of the damage the spell would have done to an opponent and Izanami appears where the doors were.
- Kanaima of Vengeance:
Name: Mystic Blood Beast: Kanaima of Vengeance
Rank: B
Type: Summons, Single Target
Melee Damage: 19 HP
Spell Damage: 80 HP
Summon HP: 150 HP
Range: 200 meters
Speed: 200 MPS
Duration: 6 posts
Downside:
Description: The caster draws upon their sense of vengeance, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a wispy feminine form. Horns rise from the forehead and talons protrude from the fingers. While this summons is active, the caster has a diminished ability to feel vengeful. If its HP runs out or the duration of the spell ends, the Kanaima crumbles into black dust. This summons generally listens to the caster unless the caster has recently hurt an innocent woman. At that point, the Kanaima will turn upon the caster to wreck vengeance in the name of the wronged.
Abilities:
~Spiritual Help: The Kanaima teleports to a person in B rank burst range and touches them. The person gets a burst of animal strength, gaining a 60% buff to strength. Their injuries are also healed by B rank single target damage. However, the Kanaima then can direct a single attack of theirs against another person (OOC permission required). If the Kanaima hasn’t seen the person use any spells, the attack must be physical. Otherwise, the Kanaima can direct the attack to be magical but only spells that she has seen being used. The buff lasts for 2 posts.
~Retribution Stare: The Kanaima looks at one target within range. If the spell hits, they feel a strange burning sensation and take B rank single target damage. They also find their strength and speed drained by 30% each for 3 posts.
- Medea of Challenge:
Name: Medea of Challenge
Rank: B+
Type: Summons, Single Target
Melee Damage: 28.5 HP
Spell Damage: 120 HP
Summon HP: 225 HP
Range: 300 meters
Speed: 300 MPS
Duration: 8 posts
Downside:
Description: The caster draws upon their need to challenge, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a furry humanoid. The fur is a dull yellow color split by dark stripes of varying colors. Retracting talons tip the hands and a tail waves behind them. The overall appearance is that of a humanoid cat. While this summons is active, the caster has a diminished ability to feel like they need to compete. If its HP runs out or the duration of the spell ends, Medea crumbles into black dust. Medea doesn’t listen to the caster whatsoever. She makes a beeline for the strongest fighter on the field. Once they have been pummeled into the ground, Medea heads for the next strongest. Until the cat is defeated, she fights to her last breath. The caster can try to direct her away from allies but that is the extent of their communication.
Abilities:
~Alpha’s Challenge: Medea roars, sending waves of magic at one person within range. That person is bound by threads of magic. These threads initially do 50% B+ rank single target damage. This damage is repeated any time that person tries to hit another person other than Medea (that includes using an AOE that hits Medea) though it maxes out at B+ single target damage per post. Medea gains a 45% boost to speed and a 45% boost to damage against that person only. This buff and the effect of the threads lasts for 4 posts.
~Omega’s Power: A magic aura alights around Medea or a person of her choosing. Whoever has the aura can move faster with a 45% increase to speed and gets a 25% increase to spell damage. This aura also absorbs 20% damage from incoming magical attacks. The aura shoot out small rays the more enemies that surround the person with the aura, provided they are standing alone. These rays do B+ rank single target damage to one person within B+ single target range designated by the person with the aura. Without designation, these rays are harmless and are little more than sparkles. The aura lasts 4 posts.
- Malinda of Lust:
Name: Malinda of Lust
Rank: B+
Type: Summons, Multitarget
Melee Damage: 28.5 HP
Spell Damage: 90 HP
Summon HP: 225 HP
Range: 225 meters
Speed: 165 MPS
Duration: 8 posts
Downside:
Description: The caster draws upon their lust, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts unleashing a creature that melds woman and snake. The snake body is 5 meters in length and almost whip thin at the tip. The overall color scheme of the creature is purple. While this summons is active, the caster has a diminished ability to feel lustful. If its HP runs out or the duration of the spell ends, Malinda crumbles into black dust. Malinda has a hard time listening to the caster. She’s more interested in seducing the most attractive person on the field. The snake demon slithers around the place with that intent in mind. The caster can manipulate her to some extent if they’re wily enough.
