Welcome Guest! You last visited . You have 97 posts! Please welcome the newest player babygray

Patch Notes:URL.
For all new members:URL.

    Mystic Blood Beasts

    Share
    avatar
    Grr3th

    Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 55
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Experience : 375

    Character Sheet
    Character Name: Kyran Dyer
    Primary Magic: Mystic Blood Beasts
    Secondary Magic:

    Bump Mystic Blood Beasts

    Post by Grr3th on 23rd January 2018, 4:49 pm

    Primary Magic: Mystic Blood Beasts
    Secondary Magic: None
    Caster or Holder: Caster
    Description: This magic allows the caster to personify their inner demons through representation. It creates animals from their blood in order to do their bidding. This gives it versatility as well as some drawbacks. The animals, like the spells, can be different depending on the caster. One might use elephants for buffing and eagles for attacking. Another might use snakes for debuffs and grasshoppers for defense. The animals are given a set of instructions to follow and enough magic to complete the task at hand. The caster must stay within range of their creations or risk them turning to black dust.
    Kyran tends to misuse his magic. Instead of keeping in range of his creations, he will lob them out well past their limit. This only gives him a major headache or knocks him unconscious and puts a bunch of black dust in the air.  This ineffective use has yet to register with him or perhaps he is using the magic wrong on purpose. When Kyran does use it the right way, he is usually under pressure to preform well or facing an exceedingly difficult foe.    

    Strengths:


    • Versatility: The Mystic Blood Beasts can do a variety of tasks from buffing to attacking if their caster needs such. At higher levels, they can even use weak elemental attacks or have two effects.
    • Small: Every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit.
    • Autonomous: Each creation has a limited amount of intelligence. Whatever it is initially aimed at, it will try to hit weaving around as many obstacles as it can. They will also try to preserve themselves until the magic holding them together dissipates. Instructions are created for the spell while the caster is forming the body, giving it a clear directive.



    Weaknesses:


    • Brittle: Each creation is weak. A single hit to the creation can almost always turn it to black dust and end its effects.
    • Limited Effective Range: If the blood beasts get outside a certain range from the caster, they turn into black dust.
    • Drains life: The spells require the blood of the caster or unaffiliated blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • Able to hit self and/or allies: Despite being autonomous, the creations are not capable of independent thought. They will hit whatever they are aimed at regardless if it is ally, foe or the caster themselves if the instructions they are given are wrong.
    • Charging Required: It takes a little while to create the bodies and simple instructions. The caster must spend some time gathering magic for the spell before casting it. They generally have to stand still to effectively do so losing mobility as well.



    Lineage:

    Inuki: The Demon Dog
    Description: Inuki was a demon that could take human form, he was said to be the lord of all dog demons and held great power in the demon world. Inuki could kill thousands of weak demons in one slash. He had a natural affinity with blood and all his attacks are based in blood. One day in demon history, Inuki clashed with dozen of other demon lords that wanted Inuki gone. Inuki slew all of them - but was incredibly weak. He took the form of a human and mated - creating this lineage named after him. He died shortly of his wounds and all that is left of him is his blood.
    Ability: The ones blessed with the blood of Inuki will be able to give the user a passive that allows the user to endure darkness related attacks (25% resistance). The user will also be able to drink blood of his enemy and turn into a dog demon which increases strength and speed by 50% and a 25% damage resistance against everything(boosting the dark resistance to 50%) including magic damage and having a 2% HP/MP regen.
    Usage: Passive. Dog-demon lasts 4 posts from when blood was last consumed and has a 6 post cooldown until it can be used again. The user can alternatively drink their own blood to trigger this but will only have a 2 post duration with a 6 post cooldown and will not have the 2% HP/MP regen.

    Unique Abilities:

    • Constitution Boost: Users of the Mystic Blood Beasts tend to be hardier than the average person due to their constant use of their own blood. They tend to get to their feet faster after being knocked down or stomaching pain a little longer than others. This affords the mage a 20% resistance to physical damage.
    • Charge Cancel: Since it can take a while to get a Mystic Blood Beast spell activated due to the charge up, the mages invented a way to cancel the charge. It cuts the effectiveness of the spell down but it allows a mage to use their spells faster. If the spell has been charged halfway or more, it only loses 50% of its effectiveness. Otherwise it loses 75% of its effectiveness.
    • Blood Consumption: The mage can absorb spilled blood, provided it hasn't dried, or blood directly from the vein of another person and use that in place of their own blood for a spell. This allows the mage to do 15% more spell damage.



    Spells:

    D Rank Spells:

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive, Single Target, Damage over Time
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A tiny imp (about two inches in height) is created from the blood of the caster. Generally the appearance is that of a tiny child with two horns, pointed teeth, claws, goat legs, and two wings. It zips toward the nearest target and begins to claw at them as best it can. Usually, it latches on with one claw and attacks with the other.
    HP Drain: 2%
    Range: 20 Meters
    Distance from Caster: 35 Meters
    Speed: 30 MPS
    Damage over Time: 5 damage per post

    Strengths:

    • Fast: The imp is the only MBB spell that doesn't require a charge up to use.
    • Agile: The imp can dodge better than most other MBB spells.
    • Terrifying: The imp is meant to scare the opponent more than injure them. It's appearance reflects this. More often than not, the imp will be dripping blood in addition to looking as scary as the caster can make it.


