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    Blood of a God

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    Khorne

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- Banana- Rainbow- Shuriken- Have Aiyanna On Your Friend's List- Vendetta-
    Lineage : The God of Blood
    Position : None
    Posts : 236
    Guild : Guildmaster of Nightmare
    Cosmic Coins : 0
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    Age : 1130
    Experience : 16,443.75

    Blood of a God

    Post by Khorne on 9th August 2015, 8:50 pm

    Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: Time Dragon Slayer
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. Else he would kill himself in the process.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him. He also has a 5% health regen every other post.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP costs are directly from his own health pool, and due to this, his MP is added to his base HP. Anytime he loses HP from something, he gains a 1% buff to his speed and strength. (Gets hit for 40 hp, gains 1%. Uses a spell and loses HP for the cost of it, gains 1%) This buff lasts until he takes no damage in a post, which causes the buff to dissipate.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 7 posts. It has an 8 post cooldown after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff. He is also able to be summoned by any guild member or ally into any topic by calling out his name. For jobs he participates in (at least one fight) he receives half of the exp. For 10 year and up jobs he receives 10% of the exp. He may also appear uncalled for by others when the word 'War' is mentioned in any way.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 10% health lost. (Max 90% damage increase when at 10% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's) Fallen blood can be used to attack as if a spell for melee damage with applicable buffs, and can be used to shield for user rank damage melee damage with applicable buffs, once per post each.
    - Leeching Attacks: All damage dealt by the user of this magic, whether physical or magical, heals them for 25% of the damage dealt.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +60% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 7 at H rank. These constructs have hp equal to two spells of the user's rank, up to S, in HP and deal a quarter user rank damage per melee hit they land. May only create one each post, but last until defeated. The entire purpose of these constructs is to shove debuffs and negative effects onto them. Ever time a negative effect is aimed at the user, they can pay the original cost of the spell aimed at them to shove it onto a construct. If no constructs are around, the cost to negate the effects is doubled. Effects that cost no MP that come at him cost him 1 hp to move to a construct, or negate.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Strike
    Rank: A
    Type: Offensive
    Duration: Instant
    Cooldown: Once per post
    Description: Chaoris draws magical power into his next attack, causing him to hit twice with the next physical attack that hits in the post.
    Strengths:
    - Allows an extra strong hit once per post.
    Weaknesses:
    - Requires a solid hit to be useful.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth, plus the hp cost of the spell, and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    - Heals himself for the HP cost to cast the spell, plus a D rank spell worth, if cast on himself.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for the cost of the spell no matter who he uses the spell on.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Allies that get to close will be injured by the spines.

    Name: Bloody Rift
    Rank: D+
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: The user creates a portal to their godly realm, allowing them to step in and reappear in a different spot through another portal that opens up. Both of these portals explode outward with a burst of blood in a 22.5 meter radius, dealing 30 damage each explosion. The portal allows them to travel 22.5 meters from the initial portal entered.
    Strengths:
    - Teleport that deals damage with both exit and entrance.
    Weaknesses:
    - Can possibly miss both times with the attack portions.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Instant self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system,(no disease possible) are half affected. (they lose a quarter speed)

    Name: Bloody Jump
    Rank: C
    Type: Burst, Teleport
    Duration: Instant
    Cooldown: 4
    Description: The user of the spell simply disappears in a burst of blood before reappearing somewhere else, thirty meters away from their original position.
    Strengths:
    - Instant effect.
    Weaknesses:
    - Very obvious teleport due to the blood

    Name: Light and Blood's Protection
    Rank: C+
    Type: Defensive
    Duration: 6
    Cooldown: 7
    Description: The user is covered in a protective shield of blood and light that blocks 180 damage before breaking. If the shield is broken, the user of the spell is also healed for 45 hp. (Half advanced spell heal)
    Strengths:
    - A shield that heals the user if broken.
    Weaknesses:
    - Very obvious shield, due to the use of blood and light.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts strength by 70%.
    Strengths:
    - 70% increase to strength.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    Name: Speed of Light
    Rank: B+
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon-slaying blood, the god is able to boost his speed to incredible numbers to catch up to enemies that may prove too fast to normally keep up with. This boosts strength by 105%. (Advanced spell
    Strengths:
    - 105% increase to speed.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    A rank:
    Name: Bloodbound Strikes
    Rank: A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: The non-magical attacks that Chaoris does become empowered by the covering of his holy blood, adding an additional quarter rank of damage to each strike.
    Strengths:
    - Adds a quarter rank of damage to non-magical attacks.
    Weaknesses:
    - Requires the attacks to hit for spell to matter.
    - Any non-magical hit on an ally will also have the increased damage.

    Name: Blood Replenishment
    Rank: A
    Type: Healing DoT
    Duration: 5
    Cooldown: 6
    Description: Chaoris allows the blood within him to heal himself over time, allowing him to heal for 50% of an A rank spell worth of HP per post, for five posts.
    Strengths:
    - 2.5 A rank heal over 5 posts.
    Weaknesses:
    - Being at full health means a round of the spell, or more, will be wasted.
    - May interfere with spells and abilities that require him to be lower on HP.

    Name: Bloody Jump
    Rank: A
    Type: Teleport, Instant
    Duration: Instant
    Cooldown: 5
    Description: Chaoris teleports to another location within 75 meters, letting loose a 75 meter burst of bloody light that damages all that are caught within it.
    Strengths:
    - Teleport that deals damage.
    Weaknesses:
    - Friendly fire is quite possible.
    - It is always both teleport and burst attack, cannot choose which to use with the spell.

