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    Mystic Blood Beasts

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    Kyran

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 277
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Sol
    Experience : 5206.25

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

    Bump Mystic Blood Beasts

    Post by Kyran on 23rd January 2018, 6:49 pm

    Magic
    Magic Name: Mystic Blood Beasts
    Magic Type: Caster, Summon
    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:

    • 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.

    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body


    Weaknesses:

    • The spells require the blood of the caster or unaffiliated (outside of body) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 50% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain 5% health back every other post as their blood is rapidly replaced due to the latent magic in their body.
    Blood Consumption: When the mage absorbs or consumes blood, they get a passive 50% increase to their spell power. This increase lasts for 2 posts before returning to normal. The mage cannot drink or absorb more blood for at least 2 posts afterward.
    Swirling Potency: Due to Kyran’s demons and their realization that if Key dies so do they, Key’s health has been boosted in an attempt to keep him alive longer. His health by 25% higher than someone of his rank
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
            ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 50%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
            ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 50% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
           ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 50% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
           ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 40% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.


    Spells:



    Signature Spells

    Blood Morph:

    Name: Blood Beast: Blood Morph
    Rank: Ranking
    Type: Creation, Supportive, Burst
    Damage: 80 HP, 100 HP at A Rank, 120 at S Rank
    Range: 50 Meters, 75 m at A Rank, 100 m at S Rank
    Speed: 70 MPS, 95 MPS at A Rank, 120 m at S Rank
    Duration: 1 posts
    Cooldown: 2 posts
    Downside: The spell absorbs 1 HP from the wielder.
    Description: The mage manipulates their blood to enhance themselves or an object or create something entirely out of blood. It is cast by cutting a small incision then focusing intent on what the mage wishes to create. The creation is almost always adorned with spikes.
    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage

    Weaknesses:

    • This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, the wielder can punch through a wall but they will still break their hand, forearm and probably injure their shoulder as well.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Single Target
    Damage: 40 HP
    Range: 80 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: None
    Downside: Spell absorbs 1 HP from the user
    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.
    Strengths:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.

    Weaknesses:

    • 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.



    D Rank Spells

    Horse of Endeavor :

    Name: Blood Beast: Horse of Endeavor
    Rank: D
    Type: Summons, Horse, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 60 meters
    Speed: 80 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster calls out ”Endeavor!” before a full-sized red horse forms beside the caster. The mane, eyes and hooves of the horse are all pitch black. Flames shoot from the horse’s nostrils and it will occasionally paw the ground impatiently. When the spells ends or the horse runs out of HP, it turns into black dust.
    Strengths:

    • This is a fast summons, meant more for mobility then actual combat

    Weaknesses:

    • The horse lacks any real way to cause damage outside of lashing with its hooves.


    Abilities:

    • Speedy: The horse is passively 50% faster than others of its rank
    • Bullet Speed: The horse and anything on its back transform into a streak of red light. The streak shoots forward, passing through anything in its way without causing damage. When it reaches the limits of the horse’s range, the horse and whatever is on its back rematerialize.


    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Burst, Defensive
    Damage: N/A
    Range: 15 meters
    Speed: 35 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    Shield Health: 120 hp
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches a meter in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Strengths:

    • Protects the caster’s back

    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Can be frozen, nullifying it


    Wolves of Terror:

    Name: Blood Beast: Wolves of Terror
    Rank: D
    Type: Multihit, Summons, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 45 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Five large red wolves, standing at about the caster’s shoulder, form beside the caster. They leap down and charge in accordance to commands given by the caster. The wolves can each latch onto an individual target or onto a single target all together. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack

    Weaknesses:

    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless


    Abilities:

    • Savage: The wolves’ teeth grow longer, more serrated and they bite into a target multiple times, doing their best to tear out chunks of flesh. Their fur stands on end becoming like needles making it dangerous to grab hold without taking some damage. Each bite does 10 HP damage. The fur, if grabbed, does 5 HP damage. This ability only lasts one post.
    • Lock Jaw: The wolves lock their jaws onto an opponent and hang on for life. In the process, they begin to drain the target of speed and strength. Each wolf gives the opponent a 5% debuff to speed and strength. This lasts for two posts.


    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Burst, Multihit
    Damage: 30 HP
    Range: 15 meters
    Speed: 35 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Strengths:

    • Eight chances to hit a target

    Weaknesses:

    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • A concussive blast or wide spell can take out all the wyrms in one go


    Persius Diaboli (Advanced Spell):

    Name: Blood Beast: Persius Diaboli
    Rank: D+
    Type: Summons, Devil, Normal
    Damage: 45 HP
    Summon HP: 75 HP
    Range: 67.5 meters
    Speed: 65 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 3 HP
    Description: The wielder can cast this spell one of two ways: the first is to create a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The Diaboli is formed as a transparent approximation of a hunched-over bearded demon. The other way requires the wielder to place a rune upon the object or person that they wish the Diaboli to start inside of. The magic is focused upon that rune, placing the Diaboli inside of it as the spell is cast. The Diaboli is unable to attack without a body or possessed object. It can relay things back to the wielder while disembodied as well as pass through barriers without issue. This summons tends to be mischievous and if the wielder isn’t considered strong enough, it’ll run about causing havoc. Even when it is under control the Diaboli likes to play with its opponents. When the spell ends, the Diaboli becomes a cloud of black dust.
    Strengths:

    • The Diaboli takes reduced damage in incorporeal state

    Weaknesses:

    • The Diaboli can’t do any damage in an incorporeal state
    • The Diaboli takes damage when its possessed body/object takes damage


    Abilities:

    • Possession: Diaboli possesses an object, creating a body for itself or possesses a body (must be NPC). This allows the Diaboli to attack others. A possessed body can shoot out blood projectiles. A possessed object can only attack melee but attacks at a 25% faster rate. If the possessed body or the possessed object takes damage, the Diaboli also takes damage.
    • Incorporeal: The Diaboli takes a passive 30% less damage from attacks when not possessing an object or body. This is due to it being in between the spirit and the physical. Magical spells that target spirits can negate this effect. The diaboli can pass through physical barriers in this state but is unable to attack.



    C Rank Spells

    Herd of Betrayal:

    Name: Blood Beast: Herd of Betrayal
    Rank: C
    Type: Area of Effect, Multihit
    Damage: 30 HP
    Range: 60 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster makes a hurling motion. A ball of blood flies through the air toward the spell’s target destination. It transforms into a full-size horse herd in full stampede. The stampede runs around a 30-meter radius circle for the duration of the spell, running down anyone who gets in range. Everywhere the herd runs is set on fire, including those they run over. This creates a burning effect that does 1.5 HP damage on top of the rest of the damage. The horses turn into black dust when they are destroyed or the spell ends.
    Strengths:

    • The herd has lots of chances to hit

    Weaknesses:

    • Water reduces the herd’s effectiveness by 20%
    • The herd will hit allies that are too close


    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Area of Effect, Debuff, Normal, Ophanim
    Damage: 0
    Summon HP: 100 HP
    Range: 80 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. the caster creates a flaming wheel creature about two meters across. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Strengths:  

    • Slows opponents down on the battlefield
    • Can paralyze an opponent

    Weaknesses:

    • Its flames can be eaten by any fire slayer
    • The ophanim is slow allowing opponents more time to avoid it or take it out.


    Abilities:

    • Light of Denial: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    • Denied!: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if equal or lower rank. Then the eye closes again. This ability goes into cooldown for 2 post before it can be used again.


    Leviathan of Apathy:

    Name: Leviathan
    Rank: C
    Type: Summons, Defensive, Normal
    Damage: 0
    Summon HP: 100 HP
    Range: 50 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. The caster creates a creature that is about two meters long. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so more often than not, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Strengths:  

    • Creates a defensive wall on the battlefield

    Weaknesses:

    • It has no offensive capabilities.


    Abilities:

    • Armored Top: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    • Great Wall: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.  


    Blood Wall of Suffering (Advanced Spell):

    Name: Blood Beast: Blood Wall of Suffering
    Rank: C+
    Type: Area of Effect,  Multihit
    Damage: 45 HP
    Range: 90 HP
    Speed: 65 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 5 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. It forms into twenty-one full length mirrors in range around one to five targets. There are twelve mirrors on the ground level, eight on the second level and one on top facing the ground. The caster slips into one of the mirrors and every mirror reflects the caster’s image. From there, the caster darts around the enclosed space at high speed, damaging the occupants with enhanced physical strikes before slipping into another mirror. The mirrors can be destroyed by a spell of the same rank or higher from the enclosed space. From outside the enclosed space, the mirrors can be destroyed by spells of one rank lower. Destroying a mirror with the caster inside it deals 50% damage to the caster. When the mirrors are destroyed or the spell duration ends, the mirrors burst into black dust.
    Strengths:

    • The caster zips about attacking in inside the mirrors
    • The mirrors protect the caster

    Weaknesses:

    • Only those inside the enclosed area can be attacked
    • Water makes it easier to pinpoint the caster within the mirrors



    B Rank Spells

    Yandere Princess of Jealousy:

    Name: Blood Beast: Yandere Princess of Jealousy
    Rank: B
    Type: Offensive, Single Target, Multihit, Summons, Grande
    Damage: 20 HP
    Requip/Summon HP: 180 HP
    Range: 150 meter
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a jagged dagger in one hand. The yandere is rather possessive of her senpai. She prefers to protect him in the most violent ways possible. However, if she thinks her senpai is cheating on her, the yandere will attack the spell caster with as much viciousness. When the spell ends or the yandere runs out of HP, she turns into black dust. Her eyes disappear last, glaring at either senpai or the person that killed her.
    Strengths:

    • Teleports all over the field

    Weaknesses:

    • The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    • The Yandere isn’t above attacking allies or the caster themselves


    Abilities:

    • Sanguine Teleportation: The yandere can passively slip into a pool of blood and teleports to another pool of blood within 10 meters.
    • Don’t Touch Senpai!: The yandere attacks a single target multiple times with her dagger and hand. The damage is that of a B rank multihit spell. After finishing her attack, this ability goes into a 1 post cooldown.


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Single Target, Healing, Supportive, Summons, Grande
    Damage: 21 HP
    Summon HP: 180 HP
    Range: 200 meters
    Speed: 200 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Strengths:

    • Healing teleport

    Weaknesses:

    • Relies on light to teleport, thereby being more vulnerable at night
    • Can heal enemies as well as allies


    Abilities:

    • Healing Teleport: The fairy teleports burst range, healing B rank burst damage to someone that is under her when she teleports. This ability then goes into cooldown for 2 posts.
    • Positivity: The fairy is passively 25% faster and has 25% resistance to spell/magical damage.


    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Multihit, Offensive, Charging
    Damage: 60 HP
    Range: 150 meters
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: The spell must charge power
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. It must charge up, coming into full power in four posts. The caster can still move while charging. At any point the caster chooses during the charging, the spell transforms into a massive sentient sword. Whenever the sword is swung, it sends out a crescent energy attack to the range of the spell. The crescent is entirely red and glows black along the edges. The damage the crescent does depends on the amount of rounds that were spent charging it, dealing 50% B rank damage per post spent charging. While charging, the caster gets a 25% boost to physical and magical damage. The boost only effects spells that do damage excluding this spell. This additional buff causes the caster to take 50% less from healing spells and abilities.
    Strengths:

    • Potentially lots of damage

    Weaknesses:

    • Can be under powered if triggered at the wrong time
    • The crescent does not differentiate between friend and foe
    • The spell takes time to cast effectively


    Malinda of Lust (Advanced Spell):

    Name: Blood Beast: Malinda of Lust!
    Rank: B+
    Type: Summons, Grande, Single Target
    Damage: 31.5 HP
    Summon HP: 270 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 8
    Cooldown: 9
    Downside: Spell absorbs 7 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a half-snake woman with vibrant plum velvet scales. Dark green hair tumbles down her back stopping just above the small of her back. A pair of large back wings protrudes from her lower back. Her nails are nearly a foot long and her mouth is filled with fangs. This is Malinda. Malinda can make herself appear like a somewhat normal person by retracting her teeth, wings and nails. Malinda will do her own thing once released. She likes to go after the hottest person in the room, namely to try and throw herself at them. When the spell ends or Malinda loses all her HP, she turns into black dust.
    Strengths:

    • Restricts the movement of one person

    Weaknesses:

    • Malinda gets distracted by hot men and women
    • The caster has no control over Malinda
    • Malinda will attack caster and/or caster’s allies


    Abilities:

    • Restrict: Malinda drops her coils over a target’s head, dealing single target B+ rank target. The target is restricted for 1 post. Afterward, this ability goes into cooldown for 3 turns.
    • Poison Strike: Malinda’s fangs and talon-nails are coated in poison. She strikes, sending out streams of poison out to B+ rank multihit range. When they strike, the target takes 75% B+ rank multihit damage. The poison streams come alive, slithering into the target. Over three turns, the target takes 75% B+ rank multihit damage. This ability goes into a 4 post cooldown.