    Weaknesses:

    • Weak: The imp doesn't do a lot of damage despite being an attack spell.
    • Short Range: The imp forces the caster to be fairly close to combat due to its short range and short distance from caster limit.
    • Limited Storage: This spell is so simple it can only hold one instruction of about a sentence long. This can easily be misconstrued and the imp is a spell that most often hits allies or the caster.
    • Puffball against Armor: The imp bursts into black dust when it hits armor or any solid surface really


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: D
    Type: Healing, Single Target, , Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Life is useless without hope. This fairy is the manifestation of the caster's hope and has effects to match. It looks like a small human with giant butterfly wings, standing at about 3 inches tall. The human usually is a representation of someone the caster finds inspiring. The wings are 2 inches wide to either side of the fairy. The fairy flies to someone, rests upon their shoulder and sends healing waves through their body.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 80 Meters
    Speed: 40 MPS
    Healing per post: 2.5% hp

    Strengths:

    • Doesn't Waste Time: The fairy is fast enough to get to its intended target within a second.
    • Healing: It heals somebody perhaps keeping them from death.
    • Long Range from Caster: The fairy has a much longer leash, allowing the caster to heal and run.


    Weaknesses:

    • Exposed: The fairy is sitting on the shoulder, leaving it wide open to attack.
    • No Defense: The fairy has no form of defense whatsoever. A well aimed rock could take it out.
    • Limited Healing: While the fairy does heal, it doesn't heal a lot of health.
    • Big Target: With the wings on its back, the fairy isn't all that hard to hit.



    Dragon of Terror:

    Name: Blood Beast: Dragon of Terror
    Rank: D
    Type: Buff, Single Target, Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Terror lends wings to our feet. That is the point of this spell. The spell appears to be a small dragon. It looks cute rather than terrifying. It is 5 inches from nose to tail. Its wings are about 5 inches across. It breathes upon the intended target, increasing their speed. Flying along behind them it continues to increase their speed until it dissipates.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 40 Meters
    Speed: 20 MPS
    Speed Buff: 25%

    Strengths:

    • Mobility Increase: The dragon increases a person's speed allowing them to run faster.
    • Large Storage: The dragon can hold a large amount of instructions (3-5 sentences), letting it do slightly more complicated maneuvers.
    • Defenses: The dragon can take slightly more damage then most MBB spells. About two rocks can hit it before it bursts into black dust.

    Weaknesses:

    • Slow: It can take a long time for the dragon to reach the person it is intended to buff.
    • Behind: The dragon flies behind the person its buffing leaving it open to attack.
    • Large: It can be easy to hit due to it being the size of a small rock.
    • Clumsy: At best, it can fly in a straight line. At worst, it crashes into the ground trying to reach the person it is to buff.


    C Rank Spells:


    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Offensive, Area of Effect, Explosion, Charge Up
    Duration: 1 posts
    Cooldown: 3 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are done, a small leonine creature covered in spikes with a lion's tail and bat wings sits in their palm. It is about four inches in length. After receiving its commands, the manticore launches itself into the air. Should the manticore attack or hit anything, it explodes. The explosion sends a hail of blood spikes in every direction about it.
    Charge: 1 post
    Range: 45 meters
    Range from Caster: 50 meters
    Area of Effect: 5 meter radius
    Speed: 20 MPS
    Initial Damage: 5 HP
    Explosion Damage: 35 HP
    HP Drain: 4%

    Strengths:

    • Explosive: The manticore can be used to hit multiple targets at once. This can clear a crowded battlefield if needed.
    • Quick: The manticore is quick, covering its maximum range in mere seconds.


    Weaknesses:

    • Volatile: If the manticore takes any kind of hit, it will explode right then and there.
    • Piercing: Since the manticore shoots out spikes, anyone wearing sufficient armor or hiding behind an object of sufficient thickness will most likely avoid the damage.
    • Small AoE: Though it is explosive, the manticore only covers a small area. It wouldn't take much to avoid the damage unless you were in the center of the circle.



    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Speed Debuff, Supportive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not.The blood swirls about for a moment as the caster charges it. When the charging is completed, the caster creates a flaming wheel creature about the size of a large hand. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed. After the commands are given, the wheel floats out to do its work. Once it reaches its destination, the eyes all over the wheel open. A bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. When the spell's duration ends or if the ophanim is too far from the caster, the ophanim turns into black dust.
    Charge Up: 2 posts
    Range: 50 meters
    Range from Caster: 75 meters
    Speed: 15 MPS
    Speed Debuff: 50%
    Area of Effect: 30 meters
    HP Drain: 4%

    Strengths:

    • Height: The ophanim generally places itself higher than other MBB's to make it more effective. This helps keep it from being noticed until it is too late.
    • Effect Strength: Anyone caught within the light of the ophanim finds their speed cut in half. This is most often a significant reduction in speed unless someone is supernaturally fast. It can be jarring and take a while to get used to.


    Weaknesses:

    • Size: The ophanim is large enough that many things can easily knock it from the sky. A well placed arrow, a rock, so on could render the ophanim back to black dust.
    • Speed: The ophanim is fairly slow. Without protection, it can easily be brought down before it even has a chance to unleash its slowing effect.
    • Stationary: The ophanim is stationary once it opens its eyes. It cannot move regardless of commands making it an easy target for any that may want to take it out.
    • Useless against Motionless: While the Ophanim slows somebody down, it does not stop them completely. As such, someone that does not need to move much would hardly notice or could easily adjust to the ophanim's effect.


    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Defensive, Wall
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are finished charging, the caster creates a creature that is about a foot long. It appears to be an whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. When the leviathan receives its commands, it flies to the point specified. The leviathan then turns on its side and begins to expand. At which point it will fall asleep, staying put for the duration of the spell.  When the spell's duration ends or if the leviathan is too far from the caster or if its health reaches 0, the leviathan turns into black dust.
    Charge Up: 2 posts
    Range: 75 meters
    Range from Caster: 200 meters
    Speed: 25 MPS
    Wall Health: 120 HP
    Wall Size: 20 meters in length, 10 meters high, 3 meters thick
    HP Drain: 4%

    Strengths:

    • Armored Top: Unlike most other MBB's, the leviathan has protection. This allows it to take multiple hits before finally turning into dust rather than one or two.
    • Tentacles: The leviathan has the potential to be an offensive spell using its tentacles or large armored head as a battering ram. Its tentacles also provide a distraction for anyone aiming to take it out.