    Name: Judgement of the Bloodied Realm
    Rank: A+
    Type: Buff
    Duration: 7
    Cooldown: 8
    Description: Chaoris brings forth the power of his realm, granting himself an enormous boost to his strength so that he can bring down righteous judgment upon his enemies. Grants 105% strength buff. (70% and plus fifty percent more powerful due to advanced spell.)
    Strengths:
    - Grants a strong buff to strength.
    Weaknesses:
    - Only buffs himself when activated.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)


    Last edited by Khorne on 30th May 2018, 10:32 pm; edited 10 times in total
    avatar
    Daddy
     
     

    Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Demon Slayer- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Being- Novice [250]- Banana- Player -
    Lineage : Ice Cold
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    Character Sheet
    Character Name: Requin
    Primary Magic: Blood and Bones
    Secondary Magic:

    Re: Blood of a God

    Post by Daddy on 14th August 2015, 1:33 pm

    Chaoris wrote:Magic

    Primary Magic: Blood of a God
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms, in his mind, his deity status. His magic power pool is only half used with magic, his own blood empowering his spells for half of it. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter.
    Strengths:
    - Uses his own blood, as well as anyone else's, as a source of power.
    - Can freely control blood to his advantage.
    - May use blood to heal himself or others.
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. How low?
    - Healing magic from others can only heal him if it states that it restores blood.
    - Those without blood are unaffected by certain spells that affect the blood system of others.

    Lineage:
    Brute of Fiore:
    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.
    Ability: Triple strength and endurance for duration
    Usage: Duration: 2 posts. Cool-down: 4 posts. Can only be used 3 times per thread.

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 15% health lost. (Max 50% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's.
    - Blood for mana: Half of mana costs are used with HP instead.

    [spoiler="D rank"]Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block two attacks of D rank power, or one attack of C rank. The magical blood rests over his body, coloring him a deep crimson color for the duration.
    Strengths:
    - Blocks 2 damage of his rank or 1 of a rank higher.
    - Protects entire body.
    - Blocks physical and magical damage.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.
    - Damage of B rank and higher will pass through unfazed by the blood.
    - A blood based slayer could simply steal the shield to regain mp.

    Name: Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    - Moves the entire range in an instant, due to high speed and a short range.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.
    - The hand being stopped mid movement will stop the spell from happening.

    Name: Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Heal for self or allies.
    - Can stop bleed effects on himself or allies.
    - Can not affect opponents.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - If used on another, can be intercepted to stop the heal.
    - Still hurts himself for the hp cost of the spell.
    - Does not affect those without blood.

    Name: Passage of Blood
    Rank: D
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: 3
    Description:By stepping onto blood, that is on the ground, Chaoris can sink into it and move to another blood spot on the ground; or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot. Can it just be a drop of blood, or does it need to be a puddle?
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be on the ground to do it. (No ceilings, in the air etc.)
    - If only one spot, can only come back up. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground. Needs another weakness.
    -

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Comments are in This color


    ___________________________________________________________________
    avatar
    Khorne

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- Banana- Rainbow- Shuriken- Have Aiyanna On Your Friend's List- Vendetta-
    Lineage : The God of Blood
    Position : None
    Posts : 236
    Guild : Guildmaster of Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 1130
    Experience : 16,443.75

    Re: Blood of a God

    Post by Khorne on 14th August 2015, 2:05 pm

    Bump, edits have been made.


    ___________________________________________________________________
    avatar
    Daddy
     
     

    Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Demon Slayer- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Being- Novice [250]- Banana- Player -
    Lineage : Ice Cold
    Position : None
    Posts : 555
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    Experience : 944
    Brownie Points : 2

    Character Sheet
    Character Name: Requin
    Primary Magic: Blood and Bones
    Secondary Magic:

    Re: Blood of a God

    Post by Daddy on 15th August 2015, 9:46 am

    Approval:

    Chaoris wrote:Magic

    Primary Magic: Blood of a God
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms, in his mind, his deity status. His magic power pool is only half used with magic, his own blood empowering his spells for half of it. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter.
    Strengths:
    - Uses his own blood, as well as anyone else's, as a source of power.
    - Can freely control blood to his advantage.
    - May use blood to heal himself or others.
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. (Has to have enough to use the split hp cost)
    - Healing magic from others can only heal him if it states that it restores blood.
    - Those without blood are unaffected by certain spells that affect the blood system of others.

    Lineage:
    Brute of Fiore:
    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.
    Ability: Triple strength and endurance for duration
    Usage: Duration: 2 posts. Cool-down: 4 posts. Can only be used 3 times per thread.

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 15% health lost. (Max 50% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's.
    - Blood for mana: Half of mana costs are used with HP instead.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block two attacks of D rank power, or one attack of C rank. The magical blood rests over his body, coloring him a deep crimson color for the duration.
    Strengths:
    - Blocks 2 damage of his rank or 1 of a rank higher.
    - Protects entire body.
    - Blocks physical and magical damage.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.
    - Damage of B rank and higher will pass through unfazed by the blood.
    - A blood based slayer could simply steal the shield to regain mp.

    Name: Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    - Moves the entire range in an instant, due to high speed and a short range.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.
    - The hand being stopped mid movement will stop the spell from happening.

    Name: Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Heal for self or allies.
    - Can stop bleed effects on himself or allies.
    - Can not affect opponents.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - If used on another, can be intercepted to stop the heal.
    - Still hurts himself for the hp cost of the spell.
    - Does not affect those without blood.

    Name: Passage of Blood
    Rank: D
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: 3
    Description:By stepping onto blood, that is on the ground, Chaoris can sink into it and move to another blood spot on the ground; or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be on the ground to do it. (No ceilings, in the air etc.)
    - If only one spot, can only come back up. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Approved~


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    Daddy
     
     

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    Character Sheet
    Character Name: Requin
    Primary Magic: Blood and Bones
    Secondary Magic:

    Re: Blood of a God

    Post by Daddy on 25th August 2015, 12:08 am

    Moved back for C-rank edits


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    Lineage : The God of Blood
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    Re: Blood of a God

    Post by Khorne on 17th September 2015, 3:16 pm

    Edits Made;
    New Unique Ability: Enhanced Blood Flow(Legs).
    Moved Passage Of Blood to D rank Signature Spell, added Blood Spines as New D rank spell.
    C rank Signature Made: Blood Scythes.
    All 3 C rank spells.


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    King Elyx
     
     

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    Character Sheet
    Character Name: King Elyx
    Primary Magic: ???
    Secondary Magic: ???