Abilities:
~Snake’s Seduction: Malinda sheathes herself in a pink aura. This aura increases her speed by 90%. Then she fires off thin threads of pink, striking up to twenty opponents within B+ multitarget range. The threads do B+ multitarget damage and paralyze each person for 1 post. The aura buff lasts for 3 posts.
~Hypnotizing Motion: The snake begins to move in hypnotic patterns. These patterns are specific to ten people within B+ multitarget range. The targets are paralyzed for a post. Then they are struck by seizures. These seizures do 50% B+ multitarget damage. The seizures continue for 3 more posts, doing 50% B+ multitarget damage.
A Rank Spells
- Amaterasu of Joy:
Name: Mystic Blood Beast: Amaterasu of Joy
Rank: A
Type: Grande Summons, Multitarget
Melee Damage: 31 HP
Spell Damage: 75 HP
Summon HP: 240 HP
Range: 225 meters
Speed: 165 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their joyous feelings, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a lithe woman clothed in a white robe with red markings. She has a katana strapped to her back and a wazakashi in her sleeve. The blades look as if they were made from sunlight. While this summons is active, the caster has a diminished ability to feel joy. If its HP runs out or the duration of the spell ends, Amaterasu crumbles into black dust. Amaterasu appears to be a demure woman, standing meekly behind the caster. The caster can order her to attack and she will do so. She deals with opponents swiftly before returning to the caster’s side. When Amaterasu gets agitated, she becomes a deadly force on the battlefield. She cuts down opponents with efficiency, moving from one to the next. Hurting Amaterasu’s allies is the swiftest way for her to get agitated.
Abilities:
~Light of Dawn: Amaterasu draws her wazakashi and lifts it above her head. Light streams from it striking either a number of opponents or a number of allies. This may only affect purely Allies or purely Enemies. It cannot affect both at the same time. Allies are healed for A rank multitarget damage and receive a 32% buff to spell damage, and a 32% buff to speed. Enemies receive damage equal to A rank multitarget damage and receive a 32% debuff to strength and a 32% debuff to spell damage. Enemies are dazzled, their sight filled with brilliant white lights while allies find themselves protected from visual spell effects. The benefits or deficits of this spell last 4 posts.
~Shine: Amaterasu draws her katana. The blade flashes, blinding ten targets within range. Then Amaterasu moves between them. She strikes for A rank multitarget damage. The strikes push the targets back 5 meters. As long as the opponents are blind, Amaterasu will run to them and strike. The blindness lasts 3 posts, if it isn’t healed prior to that. For those with a resistance to visual effects, the blindness only lasts 1 post.
- Kali of Fury:
Name: Mystic Blood Beast: Kali of the Fury
Rank: A
Type: Summons, Multitarget
Melee Damage: 28 HP
Spell Damage: 75 HP
Summon HP: 200 HP
Range: 225 meters
Speed: 165 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their fury, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing an eight armed blue female. She holds a trident, a bow, a scimitar, a dagger, a cudgel, and a whip. While this summons is active, the caster has a diminished ability to be furious. If its HP runs out or the duration of the spell ends, Kali crumbles into black dust. Kali is a ball of repressed anger on the battlefield. The caster alone has the ability to unleash that anger. However, it’s like trying to restrain a raging bull. The longer the caster waits, the greater her fury grows and the more she bucks the caster’s control.
Abilities:
~Goddess of War: Kali can passively create weapons in her hands provided she doesn’t have any. When dealing damage with weapons, she has a 40% increase to physical damage. In addition, this ability allows her to create a shockwave. It does no damage but pushes people back, tossing them 30 meters.
~Kali’s Wrath: The weapons Kali is holding become alight with a red aura. This aura grants the weapons multitarget spell damage. The aura also gives Kali a 30% buff to speed and a 35% buff to strength. If Kali makes the aura vanish, she sends out a shockwave that deals A rank multitarget damage to twenty people within range and knocks them flying 40 meters. If this isn’t done, the aura lasts 2 posts.