    Weaknesses:

    • Vulnerable Underbelly: The leviathan has a vulnerable underbelly. It only takes two or three good hits to turn the leviathan into dust when striking its underbelly. This applies when it is in wall form as well.
    • Lazy: The leviathan has a tendency to drift toward the ground once it is on its way. Should it touch the ground or any other surface, it immediately transforms. The caster must be clear and precise or have a way to keep the leviathan awake or risk it being transformed too soon.
    • Placement: Since the leviathan will not move after transforming, the placement of the leviathan is critical. Should the placement be wrong or the leviathan in the wrong position when it transforms, the caster cannot correct it.
    • Wall: The leviathan will not move once it transforms. As a result, if someone is on the other side when it transforms or can easily climb/jump over a wall, the leviathan is rendered useless.


    Signature Spells:

    User Ranked Spells:

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: C
    Type: Signature, Creation, Supportive
    Duration: 2 posts
    Cooldown: 2 posts
    Description: The mage manipulates their blood to enhance an object or create a small object with their blood. It is cast by cutting a small incision then covering the object with blood or speaking the proper name of an object to create it. Trying to create or cover too big of an object will cause the spell to fail. The blood will still be used as will the mana but the spell itself will fizzle out. Otherwise, a spiky creation wraps itself around the object or a spiky creation is made. This spiky creation strengthens the damage the mage can do.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • Increased Damage: The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • No Long Range: Since the spell must be cast within one meter of the mage, this spell has no range to it. It also means the mage can't usually use this spell to help allies, at least not right away.
    • No Increase Durability: This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, you can punch through a wall but you will still break your hand, forearm and probably injure your shoulder as well.
    • Fizzle: Unless the mage has an object or knows exactly what he/she wants, this spell can fizzle out. Done on the fly, this spell has a higher chance of failure since a mage may not be thinking quite clearly.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: None
    Description: The mage uses the blood near the surface of their skin to create a long slender projectile about half an inch around. It tapers off into a point. The projectile fires the range of the spell in a straight line from the hand. It goes the maximum range and disappears into black dust.
    Speed: 20 MPS
    Range: 10 meters
    Damage: 10
    HP Drain: 1%

    Strengths:

    • Accuracy: The spell goes in a straight line from the origin point without fail.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • Reduced Damage: The Blood Thorn doesn't do as much damage as other D rank spells.
    • Piercing not Bludgeoning: Should the projectile hit a solid surface, it will shatter. It is meant to pierce. Hitting at the wrong angle will destroy the projectile and will not do any damage.
    • Limited Range: The Blood Thorn can't go too far. That reduces its usefulness as the mage must get closer to the target to successfully hit it.


    List of Spell Fusions: None

    Original


    Last edited by Grr3th on 29th January 2018, 5:10 pm; edited 1 time in total
    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- 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- 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- 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 : 2301
    Guild : Black Rose [GM]
    Cosmic Coins : 63
    Dungeon Tokens : 0
    Age : 20
    Mentor : Alice
    Experience : 729,872.75
    Brownie Points : 444

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

    Bump Re: Mystic Blood Beasts

    Post by Izayuki on 28th January 2018, 7:09 pm

    Hello there! My name is Iza, and I will be grading your magic. (:

    I'd like to start with the fact that I absolutely love this magic. You put a lot of work into it, and it was an enjoyable and intriguing read. There are just a few corrections needed, but overall the magic is creative and amazing.

    One thing I noticed is that you have this magic approved in another thread. Next time, link your magic in the Thread Moving topic, and a mod will unlock and move it for you so you can make edits. After that, you will put it up for grading again. c:

    Another thing is the fact that you are missing a D rank spell. Four are permitted total when you start out. ^o^ If you would like to add another one, please go on ahead. I can't wait to see what you come up with! If not, don't worry about it and just let me know you have opted not to add one. Also note that at C rank, you are permitted a new Unique Ability. Feel free to add that as well.

    I have highlighted any other edits needed in this lovely color. Once you have made the edits and added the changes I asked above, bump this topic and I will come have a look! If you have any questions, please do not hesitate to PM me or ask in this thread. c:

    Thank you!



    Spoiler:
    @Grr3th wrote:Primary Magic: Mystic Blood Beasts
    Secondary Magic: None
    Caster or Holder: Caster
    Description: This magic allows the caster to personify their inner demons through representation. It creates animals from their blood in order to do their bidding. This gives it versatility as well as some drawbacks. The animals, like the spells, can be different depending on the caster. One might use elephants for buffing and eagles for attacking. Another might use snakes for debuffs and grasshoppers for defense. The animals are given a set of instructions to follow and enough magic to complete the task at hand. The caster must stay within range of their creations or risk them turning to black dust.
    Kyran tends to misuse his magic. Instead of keeping in range of his creations, he will lob them out well past their limit. This only gives him a major headache or knocks him unconscious and puts a bunch of black dust in the air.  This ineffective use has yet to register with him or perhaps he is using the magic wrong on purpose. When Kyran does use it the right way, he is usually under pressure to perform well or facing an exceedingly difficult foe.    