    Re: Blood of a God

    Post by King Elyx on 18th September 2015, 4:58 pm

    Chaoris wrote:Magic

    Primary Magic: Blood of a God
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms, in his mind, his deity status. His magic power pool is only half used with magic, his own blood empowering his spells for half of it. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter.
    Strengths:
    - Uses his own blood, as well as anyone else's, as a source of power.
    - Can freely control blood to his advantage.
    - May use blood to heal himself or others.
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. (Has to have enough to use the split hp cost)
    - Healing magic from others can only heal him if it states that it restores blood.
    - Those without blood are unaffected by certain spells that affect the blood system of others.

    Lineage:
    Brute of Fiore:
    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.
    Ability: Triple strength and endurance for duration
    Usage: Duration: 2 posts. Cool-down: 4 posts. Can only be used 3 times per thread.

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 15% health lost. (Max 50% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's.
    - Blood for mana: Half of mana costs are used with HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +25% speed.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is on the ground, Chaoris can sink into it and move to another blood spot on the ground; or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be on the ground to do it. (No ceilings, in the air etc.)
    - If only one spot, can only come back up. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Bloody Blades
    Rank: C
    Type: Offensive/Magical Weapon Creation
    Duration: 3
    Cooldown: 4
    Description: Chaoris has learned to create scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat.
    - The blood is not lost, and is instead reabsorbed into his body upon the weapons destruction. (To signify the 0% MP cost of signature spells.)
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Higher level mages and stronger ranked weapons may slice through the hardened blood.
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block two attacks of D rank power, or one attack of C rank. The magical blood rests over his body, coloring him a deep crimson color for the duration.
    Strengths:
    - Blocks 2 damage of his rank or 1 of a rank higher.
    - Protects entire body.
    - Blocks physical and magical damage.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.
    - Damage of B rank and higher will pass through unfazed by the blood.
    - A blood based slayer could simply steal the shield to regain mp.

    Name: Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    - Moves the entire range in an instant, due to high speed and a short range.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.
    - The hand being stopped mid movement will stop the spell from happening.

    Name: Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Heal for self or allies.
    - Can stop bleed effects on himself or allies.
    - Can not affect opponents.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - If used on another, can be intercepted to stop the heal.
    - Still hurts himself for the hp cost of the spell.
    - Does not affect those without blood.

    Name: Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Is on entire body, meaning someone moving to close from behind may be hit.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Spines break easily against hard surfaces, dealing half damage to armored opponents.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 20% HP.
    Strengths:
    - Large self heal.
    - Can use any blood to heal himself.
    - Is instant, meaning no channel to do so.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.
    - Dead beings blood may be used.
    - Due to split mana/health costs, he really isn't healed for the full amount the heal would actually give. (Still costs half hp cost for the spell.)

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose 50% speed until their body counteracts the intrusion.
    Strengths:
    - Lowers an enemies speed by 50% for the duration.
    - Easy to use at close ranges.
    - Impossible to affect allies, as it is easy to control.
    Weaknesses:
    - Opponent must have a cut or be bleeding to use the spell on them.
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system (no disease possible) are unaffected.
    - Other blood manipulators may force the blood from their system.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be reafflicted with the same status effect/debuff after cleansing it.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Hiya Other Ai! You know who I am, so no formal introduction for you x3. I'll be grading your magic application, though I don't really have much to say. Just one thing actually o.o.

    Self Healing: Yikes! I'm sorry ;-; But I can't let this happen. I would say spread this out over 4 posts, gaining 5% health per turn. You might also need to negate the default health system while this spell is active.

    And that's it! Please bump this thread once you are done. Thank you! ^^


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    King Elyx
     
     

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    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
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    Age : 21
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    Experience : 1,538,536.25
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    Character Sheet
    Character Name: King Elyx
    Primary Magic: ???
    Secondary Magic: ???

    Re: Blood of a God

    Post by King Elyx on 18th September 2015, 7:42 pm

    Chaoris wrote:Magic

    Primary Magic: Blood of a God
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms, in his mind, his deity status. His magic power pool is only half used with magic, his own blood empowering his spells for half of it. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter.
    Strengths:
    - Uses his own blood, as well as anyone else's, as a source of power.
    - Can freely control blood to his advantage.
    - May use blood to heal himself or others.
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. (Has to have enough to use the split hp cost)
    - Healing magic from others can only heal him if it states that it restores blood.
    - Those without blood are unaffected by certain spells that affect the blood system of others.

    Lineage:
    Brute of Fiore:
    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.
    Ability: Triple strength and endurance for duration
    Usage: Duration: 2 posts. Cool-down: 4 posts. Can only be used 3 times per thread.

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 15% health lost. (Max 50% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's.
    - Blood for mana: Half of mana costs are used with HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +25% speed.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is on the ground, Chaoris can sink into it and move to another blood spot on the ground; or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be on the ground to do it. (No ceilings, in the air etc.)
    - If only one spot, can only come back up. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Bloody Blades
    Rank: C
    Type: Offensive/Magical Weapon Creation
    Duration: 3
    Cooldown: 4
    Description: Chaoris has learned to create scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat.
    - The blood is not lost, and is instead reabsorbed into his body upon the weapons destruction. (To signify the 0% MP cost of signature spells.)
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Higher level mages and stronger ranked weapons may slice through the hardened blood.
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block two attacks of D rank power, or one attack of C rank. The magical blood rests over his body, coloring him a deep crimson color for the duration.
    Strengths:
    - Blocks 2 damage of his rank or 1 of a rank higher.
    - Protects entire body.
    - Blocks physical and magical damage.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.
    - Damage of B rank and higher will pass through unfazed by the blood.
    - A blood based slayer could simply steal the shield to regain mp.

    Name: Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    - Moves the entire range in an instant, due to high speed and a short range.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.
    - The hand being stopped mid movement will stop the spell from happening.

    Name: Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Heal for self or allies.
    - Can stop bleed effects on himself or allies.
    - Can not affect opponents.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - If used on another, can be intercepted to stop the heal.
    - Still hurts himself for the hp cost of the spell.
    - Does not affect those without blood.