    A Rank Spells

    Nosoi of Sickness:

    Name: Blood Beast: Nosoi of Sickness
    Rank: A
    Type: Multitarget, Damage over Time
    Damage: 75 HP
    Range: 225 meters
    Speed: 185 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Ten ghost-like blood red skeletal figures form from the swirling blood. They float towards ten different enemies in range or converge upon opponents if there are less than ten. Each Nosoi do 32% (24 HP) damage as they sink into their targets. The Nosoi do 68% (51 HP) damage over the remaining spell duration until they reach 2.5x damage or the spell duration ends. While the Nosoi are within the opponents, they each weaken the opponent’s magical resistance by 21%, the opponent’s spell damage by 21% and the opponent’s speed by 21%. The opponents feel sick, coughing, sneezing, feeling abnormally warm, etc. while the Nosoi are within their bodies. If an opponent attempts to destroy the Nosoi or try to draw them out of their or another’s body, it’s ineffective unless they use lightning. When the spell duration ends, the Nosoi float out of the affected opponents and burst into black dust.
    Strengths:

    • Weakens enemies

    Weaknesses:

    • Lightning disrupts the effects, weakening them by 20%


    Wendigo of Starvation:

    Name: Blood Beast: Wendigo of Starvation
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 95 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a skeletal figure with long fangs, glowing eyes, and long talons. This creature focuses on the greatest threat to the caster in range (determined by total magical power and bloodlust directed at the caster). The wendigo will intercept two A rank spells or the equivalent cast from this target, while running towards it. The wendigo will attack this target with its talons. Afterwards, it’ll try to box the target in preventing them from getting to or attacking the caster. When the wendigo has taken 2 A rank spells or the equivalent or the spell duration ends, it’ll disintegrate into black dust.
    Strengths:

    • Defends caster

    Weaknesses:

    • Focuses on one opponent


    Death Worm of Disaster:

    Name: Blood Beast: Death Worm of Disaster
    Rank: A
    Type: Area of Effect, Summon, Grande
    Damage: 31 HP
    Summon HP: 240 HP
    Range: 150 meters
    Speed: 95 MPS
    Duration: 7 posts
    Cooldown: 8 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A massive 10-meter-long, 5-meter-tall worm with razor teeth forms around the caster and immediately dives below the ground. The worm is telepathically connected to the caster and follows their directions as it swims below the surface. When the spell duration ends or the worm reaches 0 HP, the worm bursts into black dust. Generally whatever section of ground it is under when this happens collapses.
    Strengths:  

    • Harder to target as it constantly is below the ground

    Weaknesses:

    • Takes 30% more damage from water spells


    Abilities:

    • Earthquake: The worm vibrates the ground above it within spell range. This creates a violent pseudo earthquake. Everyone within spell range takes A rank area of effect damage. For 1 post, they have 65% less speed. Then this ability goes into a 2 post cooldown.
    • Broken Terrain: The worm moves just below the surface, breaking the ground with its back. This deals A rank area of effect damage to everyone within spell range. A haze comes down over the area that obscures sight to within under 1 meter. This haze paralyzes anyone who enters it for 1 post. The haze stays over the area for 2 posts before this ability goes into cooldown for 3 posts. The haze stays over this area but loses its magical property.


    Erebos of Mischief (Advanced Spell):

    Name: Blood Beast: Erebos of Mischief
    Rank: A+
    Type: Summons, Grande, Area of Effect
    Damage: 46.5
    Summon HP: 360 HP
    Range: 225 meters
    Speed: 130 MPS
    Duration: 8 posts
    Cooldown: 9 posts
    Downside: Spell absorbs 9 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A black wispy humanoid shape with green toad eyes forms from the swirling blood. The creature lacks a mouth or nose but anyone looking upon him gets the impression of a smile. This is Erebos. He likes to play tricks on people whenever possible. Sometimes those tricks can go a little too far. It doesn’t matter to him. He likes fun. As such, the caster must make their instructions a kind of game. If they don’t, Erebos quickly gets bored and does whatever he wishes. When the spell ends or Erebos loses all his HP, he turns into black dust
    Strengths:

    • Great at pranks

    Weaknesses:

    • Prioritizes pranking over combat most times


    Abilities:

    • Prankster: Erebos is a creature of the shadows. This ability lets him passively utilize the shadows within spell range to travel about. It also increases his speed by 28% and his spell resistance by 28%. He can generate harmless sounds and effects that don’t do any damage but tend to startle or frighten people. Those effects can be generated anywhere within spell range.
    • Playground: Erebos transforms an area with the radius of the spell range into an immense topsy turvy playground. The rules within this area are like those of a cartoon. Everything becomes overdramatic, harmful effects have a 50% chance of turning harmless and funny (This cannot effect players or their equipment), things that might kill people become comical instead. Erebos has total control of the playground and can change the rules of it at whim. He might turn everyone’s weapons into chickens or make all guns shoot water within this area. This ability can only be used once per summon and stays until the end of Erebos’ spell duration or if Erebos reaches 0 HP.



    S Rank Spells

    Spell:


    Spell:


    Advanced Spell:


    Original


    Last edited by Kyran on 10th September 2018, 6:23 pm; edited 16 times in total
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    Izayuki

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    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, 9:09 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


    _____________________________________________________________________________________




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

    avatar
    Kyran

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 277
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Sol
    Experience : 5206.25

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

    Bump Re: Mystic Blood Beasts

    Post by Kyran on 29th January 2018, 7:14 pm

    Bump

    Edited the Unique Abilities


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    Izayuki

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    Lineage : Tanuki Yōkai
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    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, 7:30 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



    _____________________________________________________________________________________




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

    avatar
    kittykool75

    Moderator- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- God Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Vehicle- The Fallen- Master [1000]- Senior [500]- Novice [250]- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Cupcake Achievement- Motor City Rush- Villain- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player-
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    Position : Sinner of Sloth
    Posts : 1214
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    Experience : 8,550.5
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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Bump Re: Mystic Blood Beasts

    Post by kittykool75 on 13th March 2018, 1:03 pm

    Spoiler:
    @Kyran 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

    Unlocked at user's request.


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    Primary Magic: White Dragon Slayer [1st gen]
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    Bump Re: Mystic Blood Beasts

    Post by Madame Astrid on 29th March 2018, 6:43 pm

    All comments will be in this color.

    @Kyran wrote:Magic

    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:

    • 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.
    • Almost every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit. Those that aren’t small have other abilities to back up the change in size
    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body instead of programming them


    WEAKNESSES:

    • The spells require the blood of the caster or unaffiliated (non-magical) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • It takes a short amount of time to download the right amount of instructions into a creation. As such, most spells have a focus time. However, a caster can forgo this focus time but as a cost can only put a sentence or two into the creation. This gives the creations more of a chance to screw up and potentially hit allies or the caster themselves.
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • Every time the caster uses their powerful negative emotions to fuel their spells, it can lead to a demonic contract. They are opening their natural defenses against such forces, letting them in. This in turn means the caster losing control of their body while the contract is fulfilled. The caster is made intimately aware of what is going on so they know just what kind of contract they made. Their deal with the devil.
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 25% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain a quarter of their rank’s damage in health back every other post as their blood is rapidly replaced due to the latent magic in their body. This can be at max 5% HP every other post
    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 50% more spell damage.
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
             ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 25%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
             ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 25% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
            ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 25% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
            ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 20% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.



    Spells



    Signature Spells

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: Ranking
    Type: Signature, Creation, Supportive
    Duration: 2 posts (increases by 1 post per rank)
    Cooldown: 2 posts (increases by 1 post per rank)
    Description: The mage manipulates their blood to enhance an object or create a small to medium 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. Any weapons created are Weak.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • The mage can create a weapon should they need one


    Weaknesses:

    • 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.
    • 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.
    • 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.
    • While the spell does have a prolonged duration, that doesn’t change its nature. Too many hits with the weapon will shatter the created weapon or the blood covering a weapon.

    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:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.


    Weaknesses:

    • The Blood Thorn doesn't do as much damage as other D rank spells.
    • 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.
    • 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.  



    D Rank Spells

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Whatever the caster’s choice, the blood forms into a small humanoid with bat wings the height of three inches. Upon the humanoid’s head is a giant hollow spike about three inches long. It launches from the incision toward the target. About halfway to the target, the imp begins to spin. The spin gains such speed that it creates a screaming noise until it collides with the target. The imp does normal D rank spell damage. However, its spike collapses into whatever it hits. The collapse injects a liquid into the opponent provided the three-inch spike could reach skin. The liquid creates a sensation that the opponent finds annoying such as scratching on the arm, rain against the skin, wool on skin etc. The sensation is powerful but has no adverse effects whatsoever. It lasts all of one post.
    Focus: 1 post
    HP Drain: 2%
    Damage: 30 I'll allow 25, with the health drawback

    Strengths:

    • The sensation created by the Imp can be very distracting
    • Does slightly more damage than normal


    Weaknesses:

    • Can be stopped by a shield or sturdy armor
    • Cannot be used for stealth
    • Can be shattered by a well-placed shot
    • Goes only half speed until it begins spinning

    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Defensive
    Duration: 1 post
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at the site of the incision. Immediately moves to the center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches three feet in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Focus: 1 post
    HP Drain: 2%
    Shield Health: 90 hp Change this to 70

    Strengths:

    • Protects the caster’s back
    • Protects against more damage


    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Only lasts 1 post
    • A bludgeoning hit from a weapon will instantly shatter it
    • Can be frozen, nullifying it

    Wolf of Terror:

    Name: Blood Beast: Wolf of Terror
    Rank: D
    Type: Debuff, Offensive, Multihit
    Duration: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Five red wolves, about the size of the caster’s hand, appear over the incision. They leap down and charge in accordance to their commands. The wolves can each latch onto an individual target or onto a single target all together. The moment their teeth hit flesh, the wolves begin draining strength and speed from the target. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Focus: 1 post
    HP Drain: 2%
    Wolf HP: 60
    Wolf Damage per bite: 20
    Strength Debuff: 25%
    Speed Debuff: 25%
    Since there are multiple wolves, their HP and damage would be split among them all

    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack
    • Does more damage than a normal multihit spell


    Weaknesses:

    • The wolves are small, meaning they can only reach ankles most times
    • The wolves can be stopped by armor
    • The wolves would be washed away by water ten inches or more deep
    • Generally only useful in a forward motion
    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless

    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Offensive, Burst, Multihit
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Focus: 1 post
    HP Drain: 2%
    Damage per bite: 20 Their damage would be split with the number of worms

    Strengths:

    • Eight chances to hit a target
    • Does more damage than most multihit spells


    Weaknesses:

    • Shields will stop the wyrms cold in their tracks
    • Short range requires the caster to be in danger to use this spell
    • A concussive blast or wide spell can take out all the wyrms in one go
    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • Hive mentality means if one wyrm misunderstands the instructions then they all do usually resulting in the entire spell dive bombing into the ground.



    C Rank Spells

    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Summons, Offensive
    Duration: 3 posts
    Cooldown: 4 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. With the completion of the focusing, a leonine creature appears within one meter of the caster from a swirling red light upon the ground. It is covered in spikes from head to toe and has a scorpion’s tail. The manticore follows the instructions of the caster, provided he or she has provided dominance, except in one case. If the caster has a large amount of spite for someone, the manticore will attack them over all. As a bestial creature, the manticore has no real personality of its own. It can be dominated by another caster, provided they are bestial in nature and much stronger than it. At the end of the spell’s duration or if the summon runs out of HP, the manticore dissolves into black dust.  
    Focus: 1 post
    HP Drain: 4%

    Manticore Stats:

    HP: 150 I'd allow 125
    Damage: 18

    Passive: The bestial aura of the manticore gives any ally within 10 meters a 25% more physical damage.
    Active: The manticore explodes outwards shooting a storm of spikes all about it. Anyone within 30 meters takes 40% damage from the spikes. The manticore must be standing still in order to fire off this ability and can only use it once per summoning.

    Strengths:

    • The manticore is an explosive asset upon the field
    • Stronger than a normal summon



    Weaknesses:

    • The manticore’s ability to fire its spikes leaves it vulnerable before and after using the ability
    • Armor reduces the manticore’s active ability by 50%
    • The manticore is more susceptible to ice and water, taking 50% more damage
    • The manticore can be turned against its allies by a bestial opponent
    • The manticore’s active ability doesn’t distinguish friend from foe
    • The manticore attacks indiscriminately if the caster doesn’t assert proper dominance

    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Debuff
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When the focusing is completed, the caster creates a flaming wheel creature about two feet across within one meter. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. Since the ophanim floats, it is slower than most summons, moving at half the speed. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Ophanim Stats:

    HP: 200 I'd allow 150

    Passive: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    Active: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if they are equal or lower rank. Then the eye closes again. This ability goes into cooldown for 1 post before it can be used again. Up the cooldown to 2 posts

    Strengths:

    • Slows opponents down on the battlefield
    • Can paralyze an opponent
    • Stronger than a normal summon


    Weaknesses:

    • The ophanim is slow allowing opponents more time to avoid it or take it out.
    • Can be eaten in its entirety by a demon slayer
    • Its flames can be eated by any fire slayer
    • Will listen to innocents over its caster even if the caster has dominance
    • The soft singing brings attention to it making it a more likely target
    • Takes 25% more damage from demonic attacks
    • Takes 15% more damage from fire attacks

    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Summons, 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When they are finished focusing, the caster creates a creature that is about three feet long within one meter. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so if dominance isn’t established, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Leviathan Stats:

    HP: 200 I'd allow 125

    Passive: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    Active: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.