    Strengths:


    • Versatility: The Mystic Blood Beasts can do a variety of tasks from buffing to attacking if their caster needs such. At higher levels, they can even use weak elemental attacks or have two effects.
    • Small: Every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit.
    • Autonomous: Each creation has a limited amount of intelligence. Whatever it is initially aimed at, it will try to hit weaving around as many obstacles as it can. They will also try to preserve themselves until the magic holding them together dissipates. Instructions are created for the spell while the caster is forming the body, giving it a clear directive.



    Weaknesses:


    • Brittle: Each creation is weak. A single hit to the creation can almost always turn it to black dust and end its effects.
    • Limited Effective Range: If the blood beasts get outside a certain range from the caster, they turn into black dust.
    • Drains life: The spells require the blood of the caster or unaffiliated blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • Able to hit self and/or allies: Despite being autonomous, the creations are not capable of independent thought. They will hit whatever they are aimed at regardless if it is ally, foe or the caster themselves if the instructions they are given are wrong.
    • Charging Required: It takes a little while to create the bodies and simple instructions. The caster must spend some time gathering magic for the spell before casting it. They generally have to stand still to effectively do so losing mobility as well.



    Lineage:

    Inuki: The Demon Dog
    Description: Inuki was a demon that could take human form, he was said to be the lord of all dog demons and held great power in the demon world. Inuki could kill thousands of weak demons in one slash. He had a natural affinity with blood and all his attacks are based in blood. One day in demon history, Inuki clashed with dozen of other demon lords that wanted Inuki gone. Inuki slew all of them - but was incredibly weak. He took the form of a human and mated - creating this lineage named after him. He died shortly of his wounds and all that is left of him is his blood.
    Ability: The ones blessed with the blood of Inuki will be able to give the user a passive that allows the user to endure darkness related attacks (25% resistance). The user will also be able to drink blood of his enemy and turn into a dog demon which increases strength and speed by 50% and a 25% damage resistance against everything(boosting the dark resistance to 50%) including magic damage and having a 2% HP/MP regen.
    Usage: Passive. Dog-demon lasts 4 posts from when blood was last consumed and has a 6 post cooldown until it can be used again. The user can alternatively drink their own blood to trigger this but will only have a 2 post duration with a 6 post cooldown and will not have the 2% HP/MP regen.

    Unique Abilities:

    • Constitution Boost: Users of the Mystic Blood Beasts tend to be hardier than the average person due to their constant use of their own blood. They tend to get to their feet faster after being knocked down or stomaching pain a little longer than others. This is a little vague overall, but a good ability nevertheless. Would you like to add a buff to this, such as a resistance or speed increase by a percentage? Check the buff area of the Magic Rules for more information. ^^
    • Charge Cancel: Since it can take a while to get a Mystic Blood Beast spell activated due to the charge up, the mages invented a way to cancel the charge. It cuts the effectiveness of the spell down but it allows a mage to use their spells faster. If the spell has been charged halfway or more, it only loses 50% of its effectiveness. Otherwise it loses 75% of its effectiveness.
    • Blood Consumption: The mage can absorb spilled blood, provided it hasn't dried, or blood directly from the vein of another person and use that in place of their own blood for a spell. Does this provide any other effect? A buff, etc? You are welcome to add that if you wish.



    Spells:

    D Rank Spells:

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive, Single Target, Damage over Time
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A tiny imp (about two inches in height) is created from the blood of the caster. Generally the appearance is that of a tiny child with two horns, pointed teeth, claws, goat legs, and two wings. It zips toward the nearest target and begins to claw at them as best it can. Usually, it latches on with one claw and attacks with the other.
    HP Drain: 2%
    Range: 20 Meters
    Distance from Caster: 35 Meters
    Speed: 30 MPS
    Damage over Time: 5 damage per post

    Strengths:

    • Fast: The imp is the only MBB spell that doesn't require a charge up to use.
    • Agile: The imp can dodge better than most other MBB spells.
    • Terrifying: The imp is meant to scare the opponent more than injure them. It's appearance reflects this. More often than not, the imp will be dripping blood in addition to looking as scary as the caster can make it.


    Weaknesses:

    • Weak: The imp doesn't do a lot of damage despite being an attack spell.
    • Short Range: The imp forces the caster to be fairly close to combat due to its short range and short distance from caster limit.
    • Limited Storage: This spell is so simple it can only hold one instruction of about a sentence long. This can easily be misconstrued and the imp is a spell that most often hits allies or the caster.
    • Puffball against Armor: The imp bursts into black dust when it hits armor or any solid surface really


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: D
    Type: Healing, Single Target, , Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Life is useless without hope. This fairy is the manifestation of the caster's hope and has effects to match. It looks like a small human with giant butterfly wings, standing at about 3 inches tall. The human usually is a representation of someone the caster finds inspiring. The wings are 2 inches wide to either side of the fairy. The fairy flies to someone, rests upon their shoulder and sends healing waves through their body.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 80 Meters
    Speed: 40 MPS
    Healing per post: 2.5% hp

    Strengths:

    • Doesn't Waste Time: The fairy is fast enough to get to its intended target within a second.
    • Healing: It heals somebody perhaps keeping them from death.
    • Long Range from Caster: The fairy has a much longer leash, allowing the caster to heal and run.


    Weaknesses:

    • Exposed: The fairy is sitting on the shoulder, leaving it wide open to attack.
    • No Defense: The fairy has no form of defense whatsoever. A well aimed rock could take it out.
    • Limited Healing: While the fairy does heal, it doesn't heal a lot of health.
    • Big Target: With the wings on its back, the fairy isn't all that hard to hit.



