Bio-Magic: Evolution
Magic
Primary Magic: Bio Evolution
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster with small similarities to Holder
Description: With the many fights in the arena that he takes on during his free time, he’s given his magic what he calls forced evolution. Originally it consisted of only controlling the blood that flowed from his body. But through many fights he realized that his attacks were extremely limited because of that. So what he ended up doing was hunting down information on the experiments preformed on him during his time at the lab. With his inner demons conquered he searched all over. Upon finding an underground research facility that was littered with corpses he discovered some information about it. As it turns out, controlling one’s own blood was just the first phase of testing. Once they had gained control over that they scientists were going to move to all sorts of different aspects of the human body, including bones, flesh, blood flow, even the electric signals in someone’s head. It was insane, but just insane enough to work. Scavenging further he found the equipment was still in working order and spent lots of time training there to hone this new power. The research notes also talked about prototype weapons made from special materials that can be linked to the wielders magic, allowing even mages with caster type magic to use the same spells but with less strain on their bodies. He found the items in question: a wooden training sword made out of a dark black wood, a pair of matching jet black revolvers of unknown origin, and a leather arm guard. He then began to train with those too, taking two years in order to be able to use them. Yet he knows there is still untapped power within his body.
In fights the new Bio magic is now very viable. No longer requiring a previous injury to work and its versatility has shot through the roof. In combat the bio magic can flow through the sword, gun, or arm band to create a unique based on the augmentation. Most notably the color of each object changing; the sword gains a white like running along the center of it to the tip, the black guns gain a silver decal trim and the leather guard gains dark red/black hue to it.
Most the time the gun is used to fire bullets created from different aspects and concepts of the body. Most of the time he uses blood for this since it is the most abundant and easily replicable. The sword he usually augments with bone, it’s fragile but very sharp and can reconstruct if it’s broken. The guard is used what it is designed for; blocking attacks. When using magic that deals with increasing abilities, he channels his spell through the guard, Most of the time this guard becomes an iron shield that can shrug off most attacks with ease.
Strengths:
• Living magic: it has been called this because of how the user is always using their body as a weapon and the ability to have spells change and evolve under extreme circumstances.
• Bio magic uses the elements and concepts present in the mages body. The good thing about this is that the mage does not have to know a certain magic to use it. Just the elemental components that go into that magic. For example by emitting nitrogen gas from their hand and increasing the heat that their palm gives off, they can ignite the ball of gas and use spells that way.
• Enhanced motor control: Because of the intense training that one must endure in order to utilize Biological Magic, they gain increased motor and thought functions including higher strength and higher endurance than most mages.
Weaknesses:
• Curse of self: Bio magic uses the mages own body as fuel, thus when using spells that are extensions of one’s own body, if used improperly it can wreck havoc on the muscles and mental state of the castor.
• Curse of others: Bio magic is strange magic in itself. Seeing bones, blood and all other sorts of elements used in a town can scar those who have seen it. Thus it is hardly practical in large crowded areas.
• Curse of history: Bio magic is a very old magic. Presumably made before the other make magic. This of course is all theory since most of the information on it has been lost to time.
• Curse of creation: in the event that his powers go out of control it is possible, though highly unlikely, that a Bio mage will create a new life form. Whether or not it is friendly or even sentient is entirely up to chance.
Abilities/Powers:
• Improved healing: Akire, due to the intense training in the arena and in the underground lab where he discovered his mew magic, his body was forced to adapt to keep him from dying. He now regenerates a much faster rate than normal humans. Broken bones healing in a few days and large cuts healing in just hours.
• Weapon Augmentation: As mentioned above, he can use special weapons that hone his magic. When doing so, steams of the magic burst form from him and attach and integrate themselves into the weapon. Which is how the weapon gains its magical abilities, it literally becomes a part of his body.
• State of Evolution: Under extreme circumstances, it is possible that Akire’s spells will change to suit the needs for survival. These evolutions are usually permanent.
Spells
- D Rankers:
- Name: Blood Rush
Rank: D
Type: Self-Supportive.
Description: a quick easy spell that Akire subconsciously casts when he enters combat. Blood moves faster and of a higher quality, allowing him to push the limits of human power. It’s activation is signaled by the quick appearance of his magic circle.