    Strengths:

    • Creates a defensive wall on the battlefield
    • Stronger than normal summons


    Weaknesses:

    • Vulnerable underbelly removes its damage reduction
    • The leviathan will drift toward the ground as it moves toward is destination. It will fall asleep once it touches the ground, transforming then and there.
    • The leviathan will dive bomb the ground, transforming under the caster, without dominance asserted
    • If the leviathan isn’t placed correctly, opponents can simply run around it without trouble
    • The leviathan takes 25% extra damage from fire
    • It has no offensive capabilities.



    B Rank Spells

    Yandere Princess:

    Name: Blood Beast: Yandere Princess
    Rank: B
    Type: Defensive, Offensive, Single Target
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a dagger in one hand. Depending on the instructions given, the yandere will do one of two things.
    ~The first, she’ll create duplicates of herself and take on a form similar to that of a diamond shield with a blade sticking out the middle. The eight yandere form a floating barrier that moves to intercept spells or missiles that may try to harm their caster. They will also float down to defend the caster from melee attacks but in that case, they form around the attacker. The yandere essentially preform an Iron Maiden upon the one melee attacking their caster each doing B rank damage. This can either be a defense of offense spell, not both
    ~The second, the yandere will sink into a pool of blood. So long as the blood is from the same person, she can rise from another pool of blood within single target spell range burst range. Usually, the yandere will do this behind a victim before stabbing them repeatedly with their dagger. The dagger does B rank spell damage 25% B-rank damage, since it's multiple stabbings. She will try to spread the blood everywhere in order to create a field in which she can teleport around in. The yandere will obsess over the first target she attacks until it is dead, she is destroyed or the spell ends. If the target dies, she moves on to the next one and repeats until the spell ends or she is destroyed. When the spell ends or if the yandere is destroyed, she turns into black dust.
    Focus: 1 post
    HP Drain: 6%
    Yandere Health: 180 HP
    Speed: 225 MPS

    Strengths:
    ~ Able to defend or attack
    ~ Mobile defense
    ~ Faster than a normal spell
    Weaknesses:
    ~ The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    ~ An Area of Effect spell can be used to wipe out the Yandere in defensive mode
    ~ Without blood covering the battlefield, the Yandere on offensive is severely hampered
    ~ The Yandere isn’t above attacking allies or the caster themselves
    ~ On the defensive, the Yandere leaves the caster vulnerable when the go after a melee attacker
    ~ More metallic on the defense, thereby giving metal slayers something to eat
    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Supportive
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Focus: 1 post
    HP Drain: 6%

    Fairy Stats:

    HP: 180

    Passive: The Fairy can teleport up to the range of a burst spell when in light. It can teleport all the way to someone that has powerful negative emotions provided they are within the range of a single target spell.
    Active: The fairy lobs a sparkling ball at someone within the range of an area of effect spell. This ball when it hits the target heals instead of damaging them for the same amount the fairy would have done damage for.

    Strengths:
    ~ Healing
    ~ Can teleport
    ~ Grande Summon
    Weaknesses:
    ~ Has no offensive capabilities
    ~ Relies on light to teleport, thereby being more vulnerable at night
    ~ Is effected 20% more by shadow magic
    ~ Cannot heal summons
    ~ Anyone hit by the fairy’s active is healed, not just allies
    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Offensive, Area of Effect
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. The glow gets brighter whenever damage is done to the caster. For four posts, it will gather strength from the damage. Then on the final post, the spell transforms into a massive sentient sword. The sword swirls with the various types of magic that were used to hit Kyran if any were used. Obviously opposite types cancel each other out. When Kyran swings the sword, it sends out a crescent energy attack to the range of the spell. The crescent is made up of the varying magic types that do not cancel each other out. The damage the crescent does is equal to the damage Kyran took in preparation for the swing. Due to its immense potential power, the more damage it can deal, the crescent is slower. After the initial 60 HP, for every additional 20 HP the speed of the crescent is reduced by 10%. It might just be easier to put this as a multi hit, and just say each swing does 25% B-rank damage, since this doesn't really seem to be a AoE...
    Focus: 1 post
    HP Drain: 6%

    Strengths:
    ~ Potentially lots of damage
    ~ Many magic types can be incorporated
    Weaknesses:
    ~ Can be underpowered as it is dependent on damage done during the spell’s duration
    ~ The more power it has, the slower it is
    ~ Is easier to dodge the more power it has
    ~ Slayers can eat sections of the crescent, provided it is of their element
    ~ Opposing magic types cancel each other out making the spell weaker
    ~ The crescent can’t do DoT or any special effects such as sleep or paralyze
    ~ The crescent cannot buff, debuff or heal allies or opponents
    ~ The crescent does not differentiate between friend and foe.


    A Rank Spells



    S Rank Spells



    List of Spell Fusions: None

    Original


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    Directory

    Golden Lacrima until 3/25/2019


    avatar
    Kyran

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 277
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Sol
    Experience : 5206.25

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

    Bump Re: Mystic Blood Beasts

    Post by Kyran on 29th March 2018, 9:38 pm

    List of Changes made

    Added the UA Healthy in anticipation of my level up to B rank

    Imp of Annoyance
    Changed: Speed, Range and Damage
    Reason: Speed and Range changed to account for additional weakness, Damage changed as requested

    Wolf of Terror
    Changed: Speed, Wolf Health and Damage
    Reason: Speed changed to account for additional weaknesses, Wolf Health and Damage changed as requested

    Saytr of Pity
    Changed: Health changed
    Reason: As request

    Hellwyrms of Anguish
    Changed: Damage and Speed
    Reason: Speed changed to account for additional weaknesses, Damage changed as requested

    Manticore of Spite
    Changed: Health
    Reason: As requested

    Ophanim of Denial
    Changed: Issues in Active, Health
    Reason: As requested

    Leviathan of Apathy
    Changed: Health
    Reason: As requested

    Yandere Princess
    Changed: Issues in first and second form
    Reason: As requested

    Sword of Retribution
    Changed: Revamped the spell
    Reason: Make it more what I wanted

    Bump


    _____________________________________________________________________________________

    Kyran - Kyran's Magic - Bank

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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4573
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
    Brownie Points : 1337

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

    Bump Re: Mystic Blood Beasts

    Post by Madame Astrid on 29th March 2018, 10:40 pm

    Healthy UA: Reduce it to 30%

    Yandere Princess: For the first ability, say how much damage she can protect against (which at max should be something like 3 hits of her rank)

    Everything else is good.


    _____________________________________________________________________________________


    Now she knows she'll never be afraid


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    Golden Lacrima until 3/25/2019


    avatar
    Kyran

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
    Position : None
    Posts : 277
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Sol
    Experience : 5206.25

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

    Bump Re: Mystic Blood Beasts

    Post by Kyran on 29th March 2018, 11:00 pm

    Changed the Healthy UA and the issues with the Yandere spell as requested

    Bump


    _____________________________________________________________________________________

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    avatar
    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- 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- Custom Slayer- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- The Light- The Sacred- The Beast- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Have Alyia On Your Friend 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- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List- 1 Year Anniversary- Vendetta-
    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4573
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
    Brownie Points : 1337

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

    Bump Re: Mystic Blood Beasts

    Post by Madame Astrid on 30th March 2018, 2:11 am

    Spoiler:
    @Kyran wrote:Magic

    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:

    • 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.
    • Almost every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit. Those that aren’t small have other abilities to back up the change in size
    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body instead of programming them


    WEAKNESSES:

    • The spells require the blood of the caster or unaffiliated (non-magical) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • It takes a short amount of time to download the right amount of instructions into a creation. As such, most spells have a focus time. However, a caster can forgo this focus time but as a cost can only put a sentence or two into the creation. This gives the creations more of a chance to screw up and potentially hit allies or the caster themselves.
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • Every time the caster uses their powerful negative emotions to fuel their spells, it can lead to a demonic contract. They are opening their natural defenses against such forces, letting them in. This in turn means the caster losing control of their body while the contract is fulfilled. The caster is made intimately aware of what is going on so they know just what kind of contract they made. Their deal with the devil.
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 25% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain 5% health back every other post as their blood is rapidly replaced due to the latent magic in their body.
    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 50% more spell damage.
    Healthy: Due to Kyran’s demons and their realization that if Key dies so do they, Key’s health has been boosted in an attempt to keep him alive longer. His health by 30% higher than someone of his rank capping at S rank.
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
             ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 25%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
             ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 25% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
            ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 25% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
            ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 20% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.



    Spells



    Signature Spells

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: Ranking
    Type: Signature, Creation, Supportive
    Duration: 2 posts (increases by 1 post per rank)
    Cooldown: 2 posts (increases by 1 post per rank)
    Description: The mage manipulates their blood to enhance an object or create a small to medium 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. Any weapons created are Weak.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • The mage can create a weapon should they need one


    Weaknesses:

    • 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.
    • 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.
    • 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.
    • While the spell does have a prolonged duration, that doesn’t change its nature. Too many hits with the weapon will shatter the created weapon or the blood covering a weapon.

    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:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.


    Weaknesses:

    • The Blood Thorn doesn't do as much damage as other D rank spells.
    • 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.
    • 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.  



    D Rank Spells

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Whatever the caster’s choice, the blood forms into a small humanoid with bat wings the height of three inches. Upon the humanoid’s head is a giant hollow spike about three inches long. It launches from the incision toward the target. About halfway to the target, the imp begins to spin. The spin gains such speed that it creates a screaming noise until it collides with the target. The imp does normal D rank spell damage. However, its spike collapses into whatever it hits. The collapse injects a liquid into the opponent provided the three-inch spike could reach skin. The liquid creates a sensation that the opponent finds annoying such as scratching on the arm, rain against the skin, wool on skin etc. The sensation is powerful but has no adverse effects whatsoever. It lasts all of one post.
    Focus: 1 post
    HP Drain: 2%
    Range: 75 meters
    Speed: 60 MPS
    Damage: 25

    Strengths:

    • The sensation created by the Imp can be very distracting
    • Does slightly more damage than normal


    Weaknesses:

    • Can be stopped by a shield or sturdy armor
    • Cannot be used for stealth
    • Can be shattered by a well-placed shot
    • Goes only half speed until it begins spinning

    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Defensive
    Duration: 1 post
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at the site of the incision. Immediately moves to the center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches three feet in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Focus: 1 post
    HP Drain: 2%
    Shield Health: 70 hp

    Strengths:

    • Protects the caster’s back
    • Protects against more damage


    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Only lasts 1 post
    • A bludgeoning hit from a weapon will instantly shatter it
    • Can be frozen, nullifying it

    Wolf of Terror:

    Name: Blood Beast: Wolf of Terror
    Rank: D
    Type: Debuff, Offensive, Multihit
    Duration: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Five red wolves, about the size of the caster’s hand, appear over the incision. They leap down and charge in accordance to their commands. The wolves can each latch onto an individual target or onto a single target all together. The moment their teeth hit flesh, the wolves begin draining strength and speed from the target. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Focus: 1 post
    HP Drain: 2%
    Spell Speed: 60 MPS
    Per Wolf HP: 10
    Wolf Damage per bite: 25% rank damage capping at 2.5x rank damage
    Strength Debuff: 25%
    Speed Debuff: 25%

    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack
    • Does more damage than a normal multihit spell


    Weaknesses:

    • The wolves are small, meaning they can only reach ankles most times
    • The wolves can be stopped by armor
    • The wolves would be washed away by water ten inches or more deep
    • Generally only useful in a forward motion
    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless

    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Offensive, Burst, Multihit
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Focus: 1 post
    HP Drain: 2%
    Speed: 20 MPS
    Damage per bite: 25% rank damage capping at 2.5x rank damage

    Strengths:

    • Eight chances to hit a target
    • Does more damage than most multihit spells


    Weaknesses:

    • Shields will stop the wyrms cold in their tracks
    • Short range requires the caster to be in danger to use this spell
    • A concussive blast or wide spell can take out all the wyrms in one go
    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • Hive mentality means if one wyrm misunderstands the instructions then they all do usually resulting in the entire spell dive bombing into the ground.



