Magic
Primary Magic: Hemokinisis
Secondary Magic:
Caster or Holder: Caster
Description: Hemokinisis is the ability to control blood in and out of the organism, it’s composition, being able to shape it in sharp blood weapons or other offensive forms as well as being able to control the flow of blood in the body. The caster has two cuts (always fresh due to anticoagulation properties) on his palms which he can freely let blood flow out of to them manipulate
Strengths:
➤ Personal Oasis : Blood is a resource always available to the caster.
➤ Bloody Choices : Versatility of manipulation permits wide fighting style in medium/short range fighting.
➤ First Aid : Reduces internal and external hemorrhaging as the user can control their blood flow.
➤ Substance Control : User can control to various extent the composition of their blood.
Weaknesses:
➤ Out of Stock : Blood is in limited quantity in the casters body.
➤ Empty Tank : Blood can deplete causing serious injury.
➤ Me Myself and I : Caster can only control their blood
➤ Blood Ice : Suffers the same weakness as most liquids due to the presence of water (said water can be Frozen or Boiled/Evaporated leaving only minerals/nutrients that cannot deal damage)
➤ Come Closer : Cannot do true long range (30 feet or more) as the blood leaves her area of control
Abilities/Powers:
➤ Quick Refill : blood regeneration for Hemokenisis users is passively 50% faster than regular humans. It does not allow the caster infinite amount of blood as it is used faster than it replenishes with the boost- but allows him/her to get back on their feet after a –literally- draining fight fast.
➤ Homemade Antidote : Due to their ability in modifying slightly the composition of their blood, the caster can detect any toxin/poison in their blood stream and reroute it to their palms and bleed out the offending toxins (aka passive resistant to D rank blood carried or blood stream infiltrating through the skin venom. No resistance to inhaled or swallowed poisons)
➤ Instant Liquidity : Caster can bleed out at will out of their palm (subject to limited quantity of blood).
Primary Magic: Hemokinisis
Secondary Magic:
Caster or Holder: Caster
Description: Hemokinisis is the ability to control blood in and out of the organism, it’s composition, being able to shape it in sharp blood weapons or other offensive forms as well as being able to control the flow of blood in the body. The caster has two cuts (always fresh due to anticoagulation properties) on his palms which he can freely let blood flow out of to them manipulate
Strengths:
➤ Personal Oasis : Blood is a resource always available to the caster.
➤ Bloody Choices : Versatility of manipulation permits wide fighting style in medium/short range fighting.
➤ First Aid : Reduces internal and external hemorrhaging as the user can control their blood flow.
➤ Substance Control : User can control to various extent the composition of their blood.
Weaknesses:
➤ Out of Stock : Blood is in limited quantity in the casters body.
➤ Empty Tank : Blood can deplete causing serious injury.
➤ Me Myself and I : Caster can only control their blood
➤ Blood Ice : Suffers the same weakness as most liquids due to the presence of water (said water can be Frozen or Boiled/Evaporated leaving only minerals/nutrients that cannot deal damage)
➤ Come Closer : Cannot do true long range (30 feet or more) as the blood leaves her area of control
Abilities/Powers:
➤ Quick Refill : blood regeneration for Hemokenisis users is passively 50% faster than regular humans. It does not allow the caster infinite amount of blood as it is used faster than it replenishes with the boost- but allows him/her to get back on their feet after a –literally- draining fight fast.
➤ Homemade Antidote : Due to their ability in modifying slightly the composition of their blood, the caster can detect any toxin/poison in their blood stream and reroute it to their palms and bleed out the offending toxins (aka passive resistant to D rank blood carried or blood stream infiltrating through the skin venom. No resistance to inhaled or swallowed poisons)
➤ Instant Liquidity : Caster can bleed out at will out of their palm (subject to limited quantity of blood).
- D Rank:
- Name: Blut : Hemmnis (Bloody Hindrance)
Rank: D
Type: Supportive
Description: The caster brings one of their hands to a hemorrhaging wound (superficial or internal) and coagulates the bleeding area, temporarily keeping the caster from bleeding out/loosing resources or just passing out.
Strengths:
➤ Can be used on internal and external wounds
➤ Temporarily protect caster from grave wounds and allows to keep on fighting
➤ Quick casting
Weaknesses:
➤ Does not negate pain
➤ Can only be used on the caster
➤ Hemorrhaging needs to be truly healed post battle
➤ Does not negate the caster’s pain
Duration : 3 posts / Cool Down : 4 posts
Name: Blut : Schwung (Bloody Boost)
Rank: D
Type: Supportive
Description: Caster wraps their hand across heir body one sitting against their hip bone, the other again the shoulder blades, two areas where bone marrow- which produced red blood cells- is located and concentrates- simulating said part of the body to produce a large amount of red blood cells temporarily. This allows more oxygen to be brought to the casters muscles and organs and enhances their performance (similar to blood doping)
Strengths:
➤ +30% endurance
➤ +30% alertness/reflexes
➤ +30% speed
Weaknesses:
➤ Can only be used on the caster
➤ Boost only temporary and limited accordingly with casters level
➤ Long casting time
➤ Only effective for a short production of red blood cells (the bone marrow resumes regular production immediately after spell is cast- effect wear off at cool down)
Duration : 3 posts / Cool Down : 4 posts
Name: Blut : Ketten (Bloody Chains)
Rank: D
Type: Blood, Offensive
Description: The caster quickly whips their hands down and away from them, expelling from the wounds on their palm 2 long ( 20 feet) and thin trails of blood that hover around the caster who can then control them by mind and hand movements to cause slashes or grab the adversary
Strengths:
➤ Both mind (telekinesis limited to blood) and arm control allows caster to completely manipulate the flow of blood precisely
➤ Can grab and incapacitate for one post a D rank enemy
➤ Allows medium and close range damage
Weaknesses:
➤ Can wound allies
➤ Can only grab people in a 15 feet range of the caster
➤ No possibility of long range damage.
➤ Trails of blood too thin to cause truly deep/life threatening wounds.
Duration : 3 posts / Cool Down : 4 posts
Name: Blut : Waffen (Bloody Arms)
Rank: D
Type: Blood, Offensive
Description: The caster brings their right hand to their marked left palm pulling out the amount of blood needed in a grabbing motion, then manipulating the blood into the form of a weapon held by the right hand. Spell is casted in around 10 seconds as it may take a larger amount of blood and thus more time for larger weapons.
Strengths:
➤ The caster can switch quickly and at will between different weapons during the whole duration of the spell
➤ All weapons deal D rank damage
➤ If a weapon is cut through or destroyed as long as the blood itself is intact during the spell duration, the caster can reform a new weapon
Weaknesses:
➤ Short range only (no weapons longer than 3 feet)
➤ Can only summon 3 different weapons (hatchet, sword and dagger)
➤ Casting can be interrupted
➤ If blood is evaporated or frozen caster must sacrifice more blood and thus endanger themselves more
Duration : 4 posts / Cool down : 5 posts