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    The Ascended Bloodline {Blood GS Lacrima}

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    Mitsurugi

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    Character Name: Aoi Mitsurugi
    Primary Magic: The Ascended Bloodline
    Secondary Magic:

    The Ascended Bloodline {Blood GS Lacrima}

    Post by Mitsurugi on Sat 5 Aug 2017 - 21:15

    Magic


    Primary Magic: The Ascended Bloodline (2nd gen Blood GS)
    Secondary Magic: -
    Caster or Holder: Caster
    Description: The Ascended Bloodline is a unique form of a God Slaying magic that is passed through a lacrima, recrystalized upon death in order to reform and only able to be passed down through death if it's in use. This bloodline is a corrupted form of blood magic, immensely combined with the power to slay the gods themselves and those whom descend from them with ease. Above that, they are allowed to consume the blood of others of all forms with the exception of Demon Slaying, of which has no proof to exist yet. Still, the power from which this magic is able to hold is much higher than some would consider. Due to the corrupted, demonic origins of this magic, the blood of the spells, AND the caster of this magic will have the color of the blood a raven black color, symbolizing the type of corruption and unholiness that it purely is.

    Abilities that can be found with this magic to have are among both basic and more abstract forms of use. Basic forms of it are shaping the blood to fit the mold of a spell from a crescent, to an X-shape, and so on. More abstract concepts are being able to form a stable, whole weapon from which the caster can use to fight. Much like a requip weapon, these blood-birthed weapons are able to be used in combat, however, they do not gain the same benefits as an actual Requip weapon. The more complex forms for this magic is the molecular level of "blood combustion". The ability to rearrange and separate the molecules to force it to explode. Of course, this can't be done simply to any blood, although, blood mixed with the casters own blood is something that can be worked with very easily.
    Strengths:

    • Allows the user to create and hold a number of various spell types without the need of restriction due to the element in question.
    • With the ways the caster can use their spells, they can easily adapt to any and all combative situations in order to meet, defect from, or gain advantage of another in a fight.

    Weaknesses:

    • Being that the caster uses their own blood for the spells they use, they would need to either take damage prior to, or cut themselves in order to use them.
    • The caster will not be able to control any blood that is not being used for consumption, for their own spells, or from the insides of another persons body without their own blood mixed into it through any means.
    • Weaponry being created through the casters own blood do not have any special benefits such as an active or a passive, they are the equivalent to that of a standard "-make" magic in terms of it's functions outside of the shape it's made to take.

    Lineage: To be made
    Unique Abilities:

    1. Blood Pool: The caster converts 20% all damage to them or dealt into a "pool". Once per 4 posts, the user is able to "drink" from this "pool", regaining health equal to that of the collected pool of blood. The cap of HP allowed is equal to 1.5x their ranks spell damage (i.e. C rank pool cap would be 50 hp).
    2. Cellular Overdrive: The caster has 25% more base health.
    3. Arterial Motives: After taking damage, the user recovers 5% of their max health each post for the next 3 posts. This ability cuts off any other passive regen and can only activate once every 5 posts after the end of the 3 post regen.
    4. Spell Hemorrhage: The casters blood spells inflict grievous wounds to anything it hits, even if the spell is blunt based. These grievous wounds cause the inflicted to bleed and take an additional 40% of the spells damage over 2 posts. These wounds can only be afflicted by a spell of a single rank, and any other rank of damage will not stack (C rank wounds cannot add on D rank damage), however a spell of equal rank will refresh this passive. Healing spells will cancel this effect and this particular effect can only work on a person once every 3 posts after any effect has passed. As well as that, this ability cannot contribute to the Blood Pool ability.


    Spells:

    D rank spells:
    Name: Fist of the Blood God
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: The users blood inflicts wounds from the inside out to allow blood to coat their hands. The user then will swing one hand and if hit, will deal spike outward as if hitting with spiked gloves, dealing D rank spell damage on contact.
    Strengths:

    • Great for close quarter combat fighting

    Weaknesses:

    • -Restraining the users arms while this spell starts would essentially waste the users mp
      Needs to make contact with an object to work.
    • The first swing will use this spell regardless of hitting or not.