    Name: Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Is on entire body, meaning someone moving to close from behind may be hit.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Spines break easily against hard surfaces, dealing half damage to armored opponents.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 10% HP after HP costs.
    Strengths:
    - Large self heal.
    - Can use any blood to heal himself.
    - Is instant, meaning no channel to do so.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.
    - Dead beings blood may be used.
    - Due to split mana/health costs, he really isn't healed for the full amount the heal would actually give. (Still costs half hp cost for the spell.)

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose 50% speed until their body counteracts the intrusion.
    Strengths:
    - Lowers an enemies speed by 50% for the duration.
    - Easy to use at close ranges.
    - Impossible to affect allies, as it is easy to control.
    Weaknesses:
    - Opponent must have a cut or be bleeding to use the spell on them.
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system (no disease possible) are unaffected.
    - Other blood manipulators may force the blood from their system.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be reafflicted with the same status effect/debuff after cleansing it.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)



    ___________________________________________________________________


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    Re: Blood of a God

    Post by Guest on 1st September 2016, 5:23 pm

    Unlocked at user's request.
    @Khorne wrote:Magic

    Primary Magic: Blood of a God
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms, in his mind, his deity status. His magic power pool is only half used with magic, his own blood empowering his spells for half of it. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter.
    Strengths:
    - Uses his own blood, as well as anyone else's, as a source of power.
    - Can freely control blood to his advantage.
    - May use blood to heal himself or others.
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. (Has to have enough to use the split hp cost)
    - Healing magic from others can only heal him if it states that it restores blood.
    - Those without blood are unaffected by certain spells that affect the blood system of others.

    Lineage:
    Brute of Fiore:
    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.
    Ability: Triple strength and endurance for duration
    Usage: Duration: 2 posts. Cool-down: 4 posts. Can only be used 3 times per thread.

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 15% health lost. (Max 50% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's.
    - Blood for mana: Half of mana costs are used with HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +25% speed.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is on the ground, Chaoris can sink into it and move to another blood spot on the ground; or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be on the ground to do it. (No ceilings, in the air etc.)
    - If only one spot, can only come back up. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Bloody Blades
    Rank: C
    Type: Offensive/Magical Weapon Creation
    Duration: 3
    Cooldown: 4
    Description: Chaoris has learned to create scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat.
    - The blood is not lost, and is instead reabsorbed into his body upon the weapons destruction. (To signify the 0% MP cost of signature spells.)
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Higher level mages and stronger ranked weapons may slice through the hardened blood.
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block two attacks of D rank power, or one attack of C rank. The magical blood rests over his body, coloring him a deep crimson color for the duration.
    Strengths:
    - Blocks 2 damage of his rank or 1 of a rank higher.
    - Protects entire body.
    - Blocks physical and magical damage.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.
    - Damage of B rank and higher will pass through unfazed by the blood.
    - A blood based slayer could simply steal the shield to regain mp.

    Name: Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    - Moves the entire range in an instant, due to high speed and a short range.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.
    - The hand being stopped mid movement will stop the spell from happening.

    Name: Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Heal for self or allies.
    - Can stop bleed effects on himself or allies.
    - Can not affect opponents.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - If used on another, can be intercepted to stop the heal.
    - Still hurts himself for the hp cost of the spell.
    - Does not affect those without blood.

    Name: Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Is on entire body, meaning someone moving to close from behind may be hit.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Spines break easily against hard surfaces, dealing half damage to armored opponents.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 10% HP after HP costs.
    Strengths:
    - Large self heal.
    - Can use any blood to heal himself.
    - Is instant, meaning no channel to do so.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.
    - Dead beings blood may be used.
    - Due to split mana/health costs, he really isn't healed for the full amount the heal would actually give. (Still costs half hp cost for the spell.)

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose 50% speed until their body counteracts the intrusion.
    Strengths:
    - Lowers an enemies speed by 50% for the duration.
    - Easy to use at close ranges.
    - Impossible to affect allies, as it is easy to control.
    Weaknesses:
    - Opponent must have a cut or be bleeding to use the spell on them.
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system (no disease possible) are unaffected.
    - Other blood manipulators may force the blood from their system.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be reafflicted with the same status effect/debuff after cleansing it.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Fan Art Contest Participant- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Tertiary Magic- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Cookie Achievement- Shuriken- Sword- Ninja- Fire Badge- Have Seijin On Your Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2688
    Guild : Black Rose [GM]
    Cosmic Coins : 13
    Dungeon Tokens : 0
    Age : 20
    Experience : 735,572
    Brownie Points : 444

    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Blood of a God

    Post by Izayuki on 26th September 2016, 9:42 am

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to teh Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. Those fighting against him will also find out it is impossible to be immune to his magic.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 12% damage for each 15% health lost. (Max 60% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's)
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +35% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal a half rank of spell damage per hit when they attack. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Blades
    Rank: B
    Type: Offensive/Magical Weapon Creation
    Duration: 4
    Cooldown: 5
    Description: Chaoris creates scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat, using the rules for magically created weapons.
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 10 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 10 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Still hurts himself for the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 10% HP after HP costs.
    Strengths:
    - Large self heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed only opponents of equal or lower rank than the spell until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system (no disease possible) are half affected (they lose a quarter speed).
    - Other blood manipulators may force the blood from their system.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 12
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This doubles all strength increases for the duration. I will only allow a maximum of a 60% strength boost for the duration, but not a full 100%.
    Strengths:
    - Doubles all strength buffs for the duration.
    Weaknesses:
    - Only buffs himself.
    - Extremely long cooldown.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Consider it graded! Only one of your C rank spells and B rank spells require edits. Once you have done that, please bump the thread or notify me elsewhere. ^.^ Thanks!