    C Rank Spells

    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Summons, Offensive
    Duration: 3 posts
    Cooldown: 4 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. With the completion of the focusing, a leonine creature appears within one meter of the caster from a swirling red light upon the ground. It is covered in spikes from head to toe and has a scorpion’s tail. The manticore follows the instructions of the caster, provided he or she has provided dominance, except in one case. If the caster has a large amount of spite for someone, the manticore will attack them over all. As a bestial creature, the manticore has no real personality of its own. It can be dominated by another caster, provided they are bestial in nature and much stronger than it. At the end of the spell’s duration or if the summon runs out of HP, the manticore dissolves into black dust.  
    Focus: 1 post
    HP Drain: 4%

    Manticore Stats:

    HP: 125
    Damage: 18

    Passive: The bestial aura of the manticore gives any ally within 10 meters a 25% more physical damage.
    Active: The manticore explodes outwards shooting a storm of spikes all about it. Anyone within 30 meters takes 40% damage from the spikes. The manticore must be standing still in order to fire off this ability and can only use it once per summoning.

    Strengths:

    • The manticore is an explosive asset upon the field
    • Stronger than a normal summon



    Weaknesses:

    • The manticore’s ability to fire its spikes leaves it vulnerable before and after using the ability
    • Armor reduces the manticore’s active ability by 50%
    • The manticore is more susceptible to ice and water, taking 50% more damage
    • The manticore can be turned against its allies by a bestial opponent
    • The manticore’s active ability doesn’t distinguish friend from foe
    • The manticore attacks indiscriminately if the caster doesn’t assert proper dominance

    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Debuff
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When the focusing is completed, the caster creates a flaming wheel creature about two feet across within one meter. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. Since the ophanim floats, it is slower than most summons, moving at half the speed. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Ophanim Stats:

    HP: 150

    Passive: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    Active: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if equal or lower rank. Then the eye closes again. This ability goes into cooldown for 2 post before it can be used again.

    Strengths:

    • Slows opponents down on the battlefield
    • Can paralyze an opponent
    • Stronger than a normal summon


    Weaknesses:

    • The ophanim is slow allowing opponents more time to avoid it or take it out.
    • Can be eaten in its entirety by a demon slayer
    • Its flames can be eated by any fire slayer
    • Will listen to innocents over its caster even if the caster has dominance
    • The soft singing brings attention to it making it a more likely target
    • Takes 25% more damage from demonic attacks
    • Takes 15% more damage from fire attacks

    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Summons, 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When they are finished focusing, the caster creates a creature that is about three feet long within one meter. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so if dominance isn’t established, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Leviathan Stats:

    HP: 125

    Passive: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    Active: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.

    Strengths:

    • Creates a defensive wall on the battlefield
    • Stronger than normal summons


    Weaknesses:

    • Vulnerable underbelly removes its damage reduction
    • The leviathan will drift toward the ground as it moves toward is destination. It will fall asleep once it touches the ground, transforming then and there.
    • The leviathan will dive bomb the ground, transforming under the caster, without dominance asserted
    • If the leviathan isn’t placed correctly, opponents can simply run around it without trouble
    • The leviathan takes 25% extra damage from fire
    • It has no offensive capabilities.



    B Rank Spells

    Yandere Princess:

    Name: Blood Beast: Yandere Princess
    Rank: B
    Type: Defensive, Offensive, Single Target
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a dagger in one hand. Depending on the instructions given, the yandere will do one of two things.
    ~The first, she’ll create duplicates of herself and take on a form similar to that of a diamond shield with a blade sticking out the middle. The eight yandere form a floating barrier that moves to intercept spells or missiles that may try to harm their caster. They will also float down to defend the caster from melee attacks but in that case, they form around the attacker in an attempt to keep them from reaching their Senpai. Collectively, they have 180 hp (3 B rank spells). For every 22 damage taken, a yandere turns to black dust. At the end of the spells duration, all remaining yandere return to black dust.
    ~The second, the yandere will sink into a pool of blood. So long as the blood is from the same person, she can rise from another pool of blood within burst spell range. Usually, the yandere will do this behind a victim before stabbing them repeatedly with their dagger. The dagger does 25% B rank spell damage. She will try to spread the blood everywhere in order to create a field in which she can teleport around in. The yandere will obsess over the first target she attacks until it is dead, she is destroyed or the spell ends. If the target dies, she moves on to the next one and repeats until the spell ends or she is destroyed. When the spell ends or if the yandere is destroyed, she turns into black dust.
    Focus: 1 post
    HP Drain: 6%
    Speed: 225 MPS

    Strengths:
    ~ Able to defend or attack
    ~ Mobile defense
    ~ Faster than a normal spell
    Weaknesses:
    ~ The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    ~ An Area of Effect spell can be used to wipe out the Yandere in defensive mode
    ~ Without blood covering the battlefield, the Yandere on offensive is severely hampered
    ~ The Yandere isn’t above attacking allies or the caster themselves
    ~ On the defensive, the Yandere leaves the caster vulnerable when the go after a melee attacker
    ~ More metallic on the defense, thereby giving metal slayers something to eat
    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Supportive
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Focus: 1 post
    HP Drain: 6%

    Fairy Stats:

    HP: 180

    Passive: The Fairy can teleport up to the range of a burst spell when in light. It can teleport all the way to someone that has powerful negative emotions provided they are within the range of a single target spell.
    Active: The fairy lobs a sparkling ball at someone within the range of an area of effect spell. This ball when it hits the target heals instead of damaging them for the same amount the fairy would have done damage for.

    Strengths:
    ~ Healing
    ~ Can teleport
    ~ Grande Summon
    Weaknesses:
    ~ Has no offensive capabilities
    ~ Relies on light to teleport, thereby being more vulnerable at night
    ~ Is effected 20% more by shadow magic
    ~ Cannot heal summons
    ~ Anyone hit by the fairy’s active is healed, not just allies
    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Offensive, Multihit, Charging
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. For at most four posts, it will gather strength by dealing 50% B rank damage to the caster. The caster can still move while charging. At any point the caster chooses during the charging, the spell transforms into a massive sentient sword. Whenever the sword is swung, it sends out a crescent energy attack to the range of the spell. The crescent is entirely red and glows black along the edges. The damage the crescent does depends on the amount of rounds that were spent charging it. While charging, the caster gets a 25% boost to physical and magical damage. The boost only effects spells that do damage excluding this spell. This additional buff causes the caster to take 50% less from healing spells and abilities.
    Focus: 1 post
    Health Lost over Time: 30 every post spent charging
    Damage: 50% B rank per round spent charging capping at 2x
    Buff during Charging: 25% to physical and magical damage
    Charging: 4 posts
    Speed: 225 MPS

    Strengths:
    ~ Potentially lots of damage
    ~ Boosts damage while charging
    Weaknesses:
    ~ Can be under powered if triggered at the wrong time
    ~ The crescent does not differentiate between friend and foe.
    ~ The caster takes damage while charging
    ~ The spell takes time to cast effectively
    ~ Healing spells are reduced in effectiveness while charging
    ~ 25% less effective in water or when cutting into water


    A Rank Spells



    S Rank Spells



    List of Spell Fusions: None

    Original



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    Theo

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    Experience : 35,062.5

    Character Sheet
    Character Name: Theo Silversong
    Primary Magic: Jello Magic
    Secondary Magic: Drathir Takeover

    Bump Re: Mystic Blood Beasts

    Post by Theo on 30th August 2018, 7:51 pm

    ♛:
    @Kyran wrote:Magic

    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:

    • 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.
    • Almost every Mystic Blood Beast is small. Most of the time this makes them unnoticeable and if they are noticed hard to hit. Those that aren’t small have other abilities to back up the change in size
    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body instead of programming them


    WEAKNESSES:

    • The spells require the blood of the caster or unaffiliated (non-magical) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • It takes a short amount of time to download the right amount of instructions into a creation. As such, most spells have a focus time. However, a caster can forgo this focus time but as a cost can only put a sentence or two into the creation. This gives the creations more of a chance to screw up and potentially hit allies or the caster themselves.
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • Every time the caster uses their powerful negative emotions to fuel their spells, it can lead to a demonic contract. They are opening their natural defenses against such forces, letting them in. This in turn means the caster losing control of their body while the contract is fulfilled. The caster is made intimately aware of what is going on so they know just what kind of contract they made. Their deal with the devil.
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 25% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain 5% health back every other post as their blood is rapidly replaced due to the latent magic in their body.
    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 50% more spell damage.
    Healthy: Due to Kyran’s demons and their realization that if Key dies so do they, Key’s health has been boosted in an attempt to keep him alive longer. His health by 30% higher than someone of his rank capping at S rank.
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
             ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 25%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
             ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 25% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
            ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 25% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
            ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 20% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.



    Spells



    Signature Spells

    Woven Blood:

    Name: Blood Beast: Woven Blood
    Rank: Ranking
    Type: Signature, Creation, Supportive
    Duration: 2 posts (increases by 1 post per rank)
    Cooldown: 2 posts (increases by 1 post per rank)
    Description: The mage manipulates their blood to enhance an object or create a small to medium 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. Any weapons created are Weak.
    Range: 1 meter
    Damage Increase: 30%
    HP Drain: 1%

    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage than they would have otherwise.
    • The mage can create a weapon should they need one


    Weaknesses:

    • 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.
    • 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.
    • 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.
    • While the spell does have a prolonged duration, that doesn’t change its nature. Too many hits with the weapon will shatter the created weapon or the blood covering a weapon.

    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:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.


    Weaknesses:

    • The Blood Thorn doesn't do as much damage as other D rank spells.
    • 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.
    • 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.  



    D Rank Spells

    Imp of Annoyance:

    Name: Blood Beast: Imp of Annoyance
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Whatever the caster’s choice, the blood forms into a small humanoid with bat wings the height of three inches. Upon the humanoid’s head is a giant hollow spike about three inches long. It launches from the incision toward the target. About halfway to the target, the imp begins to spin. The spin gains such speed that it creates a screaming noise until it collides with the target. The imp does normal D rank spell damage. However, its spike collapses into whatever it hits. The collapse injects a liquid into the opponent provided the three-inch spike could reach skin. The liquid creates a sensation that the opponent finds annoying such as scratching on the arm, rain against the skin, wool on skin etc. The sensation is powerful but has no adverse effects whatsoever. It lasts all of one post.
    Focus: 1 post
    HP Drain: 2%
    Range: 75 meters
    Speed: 60 MPS
    Damage: 25

    Strengths:

    • The sensation created by the Imp can be very distracting
    • Does slightly more damage than normal


    Weaknesses:

    • Can be stopped by a shield or sturdy armor
    • Cannot be used for stealth
    • Can be shattered by a well-placed shot
    • Goes only half speed until it begins spinning

    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Defensive
    Duration: 1 post
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at the site of the incision. Immediately moves to the center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches three feet in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Focus: 1 post
    HP Drain: 2%
    Shield Health: 70 hp

    Strengths:

    • Protects the caster’s back
    • Protects against more damage


    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Only lasts 1 post
    • A bludgeoning hit from a weapon will instantly shatter it
    • Can be frozen, nullifying it

    Wolf of Terror:

    Name: Blood Beast: Wolf of Terror
    Rank: D
    Type: Debuff, Offensive, Multihit
    Duration: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Five red wolves, about the size of the caster’s hand, appear over the incision. They leap down and charge in accordance to their commands. The wolves can each latch onto an individual target or onto a single target all together. The moment their teeth hit flesh, the wolves begin draining strength and speed from the target. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Focus: 1 post
    HP Drain: 2%
    Spell Speed: 60 MPS
    Per Wolf HP: 10
    Wolf Damage per bite: 25% rank damage capping at 2.5x rank damage
    Strength Debuff: 25%
    Speed Debuff: 25%

    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack
    • Does more damage than a normal multihit spell


    Weaknesses:

    • The wolves are small, meaning they can only reach ankles most times
    • The wolves can be stopped by armor
    • The wolves would be washed away by water ten inches or more deep
    • Generally only useful in a forward motion
    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless

    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Offensive, Burst, Multihit
    Duration: Instant
    Cooldown: 2 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Focus: 1 post
    HP Drain: 2%
    Speed: 20 MPS
    Damage per bite: 25% rank damage capping at 2.5x rank damage

    Strengths:

    • Eight chances to hit a target
    • Does more damage than most multihit spells


    Weaknesses:

    • Shields will stop the wyrms cold in their tracks
    • Short range requires the caster to be in danger to use this spell
    • A concussive blast or wide spell can take out all the wyrms in one go
    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • Hive mentality means if one wyrm misunderstands the instructions then they all do usually resulting in the entire spell dive bombing into the ground.



    C Rank Spells

    Manticore of Spite:

    Name: Blood Beast: Manticore of Spite
    Rank: C
    Type: Summons, Offensive
    Duration: 3 posts
    Cooldown: 4 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. With the completion of the focusing, a leonine creature appears within one meter of the caster from a swirling red light upon the ground. It is covered in spikes from head to toe and has a scorpion’s tail. The manticore follows the instructions of the caster, provided he or she has provided dominance, except in one case. If the caster has a large amount of spite for someone, the manticore will attack them over all. As a bestial creature, the manticore has no real personality of its own. It can be dominated by another caster, provided they are bestial in nature and much stronger than it. At the end of the spell’s duration or if the summon runs out of HP, the manticore dissolves into black dust.  
    Focus: 1 post
    HP Drain: 4%

    Manticore Stats:

    HP: 125
    Damage: 18

    Passive: The bestial aura of the manticore gives any ally within 10 meters a 25% more physical damage.
    Active: The manticore explodes outwards shooting a storm of spikes all about it. Anyone within 30 meters takes 40% damage from the spikes. The manticore must be standing still in order to fire off this ability and can only use it once per summoning.