    Name: Blood Whip
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster can use or create their own would and allow their blood to become a weapon of it's own. Swinging their arm or leg, the blood will extend and expand out up to 10 meters away. The movement is equal to the casters own bodily speed, however the further away this spell is, the slower the speed will move due to momentum and the energy to propel it. Despite that, this spell will deal 20 damage upon hitting an enemy if one is hit. It can be easily stopped by anything and can be dodged.
    Strengths:

    • Close to mid style combat lets this spell become a great asset to the caster.

    Weaknesses:

    • If the spell is destroyed, the blood will not return to the caster.
    • Electric based spells that are used against it, defensive or otherwise will deal 25% or an extra 25% (Depending on if offensive or defensive) to the caster.


    Name: Contagion
    Rank: D
    Type: Supplementary/Blood
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Once any amount of the casters blood enters an open wound of an opponent equal or lower to the caster, they are able to use this spell. If the enemy is within 10 meters, they can inflict one of 3 different ailments to affect them for the duration of the spell.

    • The first option being "legal blindness"; this reduces the enemies sight to blur severely, causing their next spell casted during the duration to be reduced by 10 m/s than it's normal speed.
    • The next option is "Bodily Numbness"; This ailment makes the afflicted lose use of a limb for the duration of the spell. This cannot work on bodily organs or major areas of the body aside from the limbs.
    • The last option that could happen would be "Mute Mutations"; This affliction causes oral type spells to become unable to be casted for the duration. Spells such as spitting acid, slayers roars/bellows/etc., for example. As well as that, the enemy (can be adjusted for plot if pvp is used) cannot speak through the duration and all sounds from them are completely without a lick of noise.

    Strengths:

    • The caster can adjust the spells use to be able to fit the opponent they are fighting.

    Weaknesses:

    • In order for this spell to even be able to work, blood from the caster has to enter the targets body.
    • Any form of healing spell or ailment condition removal type of spell can remove this spells affects no matter the rank or ability that is used.


    Name: Bloody Mary's Mirror
    Rank: D
    Type: Varying/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: While blood from the caster is inside the body of an enemy, any ability or spell they have, the user can use that spell for themselves as well, however the spell in use becomes a blood/unholy element in the slayers style of spells. This spell will become scaled to fit the rank of this specific spell, however retain this spells own cooldown.
    Strengths:

    • Gives an ultimate diversity to the casters pool of spells.

    Weaknesses:

    • The spells in question are only limited to Instant type spells. Anything with a duration cannot be copied.
    • Any spell above this rank has to be seen before it can be used by the caster themselves.


    C rank spells:
    Name: Ungodly Explosions
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 4 posts
    Description: he user can use any of their blood, or any blood that they have spilled via other spells and corrupted with their magic through physical contact with it, allowing them to turn it black and use for their own spells. The user can snap their fingers as if it were a detonator, making an explosion of a 10 meter area, dealing C rank spell damage on hit within the first 3 meters, and 75% within the other 7 meters.
    Strengths:


    • The various uses in how this spell is done make this spell more useful than most others.

    Weaknesses:

    • Any blood corrupted by the user remains in it's position when this spell is used. I.e. corrupting blood and then manipulating it to another location before using the explosion.
    • Cannot use any blood that has not come from the users body nor any that has been corrupted by her own blood.


    Name: Bloody Kunai
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The user takes their own blood (either from previous spells, their own body, or corrupting anothers spilled blood) and shapes them into 3 Kunai throwing knives. These knives can travel at speeds up to 20 m/s, up to 30 meters away. The Kunai themselves will then explode on contact in a 20 meter area, dealing C rank spell damage to anyone caught within the immediate blast radius, and 75% of the damage within a 15 meter blast radius. (0-5 meter epicenter=100% | 6-20 radial damage=75%)
    Strengths:

    • Should this spell hit a target, they cannot avoid being hit with the explosion of this spell.