    Dragon of Terror:

    Name: Blood Beast: Dragon of Terror
    Rank: D
    Type: Buff, Single Target, Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Terror lends wings to our feet. That is the point of this spell. The spell appears to be a small dragon. It looks cute rather than terrifying. It is 5 inches from nose to tail. Its wings are about 5 inches across. It breathes upon the intended target, increasing their speed. Flying along behind them it continues to increase their speed until it dissipates.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 40 Meters
    Speed: 20 MPS
    Speed Buff: 25%

    Strengths:

    • Mobility Increase: The dragon increases a person's speed allowing them to run faster.
    • Large Storage: The dragon can hold a large amount of instructions (3-5 sentences), letting it do slightly more complicated maneuvers.
    • Defenses: The dragon can take slightly more damage then most MBB spells. About two rocks can hit it before it bursts into black dust.

    Weaknesses:

    • Slow: It can take a long time for the dragon to reach the person it is intended to buff.
    • Behind: The dragon flies behind the person its buffing leaving it open to attack.
    • Large: It can be easy to hit due to it being the size of a small rock.
    • Clumsy: At best, it can fly in a straight line. At worst, it crashes into the ground trying to reach the person it is to buff.


    C Rank Spells:


    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Offensive, Area of Effect, Explosion, Charge Up
    Duration: 1 posts
    Cooldown: 3 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are done, a small leonine creature covered in spikes with a lion's tail and bat wings sits in their palm. It is about four inches in length. After receiving its commands, the manticore launches itself into the air. Should the manticore attack or hit anything, it explodes. The explosion sends a hail of blood spikes in every direction about it.
    Charge: 1 post
    Range: 45 meters
    Range from Caster: 50 meters
    Area of Effect: 5 meter radius
    Speed: 20 MPS
    Initial Damage: 5 HP
    Explosion Damage: 35 HP
    HP Drain: 4%

    Strengths:

    • Explosive: The manticore can be used to hit multiple targets at once. This can clear a crowded battlefield if needed.
    • Quick: The manticore is quick, covering its maximum range in mere seconds.


    Weaknesses:

    • Volatile: If the manticore takes any kind of hit, it will explode right then and there.
    • Piercing: Since the manticore shoots out spikes, anyone wearing sufficient armor or hiding behind an object of sufficient thickness will most likely avoid the damage.
    • Small AoE: Though it is explosive, the manticore only covers a small area. It wouldn't take much to avoid the damage unless you were in the center of the circle.



    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Speed Debuff, Supportive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not.The blood swirls about for a moment as the caster charges it. When the charging is completed, the caster creates a flaming wheel creature about the size of a large hand. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed. After the commands are given, the wheel floats out to do its work. Once it reaches its destination, the eyes all over the wheel open. A bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. When the spell's duration ends or if the ophanim is too far from the caster, the ophanim turns into black dust.
    Charge Up: 2 posts
    Range: 50 meters
    Range from Caster: 75 meters
    Speed: 15 MPS
    Speed Debuff: 50%
    Area of Effect: 30 meters
    HP Drain: 4%

    Strengths:

    • Height: The ophanim generally places itself higher than other MBB's to make it more effective. This helps keep it from being noticed until it is too late.
    • Effect Strength: Anyone caught within the light of the ophanim finds their speed cut in half. This is most often a significant reduction in speed unless someone is supernaturally fast. It can be jarring and take a while to get used to.


    Weaknesses:

    • Size: The ophanim is large enough that many things can easily knock it from the sky. A well placed arrow, a rock, so on could render the ophanim back to black dust.
    • Speed: The ophanim is fairly slow. Without protection, it can easily be brought down before it even has a chance to unleash its slowing effect.
    • Stationary: The ophanim is stationary once it opens its eyes. It cannot move regardless of commands making it an easy target for any that may want to take it out.
    • Useless against Motionless: While the Ophanim slows somebody down, it does not stop them completely. As such, someone that does not need to move much would hardly notice or could easily adjust to the ophanim's effect.


    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Defensive, Wall
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are finished charging, the caster creates a creature that is about a foot long. It appears to be an whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. When the leviathan receives its commands, it flies to the point specified. The leviathan then turns on its side and begins to expand. At which point it will fall asleep, staying put for the duration of the spell.  When the spell's duration ends or if the leviathan is too far from the caster or if its health reaches 0, the leviathan turns into black dust.
    Charge Up: 2 posts
    Range: 75 meters
    Range from Caster: 200 meters
    Speed: 25 MPS
    Wall Health: 120 HP
    Wall Size: 20 meters in length, 10 meters high, 3 meters thick
    HP Drain: 4%

    Strengths:

    • Armored Top: Unlike most other MBB's, the leviathan has protection. This allows it to take multiple hits before finally turning into dust rather than one or two.
    • Tentacles: The leviathan has the potential to be an offensive spell using its tentacles or large armored head as a battering ram. Its tentacles also provide a distraction for anyone aiming to take it out.


    Weaknesses:

    • Vulnerable Underbelly: The leviathan has a vulnerable underbelly. It only takes two or three good hits to turn the leviathan into dust when striking its underbelly. This applies when it is in wall form as well.
    • Lazy: The leviathan has a tendency to drift toward the ground once it is on its way. Should it touch the ground or any other surface, it immediately transforms. The caster must be clear and precise or have a way to keep the leviathan awake or risk it being transformed too soon.
    • Placement: Since the leviathan will not move after transforming, the placement of the leviathan is critical. Should the placement be wrong or the leviathan in the wrong position when it transforms, the caster cannot correct it.
    • Wall: The leviathan will not move once it transforms. As a result, if someone is on the other side when it transforms or can easily climb/jump over a wall, the leviathan is rendered useless.