    ___________________________________________________________________


    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Fan Art Contest Participant- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Tertiary Magic- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Cookie Achievement- Shuriken- Sword- Ninja- Fire Badge- Have Seijin On Your Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2688
    Guild : Black Rose [GM]
    Cosmic Coins : 13
    Dungeon Tokens : 0
    Age : 20
    Experience : 735,572
    Brownie Points : 444

    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Blood of a God

    Post by Izayuki on 26th September 2016, 2:27 pm

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to teh Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. Those fighting against him will also find out it is impossible to be immune to his magic.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 12% damage for each 15% health lost. (Max 60% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's)
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +35% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal a half rank of spell damage per hit when they attack. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Blades
    Rank: B
    Type: Offensive/Magical Weapon Creation
    Duration: 4
    Cooldown: 5
    Description: Chaoris creates scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat, using the rules for magically created weapons.
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 10 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 10 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Still hurts himself for the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 10% HP after HP costs.
    Strengths:
    - Large self heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed).
    - Mages two ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 12
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts total strength increases by 60% for the duration.
    Strengths:
    - 60% increase to all strength buffs for the duration.
    Weaknesses:
    - Only buffs himself.
    - Extremely long cooldown.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Approved~!


    ___________________________________________________________________


    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1847
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Blood of a God

    Post by Jiyu Kazehime on 5th July 2017, 8:05 pm

    Unlocked and moved at user's request.

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 12% damage for each 15% health lost. (Max 60% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's)
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +35% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal a half rank of spell damage per hit when they attack. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Blades
    Rank: B
    Type: Offensive/Magical Weapon Creation
    Duration: 4
    Cooldown: 5
    Description: Chaoris creates scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat, using the rules for magically created weapons.
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 10 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 10 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for 15% hp and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Still hurts himself for the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals 10% HP after HP costs.
    Strengths:
    - Large self heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed).
    - Mages two ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 12
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts total strength increases by 60% for the duration.
    Strengths:
    - 60% increase to all strength buffs for the duration.
    Weaknesses:
    - Only buffs himself.
    - Extremely long cooldown.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)


    ___________________________________________________________________





    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 904
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 2700

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Blood of a God

    Post by Tamashi on 6th July 2017, 3:01 am

    For the records:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 12% damage for each 15% health lost. (Max 60% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's)
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +50% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal half a spells damage of the users rank as their physical damage. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Blades
    Rank: B
    Type: Requip
    Duration: 4
    Cooldown: 5
    Description: Chaoris creates scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat.
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for half the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Large self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed).
    - Mages two ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 12
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts total strength increases by 60% for the duration.
    Strengths:
    - 60% increase to all strength buffs for the duration.
    Weaknesses:
    - Only buffs himself.
    - Extremely long cooldown.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)



    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
    avatar
    Lester Drynedi
     
     

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    Character Sheet
    Character Name: Lester Drynedi
    Primary Magic: ❀Sugar Flower Slayer ❀Saccharon Flos Homicida❀
    Secondary Magic: ❀ A Gentleman's Experiments ❀

    Re: Blood of a God

    Post by Lester Drynedi on 5th January 2018, 2:30 am

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 12% damage for each 15% health lost. (Max 60% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's)
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +50% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal half a spells damage of the users rank as their physical damage. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Blades
    Rank: B
    Type: Requip
    Duration: 4
    Cooldown: 5
    Description: Chaoris creates scythes out of his own blood, the blades coming out at the elbows. Being made of his own blood, they are not meant to block weapons or spells. They are meant only for slashing open opponents. The scythes reach out eight inches away from his body, curving slowly in typical scythe fashion.
    Strengths:
    - Allows an extra weapon for use in combat.
    - Can be used in combination attacks. (Punch and scythe, etc.)
    Weaknesses:
    - Allies that get too close may get sliced as he moves around.
    - Can not be used to block spells.
    - Can not be used to block weapons.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for half the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Large self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed).
    - Mages two ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 12
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts total strength increases by 60% for the duration.
    Strengths:
    - 60% increase to all strength buffs for the duration.
    Weaknesses:
    - Only buffs himself.
    - Extremely long cooldown.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Unlocked and Moved at users request


    ___________________________________________________________________
    avatar
    Khorne

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- Banana- Rainbow- Shuriken- Have Aiyanna On Your Friend's List- Vendetta-
    Lineage : The God of Blood
    Position : None
    Posts : 236
    Guild : Guildmaster of Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 1130
    Experience : 16,443.75

    Re: Blood of a God

    Post by Khorne on 5th January 2018, 11:22 pm

    UA's;
    Blood and Rage; max buff % increased from 60% to 75%.
    Blood Manipulation; added that blood can be used to attack and block once per turn.
    Enhanced Blood flow; speed buff bumped up to 60%

    A rank Sig Spell (Heaven's Bloody Strike) is new, removed the old B rank sig completely.

    Blood Sickness (C rank spell); Added in that 3 ranks higher are unaffected, and 2 ranks higher only lose 15% speed.

    Lights's Blinding Rage; Changed from a 60% compounding buff (no longer allowed) and changed into a 70% strength buff.

    All 3 A rank spells are new.


    ___________________________________________________________________
    avatar
    Lilium

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    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Reliques d'Arcadie
    Secondary Magic: Mana Burst

    Re: Blood of a God

    Post by Lilium on 11th January 2018, 8:48 pm

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 15% damage for each 15% health lost. (Max 75% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's) Fallen blood can be used to attack as if a spell for user rank damage, and can be used to shield for user rank damage, once per post each.
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +60% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal half a spells damage of the users rank as their physical damage. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Strike
    Rank: A
    Type: Requip
    Duration: Instant
    Cooldown: Once per post
    Description: Chaoris covers his weapon, or fist, in blood when he strikes to add a full rank of spell damage to the first hit in the post upon use.
    Strengths:
    - Allows an extra strong hit once per post.
    Weaknesses:
    - Requires a solid hit to be useful.
    - Blood covering the weapon makes it obvious something is up.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for half the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Large self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed). Two ranks lower lose 15% speed instead.
    - Mages three ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts strength by 70%.
    Strengths:
    - 70% increase to strength.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    A rank:
    Name: Bloodbound Strikes
    Rank: A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: The non-magical attacks that Chaoris does become empowered by the covering of his holy blood, adding an additional quarter rank of damage to each strike.
    Strengths:
    - Adds a quarter rank of damage to non-magical attacks.
    Weaknesses:
    - Requires the attacks to hit for spell to matter.
    - Any non-magical hit on an ally will also have the increased damage.