    Strengths:

    • The manticore is an explosive asset upon the field
    • Stronger than a normal summon



    Weaknesses:

    • The manticore’s ability to fire its spikes leaves it vulnerable before and after using the ability
    • Armor reduces the manticore’s active ability by 50%
    • The manticore is more susceptible to ice and water, taking 50% more damage
    • The manticore can be turned against its allies by a bestial opponent
    • The manticore’s active ability doesn’t distinguish friend from foe
    • The manticore attacks indiscriminately if the caster doesn’t assert proper dominance

    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Debuff
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When the focusing is completed, the caster creates a flaming wheel creature about two feet across within one meter. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. Since the ophanim floats, it is slower than most summons, moving at half the speed. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Ophanim Stats:

    HP: 150

    Passive: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    Active: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if equal or lower rank. Then the eye closes again. This ability goes into cooldown for 2 post before it can be used again.

    Strengths:

    • Slows opponents down on the battlefield
    • Can paralyze an opponent
    • Stronger than a normal summon


    Weaknesses:

    • The ophanim is slow allowing opponents more time to avoid it or take it out.
    • Can be eaten in its entirety by a demon slayer
    • Its flames can be eated by any fire slayer
    • Will listen to innocents over its caster even if the caster has dominance
    • The soft singing brings attention to it making it a more likely target
    • Takes 25% more damage from demonic attacks
    • Takes 15% more damage from fire attacks

    Leviathan of Apathy:

    Name: Blood Beast: Leviathan of Apathy
    Rank: C
    Type: Summons, 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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. When they are finished focusing, the caster creates a creature that is about three feet long within one meter. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so if dominance isn’t established, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Focus: 1 posts
    HP Drain: 4%

    Leviathan Stats:

    HP: 125

    Passive: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    Active: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.

    Strengths:

    • Creates a defensive wall on the battlefield
    • Stronger than normal summons


    Weaknesses:

    • Vulnerable underbelly removes its damage reduction
    • The leviathan will drift toward the ground as it moves toward is destination. It will fall asleep once it touches the ground, transforming then and there.
    • The leviathan will dive bomb the ground, transforming under the caster, without dominance asserted
    • If the leviathan isn’t placed correctly, opponents can simply run around it without trouble
    • The leviathan takes 25% extra damage from fire
    • It has no offensive capabilities.



    B Rank Spells

    Yandere Princess:

    Name: Blood Beast: Yandere Princess
    Rank: B
    Type: Defensive, Offensive, Single Target
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a dagger in one hand. Depending on the instructions given, the yandere will do one of two things.
    ~The first, she’ll create duplicates of herself and take on a form similar to that of a diamond shield with a blade sticking out the middle. The eight yandere form a floating barrier that moves to intercept spells or missiles that may try to harm their caster. They will also float down to defend the caster from melee attacks but in that case, they form around the attacker in an attempt to keep them from reaching their Senpai. Collectively, they have 180 hp (3 B rank spells). For every 22 damage taken, a yandere turns to black dust. At the end of the spells duration, all remaining yandere return to black dust.
    ~The second, the yandere will sink into a pool of blood. So long as the blood is from the same person, she can rise from another pool of blood within burst spell range. Usually, the yandere will do this behind a victim before stabbing them repeatedly with their dagger. The dagger does 25% B rank spell damage. She will try to spread the blood everywhere in order to create a field in which she can teleport around in. The yandere will obsess over the first target she attacks until it is dead, she is destroyed or the spell ends. If the target dies, she moves on to the next one and repeats until the spell ends or she is destroyed. When the spell ends or if the yandere is destroyed, she turns into black dust.
    Focus: 1 post
    HP Drain: 6%
    Speed: 225 MPS

    Strengths:
    ~ Able to defend or attack
    ~ Mobile defense
    ~ Faster than a normal spell
    Weaknesses:
    ~ The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    ~ An Area of Effect spell can be used to wipe out the Yandere in defensive mode
    ~ Without blood covering the battlefield, the Yandere on offensive is severely hampered
    ~ The Yandere isn’t above attacking allies or the caster themselves
    ~ On the defensive, the Yandere leaves the caster vulnerable when the go after a melee attacker
    ~ More metallic on the defense, thereby giving metal slayers something to eat
    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Supportive
    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 filled with magic and activating the summon. The emotion required for the summon is pulled to the forefront to form the basis of the summon. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to assert dominance required for proper use. The focusing can be bypassed but in exchange the caster only has a 50% chance the creation will acknowledge them as master. This leads to more potential screw ups from loose cannon summons. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Focus: 1 post
    HP Drain: 6%

    Fairy Stats:

    HP: 180

    Passive: The Fairy can teleport up to the range of a burst spell when in light. It can teleport all the way to someone that has powerful negative emotions provided they are within the range of a single target spell.
    Active: The fairy lobs a sparkling ball at someone within the range of an area of effect spell. This ball when it hits the target heals instead of damaging them for the same amount the fairy would have done damage for.

    Strengths:
    ~ Healing
    ~ Can teleport
    ~ Grande Summon
    Weaknesses:
    ~ Has no offensive capabilities
    ~ Relies on light to teleport, thereby being more vulnerable at night
    ~ Is effected 20% more by shadow magic
    ~ Cannot heal summons
    ~ Anyone hit by the fairy’s active is healed, not just allies
    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Offensive, Multihit, Charging
    Duration: 5 posts
    Cooldown: 6 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 filled with magic. The caster must focus on the blood for a short while, leaving them vulnerable more often than not in order to input the instructions required for proper use. The focusing can be bypassed but in exchange, the caster can only use one sentence to command the creation. This leads to more potential screw ups from misunderstood instructions. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. For at most four posts, it will gather strength by dealing 50% B rank damage to the caster. The caster can still move while charging. At any point the caster chooses during the charging, the spell transforms into a massive sentient sword. Whenever the sword is swung, it sends out a crescent energy attack to the range of the spell. The crescent is entirely red and glows black along the edges. The damage the crescent does depends on the amount of rounds that were spent charging it. While charging, the caster gets a 25% boost to physical and magical damage. The boost only effects spells that do damage excluding this spell. This additional buff causes the caster to take 50% less from healing spells and abilities.
    Focus: 1 post
    Health Lost over Time: 30 every post spent charging
    Damage: 50% B rank per round spent charging capping at 2x
    Buff during Charging: 25% to physical and magical damage
    Charging: 4 posts
    Speed: 225 MPS

    Strengths:
    ~ Potentially lots of damage
    ~ Boosts damage while charging
    Weaknesses:
    ~ Can be under powered if triggered at the wrong time
    ~ The crescent does not differentiate between friend and foe.
    ~ The caster takes damage while charging
    ~ The spell takes time to cast effectively
    ~ Healing spells are reduced in effectiveness while charging
    ~ 25% less effective in water or when cutting into water


    A Rank Spells



    S Rank Spells



    List of Spell Fusions: None

    Original

    Unlocked and moved per user’s request~


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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2929
    Guild : Black Rose [GM]
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    Age : 20
    Experience : 1,524,580
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    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Bump Re: Mystic Blood Beasts

    Post by Izayuki on 9th September 2018, 7:33 pm

    Hello Kyran!

    There are a few edits I need in this wonderful color. c: Also note that you have a lot of resistance buffs-- resistance of each kind hard caps at 50% and will not stack over that.

    Please edit and bump! ^o^ Thank you!


    Spoiler:
    @Kyran wrote:Magic
    Magic Name: Mystic Blood Beasts
    Magic Type: Caster, Summon
    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:

    • 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.

    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body


    Weaknesses:

    • The spells require the blood of the caster or unaffiliated (outside of body) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 50% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain 5% health back every other post as their blood is rapidly replaced due to the latent magic in their body.
    Blood Consumption: When the mage absorbs or consumes blood, they get a passive 50% increase to their spell power. This increase lasts for 2 posts before returning to normal. The mage cannot drink or absorb more blood for at least 2 posts afterward.
    Swirling Potency: Due to Kyran’s demons and their realization that if Key dies so do they, Key’s health has been boosted in an attempt to keep him alive longer. His health by 25% higher than someone of his rank
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
            ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 50%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
            ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 50% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
           ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 50% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
           ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 40% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.


    Spells:



    Signature Spells

    Blood Morph:

    Name: Blood Beast: Blood Morph
    Rank: Ranking
    Type: Creation, Supportive, Burst
    Damage: 80 HP, 100 HP at A Rank, 120 at S Rank
    Range: 50 Meters, 75 m at A Rank, 100 m at S Rank
    Speed: 70 MPS, 95 MPS at A Rank, 120 m at S Rank
    Duration: 1 posts
    Cooldown: 2 posts
    Downside: The spell absorbs 1 HP from the wielder.
    Description: The mage manipulates their blood to enhance themselves or an object or create something entirely out of blood. It is cast by cutting a small incision then focusing intent on what the mage wishes to create. The creation is almost always adorned with spikes.
    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage

    Weaknesses:

    • This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, the wielder can punch through a wall but they will still break their hand, forearm and probably injure their shoulder as well.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Single Target
    Damage: 40 HP
    Range: 80 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: None
    Downside: Spell absorbs 1 HP from the user
    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.
    Strengths:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.

    Weaknesses:

    • 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.



    D Rank Spells

    Horse of Endeavor :

    Name: Blood Beast: Horse of Endeavor
    Rank: D
    Type: Summons, Horse, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 60 meters
    Speed: 80 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster calls out ”Endeavor!” before a full-sized red horse forms beside the caster. The mane, eyes and hooves of the horse are all pitch black. Flames shoot from the horse’s nostrils and it will occasionally paw the ground impatiently. When the spells ends or the horse runs out of HP, it turns into black dust.
    Strengths:

    • This is a fast summons, meant more for mobility then actual combat

    Weaknesses:

    • The horse lacks any real way to cause damage outside of lashing with its hooves.


    Abilities:

    • Speedy: The horse is passively 60% faster than others of its rank. Lower this to 50%.
    • Bullet Speed: The horse and anything on its back transform into a streak of red light. The streak shoots forward, passing through anything in its way without causing damage. When it reaches the limits of the horse’s range, the horse and whatever is on its back rematerialize.


    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Burst, Defensive
    Damage: N/A
    Range: 15 meters
    Speed: 35 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    Shield Health: 120 hp
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches a meter in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Strengths:

    • Protects the caster’s back

    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Can be frozen, nullifying it


    Wolves of Terror:

    Name: Blood Beast: Wolves of Terror
    Rank: D
    Type: Multihit, Summons, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 45 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Five large red wolves, standing at about the caster’s shoulder, form beside the caster. They leap down and charge in accordance to commands given by the caster. The wolves can each latch onto an individual target or onto a single target all together. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack

    Weaknesses:

    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless


    Abilities:

    • Savage: The wolves’ teeth grow longer, more serrated and they bite into a target multiple times, doing their best to tear out chunks of flesh. Their fur stands on end becoming like needles making it dangerous to grab hold without taking some damage. Each bite does 10 HP damage. The fur, if grabbed, does 5 HP damage. This ability only lasts one post.
    • Lock Jaw: The wolves lock their jaws onto an opponent and hang on for life. In the process, they begin to drain the target of speed and strength. Each wolf gives the opponent a 5% debuff to speed and strength. This lasts for two posts.


    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Burst, Multihit
    Damage: 30 HP
    Range: 15 meters
    Speed: 35 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Strengths:

    • Eight chances to hit a target

    Weaknesses:

    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • A concussive blast or wide spell can take out all the wyrms in one go


    Persius Diaboli (Advanced Spell):

    Name: Blood Beast: Persius Diaboli
    Rank: D+
    Type: Summons, Devil, Normal
    Damage: 45 HP
    Summon HP: 75 HP
    Range: 67.5 meters
    Speed: 65 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 3 HP
    Description: The wielder can cast this spell one of two ways: the first is to create a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The Diaboli is formed as a transparent approximation of a hunched-over bearded demon. The other way requires the wielder to place a rune upon the object or person that they wish the Diaboli to start inside of. The magic is focused upon that rune, placing the Diaboli inside of it as the spell is cast. The Diaboli is unable to attack without a body or possessed object. It can relay things back to the wielder while disembodied as well as pass through barriers without issue. This summons tends to be mischievous and if the wielder isn’t considered strong enough, it’ll run about causing havoc. Even when it is under control the Diaboli likes to play with its opponents. When the spell ends, the Diaboli becomes a cloud of black dust.
    Strengths:

    • The Diaboli takes reduced damage in incorporeal state

    Weaknesses:

    • The Diaboli can’t do any damage in an incorporeal state
    • The Diaboli takes damage when its possessed body/object takes damage


    Abilities:

    • Possession: Diaboli possesses an object, creating a body for itself or possesses a body (must be NPC). This allows the Diaboli to attack others. A possessed body can shoot out blood projectiles. A possessed object can only attack melee but attacks at a 25% faster rate. If the possessed body or the possessed object takes damage, the Diaboli also takes damage.
    • Incorporeal: The Diaboli takes a passive 30% less damage from attacks when not possessing an object or body. This is due to it being in between the spirit and the physical. Magical spells that target spirits can negate this effect. The diaboli can pass through physical barriers in this state but is unable to attack.