    Weaknesses:

    • The Kunai will only travel together and make one explosion and deal no initial damage on contact.
    • D rank spells can block this spell from hitting, and will not count towards the durability of any shields on contact, only on explosions.


    Name: Bloody Infection
    Rank: C
    Type: Offensive/Blood/DoT
    Duration: 3 posts
    Cooldown: 5 posts
    Description: While blood is inside the targets body, the caster is able to use this ability. The blood will begin to inflict seering type pains inside the body of the afflicted over the course of the posts. The type of pain does not inflict any sort of burning or fire like damage, however it gives off the feeling of such a thing to those it harms. Fire users that don't know that feeling will seem like acid has been poured in the area and is burning them severely. This deals 40% C rank damage per post it's afflicting a person within 20 meters from the caster.
    Strengths:

    • Due to the form of damage on a person, they could either become extremely distracted and overcome to it, enabling the caster the ability to harm the other person more.

    Weaknesses:

    • Any healing spell can cause this spell to end early.
    • If a person were to leave the spells range, this spell would end early as well.


    Signature spell:
    Name: Tides of Blood
    Rank: User rank (up to S)
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: Once per post
    Description: The caster gathers their blood in the palm of their hand in the shape of a sphere. The blood will appear to boil and then blast outward up to 5/10/15/20/25 meters at 3/5/8/10/13 m/s. The blood will deal 20/40/60/80/100 damage on contact with an enemy.
    Strengths:

    • A quick, close range ability the caster can use.

    Weaknesses:

    • The caster must have an open wound to gather the blood they need for the spell.
    • If this spell misses any target, the caster will take 50% this spells rank in damage.


    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:

    • -
    • -
    • -

    Weaknesses:

    • -
    • -
    • -


    Last edited by Mitsurugi on Mon 27 Nov 2017 - 15:06; edited 3 times in total


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    Salrynn
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    Re: The Ascended Bloodline {Blood GS Lacrima}

    Post by Salrynn on Wed 23 Aug 2017 - 14:05

    Hoiii!! :3 it is I! The Sally! As you have already guessed, I am here to grade this badass magic :3 weeee.

    My requests will be in this colour! hehe ^^

    Lets get to it!

    @Mitsurugi wrote:Magic


    Primary Magic: The Ascended Bloodline (2nd gen Blood GS)
    Secondary Magic: -
    Caster or Holder: Caster
    Description: The Ascended Bloodline is a unique form of a God Slaying magic that is passed through a lacrima, recrystalized upon death in order to reform and only able to be passed down through death if it's in use. This bloodline is a corrupted form of blood magic, immensely combined with the power to slay the gods themselves and those whom descend from them with ease. Above that, they are allowed to consume the blood of others of all forms with the exception of Demon Slaying, of which has no proof to exist yet. Still, the power from which this magic is able to hold is much higher than some would consider. Due to the corrupted, demonic origins of this magic, the blood of the spells, AND the caster of this magic will have the color of the blood a raven black color, symbolizing the type of corruption and unholiness that it purely is.

    Abilities that can be found with this magic to have are among both basic and more abstract forms of use. Basic forms of it are shaping the blood to fit the mold of a spell from a crescent, to an X-shape, and so on. More abstract concepts are being able to form a stable, whole weapon from which the caster can use to fight. Much like a requip weapon, these blood-birthed weapons are able to be used in combat, however, they do not gain the same benefits as an actual Requip weapon. The more complex forms for this magic is the molecular level of "blood combustion". The ability to rearrange and separate the molecules to force it to explode. Of course, this can't be done simply to any blood, although, blood mixed with the casters own blood is something that can be worked with very easily.
    Strengths:

    • Allows the user to create and hold a number of various spell types without the need of restriction due to the element in question.
    • With the ways the caster can use their spells, they can easily adapt to any and all combative situations in order to meet, defect from, or gain advantage of another in a fight.

