Post by Ophiuchus on Nov 14, 2024 21:46:31 GMT -5
Name of Spell: Vlos O'gothin
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Healing
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: +2 Control
Applicable Perks: Archangel's Blessing, Elemental Oddity
Description:
Closing her eyes while touching the centre of her forehead with both index fingers is enough to activate this spell. The moment it is activated she opens her eyes which would appear pure red with a ripple of white, this starts to spread from her eyes and moves around her body quickly almost as if it was a parasitic illness she had gained. Given its appearance, it could be mistaken for a defence spell but this is far from the case as it begins to heal the person surrounded with the white semi-solid liquid for junior rank damage. The spell is still quite weak and so can only heal small scratches, bruises, and Mild hypothermia as well as first and minor second-degree burns on top of this it will actively attempt to cleanse hexes, curses, poisons, venoms and debuffs. With the use of the ammo rules if she whispers an ally's name they will be surrounded by the semi-solid liquid concoction.
Name of Spell: Yibin Xilvi
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: 25% Junior Endurance Debuff
Applicable Perks: Corroding Curse, Elemental Oddity
Description:
Moving her non-dominant hand up to the sky open as if she is reaching to take the sun/moon for herself, she closes her eyes bringing her hand back down and to her chest dipping a little, moving her dominant hand as if to scoop up a handful of earth before finally standing straight; as she does so she brings her hand to lay gently on the first. In the centre of the hands, a blood drop appears before a spiral of white blood swirls outwards covering her hands. When striking a person physically a half-white, half-red blood drop mark appears where the enemy was hit, not only does this mark make sure they gain additional damage with every additional strike they gain, but so long as the marking is on their body they will gain 1/2 junior rank damage, in addition to this it will actively clash with healing and buffs attempting to change healing into damage and buffs into debuffs. With the use of ammo rules, additional enemies can gain blood markings.
Name of Spell: Noamuth Menvis
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Hex and Curse ¦ Healing
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: -2m/s Speed ¦ +2 Control
Applicable Perks: Corroding Curse, Archangel's Blessing, Elemental Oddity
Description:
Keeping both their arms close to their stomach before raising their dominant hand to be at her shoulder level with the palm flat facing forward while her other hand was stretched fully by the thigh but with the palm facing the ground, three rings around the size of a softball would appear in front of each hand, the one at shoulder level would have two red blood rings while the centre ring would be white blood, while the one by their thigh would be two white blood rings and the centre ring would be red blood. Clenching both hands simultaneously will cause two things to happen, firstly the two white blood rings and single red blood ring appear below the caster healing them for junior rank damage. The spell is still quite weak and so can only heal small scratches, bruises, and Mild hypothermia as well as first and minor second-degree burns on top of this it will actively attempt to cleanse hexes, curses, poisons, venoms and debuffs. The second is that two red blood rings and a single white blood ring will surround her hands, the moment she connects a successful strike not only will they be dealt 1/2 junior rank damage but matching rings will appear on the person's ankles slowing their speed by 2m/s this reduces by -1 for every additional person struck. In addition to this, it will actively clash with healing and buffs attempting to change healing into damage and buffs into debuffs. With the use of ammo rules, if she speaks an ally's name two white blood circles with the middle red circle will appear below them, while the ammo rules will also allow additional two red blood circles and middle white blood circle markings to be made on enemies.
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Healing
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: +2 Control
Applicable Perks: Archangel's Blessing, Elemental Oddity
Description:
Closing her eyes while touching the centre of her forehead with both index fingers is enough to activate this spell. The moment it is activated she opens her eyes which would appear pure red with a ripple of white, this starts to spread from her eyes and moves around her body quickly almost as if it was a parasitic illness she had gained. Given its appearance, it could be mistaken for a defence spell but this is far from the case as it begins to heal the person surrounded with the white semi-solid liquid for junior rank damage. The spell is still quite weak and so can only heal small scratches, bruises, and Mild hypothermia as well as first and minor second-degree burns on top of this it will actively attempt to cleanse hexes, curses, poisons, venoms and debuffs. With the use of the ammo rules if she whispers an ally's name they will be surrounded by the semi-solid liquid concoction.
Name of Spell: Yibin Xilvi
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: 25% Junior Endurance Debuff
Applicable Perks: Corroding Curse, Elemental Oddity
Description:
Moving her non-dominant hand up to the sky open as if she is reaching to take the sun/moon for herself, she closes her eyes bringing her hand back down and to her chest dipping a little, moving her dominant hand as if to scoop up a handful of earth before finally standing straight; as she does so she brings her hand to lay gently on the first. In the centre of the hands, a blood drop appears before a spiral of white blood swirls outwards covering her hands. When striking a person physically a half-white, half-red blood drop mark appears where the enemy was hit, not only does this mark make sure they gain additional damage with every additional strike they gain, but so long as the marking is on their body they will gain 1/2 junior rank damage, in addition to this it will actively clash with healing and buffs attempting to change healing into damage and buffs into debuffs. With the use of ammo rules, additional enemies can gain blood markings.
Name of Spell: Noamuth Menvis
Elemental Type: Blood
Rank & Spell Type: Junior ¦ Hex and Curse ¦ Healing
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Effected: -2m/s Speed ¦ +2 Control
Applicable Perks: Corroding Curse, Archangel's Blessing, Elemental Oddity
Description:
Keeping both their arms close to their stomach before raising their dominant hand to be at her shoulder level with the palm flat facing forward while her other hand was stretched fully by the thigh but with the palm facing the ground, three rings around the size of a softball would appear in front of each hand, the one at shoulder level would have two red blood rings while the centre ring would be white blood, while the one by their thigh would be two white blood rings and the centre ring would be red blood. Clenching both hands simultaneously will cause two things to happen, firstly the two white blood rings and single red blood ring appear below the caster healing them for junior rank damage. The spell is still quite weak and so can only heal small scratches, bruises, and Mild hypothermia as well as first and minor second-degree burns on top of this it will actively attempt to cleanse hexes, curses, poisons, venoms and debuffs. The second is that two red blood rings and a single white blood ring will surround her hands, the moment she connects a successful strike not only will they be dealt 1/2 junior rank damage but matching rings will appear on the person's ankles slowing their speed by 2m/s this reduces by -1 for every additional person struck. In addition to this, it will actively clash with healing and buffs attempting to change healing into damage and buffs into debuffs. With the use of ammo rules, if she speaks an ally's name two white blood circles with the middle red circle will appear below them, while the ammo rules will also allow additional two red blood circles and middle white blood circle markings to be made on enemies.