    C Rank Spells

    Herd of Betrayal:

    Name: Blood Beast: Herd of Betrayal
    Rank: C
    Type: Area of Effect, Multihit
    Damage: 30 HP
    Range: 60 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster makes a hurling motion. A ball of blood flies through the air toward the spell’s target destination. It transforms into a full-size horse herd in full stampede. The stampede runs around a 30-meter radius circle for the duration of the spell, running down anyone who gets in range. Everywhere the herd runs is set on fire, including those they run over. This creates a burning effect that does 1.5 HP damage on top of the rest of the damage. The horses turn into black dust when they are destroyed or the spell ends.
    Strengths:

    • The herd has lots of chances to hit

    Weaknesses:

    • Water reduces the herd’s effectiveness by 20%
    • The herd will hit allies that are too close


    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Area of Effect, Debuff, Normal, Ophanim
    Damage: 0
    Summon HP: 100 HP
    Range: 80 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. the caster creates a flaming wheel creature about two meters across. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Strengths:  

    • Slows opponents down on the battlefield
    • Can paralyze an opponent

    Weaknesses:

    • Its flames can be eaten by any fire slayer
    • The ophanim is slow allowing opponents more time to avoid it or take it out.


    Abilities:

    • Light of Denial: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    • Denied!: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if equal or lower rank. Then the eye closes again. This ability goes into cooldown for 2 post before it can be used again.


    Leviathan of Apathy:

    Name: Leviathan
    Rank: C
    Type: Summons, Defensive, Normal
    Damage: 0
    Summon HP: 100 HP
    Range: 50 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. The caster creates a creature that is about two meters long. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so more often than not, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Strengths:  

    • Creates a defensive wall on the battlefield

    Weaknesses:

    • It has no offensive capabilities.


    Abilities:

    • Armored Top: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    • Great Wall: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.  


    Blood Wall of Suffering (Advanced Spell):

    Name: Blood Beast: Blood Wall of Suffering
    Rank: C+
    Type: Area of Effect,  Multihit
    Damage: 45 HP
    Range: 90 HP
    Speed: 65 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 5 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. It forms into twenty-one full length mirrors in range around one to five targets. There are twelve mirrors on the ground level, eight on the second level and one on top facing the ground. The caster slips into one of the mirrors and every mirror reflects the caster’s image. From there, the caster darts around the enclosed space at high speed, damaging the occupants with enhanced physical strikes before slipping into another mirror. The mirrors can be destroyed by a spell of the same rank or higher from the enclosed space. From outside the enclosed space, the mirrors can be destroyed by spells of one rank lower. Destroying a mirror with the caster inside it deals 50% damage to the caster. When the mirrors are destroyed or the spell duration ends, the mirrors burst into black dust.
    Strengths:

    • The caster zips about attacking in inside the mirrors
    • The mirrors protect the caster

    Weaknesses:

    • Only those inside the enclosed area can be attacked
    • Water makes it easier to pinpoint the caster within the mirrors



    B Rank Spells

    Yandere Princess of Jealousy:

    Name: Blood Beast: Yandere Princess of Jealousy
    Rank: B
    Type: Offensive, Single Target, Multihit, Summons, Grande
    Damage: 20 HP
    Requip/Summon HP: 180 HP
    Range: 150 meter
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a jagged dagger in one hand. The yandere is rather possessive of her senpai. She prefers to protect him in the most violent ways possible. However, if she thinks her senpai is cheating on her, the yandere will attack the spell caster with as much viciousness. When the spell ends or the yandere runs out of HP, she turns into black dust. Her eyes disappear last, glaring at either senpai or the person that killed her.
    Strengths:

    • Teleports all over the field

    Weaknesses:

    • The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    • The Yandere isn’t above attacking allies or the caster themselves


    Abilities:

    • Sanguine Teleportation: The yandere can passively slip into a pool of blood and teleports to another pool of blood within 10 meters.
    • Don’t Touch Senpai!: The yandere attacks a single target multiple times with her dagger and hand. The damage is that of a B rank multihit spell. After finishing her attack, this ability goes into a 1 post cooldown.


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Single Target, Healing, Supportive, Summons, Grande
    Damage: 21 HP
    Summon HP: 180 HP
    Range: 200 meters
    Speed: 200 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Strengths:

    • Healing teleport

    Weaknesses:

    • Relies on light to teleport, thereby being more vulnerable at night
    • Can heal enemies as well as allies


    Abilities:

    • Healing Teleport: The fairy teleports burst range, healing B rank burst damage to someone that is under her when she teleports. This ability then goes into cooldown for 2 posts.
    • Positivity: The fairy is passively 25% faster and has 25% resistance to spell/magical damage.


    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Multihit, Offensive, Charging
    Damage: 60 HP
    Range: 150 meters
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: The spell must charge power
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. It must charge up, coming into full power in four posts. The caster can still move while charging. At any point the caster chooses during the charging, the spell transforms into a massive sentient sword. Whenever the sword is swung, it sends out a crescent energy attack to the range of the spell. The crescent is entirely red and glows black along the edges. The damage the crescent does depends on the amount of rounds that were spent charging it, dealing 50% B rank damage per post spent charging. While charging, the caster gets a 25% boost to physical and magical damage. The boost only effects spells that do damage excluding this spell. This additional buff causes the caster to take 50% less from healing spells and abilities.
    Strengths:

    • Potentially lots of damage

    Weaknesses:

    • Can be under powered if triggered at the wrong time
    • The crescent does not differentiate between friend and foe
    • The spell takes time to cast effectively


    Malinda of Lust (Advanced Spell):

    Name: Blood Beast: Malinda of Lust!
    Rank: B+
    Type: Summons, Grande, Single Target
    Damage: 31.5 HP
    Summon HP: 270 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 8
    Cooldown: 9
    Downside: Spell absorbs 7 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a half-snake woman with vibrant plum velvet scales. Dark green hair tumbles down her back stopping just above the small of her back. A pair of large back wings protrudes from her lower back. Her nails are nearly a foot long and her mouth is filled with fangs. This is Malinda. Malinda can make herself appear like a somewhat normal person by retracting her teeth, wings and nails. Malinda will do her own thing once released. She likes to go after the hottest person in the room, namely to try and throw herself at them. When the spell ends or Malinda loses all her HP, she turns into black dust.
    Strengths:

    • Restricts the movement of one person

    Weaknesses:

    • Malinda gets distracted by hot men and women
    • The caster has no control over Malinda
    • Malinda will attack caster and/or caster’s allies


    Abilities:

    • Restrict: Malinda drops her coils over a target’s head, dealing single target B+ rank target. The target is restricted for 1 post. Afterward, this ability goes into cooldown for 3 turns.
    • Poison Strike: Malinda’s fangs and talon-nails are coated in poison. She strikes, sending out streams of poison out to B+ rank multihit range. When they strike, the target takes 75% B+ rank multihit damage. The poison streams come alive, slithering into the target. Over three turns, the target takes 75% B+ rank multihit damage. This ability goes into a 4 post cooldown.



    A Rank Spells

    Nosoi of Sickness:

    Name: Blood Beast: Nosoi of Sickness
    Rank: A
    Type: Multitarget, Damage over Time
    Damage: 75 HP
    Range: 225 meters
    Speed: 185 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Ten ghost-like blood red skeletal figures form from the swirling blood. They float towards ten different enemies in range or converge upon opponents if there are less than ten. Each Nosoi do 32% (24 HP) damage as they sink into their targets. The Nosoi do 68% (51 HP) damage over the remaining spell duration until they reach 2.5x damage or the spell duration ends. While the Nosoi are within the opponents, they each weaken the opponent’s magical resistance by 21%, the opponent’s spell damage by 21% and the opponent’s speed by 21%. The opponents feel sick, coughing, sneezing, feeling abnormally warm, etc. while the Nosoi are within their bodies. If an opponent attempts to destroy the Nosoi or try to draw them out of their or another’s body, it’s ineffective unless they use lightning. When the spell duration ends, the Nosoi float out of the affected opponents and burst into black dust.
    Strengths:

    • Weakens enemies

    Weaknesses:

    • Lightning disrupts the effects, weakening them by 20%


    Wendigo of Starvation:

    Name: Blood Beast: Wendigo of Starvation
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 95 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a skeletal figure with long fangs, glowing eyes, and long talons. This creature focuses on the greatest threat to the caster in range (determined by total magical power and bloodlust directed at the caster). The wendigo will intercept two A rank spells or the equivalent cast from this target, while running towards it. The wendigo will attack this target with its talons. Afterwards, it’ll try to box the target in preventing them from getting to or attacking the caster. When the wendigo has taken 2 A rank spells or the equivalent or the spell duration ends, it’ll disintegrate into black dust.
    Strengths:

    • Defends caster

    Weaknesses:

    • Focuses on one opponent


    Death Worm of Disaster:

    Name: Blood Beast: Death Worm of Disaster
    Rank: A
    Type: Area of Effect, Summon, Grande
    Damage: 31 HP
    Summon HP: 240 HP
    Range: 150 meters
    Speed: 95 MPS
    Duration: 7 posts
    Cooldown: 8 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A massive 10-meter-long, 5-meter-tall worm with razor teeth forms around the caster and immediately dives below the ground. The worm is telepathically connected to the caster and follows their directions as it swims below the surface. When the spell duration ends or the worm reaches 0 HP, the worm bursts into black dust. Generally whatever section of ground it is under when this happens collapses.
    Strengths:  

    • Harder to target as it constantly is below the ground

    Weaknesses:

    • Takes 30% more damage from water spells


    Abilities:

    • Earthquake: The worm vibrates the ground above it within spell range. This creates a violent pseudo earthquake. Everyone within spell range takes A rank area of effect damage. For 1 post, they have 65% less speed. Then this ability goes into a 2 post cooldown.
    • Broken Terrain: The worm moves just below the surface, breaking the ground with its back. This deals A rank area of effect damage to everyone within spell range. A haze comes down over the area that obscures sight to within under 1 meter. This haze paralyzes anyone who enters it for 1 post. The haze stays over the area for 2 posts before this ability goes into cooldown for 3 posts. The haze stays over this area but loses its magical property.


    Erebos of Mischief (Advanced Spell):

    Name: Blood Beast: Erebos of Mischief
    Rank: A+
    Type: Summons, Grande, Area of Effect
    Damage: 46.5
    Summon HP: 360 HP
    Range: 225 meters
    Speed: 130 MPS
    Duration: 8 posts
    Cooldown: 9 posts
    Downside: Spell absorbs 9 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A black wispy humanoid shape with green toad eyes forms from the swirling blood. The creature lacks a mouth or nose but anyone looking upon him gets the impression of a smile. This is Erebos. He likes to play tricks on people whenever possible. Sometimes those tricks can go a little too far. It doesn’t matter to him. He likes fun. As such, the caster must make their instructions a kind of game. If they don’t, Erebos quickly gets bored and does whatever he wishes. When the spell ends or Erebos loses all his HP, he turns into black dust
    Strengths:

    • Great at pranks

    Weaknesses:

    • Prioritizes pranking over combat most times


    Abilities:

    • Prankster: Erebos is a creature of the shadows. This ability lets him passively utilize the shadows within spell range to travel about. It also increases his speed by 28% and his spell resistance by 28%. He can generate harmless sounds and effects that don’t do any damage but tend to startle or frighten people. Those effects can be generated anywhere within spell range.
    • Playground: Erebos transforms an area with the radius of the spell range into an immense topsy turvy playground. The rules within this area are like those of a cartoon. Everything becomes overdramatic, harmful effects have a 50% chance this can't affect other players or their stuff of turning harmless and funny, things that might kill people become comical instead. Erebos has total control of the playground and can change the rules of it at whim. He might turn everyone’s weapons into chickens or make all guns shoot water within this area. This ability can only be used once per summon and stays until the end of Erebos’ spell duration or if Erebos reaches 0 HP.



    S Rank Spells

    Spell:


    Spell:


    Advanced Spell:


    Original


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

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    Kyran

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Beast- Player -
    Lineage : Inuki: The Demon Dog
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    Age : 23
    Mentor : Sol
    Experience : 5206.25

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

    Bump Re: Mystic Blood Beasts

    Post by Kyran on 10th September 2018, 6:24 pm

    All edits made!
    Bump!