    Weaknesses:

    • Being that the caster uses their own blood for the spells they use, they would need to either take damage prior to, or cut themselves in order to use them.
    • The caster will not be able to control any blood that is not being used for consumption, for their own spells, or from the insides of another persons body without their own blood mixed into it through any means.
    • Weaponry being created through the casters own blood do not have any special benefits such as an active or a passive, they are the equivalent to that of a standard "-make" magic in terms of it's functions outside of the shape it's made to take.

    Lineage: To be made
    Unique Abilities:

    1. Blood Pool: The caster converts 20% all damage to them or dealt into a "pool". Once per 4 posts, the user is able to "drink" from this "pool", regaining health equal to that of the collected pool of blood. The cap of HP allowed is equal to 1.5x their ranks spell damage (i.e. C rank pool cap would be 50 hp).
    2. Cellular Overdrive: The caster has 50% more base health. I can accept 25% due to your rank ^.^
    3. Arterial Motives: All spells the caster makes with blood related spells costs them HP instead of MP. Spells of equal rank take 10% health, and anything below takes 5% health to use. After speaking to the staff about this, we decided that this UA would need to cost more than actual MP D; you can either remove it or change it so that it costs more than MP ^.^
    4. Spell Hemorrhage: The casters blood spells inflict grievous wounds to anything it hits, even if the spell is blunt based. These grievous wounds cause the inflicted to bleed and take an additional 40% of the spells damage over 2 posts. These wounds can only be afflicted by a spell of a single rank, and any other rank of damage will not stack (C rank wounds cannot add on D rank damage), however a spell of equal rank will refresh this passive. Healing spells will cancel this effect and this particular effect can only work on a person once every 3 posts after any effect has passed. As well as that, this ability cannot contribute to the Blood Pool ability.


    Spells:

    D rank spells:
    Name: Fist of the Blood God
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: The users blood inflicts wounds from the inside out to allow blood to coat their hands. The user then will swing one hand and if hit, will deal spike outward as if hitting with spiked gloves, dealing D rank spell damage on contact.
    Strengths:

    • Great for close quarter combat fighting

    Weaknesses:

    • -Restraining the users arms while this spell starts would essentially waste the users mp
      Needs to make contact with an object to work.
    • The first swing will use this spell regardless of hitting or not.


    Name: Blood Whip
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster can use or create their own would and allow their blood to become a weapon of it's own. Swinging their arm or leg, the blood will extend and expand out up to 10 meters away. The movement is equal to the casters own bodily speed, however the further away this spell is, the slower the speed will move due to momentum and the energy to propel it. It can be easily stopped by anything and can be dodged. You mention it's an offensive spell, but you didn't state that it does damage xD If you can add this, I will be grateful ^^
    Strengths:

    • Close to mid style combat lets this spell become a great asset to the caster.

    Weaknesses:

    • If the spell is destroyed, the blood will not return to the caster.
    • Electric based spells that are used against it, defensive or otherwise will deal 25% or an extra 25% (Depending on if offensive or defensive) to the caster.


    Name: Contagion
    Rank: D
    Type: Supplementary/Blood
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Once any amount of the casters blood enters an open wound of an opponent, they are able to use this spell. If the enemy is within 10 meters, they can inflict one of 3 different ailments to affect them for the duration of the spell. This is all fine and dandy, but you should probably mention that they can only affect people of equal or lower rank. ^^

    • The first option being "legal blindness"; this reduces the enemies sight to blur severely, causing their next spell casted during the duration to be reduced by 10 m/s than it's normal speed.
    • The next option is "Bodily Numbness"; This ailment makes the afflicted lose use of a limb for the duration of the spell. This cannot work on bodily organs or major areas of the body aside from the limbs.
    • The last option that could happen would be "Mute Mutations"; This affliction causes oral type spells to become unable to be casted for the duration. Spells such as spitting acid, slayers roars/bellows/etc., for example. As well as that, the enemy (can be adjusted for plot if pvp is used) cannot speak through the duration and all sounds from them are completely without a lick of noise.