- Raijin & Raiju of Confidence:
Name: Mystic Blood Beast: Raijin & Raiju of Confidence
Rank: A
Type: Summon, Single Target
Melee Damage: 28 HP
Spell Damage: 100 HP
Summon HP: 200 HP
Range: 300 meters
Speed: 300 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their confidence, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing twin giant wolves. One is black with yellow highlights and the other is yellow with black highlights. Each has a disk implanted into their forehead. The disk is silvery in color. While this summons is active, the caster has a diminished ability to feel confident. If its HP runs out or the duration of the spell ends, Raijin & Raiju crumble into black dust. The wolven creatures are beholden to the caster but instinct can always supplant the caster’s control. They do resist being split apart as they work in tandem with each other.
Abilities:
~Fang over Fang: Raijin and Raiju turn into horizontal spinning columns that crackle with lightning. They attack a person in range, striking them on either side doing A rank single target damage.
~Shocking Personality: Raijin and Raiju become balls of lightning rotating around one ally. That ally gains a 65% boost to speed. The first time that an opponent attacks that ally, Raijin and Raiju fly at them dealing A rank single target damage. The opponent is paralyzed for one post. The buff/lightning ball form lasts 2 posts at most.
- Dragon King of Hatred:
Name: Mystic Blood Beast: Dragon King of Hatred
Rank: A
Type: Summons, Area of Effect
Melee Damage: 28 HP
Spell Damage: 50 HP
Summon HP: 200 HP
Range: 150 meters
Speed: 75 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their hatred, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts in a 5-meter-thick, 20-meter-long vibrant dragon with a luscious mane. While this summons is active, the caster has a diminished ability to hate. If its HP runs out or the duration of the spell ends, the Dragon King crumbles into black dust. The Dragon King refuses to listen to the caster unless the caster offers a sacrifice of a totem of hatred. That totem affords the caster a single command. Otherwise, the Dragon King flies away curling up somewhere until the spell duration is up.
Abilities:
~Ocean Wave: The Dragon King roars, filling an area within range with water. The pool is artificially held in place and is 20 meters deep, 75 meters in range. The pool turns becoming a vortex that deals A rank area of effect damage. The vortex then flings whoever is inside 50 meters. The vortex lasts 3 posts and the Dragon King can move it around within range. The vortex lasts 3 posts and deals damage once if it strikes an opponent.
~Dragon’s Treasure: The Dragon King pulls out a large pearl in one forepaw. It throws the pearl down, shattering it. A bubble rapidly expands. Those within range find themselves enveloped inside the bubble. The walls of the bubble have a durability of 200 HP thus trapping the people inside. Those inside take 50% A rank area of effect damage and are slowed by 65%. The bubble lasts 3 posts doing 50% A rank area of effect damage on every post.
- Baron Saturday of Inspiration:
Name: Mystic Blood Beast: Baron Saturday of Inspiration
Rank: A
Type: Grande Summons, Multitarget
Melee Damage: 31 HP
Spell Damage: 75 HP
Summon HP: 240 HP
Range: 225 meters
Speed: 165 MPS
Duration: 7 posts
Downside:
Description: The caster draws upon their inspiring feelings, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a tall skeletal man clad in a nice top hat and suit while wielding a cane. The top of the cane is never the same. While this summons is active, the caster has a diminished ability to be inspired. If its HP runs out or the duration of the spell ends, Baron Saturday crumbles into black dust. The Baron does as he pleases but lends the caster an ear. He prefers to deal death his way rather than the way the caster might wish him to.
Abilities:
~Dance of Death: Baron Saturday begins to dance. Twenty people of his choice within range also begin to dance (OOC permission required). The dance does by A rank multitarget damage to the people. In addition, they do 30% less spell damage and 35% less physical damage. The people are discombobulated and tend to see visions, usually of people that have died. Once the dance ends, the people affected find it difficult to find their balance for one post. The debuffs and visions last 3 posts.