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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
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    Age : 20
    Experience : 1,524,580
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    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Bump Re: Mystic Blood Beasts

    Post by Izayuki on 10th September 2018, 6:48 pm

    Spoiler:
    @Kyran wrote:Magic
    Magic Name: Mystic Blood Beasts
    Magic Type: Caster, Summon
    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:

    • 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.

    • 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.
    • Has the ability to summon creatures from the caster’s emotions/body


    Weaknesses:

    • The spells require the blood of the caster or unaffiliated (outside of body) blood in order to function. This means each spell usually drains a specific amount of health from the caster (unless unaffiliated blood is used)
    • 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 or are not specific enough to exclude the caster or their allies.  
    • Summons have a mind of their own. The caster has to be very careful when using summons in order to control them. Otherwise, the summons might turn on the caster and their allies.  
    • The breaking or misuse of spells creates a backlash against the caster. If their spell is broken or falls into black dust due to misuse, their connection to their spell via their own blood sends a psychic blow. This causes the caster to become mentally fatigued if too many of their spells cause a backlash.
    • The energy from spells comes from the caster’s connection to their emotions and by extension, their connection to the mystical. It is from this mystical connection that gives the spells their fantastical powers. This can lead to the caster harming themselves when/if they reach too far for power. Soulfire will burn a caster bold enough to reach where the gods or devils dare not to trod.


    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 dozens 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 50% resistance to physical damage.
    Magic Blood: The constant infusion of magic into the caster’s blood has given them the ability to regenerate over time. They regain 5% health back every other post as their blood is rapidly replaced due to the latent magic in their body.
    Blood Consumption: When the mage absorbs or consumes blood, they get a passive 50% increase to their spell power. This increase lasts for 2 posts before returning to normal. The mage cannot drink or absorb more blood for at least 2 posts afterward.
    Swirling Potency: Due to Kyran’s demons and their realization that if Key dies so do they, Key’s health has been boosted in an attempt to keep him alive longer. His health by 25% higher than someone of his rank
    Demonic Possession: Kyran has made a couple mistakes in his learning of Mystic Blood Beasts. As a result, four different demons have possessed his body. They constantly torment his mind. The only good thing is Kyran’s ability to bring them to the forefront and alter his body for specific benefits. He can only bring one demon to the forefront at a time. After releasing a demon from the forefront, Kyran must wait at least 2 posts before he can bring another forward.
            ~ Medea is a cat-like demon who prefers to show everyone that she is the best. She constantly whispers into Kyran’s mind to beat other people by whatever means necessary. When she is brought to the forefront, Kyran gains a passive increase to magical potency of 50%. She also longs to transform Kyran, to make him better, but at the moment lacks the means to do so. When she is at the forefront, Kyran has golden cat eyes and tawny colored fur upon his arms and legs as well as a long tawny cat’s tail.
            ~ Ahriman is a wolf-like demon who wants nothing more than for Kyran to revel in blood and destruction. He prowls the edge of Kyran’s mind, waiting for his opportunity to strike and take over. When he is at the forefront, Kyran has a passive increase of 50% for strength and has red eyes that lack a pupil. Kyran will sometimes grow deep red fur along his arms and legs as well.
           ~ Erebos has no conceivable form, merely being a shadow upon Kyran’s psyche. It encourages Kyran to steal the shiny things, to be a little bad sometimes, though never anything major. When Erebos is at the forefront, Kyran has a 50% passive increase to speed and Kyran’s hands and part of his arms appear to be black as well as wispy. His eyes become a deep green color with a toad’s pupil.
           ~ Malinda is a serpent demon, Kyran is most cautious with. She can slide from being sweet and encouraging to slithering across his mind, wanting him to seduce the nearest woman or man. Kyran gets a 40% passive increase to magical resistance when Malinda is at the forefront. His eyes change ever so slightly, becoming more purple than blue. His back also has a scattering of scales directly up the spine.


    Spells:



    Signature Spells

    Blood Morph:

    Name: Blood Beast: Blood Morph
    Rank: Ranking
    Type: Creation, Supportive, Burst
    Damage: 80 HP, 100 HP at A Rank, 120 at S Rank
    Range: 50 Meters, 75 m at A Rank, 100 m at S Rank
    Speed: 70 MPS, 95 MPS at A Rank, 120 m at S Rank
    Duration: 1 posts
    Cooldown: 2 posts
    Downside: The spell absorbs 1 HP from the wielder.
    Description: The mage manipulates their blood to enhance themselves or an object or create something entirely out of blood. It is cast by cutting a small incision then focusing intent on what the mage wishes to create. The creation is almost always adorned with spikes.
    Strengths:

    • The addition of the hardened and spiky blood allows the mage to do more damage

    Weaknesses:

    • This spell, while it increases damage, cannot increase the mage's resistance to damage. In other words, the wielder can punch through a wall but they will still break their hand, forearm and probably injure their shoulder as well.


    Blood Thorn:

    Name: Blood Beast: Blood Thorn
    Rank: D
    Type: Single Target
    Damage: 40 HP
    Range: 80 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: None
    Downside: Spell absorbs 1 HP from the user
    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.
    Strengths:

    • The spell goes in a straight line from the origin point without fail, giving it unfailing accuracy.

    Weaknesses:

    • 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.



    D Rank Spells

    Horse of Endeavor :

    Name: Blood Beast: Horse of Endeavor
    Rank: D
    Type: Summons, Horse, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 60 meters
    Speed: 80 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster calls out ”Endeavor!” before a full-sized red horse forms beside the caster. The mane, eyes and hooves of the horse are all pitch black. Flames shoot from the horse’s nostrils and it will occasionally paw the ground impatiently. When the spells ends or the horse runs out of HP, it turns into black dust.
    Strengths:

    • This is a fast summons, meant more for mobility then actual combat

    Weaknesses:

    • The horse lacks any real way to cause damage outside of lashing with its hooves.


    Abilities:

    • Speedy: The horse is passively 50% faster than others of its rank
    • Bullet Speed: The horse and anything on its back transform into a streak of red light. The streak shoots forward, passing through anything in its way without causing damage. When it reaches the limits of the horse’s range, the horse and whatever is on its back rematerialize.


    Saytr of Pity:

    Name: Blood Beast: Saytr of Pity
    Rank: D
    Type: Burst, Defensive
    Damage: N/A
    Range: 15 meters
    Speed: 35 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    Shield Health: 120 hp
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A red saytr about the size of the caster’s hand is created at center of the caster’s back. It spreads itself out in a star and begins to grow. When it reaches a meter in height, bloodred light springs between all outstretched limbs. The satyr will float in place unless commanded otherwise during the charging period. The satyr lets out pitiful bleats whenever it is hit. When the spell duration is up or the shield’s hp is used up, the satyr lets out a long scream as it dissolves into black dust.
    Strengths:

    • Protects the caster’s back

    Weaknesses:

    • Doesn’t protect sides or front of caster
    • Can be frozen, nullifying it


    Wolves of Terror:

    Name: Blood Beast: Wolves of Terror
    Rank: D
    Type: Multihit, Summons, Normal
    Damage: 5 HP
    Summon HP: 50 HP
    Range: 45 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Five large red wolves, standing at about the caster’s shoulder, form beside the caster. They leap down and charge in accordance to commands given by the caster. The wolves can each latch onto an individual target or onto a single target all together. If the wolves run out of HP or the spell runs out, the wolves turn into black dust.
    Strengths:

    • The spell has a large versatility, not only slowing and weakening an opponent but also damaging them.
    • Multiple chances to hit a target due to having a pack

    Weaknesses:

    • Each wolf is vulnerable to being frozen and nullified
    • Pack mentality means each individual wolf can misinterpret the instructions given to them and if one misunderstands, they all do, meaning it can turn the pack on allies or make them run off making the spell useless


    Abilities:

    • Savage: The wolves’ teeth grow longer, more serrated and they bite into a target multiple times, doing their best to tear out chunks of flesh. Their fur stands on end becoming like needles making it dangerous to grab hold without taking some damage. Each bite does 10 HP damage. The fur, if grabbed, does 5 HP damage. This ability only lasts one post.
    • Lock Jaw: The wolves lock their jaws onto an opponent and hang on for life. In the process, they begin to drain the target of speed and strength. Each wolf gives the opponent a 5% debuff to speed and strength. This lasts for two posts.


    Hellwyrms of Anguish:

    Name: Hellwyrms of Anguish
    Rank: D
    Type: Burst, Multihit
    Damage: 30 HP
    Range: 15 meters
    Speed: 35 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: Spell absorbs 2 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it.  Eight red armored five-inch long worms with spikes pointing towards their tail and a mouth full of inch-long teeth forms over the incision. The worms fly toward the target in formation, spinning about an invisible axis as they fly at the target. When they hit, their mouths go to work chewing at whatever is in their way. If the edge of the circle hits, those wyrms start chewing while the others continue. Any wyrms that fail to hit something disintegrate into black dust at the edge of the spell’s range. When the wyrms are finished chewing, they fall into black dust as well.
    Strengths:

    • Eight chances to hit a target

    Weaknesses:

    • The wyrms begin to disintegrate in rain, reducing their effectiveness by 50%
    • A concussive blast or wide spell can take out all the wyrms in one go


    Persius Diaboli (Advanced Spell):

    Name: Blood Beast: Persius Diaboli
    Rank: D+
    Type: Summons, Devil, Normal
    Damage: 45 HP
    Summon HP: 75 HP
    Range: 67.5 meters
    Speed: 65 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 3 HP
    Description: The wielder can cast this spell one of two ways: the first is to create a small incision on their body somewhere, usually the hand. Magic is then poured into the spilling blood causing it to be filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The Diaboli is formed as a transparent approximation of a hunched-over bearded demon. The other way requires the wielder to place a rune upon the object or person that they wish the Diaboli to start inside of. The magic is focused upon that rune, placing the Diaboli inside of it as the spell is cast. The Diaboli is unable to attack without a body or possessed object. It can relay things back to the wielder while disembodied as well as pass through barriers without issue. This summons tends to be mischievous and if the wielder isn’t considered strong enough, it’ll run about causing havoc. Even when it is under control the Diaboli likes to play with its opponents. When the spell ends, the Diaboli becomes a cloud of black dust.
    Strengths:

    • The Diaboli takes reduced damage in incorporeal state

    Weaknesses:

    • The Diaboli can’t do any damage in an incorporeal state
    • The Diaboli takes damage when its possessed body/object takes damage


    Abilities:

    • Possession: Diaboli possesses an object, creating a body for itself or possesses a body (must be NPC). This allows the Diaboli to attack others. A possessed body can shoot out blood projectiles. A possessed object can only attack melee but attacks at a 25% faster rate. If the possessed body or the possessed object takes damage, the Diaboli also takes damage.
    • Incorporeal: The Diaboli takes a passive 30% less damage from attacks when not possessing an object or body. This is due to it being in between the spirit and the physical. Magical spells that target spirits can negate this effect. The diaboli can pass through physical barriers in this state but is unable to attack.



    C Rank Spells

    Herd of Betrayal:

    Name: Blood Beast: Herd of Betrayal
    Rank: C
    Type: Area of Effect, Multihit
    Damage: 30 HP
    Range: 60 meters
    Speed: 50 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The caster makes a hurling motion. A ball of blood flies through the air toward the spell’s target destination. It transforms into a full-size horse herd in full stampede. The stampede runs around a 30-meter radius circle for the duration of the spell, running down anyone who gets in range. Everywhere the herd runs is set on fire, including those they run over. This creates a burning effect that does 1.5 HP damage on top of the rest of the damage. The horses turn into black dust when they are destroyed or the spell ends.
    Strengths:

    • The herd has lots of chances to hit

    Weaknesses:

    • Water reduces the herd’s effectiveness by 20%
    • The herd will hit allies that are too close


    Ophanim of Denial:

    Name: Blood Beast: Ophanim of Denial
    Rank: C
    Type: Summons, Area of Effect, Debuff, Normal, Ophanim
    Damage: 0
    Summon HP: 100 HP
    Range: 80 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. the caster creates a flaming wheel creature about two meters across. The flames are bloodred and cold to the touch. The wheel itself is covered in eyes, all of which are closed initially. A soft heavenly song can be heard emitting from the wheel. When the eyes open, a bloodred light spreads out around the ophanim. Anybody within the light immediately feels themselves slowing down. The central eye will remain closed however. When that opens, someone will be completely paralyzed. The ophanim refuses to attack a creature that is the penultimance of good. It will also listen to an angelic creature over its caster. The ophanim does have a personality of its own and will argue with its caster over a set of actions. When the spell's duration ends or the summon runs out of HP, the ophanim turns into black dust.
    Strengths:  

    • Slows opponents down on the battlefield
    • Can paralyze an opponent

    Weaknesses:

    • Its flames can be eaten by any fire slayer
    • The ophanim is slow allowing opponents more time to avoid it or take it out.