    Signature Spells:

    User Ranked Spells:

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: C
    Type: Signature, Creation, Supportive
    Duration: 2 posts
    Cooldown: 2 posts
    Description: The mage manipulates their blood to enhance an object or create a small object with their blood. It is cast by cutting a small incision then covering the object with blood or speaking the proper name of an object to create it. Trying to create or cover too big of an object will cause the spell to fail. The blood will still be used as will the mana but the spell itself will fizzle out. Otherwise, a spiky creation wraps itself around the object or a spiky creation is made. This spiky creation strengthens the damage the mage can do.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • Increased Damage: The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • No Long Range: Since the spell must be cast within one meter of the mage, this spell has no range to it. It also means the mage can't usually use this spell to help allies, at least not right away.
    • No Increase Durability: This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, you can punch through a wall but you will still break your hand, forearm and probably injure your shoulder as well.
    • Fizzle: Unless the mage has an object or knows exactly what he/she wants, this spell can fizzle out. Done on the fly, this spell has a higher chance of failure since a mage may not be thinking quite clearly.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: None
    Description: The mage uses the blood near the surface of their skin to create a long slender projectile about half an inch around. It tapers off into a point. The projectile fires the range of the spell in a straight line from the hand. It goes the maximum range and disappears into black dust.
    Speed: 20 MPS
    Range: 10 meters
    Damage: 10
    HP Drain: 1%

    Strengths:

    • Accuracy: The spell goes in a straight line from the origin point without fail.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • Reduced Damage: The Blood Thorn doesn't do as much damage as other D rank spells.
    • Piercing not Bludgeoning: Should the projectile hit a solid surface, it will shatter. It is meant to pierce. Hitting at the wrong angle will destroy the projectile and will not do any damage.
    • Limited Range: The Blood Thorn can't go too far. That reduces its usefulness as the mage must get closer to the target to successfully hit it.


    List of Spell Fusions: None

    Original


    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Mystery ]
    avatar
    Grr3th

    Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 55
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Experience : 375

    Character Sheet
    Character Name: Kyran Dyer
    Primary Magic: Mystic Blood Beasts
    Secondary Magic:

    Bump Re: Mystic Blood Beasts

    Post by Grr3th on 29th January 2018, 5:14 pm

    Bump

    Edited the Unique Abilities


    ___________________________________________________________________
    Grr3th's Signature:
    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- 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- 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- 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 : 2301
    Guild : Black Rose [GM]
    Cosmic Coins : 63
    Dungeon Tokens : 0
    Age : 20
    Mentor : Alice
    Experience : 729,872.75
    Brownie Points : 444

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

    Bump Re: Mystic Blood Beasts

    Post by Izayuki on 29th January 2018, 5:30 pm

    Spoiler:
    @Grr3th wrote:Primary Magic: Mystic Blood Beasts
    Secondary Magic: None
    Caster or Holder: Caster
    Description: This magic allows the caster to personify their inner demons through representation. It creates animals from their blood in order to do their bidding. This gives it versatility as well as some drawbacks. The animals, like the spells, can be different depending on the caster. One might use elephants for buffing and eagles for attacking. Another might use snakes for debuffs and grasshoppers for defense. The animals are given a set of instructions to follow and enough magic to complete the task at hand. The caster must stay within range of their creations or risk them turning to black dust.
    Kyran tends to misuse his magic. Instead of keeping in range of his creations, he will lob them out well past their limit. This only gives him a major headache or knocks him unconscious and puts a bunch of black dust in the air.  This ineffective use has yet to register with him or perhaps he is using the magic wrong on purpose. When Kyran does use it the right way, he is usually under pressure to preform well or facing an exceedingly difficult foe.    

    Strengths:


    • Versatility: The Mystic Blood Beasts can do a variety of tasks from buffing to attacking if their caster needs such. At higher levels, they can even use weak elemental attacks or have two effects.
    • Small: Every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit.
    • Autonomous: Each creation has a limited amount of intelligence. Whatever it is initially aimed at, it will try to hit weaving around as many obstacles as it can. They will also try to preserve themselves until the magic holding them together dissipates. Instructions are created for the spell while the caster is forming the body, giving it a clear directive.



    Weaknesses:


    • Brittle: Each creation is weak. A single hit to the creation can almost always turn it to black dust and end its effects.
    • Limited Effective Range: If the blood beasts get outside a certain range from the caster, they turn into black dust.
    • Drains life: The spells require the blood of the caster or unaffiliated blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • Able to hit self and/or allies: Despite being autonomous, the creations are not capable of independent thought. They will hit whatever they are aimed at regardless if it is ally, foe or the caster themselves if the instructions they are given are wrong.
    • Charging Required: It takes a little while to create the bodies and simple instructions. The caster must spend some time gathering magic for the spell before casting it. They generally have to stand still to effectively do so losing mobility as well.



    Lineage:

    Inuki: The Demon Dog
    Description: Inuki was a demon that could take human form, he was said to be the lord of all dog demons and held great power in the demon world. Inuki could kill thousands of weak demons in one slash. He had a natural affinity with blood and all his attacks are based in blood. One day in demon history, Inuki clashed with dozen of other demon lords that wanted Inuki gone. Inuki slew all of them - but was incredibly weak. He took the form of a human and mated - creating this lineage named after him. He died shortly of his wounds and all that is left of him is his blood.
    Ability: The ones blessed with the blood of Inuki will be able to give the user a passive that allows the user to endure darkness related attacks (25% resistance). The user will also be able to drink blood of his enemy and turn into a dog demon which increases strength and speed by 50% and a 25% damage resistance against everything(boosting the dark resistance to 50%) including magic damage and having a 2% HP/MP regen.
    Usage: Passive. Dog-demon lasts 4 posts from when blood was last consumed and has a 6 post cooldown until it can be used again. The user can alternatively drink their own blood to trigger this but will only have a 2 post duration with a 6 post cooldown and will not have the 2% HP/MP regen.

