Primary Magic: Blood Magic.
Secondary Magic: Not acquired.
Caster or Holder: Caster.
Description: A seemingly rare magic that allows the user to incorporate blood into water magic. It is almost seemingly a different view point on water magic, with different benefits and downfalls. The most positive being able to transfer the harmful effect into a positive one for the user. Since both brothers originally used water magic before the incident, a lot of the basics remain the same, although it appears red now instead of blue, or ocean green. The user has the ability to form the blood into harmful objects used in spells.
Strengths: While the original base of the magic can be created by nothing, much like other Elemental users, the true potential of this magic comes when Saeryth is more wounded. He is able to fuse his own blood into the spells, increasing their size and power. The more wounded, or bloody that he is, the larger the effect has. Referred to as Blood Boost.
Weaknesses: Since the tragic events of their past, only Saeryth is able to cast magic. This makes it so that as long as he is not released, Tier cannot use magic.
Abilities/Powers:
-Transference. The key concept of blood magic. It allows for some of Saeryth's spells to give himself a positive effect, while placing a negative one on the enemy, or damaging them.
D-Rank Spells
Secondary Magic: Not acquired.
Caster or Holder: Caster.
Description: A seemingly rare magic that allows the user to incorporate blood into water magic. It is almost seemingly a different view point on water magic, with different benefits and downfalls. The most positive being able to transfer the harmful effect into a positive one for the user. Since both brothers originally used water magic before the incident, a lot of the basics remain the same, although it appears red now instead of blue, or ocean green. The user has the ability to form the blood into harmful objects used in spells.
Strengths: While the original base of the magic can be created by nothing, much like other Elemental users, the true potential of this magic comes when Saeryth is more wounded. He is able to fuse his own blood into the spells, increasing their size and power. The more wounded, or bloody that he is, the larger the effect has. Referred to as Blood Boost.
Weaknesses: Since the tragic events of their past, only Saeryth is able to cast magic. This makes it so that as long as he is not released, Tier cannot use magic.
Abilities/Powers:
-Transference. The key concept of blood magic. It allows for some of Saeryth's spells to give himself a positive effect, while placing a negative one on the enemy, or damaging them.
D-Rank Spells
- Spoiler:
- Name: Blood Boost
Rank: D-Rank
Type: Support
Description: During a critical moment, usually near death or seriously injured, Saeryth is able to tap into his most devastating magical buff Blood Boost. This allows him to use his own shed blood too boost the power, or duration, of a spell for a bonus effect. This however is cast in desperate states, and is often shown by a red aura that slowly spins around him.
Strengths: It allows for Saeryth to boost the capabilities of some of his spells. He is able to cast this then immediately use another spell with it.
Weaknesses: The spell must allow for Blood Boost to be used with it, not all spells are capable of being fused with it. Must also be in a critical state. Only personal range, he is not able to boost another persons capabilities. This also uses up a second D-rank spell.
Cooldown: 5 posts. No matter how critical the state, constantly tapping into the power needed to cast Blood Boost is extremely dangerous.
Name: Decrepit
Rank: D-Rank
Type: Support
Description: While holding his hands out straight in front of him, his wrist connecting and forming a V, a single line of blood on both his arms creeps along to his hands. They tend to wrap around his hands for a few seconds, like a snake, and jet towards the enemy. Upon connection, the two lines wrap around the enemies legs, and ankles, slowing their movement speed.
Duration: If the spell hits and snares its target the effect lasts for 2 posts.
Strengths: Lightly decreases the overall movement speed of enemies.
Transference: If the enemies movement speed is decreased, Saeryth gains half that movement speed for as long as the spell holds.
Weaknesses: If an enemy specializes in any type of speed or time magic, the spell does not hold on them.
Cooldown: 3 posts.
Name: Siphon
Rank: D-Rank
Type: Blood
Description: Saeryth summons a bolt of blood resembling an arrow made of blood. The arrow forms between his two hands, held down on his right side, growing at a rapid pace from a small drop into the fully formed arrow. The arrow can be launched by a simple wave of his right hand, or grabbed and thrown like a spear, causing light damage to an enemies magical power.
Strengths: Siphon is a quick cast spell. It is formed quick and can be launched in just a few seconds. It can also be held onto for a limited time, and used shortly after.
Transference: If the spell manages to make contact, and damage an opponent, the magical damage sapped from them lightly heals Saeryth's wounds.
Blood Boost: If Saeryth is seriously injured and uses Blood Boost on Siphon, the spell has the ability to penetrate D-rank spells.
Weaknesses: If Siphon is being held, Saeryth cannot use any other spell at his disposal.
Cooldown: Siphons cooldown is 1 post.
Name: Devour
Rank: D-Rank
Type: Blood
Description: Two blood creatures form on the left and right side of Saeryth, floating above him. When he reaches his hands into their bodies, he can use their form to smash the enemy multiple times dealing light damage with every hit.
Strengths: Can use the same spell to hit the target multiple times, only one left and one right can hit per post.
Blood Boost: During a critical moment, Saeryth may use Blood Boost with this ability. Instead of multiple hit, he slams both of his creatures forms down, holding an enemy down.
Duration: They can last for up to 2 posts, giving up to 4 hits. Can also end it early if it should be needed. If he uses Blood Boost, he is able to hold an enemy down for 1 post.
Weaknesses: While using this spell, Saeryth is not able to use any other spells. He must remain stationary while using it.
Cooldown: 3 posts after the last hit, or after it is interrupted or canceled.
Name: Blight
Rank: D-Rank
Type: Blood
Summons: 10 arrows.
Description: Summoning an orb of blood between his hands in front of him, he can raise it into the air, and use it as a medium to summon a hail of blood bolts. They look identical to his Siphon spell, though smaller and summons more. Each arrow hits for light damage. They DO NOT have the same effect as the Siphon spell.
Strengths: Since Blight summons multiple arrows, it can hit several opponents at a single moment.
Weaknesses: Only a maximum numbers of arrows can be summoned. A maximum of 3 people can be targeted at once. Even if all arrows are shot at one person, not all arrows will hit.
[b]Cooldown: 2 posts.
Last edited by Tier on 19th June 2012, 8:10 pm; edited 2 times in total