Magic Name: Maledict of War - Berserkir
Magic Type: Auxiliary Apocalyptic (+25% to HP and MP. Character can use 5 Partial Take Over spells per Full Take Over) - Primary Requip (Character can have up to 3 Requip spells active at once)
Evidence of Accomplishment:
Intro to Demons (2,000 words used as a Training Thread)
Additional Notes:
- 5x Additional spell slots bought here
- Placeholder
Description:
The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Necrotic Energy.
Lineage:
Herald of Destruction
Unique Abilities:
- ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground or knocked back and all Debuffs and Drain effects are halved in efficiency through this effect (40% debuff would become 20% and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances and in any way, shape, or form.
- ᚠᛃᚢᚱᚪᚱ - Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the user's magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they would originally gain by consuming the spell.
- ᛁᚿᛆᚿᛁᛋ - Voidwalker (Passive): Due to their familiarity and closeness to their curse the user has become somewhat resistant to things that lie beyond normal comprehension and alter the mind and body, providing them with 50% resistance against paralysis / immobilization effects (instead halving the user's base speed) and a 50% resistance against sensory effects (such as hallucinations, nausea, blindness, deafening and other things meant to disorient the user or obstruct his senses, making them only half as effective), additionally enabling the user to see through illusions (though any mechanical effects and damage attached to such illusions still affect the user). For plot purposes, the user is immune to any kind of control and charm effect.
- Plot Ability:
Abomination - Berserker Titan:
Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs, or Event NPCs under any circumstances unless explicit OOC permission has been given.
Spells:
- Signature Spells - 3:
- 1:
Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
Rank: S
Type: Single Target, Piercing
Damage: 120 HP
Range: 200 m
Speed: 600 m/s
Downside: 50% less range for 50% more speed
Duration: -
Description:
Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.
- 2:
Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
Rank: S
Type: Singe Target, Defense, Anti-Piercing
Durability: 180 HP
Range: Self
Speed: Self
Downside: 50% more durability for no range/speed
Duration: -
Description:
The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.
- 3:
Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
Rank: S
Type: Singe Target, Defense, Anti-Piercing
Durability: 180 HP
Range: Self
Speed: Self
Downside: 50% more durability for no range/speed
Duration: -
Description:
The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.
- B Rank Spells - 6:
- Passives:
1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Power: Grants the user 50% more spell damage passively.
2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.
3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% to physical and 25% to magical damage reduction passively.
4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.
5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.
- 6:
Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
Rank: B (80 MP)
Type: Burst, Teleport, Buff
Damage: -
Range: 50 m
Speed: Instant
Downside: Giving up damage for one additional effect
Duration: 6
Description:
Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.
- A Rank Spells - 8:
- 1:
Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
Rank: A (100 MP)
Type: Single Target, DoT, Drain
Damage: 100 HP + 50 HP per post
Range: 200 m
Speed: 400 m/s
Downside: 33% less range for 33% more speed
Duration: 4
Description:
Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.
- 2:
Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
Rank: A (100 MP)
Type: AoE, Immobilization, Debuff
Damage: 50 HP
Range: 150 m
Speed: 75 m
Duration: 7
Description:
Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.
- 3:
Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
Rank: A (100 MP)
Type: Single Target, Healing, Buff
Healing: 150 HP
Range: Self / Melee
Speed: Self / Melee
Downside: 50% more healing for no range/speed
Duration: 7
Description:
Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.
- 4:
Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
Rank: A (100 MP)
Type: Multi Target, Buff, Drain
Damage: 110 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 7
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.
- 5:
Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
Rank: A (100 MP)
Type: Multi Target, Buff, Drain
Damage: 110 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 7
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.
- 6:
Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
Rank: A (100 MP)
Type: Multi Target, Buff, Drain
Damage: 110 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 7
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.
- 7:
Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
Rank: A (100 MP)
Type: Multi Target, Buff, Drain
Damage: 110 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 7
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.
- 8:
Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
Rank: A (100 MP)
Type: Multi Target, Buff, Drain
Damage: 110 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 7
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.
- S Rank Spells - 6:
- 1:
Name: ᛋᛂᛪᛐᛆ - Sixth Sequence of the Berserker Titan
Rank: S (120 MP)
Type: Multi Target, Buff, Drain
Damage: 135 HP per hit
Range: Self
Speed: Self
Downside: 50% more damage as a trade-off for range/speed
Duration: 10
Description:
The user causes necrotic energy to surge through their body, buffing their spell damage by 70% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit.
- 2:
Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
Rank: S (120 MP)
Type: Burst, DoT, Debuff
Damage: 120 HP on the first post / 60 HP every post thereafter
Range: 100 m
Speed: 100 m/s
Duration: 4
Description:
The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 50%.