    Name: Blood Replenishment
    Rank: A
    Type: Healing DoT
    Duration: 5
    Cooldown: 6
    Description: Chaoris allows the blood within him to heal himself over time, allowing him to heal for 50% of an A rank spell worth of HP per post, for five posts.
    Strengths:
    - 2.5 A rank heal over 5 posts.
    Weaknesses:
    - Being at full health means a round of the spell, or more, will be wasted.
    - May interfere with spells and abilities that require him to be lower on HP.

    Name: Bloody Jump
    Rank: A
    Type: Teleport, Instant
    Duration: Instant
    Cooldown: 5
    Description: Chaoris teleports to another location within 75 meters, letting loose a 75 meter burst of bloody light that damages all that are caught within it.
    Strengths:
    - Teleport that deals damage.
    Weaknesses:
    - Friendly fire is quite possible.
    - It is always both teleport and burst attack, cannot choose which to use with the spell.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)



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    Re: Blood of a God

    Post by kittykool75 on 29th May 2018, 11:11 pm

    Spoiler:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP% costs are directly from his own health pool. Due to this his HP is 50% higher, but he can not use magic when he hits 25% hp.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 3 posts. It has a 4 post cool-down, after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 15% damage for each 15% health lost. (Max 75% damage increase when at 25% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's) Fallen blood can be used to attack as if a spell for user rank damage, and can be used to shield for user rank damage, once per post each.
    - MP Regen effects affect HP instead.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +60% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 6 at S rank. These constructs have two spells of the user's rank, up to S, in HP and deal half a spells damage of the users rank as their physical damage. May only create one each post, but last until defeated.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Strike
    Rank: A
    Type: Requip
    Duration: Instant
    Cooldown: Once per post
    Description: Chaoris covers his weapon, or fist, in blood when he strikes to add a full rank of spell damage to the first hit in the post upon use.
    Strengths:
    - Allows an extra strong hit once per post.
    Weaknesses:
    - Requires a solid hit to be useful.
    - Blood covering the weapon makes it obvious something is up.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for half the hp cost of the spell.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Spines break easily against shields, dealing no damage to them.
    - Allies that get to close will be injured by the spines.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Large self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system(no disease possible), or a rank higher than the spell,  are half affected (they lose a quarter speed). Two ranks lower lose 15% speed instead.
    - Mages three ranks or higher than the spell are unaffected.

    Name: Purge the System
    Rank: C
    Type: Supportive
    Duration: Instant
    Cooldown: 4
    Description: By removing blood from a part of his system, or pulling blood to a spot faster, Chaoris can cleanse, or reset, a part of his body. Allows him to remove the most recent negative status afflicting him.
    Strengths:
    - Removes most recent status effect afflicted upon him.
    - Includes debuffs affecting the body.
    - Instant effect.
    Weaknesses:
    - Only removes 1 status effect/debuff.
    - Can only be done on himself.
    - Only does most recent status effect/debuff.
    - Can be re-afflicted with the same status effect/debuff after cleansing it.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts strength by 70%.
    Strengths:
    - 70% increase to strength.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    A rank:
    Name: Bloodbound Strikes
    Rank: A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: The non-magical attacks that Chaoris does become empowered by the covering of his holy blood, adding an additional quarter rank of damage to each strike.
    Strengths:
    - Adds a quarter rank of damage to non-magical attacks.
    Weaknesses:
    - Requires the attacks to hit for spell to matter.
    - Any non-magical hit on an ally will also have the increased damage.

    Name: Blood Replenishment
    Rank: A
    Type: Healing DoT
    Duration: 5
    Cooldown: 6
    Description: Chaoris allows the blood within him to heal himself over time, allowing him to heal for 50% of an A rank spell worth of HP per post, for five posts.
    Strengths:
    - 2.5 A rank heal over 5 posts.
    Weaknesses:
    - Being at full health means a round of the spell, or more, will be wasted.
    - May interfere with spells and abilities that require him to be lower on HP.

    Name: Bloody Jump
    Rank: A
    Type: Teleport, Instant
    Duration: Instant
    Cooldown: 5
    Description: Chaoris teleports to another location within 75 meters, letting loose a 75 meter burst of bloody light that damages all that are caught within it.
    Strengths:
    - Teleport that deals damage.
    Weaknesses:
    - Friendly fire is quite possible.
    - It is always both teleport and burst attack, cannot choose which to use with the spell.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

    Unlocked at user's request.


    ___________________________________________________________________

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    Theo

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    Character Name: Theo Silversong
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    Secondary Magic:

    Re: Blood of a God

    Post by Theo on 30th May 2018, 11:27 pm

    ♛:
    @Khorne wrote:Magic

    Primary Magic: Blood of a God (Ascendant Demon Slayer)
    Secondary Magic: Time Dragon Slayer
    Caster or Holder: Caster
    Description: Chaoris' blood has a magical quality to it that affirms his deity status. His magic power pool is no longer, his own blood empowering his spells. His magic allows him to control his own blood, as well as another's when he is strong enough, as a source of power in any situation. It is used in multiple ways, ranging from offensive, to healing others or himself. As his magic, and others hurt him, the losing of blood from his body does the reverse as normal; giving him strength instead of making him falter. His ascension has caused it to change, albeit in a major way, and has made his blood gain elemental properties to it. His blood has a holy light mixed in with it that deals double damage to demonic and evil creatures that are hit by his spells and magic abilities.
    Strengths:
    - Can freely control blood to his advantage.
    - Treats Light as Blood, and Blood as Light. (Due to the Holy Light element of the Ascendant Demon Slayer)
    Weaknesses:
    - Uses health to use spells.
    - If HP is too low, magic is unusable. Else he would kill himself in the process.
    - Those without blood are in less danger from some parts of the magic.

    The God of Blood:
    Lineage Name: The God of Blood

    Name of Lineage Holder: Chaoris Orneis

    Description: A new god has been born. What had originally been a human with a mental disorder has ascended to godhood by sheer will and the worship of those with magic and faith. With Chaoris's ascension came a clearing of his mind; but also the knowledge that what had once been insanity was truth. His powers of blood manipulation are unrivaled, being the god of the element, and he demands the worship of those around him; through honorable battle, the shedding of blood, and the gathering of skulls as offerings!