    Strengths:

    • The caster can adjust the spells use to be able to fit the opponent they are fighting.

    Weaknesses:

    • In order for this spell to even be able to work, blood from the caster has to enter the targets body.
    • Any form of healing spell or ailment condition removal type of spell can remove this spells affects no matter the rank or ability that is used.


    Name: Bloody Mary's Mirror
    Rank: D
    Type: Varying/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: While blood from the caster is inside the body of an enemy, any ability or spell they have, the user can use that spell for themselves as well, however the spell in use becomes a blood/unholy element in the slayers style of spells. This spell will become scaled to fit the rank of this specific spell, however retain this spells own cooldown.
    Strengths:

    • Gives an ultimate diversity to the casters pool of spells.

    Weaknesses:

    • The spells in question are only limited to Instant type spells. Anything with a duration cannot be copied.
    • Any spell above this rank has to be seen before it can be used by the caster themselves.


    C rank spells:
    Name: Ungodly Explosions
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 4 posts
    Description: he user can use any of their blood, or any blood that they have spilled via other spells and corrupted with their magic through physical contact with it, allowing them to turn it black and use for their own spells. The user can snap their fingers as if it were a detonator, making an explosion of a 10 meter area, dealing C rank spell damage on hit within the first 3 meters, and 75% within the other 7 meters.
    Strengths:


    • The various uses in how this spell is done make this spell more useful than most others.

    Weaknesses:

    • Any blood corrupted by the user remains in it's position when this spell is used. I.e. corrupting blood and then manipulating it to another location before using the explosion.
    • Cannot use any blood that has not come from the users body nor any that has been corrupted by her own blood.


    Name: Bloody Kunai
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The user takes their own blood (either from previous spells, their own body, or corrupting anothers spilled blood) and shapes them into 3 Kunai throwing knives. These knives can travel at speeds up to 20 m/s, up to 30 meters away. The Kunai themselves will then explode on contact in a 20 meter area, dealing C rank spell damage to anyone caught within the immediate blast radius, and 75% of the damage within a 15 meter blast radius. (0-5 meter epicenter=100% | 6-20 radial damage=75%)
    Strengths:

    • Should this spell hit a target, they cannot avoid being hit with the explosion of this spell.

    Weaknesses:

    • The Kunai will only travel together and make one explosion and deal no initial damage on contact.
    • D rank spells can block this spell from hitting, and will not count towards the durability of any shields on contact, only on explosions.


    Name: Bloody Infection
    Rank: C
    Type: Offensive/Blood/DoT
    Duration: 3 posts
    Cooldown: 5 posts
    Description: While blood is inside the targets body, the caster is able to use this ability. The blood will begin to inflict seering type pains inside the body of the afflicted over the course of the posts. The type of pain does not inflict any sort of burning or fire like damage, however it gives off the feeling of such a thing to those it harms. Fire users that don't know that feeling will seem like acid has been poured in the area and is burning them severely. This deals 40% C rank damage per post it's afflicting a person within 20 meters from the caster. This sounds like an auto-hit, so lets fix this! If you can state that your own blood needs to spill on them, then it’s perfectly okay ^^
    Strengths:

    • Due to the form of damage on a person, they could either become extremely distracted and overcome to it, enabling the caster the ability to harm the other person more.

    Weaknesses:

    • Any healing spell can cause this spell to end early.
    • If a person were to leave the spells range, this spell would end early as well.


    Signature spell:
    Name: Tides of Blood
    Rank: Up to S You should state “User Rank” here aswell ^^
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: Once per post I can accept 2 posts here ^^
    Description: The caster gathers their blood in the palm of their hand in the shape of a sphere. The blood will appear to boil and then blast outward up to 5/10/15/20/25 meters at 3/5/8/10/13 m/s. The blood will deal 20/40/60/80/100 damage on contact with an enemy.
    Strengths:

    • A quick, close range ability the caster can use.