- 3:
Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
Rank: S (120 MP)
Type: Multi Target, Immobilization, Drain
Damage: 90 HP per hit
Range: 200 m
Speed: 300 m
Downside: 33% less range for 33% more speed
Duration: 10
Description:
The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's MP per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.
- 4:
Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
Rank: S (120 MP)
Type: Single Target, Buff, Charge
Damage: 60 HP per post
Range: 200 m
Speed: 600 m/s
Downside: 50% less range for 50% more speed
Duration: 5
Description:
Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.
- 5:
Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
Rank: S (120 MP)
Type: Single Target, Piercing, DoT
Damage: 120 HP on the first post / 60 HP every post thereafter
Range: 200 m
Speed: 600 m/s
Downside: 50% more speed for 50% less range
Duration: 4
Description:
The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ethereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.
- 6:
Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
Rank: S (120 MP)
Type: Burst, Defensive, Debuff, Drain
Durability: 475 HP
Range: 50 m
Speed: 50 m/s
Downside: 50% less range and speed for 33% more durability
Duration: 10
Description:
The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic and their MP drained by 5% once per post. The duration of the dome is restored to full at the beginning of every post as the spell is recast.
- H Rank Spell:
Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ - Fifth Sequence of the Second Seal (Berserkirgang)
Rank: H (140 MP)
Type: Single Target, Healing, Buff, Negation, Copy
Healing: 140 HP
Range: 600 m
Speed: 450 m/s
Duration: 20
Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.
Description:
Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells or abilities again or copy an enemy spell or ability they have seen in the same thread and use it as if it was their own, provided the copied spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied, the copied spell forming out of their own or free blood in the area. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.
Advanced Spells:
- B+ Rank Spells - 2:
- 1:
Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
Rank: B+ (120 MP)
Type: Single Target, Defensive, Anti-Piercing, Buff
Damage: 180 HP
Range: Self
Speed: Self
Downside: 50% more durability as trade-off for range/speed
Duration: 8
Description:
Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.
- 2:
Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
Rank: B+ (120 MP)
Type: Single Target, Defensive, Anti-Piercing, Buff
Damage: 180 HP
Range: Self
Speed: Self
Downside: 50% more durability as trade-off for range/speed
Duration: 8
Description:
Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.
- A+ Rank Spells - 2:
- 1:
Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
Rank: A+ (150 MP)
Type: Single Target, Defensive, Buff, Anti-Piercing
Durability: 225 HP
Range: Self
Speed: Self
Downside: 50% more durability as trade-off for range/speed
Duration: 9
Description:
Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.
- 2:
Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
Rank: A+ (150 MP)
Type: Multi Target, Buff, Drain, Negate
Damage: 169 HP per hit
Range: Self / Melee
Speed: Self / Melee
Downside: 50% more damage as trade-off for range/speed
Duration: 9
Description:
Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. The necrotic energy drains life force, draining 5% of an opponent's MP per post if hit. Additionally, the user may use the claws to negate a single spell or ability in melee range per post, the spell seemingly swallowed by shadows, if the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability being negated.
- S+ Rank Spell - 1:
Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
Rank: S+ (180 MP)
Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
Melee Damage: 232 HP per hit
Requip HP: 375 HP
Range: Melee
Speed: Melee
Downside: 50% more damage as trade-off for range/speed
Duration: 12
Description:
A set of two runes, one appearing on both wrists, strengthening the user.
Ability 1 (S+):
Name: Bloodrune I
Type: Multi Target, Buff, Negation, Copy
Damage: 200 HP per hit
Range: Melee
Speed: Melee
Duration: 12
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.
Ability 2 (S+):
Name: Bloodrune II
Type: Multi Target, Buff, Negation, Copy
Damage: 200 HP per hit
Range: Melee
Speed: Melee
Duration: 12
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.
Ability 3 (S+):
Name: Bloodrune III
Type: Multi Target, Buff, Negation, Copy
Damage: 200 HP per hit
Range: Melee
Speed: Melee
Duration: 12
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.
Ability 4 (A+):
Name: Bloodrune IV
Type: Multi Target, Buff, Drain, Negation
Damage: 169 HP per hit
Range: Melee
Speed: Melee
Duration: 9
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability.
Ability 5 (S):
Name: Bloodrune V
Type: Multi Target, Buff, Drain
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.
Ability 6 (S):
Name: Bloodrune VI
Type: Multi Target, Buff, Drain
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.
Ability 7 (S):
Name: Bloodrune VII
Type: Multi Target, Buff, Drain
Damage: 135 HP per hit
Range: Melee
Speed: Melee
Duration: 10
Downside: 50% more damage as trade-off for range/speed
Description:
This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.
Last edited by Johann on 7th July 2020, 9:13 am; edited 83 times in total