    Blood of the Divine: Chaoris's blood is completely under his own control, meaning no one can manipulate it other than himself. There is also some strange element to his blood, one that causes intense pain to any that try to eat the blood; making it cause full damage to those that try. He also considers light as blood and blood as light for use of his magic and others around him. He also has a 5% health regen every other post.

    Blood Tithe: As the God of Blood, Chaoris no longer uses mana to cast any of his spells. All MP costs are directly from his own health pool, and due to this, his MP is added to his base HP. Anytime he loses HP from something, he gains a 1% buff to his speed and strength. (Gets hit for 40 hp, gains 1%. Uses a spell and loses HP for the cost of it, gains 1%) This buff lasts until he takes no damage in a post, which causes the buff to dissipate.

    Blood for the Blood God: Chaoris, being a god for battle and shedding blood, has a 30% increased physical damage naturally. In battle, he is able to go into a blood rage that increases his strength by another 100% on top of it for 7 posts. It has an 8 post cooldown after it wears out. Allies with him also find out quite quickly that his buffs are shared with allies; if he has 50% speed buff, allies have 25% speed buff. He is also able to be summoned by any guild member or ally into any topic by calling out his name. For jobs he participates in (at least one fight) he receives half of the exp. For 10 year and up jobs he receives 10% of the exp. He may also appear uncalled for by others when the word 'War' is mentioned in any way.

    Slayer Stuffs:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    Unique Abilities:
    - Blood and Rage: The more damage Chaoris takes, the more damage he can deal with his physical attacks and magic. Gains 10% damage for each 10% health lost. (Max 90% damage increase when at 10% hp left)
    - Blood Manipulation: Can freely control blood, whether his or another's. (Requires Permission for Event's and PC's) Fallen blood can be used to attack as if a spell for melee damage with applicable buffs, and can be used to shield for user rank damage melee damage with applicable buffs, once per post each.
    - Leeching Attacks: All damage dealt by the user of this magic, whether physical or magical, heals them for 25% of the damage dealt.
    - Enhanced Blood Flow(Legs): Having control of blood means improving your blood flow. He has learned to boost his legs blood flow to allow him quicker movement. +60% speed.
    - Haemokinetic Constructs: Chaoris is able to create semi-living constructs with the blood around him. He can create 1 construct at D rank, and is able to create one more for every rank above; to a max of 7 at H rank. These constructs have hp equal to two spells of the user's rank, up to S, in HP and deal a quarter user rank damage per melee hit they land. May only create one each post, but last until defeated. The entire purpose of these constructs is to shove debuffs and negative effects onto them. Ever time a negative effect is aimed at the user, they can pay the original cost of the spell aimed at them to shove it onto a construct. If no constructs are around, the cost to negate the effects is doubled. Effects that cost no MP that come at him cost him 1 hp to move to a construct, or negate.

    Signature Spells:
    Name: Passage of Blood
    Rank: D (Does not Scale with rank)
    Type: Mixed (Defensive/Supportive)
    Duration: Instant
    Cooldown: May do once per post.
    Description:By stepping onto blood, that is nearby, Chaoris can sink into it and move to another blood spot within view, or coming out of the same one. This allows him to gain mobility as well as the option to dodge attacks. Blood movement has a range of 15 meters from spot to spot.
    Strengths:
    - Gives mobility.
    - Allows a chance to dodge an attack by just sinking down and coming back up.
    - Let's him get closer or farther away from an opponent when needed.
    Weaknesses:
    - Blood must be within sight. (No other rooms, dimensions, planes, etc.)
    - If only one spot, can only come back up from that one. Makes him easy to figure out if done this way.
    - Can't drag people in with him, so no fancy pulling people into the ground.
    - Has to at least be enough for one foot to step in it to use.

    Name: Heaven's Bloody Strike
    Rank: A
    Type: Offensive
    Duration: Instant
    Cooldown: Once per post
    Description: Chaoris draws magical power into his next attack, causing him to hit twice with the next physical attack that hits in the post.
    Strengths:
    - Allows an extra strong hit once per post.
    Weaknesses:
    - Requires a solid hit to be useful.

    D rank:
    Name: Blood Veil
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: By using a small amount of his blood, caused by either creating a bleeding wound or using a previous open wound, Chaoris is able to use it to block three attacks of D rank power (60 hp shield). The magical blood rests over his body, coloring him a mix of white and deep crimson color for the duration.
    Strengths:
    - Protects entire body.
    Weaknesses:
    - Can only protect himself with it the shield.
    - There must be some of his blood around for the shield to be activated.

    Name: Radiant Burst of Blood
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 3
    Description: By throwing a hand out in a backhand motion, Chaoris will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 15 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 15 meters a second.
    Strengths:
    - Instant activation spell.
    - AoE burst, can hit multiple opponents if all are close enough.
    Weaknesses:
    - Short range.
    - Does not push opponents back, only deals damage.
    - Fast opponents can easily avoid the spell.


    Name: God's Blood Transfusion
    Rank: D
    Type: Supportive
    Duration: Instant
    Cooldown: 5
    Description: When used on himself, Chaoris puts a palm to the ground and absorbs blood that has been shed into his body. The blood restores what he has lost and stops wounds that he has taken to stop them from bleeding. Heals himself for a spells worth, plus the hp cost of the spell, and stops bleeding effects. When used on another, he still puts a palm to the ground but also points at the person to be healed. The blood is sent to them, entering their body through a wound and doing the same thing it would do to him.
    Strengths:
    - Can stop bleed effects on himself or allies.
    - Heals himself for the HP cost to cast the spell, plus a D rank spell worth, if cast on himself.
    Weaknesses:
    - Requires blood to be shed, whether his or another's.
    - Hurts himself for the cost of the spell no matter who he uses the spell on.

    Name: Divine Blood Spines
    Rank: D
    Type: Offensive/Trap
    Duration: 2
    Cooldown: 3
    Description: Blood seeps from the pores across Chaoris's Body, hardening into sharp spines. When close to an enemy, the five inch long spines have a chance of scraping across an enemy to deal damage. Deals a half rank of damage each time an opponent is hit.
    Strengths:
    - Can simply move in close to an enemy to harm them.
    - Chance to affect someone multiple times if they stay too close for too long.
    Weaknesses:
    - Has no defensive properties.
    - Allies that get to close will be injured by the spines.