    Abilities:

    • Light of Denial: The ophanim emits a red light out to 60 meters from it. Anyone caught within that light has their speed reduced by 50%
    • Denied!: The ophanim opens its central eye and looks at someone within 120 meters. That person is paralyzed for 1 post if equal or lower rank. Then the eye closes again. This ability goes into cooldown for 2 post before it can be used again.


    Leviathan of Apathy:

    Name: Leviathan
    Rank: C
    Type: Summons, Defensive, Normal
    Damage: 0
    Summon HP: 100 HP
    Range: 50 meters
    Speed: 30 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 4 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. The caster creates a creature that is about two meters long. It appears to be a whale with six eyes, thick armor upon its back and tentacles streaming from the fins as well as along the tail. The leviathan is a lazy creature so more often than not, it will hit the ground and fall asleep thereby activating its ability. Otherwise, the leviathan hurries to its destination to complete the reason it was summoned. When the leviathan falls asleep, it enlarges to become a wall between the caster and his or her foes. The only motivation the leviathan has is sleeping. When the spell's duration ends or if the summons health reaches 0, the leviathan turns into black dust.
    Strengths:  

    • Creates a defensive wall on the battlefield

    Weaknesses:

    • It has no offensive capabilities.


    Abilities:

    • Armored Top: The leviathan’s armored top affords it a 50% reduction to damage but only on attacks hitting that side. The reduction is nulled if the attack is on the unarmored parts.
    • Great Wall: The leviathan rolls over on its side and falls asleep. It immediately becomes a wall that is 30 meters in length, 20 meters high, and 10 meters thick with 100 extra HP. Anything in its path as it grows will either be moved or crushed. It will remain in that place, as that wall, until the spell ends turning it into black dust or its HP hits 0 and it turns to black dust.  


    Blood Wall of Suffering (Advanced Spell):

    Name: Blood Beast: Blood Wall of Suffering
    Rank: C+
    Type: Area of Effect,  Multihit
    Damage: 45 HP
    Range: 90 HP
    Speed: 65 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 5 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. It forms into twenty-one full length mirrors in range around one to five targets. There are twelve mirrors on the ground level, eight on the second level and one on top facing the ground. The caster slips into one of the mirrors and every mirror reflects the caster’s image. From there, the caster darts around the enclosed space at high speed, damaging the occupants with enhanced physical strikes before slipping into another mirror. The mirrors can be destroyed by a spell of the same rank or higher from the enclosed space. From outside the enclosed space, the mirrors can be destroyed by spells of one rank lower. Destroying a mirror with the caster inside it deals 50% damage to the caster. When the mirrors are destroyed or the spell duration ends, the mirrors burst into black dust.
    Strengths:

    • The caster zips about attacking in inside the mirrors
    • The mirrors protect the caster

    Weaknesses:

    • Only those inside the enclosed area can be attacked
    • Water makes it easier to pinpoint the caster within the mirrors



    B Rank Spells

    Yandere Princess of Jealousy:

    Name: Blood Beast: Yandere Princess of Jealousy
    Rank: B
    Type: Offensive, Single Target, Multihit, Summons, Grande
    Damage: 20 HP
    Requip/Summon HP: 180 HP
    Range: 150 meter
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into the shape of a woman clad in a billowing dress. She holds a jagged dagger in one hand. The yandere is rather possessive of her senpai. She prefers to protect him in the most violent ways possible. However, if she thinks her senpai is cheating on her, the yandere will attack the spell caster with as much viciousness. When the spell ends or the yandere runs out of HP, she turns into black dust. Her eyes disappear last, glaring at either senpai or the person that killed her.
    Strengths:

    • Teleports all over the field

    Weaknesses:

    • The Yandere prefers to attack the gender opposite that of the caster (No one will get Senpai)
    • The Yandere isn’t above attacking allies or the caster themselves


    Abilities:

    • Sanguine Teleportation: The yandere can passively slip into a pool of blood and teleports to another pool of blood within 10 meters.
    • Don’t Touch Senpai!: The yandere attacks a single target multiple times with her dagger and hand. The damage is that of a B rank multihit spell. After finishing her attack, this ability goes into a 1 post cooldown.


    Fairy of Hope:

    Name: Blood Beast: Fairy of Hope
    Rank: B
    Type: Single Target, Healing, Supportive, Summons, Grande
    Damage: 21 HP
    Summon HP: 180 HP
    Range: 200 meters
    Speed: 200 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 6 HP
    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 filled with magic and activating the summon. The blood swirls about for a moment as the caster focuses upon it. A tiny humanoid with bloodred wings appears within one meter of the caster. The Fairy tends to alight upon the caster’s shoulder unless instructed otherwise. Being a positive emotion summon, the fairy is drawn toward those with overpowering negative emotions – though only those it might have a chance of helping. Usually the fairy will follow its caster’s orders healing those it can to the best of its abilities, until it is destroyed, dismissed or the spell ends. Upon the spell ending or the fairy being destroyed, it reverts to black dust.
    Strengths:

    • Healing teleport

    Weaknesses:

    • Relies on light to teleport, thereby being more vulnerable at night
    • Can heal enemies as well as allies


    Abilities:

    • Healing Teleport: The fairy teleports burst range, healing B rank burst damage to someone that is under her when she teleports. This ability then goes into cooldown for 2 posts.
    • Positivity: The fairy is passively 25% faster and has 25% resistance to spell/magical damage.


    Sword of Retribution:

    Name: Blood Beast: Sword of Retribution
    Rank: B
    Type: Multihit, Offensive, Charging
    Damage: 60 HP
    Range: 150 meters
    Speed: 130 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: The spell must charge power
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Unlike most other spells, this one simply places a red glow upon the caster’s arms emanating from a seal on the back of the wrist. It must charge up, coming into full power in four posts. The caster can still move while charging. At any point the caster chooses during the charging, the spell transforms into a massive sentient sword. Whenever the sword is swung, it sends out a crescent energy attack to the range of the spell. The crescent is entirely red and glows black along the edges. The damage the crescent does depends on the amount of rounds that were spent charging it, dealing 50% B rank damage per post spent charging. While charging, the caster gets a 25% boost to physical and magical damage. The boost only effects spells that do damage excluding this spell. This additional buff causes the caster to take 50% less from healing spells and abilities.
    Strengths:

    • Potentially lots of damage

    Weaknesses:

    • Can be under powered if triggered at the wrong time
    • The crescent does not differentiate between friend and foe
    • The spell takes time to cast effectively


    Malinda of Lust (Advanced Spell):

    Name: Blood Beast: Malinda of Lust!
    Rank: B+
    Type: Summons, Grande, Single Target
    Damage: 31.5 HP
    Summon HP: 270 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 8
    Cooldown: 9
    Downside: Spell absorbs 7 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a half-snake woman with vibrant plum velvet scales. Dark green hair tumbles down her back stopping just above the small of her back. A pair of large back wings protrudes from her lower back. Her nails are nearly a foot long and her mouth is filled with fangs. This is Malinda. Malinda can make herself appear like a somewhat normal person by retracting her teeth, wings and nails. Malinda will do her own thing once released. She likes to go after the hottest person in the room, namely to try and throw herself at them. When the spell ends or Malinda loses all her HP, she turns into black dust.
    Strengths:

    • Restricts the movement of one person

    Weaknesses:

    • Malinda gets distracted by hot men and women
    • The caster has no control over Malinda
    • Malinda will attack caster and/or caster’s allies


    Abilities:

    • Restrict: Malinda drops her coils over a target’s head, dealing single target B+ rank target. The target is restricted for 1 post. Afterward, this ability goes into cooldown for 3 turns.
    • Poison Strike: Malinda’s fangs and talon-nails are coated in poison. She strikes, sending out streams of poison out to B+ rank multihit range. When they strike, the target takes 75% B+ rank multihit damage. The poison streams come alive, slithering into the target. Over three turns, the target takes 75% B+ rank multihit damage. This ability goes into a 4 post cooldown.



    A Rank Spells

    Nosoi of Sickness:

    Name: Blood Beast: Nosoi of Sickness
    Rank: A
    Type: Multitarget, Damage over Time
    Damage: 75 HP
    Range: 225 meters
    Speed: 185 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. Ten ghost-like blood red skeletal figures form from the swirling blood. They float towards ten different enemies in range or converge upon opponents if there are less than ten. Each Nosoi do 32% (24 HP) damage as they sink into their targets. The Nosoi do 68% (51 HP) damage over the remaining spell duration until they reach 2.5x damage or the spell duration ends. While the Nosoi are within the opponents, they each weaken the opponent’s magical resistance by 21%, the opponent’s spell damage by 21% and the opponent’s speed by 21%. The opponents feel sick, coughing, sneezing, feeling abnormally warm, etc. while the Nosoi are within their bodies. If an opponent attempts to destroy the Nosoi or try to draw them out of their or another’s body, it’s ineffective unless they use lightning. When the spell duration ends, the Nosoi float out of the affected opponents and burst into black dust.
    Strengths:

    • Weakens enemies

    Weaknesses:

    • Lightning disrupts the effects, weakening them by 20%


    Wendigo of Starvation:

    Name: Blood Beast: Wendigo of Starvation
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 95 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. The blood forms into a skeletal figure with long fangs, glowing eyes, and long talons. This creature focuses on the greatest threat to the caster in range (determined by total magical power and bloodlust directed at the caster). The wendigo will intercept two A rank spells or the equivalent cast from this target, while running towards it. The wendigo will attack this target with its talons. Afterwards, it’ll try to box the target in preventing them from getting to or attacking the caster. When the wendigo has taken 2 A rank spells or the equivalent or the spell duration ends, it’ll disintegrate into black dust.
    Strengths:

    • Defends caster

    Weaknesses:

    • Focuses on one opponent


    Death Worm of Disaster:

    Name: Blood Beast: Death Worm of Disaster
    Rank: A
    Type: Area of Effect, Summon, Grande
    Damage: 31 HP
    Summon HP: 240 HP
    Range: 150 meters
    Speed: 95 MPS
    Duration: 7 posts
    Cooldown: 8 posts
    Downside: Spell absorbs 8 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A massive 10-meter-long, 5-meter-tall worm with razor teeth forms around the caster and immediately dives below the ground. The worm is telepathically connected to the caster and follows their directions as it swims below the surface. When the spell duration ends or the worm reaches 0 HP, the worm bursts into black dust. Generally whatever section of ground it is under when this happens collapses.
    Strengths:  

    • Harder to target as it constantly is below the ground

    Weaknesses:

    • Takes 30% more damage from water spells


    Abilities:

    • Earthquake: The worm vibrates the ground above it within spell range. This creates a violent pseudo earthquake. Everyone within spell range takes A rank area of effect damage. For 1 post, they have 65% less speed. Then this ability goes into a 2 post cooldown.
    • Broken Terrain: The worm moves just below the surface, breaking the ground with its back. This deals A rank area of effect damage to everyone within spell range. A haze comes down over the area that obscures sight to within under 1 meter. This haze paralyzes anyone who enters it for 1 post. The haze stays over the area for 2 posts before this ability goes into cooldown for 3 posts. The haze stays over this area but loses its magical property.


    Erebos of Mischief (Advanced Spell):

    Name: Blood Beast: Erebos of Mischief
    Rank: A+
    Type: Summons, Grande, Area of Effect
    Damage: 46.5
    Summon HP: 360 HP
    Range: 225 meters
    Speed: 130 MPS
    Duration: 8 posts
    Cooldown: 9 posts
    Downside: Spell absorbs 9 HP
    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 filled with magic. The blood swirls about the incision for a moment as the caster focuses upon it. A black wispy humanoid shape with green toad eyes forms from the swirling blood. The creature lacks a mouth or nose but anyone looking upon him gets the impression of a smile. This is Erebos. He likes to play tricks on people whenever possible. Sometimes those tricks can go a little too far. It doesn’t matter to him. He likes fun. As such, the caster must make their instructions a kind of game. If they don’t, Erebos quickly gets bored and does whatever he wishes. When the spell ends or Erebos loses all his HP, he turns into black dust
    Strengths:

    • Great at pranks

    Weaknesses:

    • Prioritizes pranking over combat most times


    Abilities:

    • Prankster: Erebos is a creature of the shadows. This ability lets him passively utilize the shadows within spell range to travel about. It also increases his speed by 28% and his spell resistance by 28%. He can generate harmless sounds and effects that don’t do any damage but tend to startle or frighten people. Those effects can be generated anywhere within spell range.
    • Playground: Erebos transforms an area with the radius of the spell range into an immense topsy turvy playground. The rules within this area are like those of a cartoon. Everything becomes overdramatic, harmful effects have a 50% chance of turning harmless and funny (This cannot effect players or their equipment), things that might kill people become comical instead. Erebos has total control of the playground and can change the rules of it at whim. He might turn everyone’s weapons into chickens or make all guns shoot water within this area. This ability can only be used once per summon and stays until the end of Erebos’ spell duration or if Erebos reaches 0 HP.



    S Rank Spells

    Spell:


    Spell:


    Advanced Spell:


    Original



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


      Current date/time is 17th October 2018, 11:01 pm