Strengths:
• Increases movement speed
• Increased attack power
• Increased thought processes
Weaknesses:
• Injuries heal slower.
• Is cast without thinking no matter who attacks.
• Does not uncast until Akire feels out of combat.
• Drains magic power constantly.
Name: Heavy Rail Shot
Rank: D
Type: Offensive, Ranged
Description: by increasing heat and the iron in his blood stream, Akire “sweats” a coating of iron around his right arm, he uses his left to summon a ball of swirling mass of iron, bone and hardened blood. He then pulls his goggles down and punches the ball, sending it flying. The iron coating flakes off quickly hence the goggles. When the ball hits an object the magic circle activates. And it either sheds a lay to increase penetration power or explodes upon impact.
Strengths:
• High impact.
• High shock and awe.
• High power.
Weaknesses:
• Can possibly damage user.
• Uses a fairly decent amount of magical energy quickly.
• Can’t be used very often as it takes some concentration to set up.
• Effective at only medium to long ranges.
Name: Wonderland Masquerade
Rank: D
Type: Illusion, Ranged
Description: A spell circle appears in his right eye, after saying “Enjoy your trip.” After this the spell takes effect. This spell causes the electric signals in the brain to become scrambled and cause super realistic hallucinations to the ones caught in its field.
Strengths:
• Single target or 5 meter radius.
• Small magic usage.
• Realistic illusions.
Weaknesses:
• Requires a clear line of sight in the area.
• Magic is dispersed if used in a larger radius.
• Illusions can be broken.
• Effect only lasts 3 minutes but can feel like it lasts years.
Name: Aqua Burn
Rank: D
Type: Offensive, Touch
Description: Using increased body heat, the caster can evaporate water and melt objects in the area he touched. This is indicated by the activation of his magic circle upon contact.
Strengths:
• Small magic usage.
• Easily used while fighting.
• Quickly evaporates liquid.
Weaknesses:
• Can be redirected if the palm does not touch the object.
• Palm must touch target.
• Rapidly expanding gas can cause unwanted explosions and shrapnel.
• Ineffective on things that can’t melt or evaporate.
- C Rankers:
- Name: Roar of Zephyr
Rank: C
Type: Offensive, Ranged, AoE
Description: Taking in a deep breath the user stores air within their lungs and blood stream, when an ample amount of air is stored the magic circle appears on their tongue. At that time they can release it in a large radius around them to send enemies and objects flying
Strengths:
• 5 meter effective range in all directions from the center fast position
• Just requires air or oxygen of some sort
• Strong enough to knockback objects and people but do little damage to them
Weaknesses:
• Can’t be used if something is in their mouth.
• Can’t be used if there is no oxygen.
• Hits everything in the radius, friend or foe alike.
• Does little damage to people and objects.
Name: Acid Torrent
Rank: C
Type: Offensive, Ranged
Description: The user goes through the painful process of altering their forearm. Barnacle like growths slowly sprouts from their arm and begin to leak sulfuric acid which the user can control by using their magic. How it is used is dependent on the mage, most prefer to over whelm enemies with the acid, but it can be made into more versatile shapes.
Strengths:
• Can be used as a wave or a whip.
• Strong acid melts through many materials, including flesh.
• Long range.
Weaknesses:
• Painful growths.
• Strong acid has the possibility of hurting the user.
• Painful to diffuse and retract the growths.
• Medium magic usage.
Name: Metorro Draganar
Rank: C
Type: Offensive, Summon
Description: the user calls upon a power within them to summon a familiar made of bio mass. This familiar can be any shape, human or otherwise and fights with them. How and how well they fight is determined by the strength of the caster’s will.
Strengths:
• Strong partner .
• Great for surprising the enemy when they think they are taking on a known number of enemies.
• Familiar’s abilities depend on the quality of the mage.
Weaknesses:
• If the caster is weak willed the beast might consume them.
• Drains a large magic amount.
• Will drain all the users magic if used without proper requirements.
• Requirements are different based on each mage.
- B Rankers (place holder):
- A Rankers (place holder):
- S Rankers (place holder):
Last edited by BloodCakedFlame on 25th May 2014, 6:34 pm; edited 7 times in total