    Unique Abilities:

    • Constitution Boost: Users of the Mystic Blood Beasts tend to be hardier than the average person due to their constant use of their own blood. They tend to get to their feet faster after being knocked down or stomaching pain a little longer than others. This affords the mage a 20% resistance to physical damage.
    • Charge Cancel: Since it can take a while to get a Mystic Blood Beast spell activated due to the charge up, the mages invented a way to cancel the charge. It cuts the effectiveness of the spell down but it allows a mage to use their spells faster. If the spell has been charged halfway or more, it only loses 50% of its effectiveness. Otherwise it loses 75% of its effectiveness.
    • Blood Consumption: The mage can absorb spilled blood, provided it hasn't dried, or blood directly from the vein of another person and use that in place of their own blood for a spell. This allows the mage to do 15% more spell damage.



    Spells:

    D Rank Spells:

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive, Single Target, Damage over Time
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A tiny imp (about two inches in height) is created from the blood of the caster. Generally the appearance is that of a tiny child with two horns, pointed teeth, claws, goat legs, and two wings. It zips toward the nearest target and begins to claw at them as best it can. Usually, it latches on with one claw and attacks with the other.
    HP Drain: 2%
    Range: 20 Meters
    Distance from Caster: 35 Meters
    Speed: 30 MPS
    Damage over Time: 5 damage per post

    Strengths:

    • Fast: The imp is the only MBB spell that doesn't require a charge up to use.
    • Agile: The imp can dodge better than most other MBB spells.
    • Terrifying: The imp is meant to scare the opponent more than injure them. It's appearance reflects this. More often than not, the imp will be dripping blood in addition to looking as scary as the caster can make it.


    Weaknesses:

    • Weak: The imp doesn't do a lot of damage despite being an attack spell.
    • Short Range: The imp forces the caster to be fairly close to combat due to its short range and short distance from caster limit.
    • Limited Storage: This spell is so simple it can only hold one instruction of about a sentence long. This can easily be misconstrued and the imp is a spell that most often hits allies or the caster.
    • Puffball against Armor: The imp bursts into black dust when it hits armor or any solid surface really


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: D
    Type: Healing, Single Target, , Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Life is useless without hope. This fairy is the manifestation of the caster's hope and has effects to match. It looks like a small human with giant butterfly wings, standing at about 3 inches tall. The human usually is a representation of someone the caster finds inspiring. The wings are 2 inches wide to either side of the fairy. The fairy flies to someone, rests upon their shoulder and sends healing waves through their body.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 80 Meters
    Speed: 40 MPS
    Healing per post: 2.5% hp

    Strengths:

    • Doesn't Waste Time: The fairy is fast enough to get to its intended target within a second.
    • Healing: It heals somebody perhaps keeping them from death.
    • Long Range from Caster: The fairy has a much longer leash, allowing the caster to heal and run.


    Weaknesses:

    • Exposed: The fairy is sitting on the shoulder, leaving it wide open to attack.
    • No Defense: The fairy has no form of defense whatsoever. A well aimed rock could take it out.
    • Limited Healing: While the fairy does heal, it doesn't heal a lot of health.
    • Big Target: With the wings on its back, the fairy isn't all that hard to hit.



    Dragon of Terror:

    Name: Blood Beast: Dragon of Terror
    Rank: D
    Type: Buff, Single Target, Charge Up
    Duration: 2 posts
    Cooldown: 4 posts
    Description: Terror lends wings to our feet. That is the point of this spell. The spell appears to be a small dragon. It looks cute rather than terrifying. It is 5 inches from nose to tail. Its wings are about 5 inches across. It breathes upon the intended target, increasing their speed. Flying along behind them it continues to increase their speed until it dissipates.
    Charge up: 1 post
    HP Drain: 2%
    Range: 40 Meters
    Distance from Caster: 40 Meters
    Speed: 20 MPS
    Speed Buff: 25%

    Strengths:

    • Mobility Increase: The dragon increases a person's speed allowing them to run faster.
    • Large Storage: The dragon can hold a large amount of instructions (3-5 sentences), letting it do slightly more complicated maneuvers.
    • Defenses: The dragon can take slightly more damage then most MBB spells. About two rocks can hit it before it bursts into black dust.

    Weaknesses:

    • Slow: It can take a long time for the dragon to reach the person it is intended to buff.
    • Behind: The dragon flies behind the person its buffing leaving it open to attack.
    • Large: It can be easy to hit due to it being the size of a small rock.
    • Clumsy: At best, it can fly in a straight line. At worst, it crashes into the ground trying to reach the person it is to buff.


    C Rank Spells:


    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Offensive, Area of Effect, Explosion, Charge Up
    Duration: 1 posts
    Cooldown: 3 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are done, a small leonine creature covered in spikes with a lion's tail and bat wings sits in their palm. It is about four inches in length. After receiving its commands, the manticore launches itself into the air. Should the manticore attack or hit anything, it explodes. The explosion sends a hail of blood spikes in every direction about it.
    Charge: 1 post
    Range: 45 meters
    Range from Caster: 50 meters
    Area of Effect: 5 meter radius
    Speed: 20 MPS
    Initial Damage: 5 HP
    Explosion Damage: 35 HP
    HP Drain: 4%

    Strengths:

    • Explosive: The manticore can be used to hit multiple targets at once. This can clear a crowded battlefield if needed.
    • Quick: The manticore is quick, covering its maximum range in mere seconds.


    Weaknesses:

    • Volatile: If the manticore takes any kind of hit, it will explode right then and there.
    • Piercing: Since the manticore shoots out spikes, anyone wearing sufficient armor or hiding behind an object of sufficient thickness will most likely avoid the damage.
    • Small AoE: Though it is explosive, the manticore only covers a small area. It wouldn't take much to avoid the damage unless you were in the center of the circle.