~Voodoo Dis: Baron Saturday creates thin mystical strings that connect to five different enemies within range. The strings do 50% A rank multitarget damage. The Baron can then forcibly move the opponents according to his wishes (OOC permission required). The strings also grant those they are attached to a 50% increase to speed and a 15% increase to strength. The strings can be broken by an A rank spell or higher. They last for 3 posts.
- Erebos of Mischief:
Name: Erebos of Mischief
Rank: A+
Type: Summons, Area of Effect
Melee Damage: 42 HP
Spell Damage: 75 HP
Summon HP: 300 HP
Range: 225 meters
Speed: 110 MPS
Duration: 9 posts
Downside:
Description: The caster draws upon their mischievous tendencies, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts revealing a condensed mass of shadow in the shape of a tall demonic figure. Green toad eyes shine from the approximation of a face. While this summons is active, the caster has a diminished ability to be mischievous. If its HP runs out or the duration of the spell ends, Erebos crumbles into black dust. Unless the caster is suggesting something Erebos considers fun, he’ll do nothing the caster asks. On the battlefield, this creature plays around causing mischief with ally and enemy alike.
Abilities:
~Demon’s Playground: Erebos transforms an area with the radius of the spell range into an immense topsy turvy playground. The rules within this area are like those of a cartoon. Everything becomes overdramatic, harmful effects have a chance of turning harmless and funny, things that might kill people become comical instead etc. etc. Everything harmful that enters this area, spells, arrows, weapons, effects on people etc. roles the hit or miss dice to determine what happens to it. On a miss, nothing happens. Everything is normal and boring. On a hit, whatever it is changes to something harmless. This only lasts inside the Demon’s Playground and revert back to normal outside its perimeter. Stepping over the perimeter in either direction does A+ area of effect damage to everyone but Erebos. Erebos has total control of the playground and can change the rules of it at whim. He might turn everyone’s weapons into chickens or make all guns shoot water within this area or make the gravity s shaped or make pigs fly. This ability can only be used once per summon and stays until the end of Erebos’ spell duration or if Erebos reaches 0 HP. This ability requires OOC permission from ALL people within the thread in order to use against Players, Player owned NPCs, or in Events, Allies or Enemies.
~Hell on Earth: Erebos hosts the fires of hell within his own body. As such, the demon is able to teleport once per post to any point in A+ burst range. He gains a 100% increase to his speed and has the ability to create harmless sound and light effects. The harmless effects can be generated anywhere within spell range.
- Ahriman of Violence:
Name: Ahriman of Violence
Rank: A+
Type: Summons, Multitarget
Melee Damage: 42 HP
Spell Damage: 113 HP
Summon HP: 300 HP
Range: 337.5 meters
Speed: 250 MPS
Duration: 9 posts
Downside:
Description: The caster draws upon their violent feelings, imbuing it into their blood. Then they make a small incision somewhere on their body, usually their hand. The blood swirls as it falls, forming into a ball just above or below the cut. From that ball bursts a large demonic wolf creature. The fur of the creature is red, the eyes are a burnt crimson and smoke rises from the entirety of its body. While this summons is active, the caster has a diminished ability to feel violent. If its HP runs out or the duration of the spell ends, Ahriman crumbles into black dust. Blood. Blood is the only thing that interests Ahriman. That and the sound of breaking bones. There is no controlling Ahriman once summoned as he does what he pleases to get what he wants.
Abilities:
~Carnage: Ahriman’s body becomes the spell itself, appearing to become several identical clones. Each Ahriman clone dashes between targets within range, dealing A+ rank multitarget damage. If the initial attack doesn’t kill every opponent, Ahriman gets a 100% boost to strength.
~Howl: Ahriman buffs himself and five allies within range with 100% speed. Six enemies within range take A+ rank multitarget damage. The allies feel bolstered whenever within range of someone affected by this buff while the enemies feel overwhelming fear. Those with auditory impairment, deafness or resistance against auditory effects find the will to resist the fear. The buffs last 3 posts.
S Rank Spells
Original
Last edited by Kyran on 1st February 2019, 4:44 pm; edited 22 times in total