    Weaknesses:

    • The caster must have an open wound to gather the blood they need for the spell.
    • If this spell misses any target, the caster will take 50% this spells rank in damage.


    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:

    • -
    • -
    • -

    Weaknesses:

    • -
    • -
    • -


    Well whaddya know, it’s done Razz bump it when you have made edits Very Happy


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    Mitsurugi

    1 Year Anniversary- Player -
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    Character Sheet
    Character Name: Aoi Mitsurugi
    Primary Magic: The Ascended Bloodline
    Secondary Magic:

    Re: The Ascended Bloodline {Blood GS Lacrima}

    Post by Mitsurugi on Thu 24 Aug 2017 - 23:39

    I have some points and questions on this...

    -First thing is why am I being limited on the percentage based on my rank? Wouldn't it be just be fine leaving it at 50% so long as it doesn't go any higher or anything? I'm just not understanding the reason behind it.
    -Secondly, I understand to some extent why you'd have to press into how much cost I have, however don't you think it's a bit excessive to make me pay more than a normal spell? I also want to point out that even at higher ranks (and I don't plan to make this a point to influence otherwise on the ability itself) I'm still planning to pay a percentage of health. So mainly I do wanna ask if I get to keep the 5% for those or do I need to pay more? Also, I do wanna ask that if I do have to pay more or even to compromise on an amount, will I be able to keep the 50% to compensate for how much HP I'll have to expend for the spell?
    -Blood whip: Tooootally my bad, I'll fix it when I go in so I can do edits all at once. XD
    -Contagion: Define "of rank and lower?" I'd rather be sure if I would be able to keep it as my rank or lower or the spells rank.
    -Bloody Infection: The spell clearly notes it has to have the casters blood inside them by to even use the spell. This simply implies that another spell has to hit and the blood to get inside to even work. If you'd like, I can state in the magic weakness or somewhere that any blood getting inside someone will "expire" within 3-5 posts or if a spell such as this one is used or one with these conditions.

    I woulda pm'd this to you on discord, but I didn't want the first thing you saw was my complaining, but feel free to take it to either here or discord/skype when you get to it.


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    Madame Astrid
     
     

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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: The Ascended Bloodline {Blood GS Lacrima}

    Post by Madame Astrid on Mon 27 Nov 2017 - 16:47

    Spoiler:
    @Mitsurugi wrote:Magic


    Primary Magic: The Ascended Bloodline (2nd gen Blood GS)
    Secondary Magic: -
    Caster or Holder: Caster
    Description: The Ascended Bloodline is a unique form of a God Slaying magic that is passed through a lacrima, recrystalized upon death in order to reform and only able to be passed down through death if it's in use. This bloodline is a corrupted form of blood magic, immensely combined with the power to slay the gods themselves and those whom descend from them with ease. Above that, they are allowed to consume the blood of others of all forms with the exception of Demon Slaying, of which has no proof to exist yet. Still, the power from which this magic is able to hold is much higher than some would consider. Due to the corrupted, demonic origins of this magic, the blood of the spells, AND the caster of this magic will have the color of the blood a raven black color, symbolizing the type of corruption and unholiness that it purely is.

    Abilities that can be found with this magic to have are among both basic and more abstract forms of use. Basic forms of it are shaping the blood to fit the mold of a spell from a crescent, to an X-shape, and so on. More abstract concepts are being able to form a stable, whole weapon from which the caster can use to fight. Much like a requip weapon, these blood-birthed weapons are able to be used in combat, however, they do not gain the same benefits as an actual Requip weapon. The more complex forms for this magic is the molecular level of "blood combustion". The ability to rearrange and separate the molecules to force it to explode. Of course, this can't be done simply to any blood, although, blood mixed with the casters own blood is something that can be worked with very easily.
    Strengths:

    • Allows the user to create and hold a number of various spell types without the need of restriction due to the element in question.
    • With the ways the caster can use their spells, they can easily adapt to any and all combative situations in order to meet, defect from, or gain advantage of another in a fight.