    Name: Bloody Rift
    Rank: D+
    Type: Defensive
    Duration: 3
    Cooldown:4
    Description: The user creates a portal to their godly realm, allowing them to step in and reappear in a different spot through another portal that opens up. Both of these portals explode outward with a burst of blood in a 22.5 meter radius, dealing 30 damage each explosion. The portal allows them to travel 22.5 meters from the initial portal entered.
    Strengths:
    - Teleport that deals damage with both exit and entrance.
    Weaknesses:
    - Can possibly miss both times with the attack portions.

    C rank:

    Name: Blood Regeneration
    Rank: C
    Type: Self Healing
    Duration: Instant
    Cooldown: 4
    Description: By using the spilled blood around him, Chaoris can replenish his own blood. The blood is absorbed into his own, as if the blood type mattered little. Heals a full rank of HP as well as healing Chaoris for the HP cost if used on himself.
    Strengths:
    - Instant self-heal.
    Weaknesses:
    - Must be blood in a 30 meter radius
    - Can not use blood still inside another person.

    Name: Blood Sickness
    Rank: C
    Type: Offensive/Poison
    Duration: 3
    Cooldown: 4
    Description: Chaoris has found his holy blood makes those that get it into their bloodstream sick, slowing them down. By allowing a splash of his blood to enter a victim, they lose half of their speed until their body counteracts the intrusion. (When Duration Runs Out)
    Strengths:
    - Lowers an enemies speed by half.
    - Easier to use at close ranges.
    Weaknesses:
    - Has a lower range than most spells of it's rank. Being only 5 meters max range.
    - Those with a perfect immune system,(no disease possible) are half affected. (they lose a quarter speed)

    Name: Bloody Jump
    Rank: C
    Type: Burst, Teleport
    Duration: Instant
    Cooldown: 4
    Description: The user of the spell simply disappears in a burst of blood before reappearing somewhere else, thirty meters away from their original position.
    Strengths:
    - Instant effect.
    Weaknesses:
    - Very obvious teleport due to the blood

    Name: Light and Blood's Protection
    Rank: C+
    Type: Defensive
    Duration: 6
    Cooldown: 7
    Description: The user is covered in a protective shield of blood and light that blocks 180 damage before breaking. If the shield is broken, the user of the spell is also healed for 45 hp. (Half advanced spell heal)
    Strengths:
    - A shield that heals the user if broken.
    Weaknesses:
    - Very obvious shield, due to the use of blood and light.


    B rank:
    Name: Holy Blood Blast
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4
    Description: By willing his blood to leave his body, the God of Blood let's loose a large explosion of holy light and blood. The explosion bursts out 50 meters in all directions before stopping, damaging everything in its path.
    Strengths:
    -Instant, large radius, explosion of blood.
    Weaknesses:
    - Can not penetrate through walls, ceilings, etc.
    - Not that effective against extreme ranges.

    Name: Holy Blood's Light Step
    Rank: B
    Type: Teleport
    Duration: Instant
    Cooldown: 4
    Description: The God of Blood disappears in a burst of white and red, his blood, and reappears somewhere within 50 meters of the spot that he disappeared from. The teleport is instant.
    Strengths:
    - Instant teleport to try and get a positional advantage.

    Weaknesses:
    - Requires line of sight on target location
    - Not that useful against AoE spells of similar rank/range.

    Name: Light's Blinding Rage
    Rank: B
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon slaying blood, the god is able to boost his strength to incredible numbers to brute force through enemies that may prove a problem. This boosts strength by 70%.
    Strengths:
    - 70% increase to strength.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    Name: Speed of Light
    Rank: B+
    Type: Buff
    Duration: 6
    Cooldown: 7
    Description: By tapping into the power of his demon-slaying blood, the god is able to boost his speed to incredible numbers to catch up to enemies that may prove too fast to normally keep up with. This boosts strength by 105%. (Advanced spell
    Strengths:
    - 105% increase to speed.
    Weaknesses:
    - A buff solely for himself
    - Extremely long cooldown.

    A rank:
    Name: Bloodbound Strikes
    Rank: A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: The non-magical attacks that Chaoris does become empowered by the covering of his holy blood, adding an additional quarter rank of damage to each strike.
    Strengths:
    - Adds a quarter rank of damage to non-magical attacks.
    Weaknesses:
    - Requires the attacks to hit for spell to matter.
    - Any non-magical hit on an ally will also have the increased damage.

    Name: Blood Replenishment
    Rank: A
    Type: Healing DoT
    Duration: 5
    Cooldown: 6
    Description: Chaoris allows the blood within him to heal himself over time, allowing him to heal for 50% of an A rank spell worth of HP per post, for five posts.
    Strengths:
    - 2.5 A rank heal over 5 posts.
    Weaknesses:
    - Being at full health means a round of the spell, or more, will be wasted.
    - May interfere with spells and abilities that require him to be lower on HP.

    Name: Bloody Jump
    Rank: A
    Type: Teleport, Instant
    Duration: Instant
    Cooldown: 5
    Description: Chaoris teleports to another location within 75 meters, letting loose a 75 meter burst of bloody light that damages all that are caught within it.
    Strengths:
    - Teleport that deals damage.
    Weaknesses:
    - Friendly fire is quite possible.
    - It is always both teleport and burst attack, cannot choose which to use with the spell.

    Name: Judgement of the Bloodied Realm
    Rank: A+
    Type: Buff
    Duration: 7
    Cooldown: 8
    Description: Chaoris brings forth the power of his realm, granting himself an enormous boost to his strength so that he can bring down righteous judgment upon his enemies. Grants 105% strength buff. (70% and plus fifty percent more powerful due to advanced spell.)
    Strengths:
    - Grants a strong buff to strength.
    Weaknesses:
    - Only buffs himself when activated.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)




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      Current date/time is 16th August 2018, 8:50 am