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Character Creation: |
Magic: Blood Magic is a type of magic that is granted to the Magi completely through the use of their own blood. Every spell requires their blood to set off a spell, no matter how simple or complicated. Blood Magic can VERY powerful depending on how much the Magi is willing to give to power a spell. The list here will be constantly updated throughout the RPG, so if you want to hold onto points that is also fine (note that you will be given more points with every level up). Blood Restoration (Intelligence 5):This uses one's own blood to heal another - the more blood (HP), the more healing results will be achieved. [Costs 1 Class Point] Blood Ressurection (Intelligence 10):One uses their life force to bring back another being. [Costs 3 Class Point] Blood Purge (Intelligence 10):By using blood magic, one can purge any ailments from their system or another person's. [Costs 2 Class Point] Blood Shield (Intelligence 10):This invokes a shield made from one's blood/HP, using their own life force to protect them. It creates a powerful shield with 5 HP. [Costs 2 Class Point] Blood Buffing (Intelligence 10):Using a their blood, the magi can make any stat stronger on anyone by 3 points [Costs 3 Class Point] Blood Weakening (Intelligence 10):Using a their blood, the magi can make any stat weaker on anyone by 3 points [Costs 3 Class Point] Blood Summoning (Intelligence 10):Allows the magi to make a blood summoning ritual to bring forth beings - spirits, monsters, humans, etc. [Costs 1 Class Point] Advanced Blood Ritual Circle (Intelligence 15):This takes time and prep but if one is willing to sacrifice blood (their HP) to make a large scale blood circle, they can use it to create a powerful blood circle to channel their magic to unleash more advance blood magic. [Costs 2 Class Point - must have basic] Advanced Blood Magic I (Intelligence 15):One can attempt to a large scale healing spell by draining their enemies that are also within the circle. [Costs 3 Class Point - must have advanced blood ritual circle] Advanced Blood Magic II (Intelligence 15):If one is willing to risk their own body (blood), one can either do a wide scale enemy wipe within the circle, a transmutation on another's body (for good or bad - such as the Neekito situation), or attempt to force a large scale spell using yourself or several people to bring about something major. Dice roll will determine each. [Costs 3 Class Point - must have advanced blood ritual circle] Blood Drain Magic (Intelligence 20):Steal HP from others to restore your own so that you can continue casting magic. [Costs 2 Class Points] Blood Puppet Magic (Intelligence 20):Controls the blood in a person's body and moves them around like a puppet. [Costs 4 Class Points] Blood Sense Magic (Intelligence 5):This allows one to sense other beings as long as they have actual blood flowing through them. [Costs 1 Class Point] Blood Tracker Magic (Intelligence 10):As long as you have drop of someone's blood, you can cast a spell to track them anywhere. [Costs 2 Class Point - needs Blood Sense] Blood Block Magic (Intelligence 10):This allows one to shield themselves from any sort of tracking magic that might be placed upon them. [Costs 2 Class Point] Blood Weapon (Intelligence 15):Your own weapon is encased with Blood Magic properties, making it stronger than just normal Magik Weapons. Your weapon drains the life force from enemies on every attack, giving back HP to you. [Costs 3 Class Point] Blood Lust (Intelligence 25):If you even come in contact with blood, you can simply drain it like it is mana and store it in your reserves to use instead of your own HP. [Costs 3 Class Point] Blood Control (Intelligence 15):A form of Blood Puppet, but this is used for monsters and creatures of the like. The Blood Magi can force compliance using blood magic. This control can easily be broken however. [Costs 2 Class Point] Blood Rage (Intelligence 20):A form of Blood Buffing, this spell gambles the Magi's HP to achieve one of many states. Their strength goes up based on how much HP they expend (either physically or magically), a status where they can not be hurt but they cannot hurt another), or they pull themselves and everyone close to them in a teleport escape from ANY situation (this uses as much HP as needed to escape and reach the destination) [Costs 5 Class Point - Blood Shield and Blood Buffing required] Blood Transformation (Intelligence 20):This allows one to transform their entire form into another if they can get ahold of their blood or hail/tissue. The transformation is still not perfect as it will not change your height or other parameters like that. And the time to remain is low. [Costs 3 Class Point] Round 2Comprehend Language (Intelligence 25):This can help a Magi to temporarily learn a language for a brief time. They can learn it for good if they can take the blood of someone who knows the language. [Costs 3 Class Point] Homonculus (Intelligence 25, Dexterity 10, Wisdom 10, Charisma 10, Strength 10):Something akin to Andrea, this allows you to create a powerful Homonculus body. This body can be used to transfer one's mind into if one wants, or be used to create a new lifeform if one wants but either way homonculus are powerful beings as Andrea has proven. [Costs 5 Class Point] Create Undead (Intelligence 20):This takes a dead body and ressurects them into an undead minion to be used. [Costs 5 Class Point] Blood Boost (Intelligence 25):Increase your max overall Intelligence by 5 points. [Costs 5 Class Point]
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