    Weaknesses:

    • Being that the caster uses their own blood for the spells they use, they would need to either take damage prior to, or cut themselves in order to use them.
    • The caster will not be able to control any blood that is not being used for consumption, for their own spells, or from the insides of another persons body without their own blood mixed into it through any means.
    • Weaponry being created through the casters own blood do not have any special benefits such as an active or a passive, they are the equivalent to that of a standard "-make" magic in terms of it's functions outside of the shape it's made to take.

    Lineage: To be made
    Unique Abilities:

    1. Blood Pool: The caster converts 20% all damage to them or dealt into a "pool". Once per 4 posts, the user is able to "drink" from this "pool", regaining health equal to that of the collected pool of blood. The cap of HP allowed is equal to 1.5x their ranks spell damage (i.e. C rank pool cap would be 50 hp).
    2. Cellular Overdrive: The caster has 25% more base health.
    3. Arterial Motives: After taking damage, the user recovers 5% of their max health each post for the next 3 posts. This ability cuts off any other passive regen and can only activate once every 5 posts after the end of the 3 post regen.
    4. Spell Hemorrhage: The casters blood spells inflict grievous wounds to anything it hits, even if the spell is blunt based. These grievous wounds cause the inflicted to bleed and take an additional 40% of the spells damage over 2 posts. These wounds can only be afflicted by a spell of a single rank, and any other rank of damage will not stack (C rank wounds cannot add on D rank damage), however a spell of equal rank will refresh this passive. Healing spells will cancel this effect and this particular effect can only work on a person once every 3 posts after any effect has passed. As well as that, this ability cannot contribute to the Blood Pool ability.


    Spells:

    D rank spells:
    Name: Fist of the Blood God
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: The users blood inflicts wounds from the inside out to allow blood to coat their hands. The user then will swing one hand and if hit, will deal spike outward as if hitting with spiked gloves, dealing D rank spell damage on contact.
    Strengths:

    • Great for close quarter combat fighting

    Weaknesses:

    • -Restraining the users arms while this spell starts would essentially waste the users mp
      Needs to make contact with an object to work.
    • The first swing will use this spell regardless of hitting or not.


    Name: Blood Whip
    Rank: D
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The caster can use or create their own would and allow their blood to become a weapon of it's own. Swinging their arm or leg, the blood will extend and expand out up to 10 meters away. The movement is equal to the casters own bodily speed, however the further away this spell is, the slower the speed will move due to momentum and the energy to propel it. Despite that, this spell will deal 20 damage upon hitting an enemy if one is hit. It can be easily stopped by anything and can be dodged.
    Strengths:

    • Close to mid style combat lets this spell become a great asset to the caster.

    Weaknesses:

    • If the spell is destroyed, the blood will not return to the caster.
    • Electric based spells that are used against it, defensive or otherwise will deal 25% or an extra 25% (Depending on if offensive or defensive) to the caster.


    Name: Contagion
    Rank: D
    Type: Supplementary/Blood
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Once any amount of the casters blood enters an open wound of an opponent equal or lower to the caster, they are able to use this spell. If the enemy is within 10 meters, they can inflict one of 3 different ailments to affect them for the duration of the spell.

    • The first option being "legal blindness"; this reduces the enemies sight to blur severely, causing their next spell casted during the duration to be reduced by 10 m/s than it's normal speed.
    • The next option is "Bodily Numbness"; This ailment makes the afflicted lose use of a limb for the duration of the spell. This cannot work on bodily organs or major areas of the body aside from the limbs.
    • The last option that could happen would be "Mute Mutations"; This affliction causes oral type spells to become unable to be casted for the duration. Spells such as spitting acid, slayers roars/bellows/etc., for example. As well as that, the enemy (can be adjusted for plot if pvp is used) cannot speak through the duration and all sounds from them are completely without a lick of noise.

    Strengths:

    • The caster can adjust the spells use to be able to fit the opponent they are fighting.

    Weaknesses:

    • In order for this spell to even be able to work, blood from the caster has to enter the targets body.
    • Any form of healing spell or ailment condition removal type of spell can remove this spells affects no matter the rank or ability that is used.