    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Speed Debuff, Supportive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not.The blood swirls about for a moment as the caster charges it. When the charging is completed, the caster creates a flaming wheel creature about the size of a large hand. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed. After the commands are given, the wheel floats out to do its work. Once it reaches its destination, the eyes all over the wheel open. A bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. When the spell's duration ends or if the ophanim is too far from the caster, the ophanim turns into black dust.
    Charge Up: 2 posts
    Range: 50 meters
    Range from Caster: 75 meters
    Speed: 15 MPS
    Speed Debuff: 50%
    Area of Effect: 30 meters
    HP Drain: 4%

    Strengths:

    • Height: The ophanim generally places itself higher than other MBB's to make it more effective. This helps keep it from being noticed until it is too late.
    • Effect Strength: Anyone caught within the light of the ophanim finds their speed cut in half. This is most often a significant reduction in speed unless someone is supernaturally fast. It can be jarring and take a while to get used to.


    Weaknesses:

    • Size: The ophanim is large enough that many things can easily knock it from the sky. A well placed arrow, a rock, so on could render the ophanim back to black dust.
    • Speed: The ophanim is fairly slow. Without protection, it can easily be brought down before it even has a chance to unleash its slowing effect.
    • Stationary: The ophanim is stationary once it opens its eyes. It cannot move regardless of commands making it an easy target for any that may want to take it out.
    • Useless against Motionless: While the Ophanim slows somebody down, it does not stop them completely. As such, someone that does not need to move much would hardly notice or could easily adjust to the ophanim's effect.


    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Defensive, Wall
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The caster creates a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be charged with magic. The caster must charge the blood for a short while, leaving them vulnerable more often than not. The blood swirls about for a moment as the caster charges it. When they are finished charging, the caster creates a creature that is about a foot long. It appears to be an whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. When the leviathan receives its commands, it flies to the point specified. The leviathan then turns on its side and begins to expand. At which point it will fall asleep, staying put for the duration of the spell.  When the spell's duration ends or if the leviathan is too far from the caster or if its health reaches 0, the leviathan turns into black dust.
    Charge Up: 2 posts
    Range: 75 meters
    Range from Caster: 200 meters
    Speed: 25 MPS
    Wall Health: 120 HP
    Wall Size: 20 meters in length, 10 meters high, 3 meters thick
    HP Drain: 4%

    Strengths:

    • Armored Top: Unlike most other MBB's, the leviathan has protection. This allows it to take multiple hits before finally turning into dust rather than one or two.
    • Tentacles: The leviathan has the potential to be an offensive spell using its tentacles or large armored head as a battering ram. Its tentacles also provide a distraction for anyone aiming to take it out.


    Weaknesses:

    • Vulnerable Underbelly: The leviathan has a vulnerable underbelly. It only takes two or three good hits to turn the leviathan into dust when striking its underbelly. This applies when it is in wall form as well.
    • Lazy: The leviathan has a tendency to drift toward the ground once it is on its way. Should it touch the ground or any other surface, it immediately transforms. The caster must be clear and precise or have a way to keep the leviathan awake or risk it being transformed too soon.
    • Placement: Since the leviathan will not move after transforming, the placement of the leviathan is critical. Should the placement be wrong or the leviathan in the wrong position when it transforms, the caster cannot correct it.
    • Wall: The leviathan will not move once it transforms. As a result, if someone is on the other side when it transforms or can easily climb/jump over a wall, the leviathan is rendered useless.


    Signature Spells:

    User Ranked Spells:

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: C
    Type: Signature, Creation, Supportive
    Duration: 2 posts
    Cooldown: 2 posts
    Description: The mage manipulates their blood to enhance an object or create a small object with their blood. It is cast by cutting a small incision then covering the object with blood or speaking the proper name of an object to create it. Trying to create or cover too big of an object will cause the spell to fail. The blood will still be used as will the mana but the spell itself will fizzle out. Otherwise, a spiky creation wraps itself around the object or a spiky creation is made. This spiky creation strengthens the damage the mage can do.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • Increased Damage: The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • No Long Range: Since the spell must be cast within one meter of the mage, this spell has no range to it. It also means the mage can't usually use this spell to help allies, at least not right away.
    • No Increase Durability: This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, you can punch through a wall but you will still break your hand, forearm and probably injure your shoulder as well.
    • Fizzle: Unless the mage has an object or knows exactly what he/she wants, this spell can fizzle out. Done on the fly, this spell has a higher chance of failure since a mage may not be thinking quite clearly.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: None
    Description: The mage uses the blood near the surface of their skin to create a long slender projectile about half an inch around. It tapers off into a point. The projectile fires the range of the spell in a straight line from the hand. It goes the maximum range and disappears into black dust.
    Speed: 20 MPS
    Range: 10 meters
    Damage: 10
    HP Drain: 1%

    Strengths:

    • Accuracy: The spell goes in a straight line from the origin point without fail.
    • Fast Cast: Since most Mystic Blood Beast spells require a charge up, being able to quick cast a spell when in danger is most helpful.


    Weaknesses:

    • Reduced Damage: The Blood Thorn doesn't do as much damage as other D rank spells.
    • Piercing not Bludgeoning: Should the projectile hit a solid surface, it will shatter. It is meant to pierce. Hitting at the wrong angle will destroy the projectile and will not do any damage.
    • Limited Range: The Blood Thorn can't go too far. That reduces its usefulness as the mage must get closer to the target to successfully hit it.


    List of Spell Fusions: None

    Original



    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Mystery ]

      Current date/time is 21st February 2018, 4:17 am