    Name: Bloody Mary's Mirror
    Rank: D
    Type: Varying/Blood
    Duration: Instant
    Cooldown: 2 posts
    Description: While blood from the caster is inside the body of an enemy, any ability or spell they have, the user can use that spell for themselves as well, however the spell in use becomes a blood/unholy element in the slayers style of spells. This spell will become scaled to fit the rank of this specific spell, however retain this spells own cooldown.
    Strengths:

    • Gives an ultimate diversity to the casters pool of spells.

    Weaknesses:

    • The spells in question are only limited to Instant type spells. Anything with a duration cannot be copied.
    • Any spell above this rank has to be seen before it can be used by the caster themselves.


    C rank spells:
    Name: Ungodly Explosions
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 4 posts
    Description: he user can use any of their blood, or any blood that they have spilled via other spells and corrupted with their magic through physical contact with it, allowing them to turn it black and use for their own spells. The user can snap their fingers as if it were a detonator, making an explosion of a 10 meter area, dealing C rank spell damage on hit within the first 3 meters, and 75% within the other 7 meters.
    Strengths:


    • The various uses in how this spell is done make this spell more useful than most others.

    Weaknesses:

    • Any blood corrupted by the user remains in it's position when this spell is used. I.e. corrupting blood and then manipulating it to another location before using the explosion.
    • Cannot use any blood that has not come from the users body nor any that has been corrupted by her own blood.


    Name: Bloody Kunai
    Rank: C
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: 3 posts
    Description: The user takes their own blood (either from previous spells, their own body, or corrupting anothers spilled blood) and shapes them into 3 Kunai throwing knives. These knives can travel at speeds up to 20 m/s, up to 30 meters away. The Kunai themselves will then explode on contact in a 20 meter area, dealing C rank spell damage to anyone caught within the immediate blast radius, and 75% of the damage within a 15 meter blast radius. (0-5 meter epicenter=100% | 6-20 radial damage=75%)
    Strengths:

    • Should this spell hit a target, they cannot avoid being hit with the explosion of this spell.

    Weaknesses:

    • The Kunai will only travel together and make one explosion and deal no initial damage on contact.
    • D rank spells can block this spell from hitting, and will not count towards the durability of any shields on contact, only on explosions.


    Name: Bloody Infection
    Rank: C
    Type: Offensive/Blood/DoT
    Duration: 3 posts
    Cooldown: 5 posts
    Description: While blood is inside the targets body, the caster is able to use this ability. The blood will begin to inflict seering type pains inside the body of the afflicted over the course of the posts. The type of pain does not inflict any sort of burning or fire like damage, however it gives off the feeling of such a thing to those it harms. Fire users that don't know that feeling will seem like acid has been poured in the area and is burning them severely. This deals 40% C rank damage per post it's afflicting a person within 20 meters from the caster.
    Strengths:

    • Due to the form of damage on a person, they could either become extremely distracted and overcome to it, enabling the caster the ability to harm the other person more.

    Weaknesses:

    • Any healing spell can cause this spell to end early.
    • If a person were to leave the spells range, this spell would end early as well.


    Signature spell:
    Name: Tides of Blood
    Rank: User rank (up to S)
    Type: Offensive/Blood
    Duration: Instant
    Cooldown: Once per post
    Description: The caster gathers their blood in the palm of their hand in the shape of a sphere. The blood will appear to boil and then blast outward up to 5/10/15/20/25 meters at 3/5/8/10/13 m/s. The blood will deal 20/40/60/80/100 damage on contact with an enemy.
    Strengths:

    • A quick, close range ability the caster can use.

    Weaknesses:

    • The caster must have an open wound to gather the blood they need for the spell.
    • If this spell misses any target, the caster will take 50% this spells rank in damage.


    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:

    • -
    • -
    • -

    Weaknesses:

    • -
    • -
    • -




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      Current date/time is Sat 17 Feb 2018 - 23:05