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[Shelved][✓] Blood Magic Second Generation (Re-Write)


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Blood Magic

Second Generation Rewrite

 

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Introduction

Blood Magic is a malevolent form of Magic, that due to its nature is classified by many as one of the foulest Dark Arts. Those whom were the original Blood Mages are lost to history, many of their secrets with them. Today the users of Blood Magic lack many of the powers and strengths their forebears once had, this is not however to discredit the art as a Second Generation Blood Mage is not one to be so easily trifled with. Though with each new Master of the Arts, the secrets of the Ancients are slowly, but surely, being revealed one discovery at a time.

 

The Magic itself is seen as by many of its users and masters as a tool, the basis of the Art is to strip the dormant energy that is known as Genus from within another's blood and twist it so it might form a potent, powerful and somewhat unstable form of mana to be used to fuel spells or abilities a Mage or Druid may know. For a novice blood mage, the process of converting Genus from Blood into Mana is excruciating as their body fights what it perceives as foreign Mana, however over time the Blood Mage's body will come to accept it with the process itself becoming painless.


 

Learning Blood Magic

Blood Magic, although a Magic primarily based in the realms of knowledge cannot be taught by oneself even with sufficient knowledge. The Blood Mages of yore spent years if not decades training to attune their bodies and their Mana Circuits within themselves to be able to convert Genus into Mana. While the Second Generation Blood Mages cheat this process through the use of Blood Crystals which can instantly attune an individual's body to be able to convert and accept the Genus into Mana.

 

The conversion process of Genus into Mana involves pulling the Genus energy from the blood, forming a crimson mist that would travel and often will hover around the Blood Mage. As the mana now in the form of the mist has been extracted it can feed into casted magic and will augment it, in most cases amplifying the power of that which is cast. Augmented Magic is transformed, looking unnatural and twisted in its appearance i.e Fire Evocation augmented with Blood Magic will burn a sickly green and will appear unstable.

 

A prerequisite of becoming a Blood Mage is having a functioning body of a descendent or being a Droughted Undead, once becoming an Undead be it a Lich, Wraith or Wight an individual cannot learn Blood Magic without a body that would give them the basic understands of Genus and the Energy conversion from their own blood into usable Mana. However if an individual learned Blood Magic before becoming an Undead Creature they will retain the knowledge and abilities but will be unable to teach the art unless they become droughted.

 

Like with many Magics, Voidal, Dark or Deity based it takes time to fully master and each stage of mastery of the art comes with the Blood Mage being able to perform more abilities and be able to use their Blood Magic more effectively. These stages of mastery are as follows

 

  • Novice (Tier 1-2): A Novice is a freshly attuned Blood Mage with basic teachings on how to draw and apply the energy from Blood to their Magic. The Novice is only able to draw on energy from their own blood at this time. 3-6 Emotes to cast with or without augmenting magic

  • Apprentice (Tier 2-3): An Apprentice of the Blood Mage arts has learned and is working to master the fundamentals, being able to withstand more physical strain than a Novice, they still have much to learn and master. Though an Apprentice can draw from the energy of others giving them an advantage. 3-4 Emotes to cast with or without augmenting magic

  • Adept (Tier 3-4): Adept Blood Mages have mastered the basics and fundamentals of Blood Magic and have also become able to take more strain on losing their own blood and can draw upon others more readily and easily. The energy that is converted from the blood of others has an improved ratio of blood to power. 2-3 Emotes to cast with or without augmenting magic

  • Elite (Tier 4-5): Blood Mages that are considered elite in are able to further their durability as they convert blood energy into usable mana. They also begin to develop blood bending abilities, being able to sense the energy within descendent blood. The ratio of converting the Blood of others into usable mana is near the same as using one's own blood at this level. 2-3 Emotes to cast with or without augmenting magic

  • Master (Tier 5): Master tier Blood Mages have perfected the ability of mana transference from blood energy and has more advanced abilities in blood bending and blood sensing. At this level the conversion rate of energy to blood from others is perfectly in sync relative to the transfer rate of the Blood Mage's own blood. 2-3 Emotes to cast with or without augmenting magic


 

Combat Blood Magic

Primarily, Blood Magic is used to augment either a Void Mage, Dark Mage or a Druid's abilities and spells, allowing the Blood to fuel what they cast and augment it into something that cannot be replicated by any regular mage. This makes Blood Magic a useful tool in Combat though not its primary focus. In practise it can turn a Novice Void Mage’s spell into something more powerful than a Masters, albeit at a cost to the user. A Novice, Blood Mage or otherwise cannot handle the strain of continued use of Blood Magic in Combat, to them it is a last resort not to be used lightly.

 

The Levels of what a Blood Mage can do in combat from the Stages of Novice to Master are as follows for Void Mages, Dark Mages or Deity Mages.

 

  • Novice: A Novice can handle casting one augmented spell in a combat scenario, it will inflict pain on them and will require a /Roll 20 for them to achieve an augmented spell without breaking Concentration, they must Roll 15+.

  • Apprentice: An Apprentice can handle more spell augmentation and use it in a greater capacity than a novice. They do not require a roll but can only handle up to five moderately augmented spells from their own blood before either dying or losing consciousness. It should still be considered a last resort for combat at this stage.

  • Adept: Adepts Blood Mages who have combat based magics are far more proficient, being able to handle much more battlefield strain than the previous tiers. This enables the Adept Blood Mage to be able to handle up to ten moderately augmented spells from their own blood that are combat orientated before losing consciousness or dying.  

  • Elite: Those Blood Mages who can be considered elites among their peers have far greater abilities than the previous tiers, being able to take more strain while using their own blood.

  • Master: When a Blood Mage is at a level in which they can be considered a Master of the Blood Magic Arts they can be considered incredibly formidable foes. Being able to convert their own blood and that of others with ease and a perfect ratio. Master Blood Mages also have somewhat advanced abilities in Blood Bending.

 

Utility Blood Magic

 

When Blood Magic is used with Magics that can be viewed as utility or support based it enhances what the the Magic does in each of its individual spells. It follows the same system as it would for Combat, which each tier of Blood Magic and the Magic it is being applied to. Along with being able to use the ability to augment utility or support based magics a Blood Mage's own utility ability can be used to augment a spell being cast by another through the use of Genus from themselves or drawn from others. The tiers of what a Blood Mage can do while applying their Magic to a Utility or Support Magic are as follows.

 

  • Novice: A Blood Mage who is at the novice level who attempts to apply Blood Magic to a utility such as an enchantment will be able to make a moderately better enchantment than they could before, however they could only do this once before requiring a rest.

  • Apprentice: An Apprentice can use Blood Magic to either empower two abilities from the Utility based Magic such as an Enchantments or use it to empower one ability at a higher level.

  • Adept: When the Blood Mage reaches an adept level where they have mastered the fundamentals of Blood Magic they can harness their Blood to apply it to up to five abilities that would be moderately better than regular Magical abilities before being exhausted or risking death or create up to three greater abilities using their specific magics.

  • Elite: Once the Blood Mage has reached a certain point in their knowledge and testing their body for physical strain they become an Elite Blood Mage, giving them access to further abilities within the Magic and generally increasing the power of the Utility or Support Magic they can Augment.

  • Master: The Master Blood Mage has exceeded the feats that even an Elite Blood Mage, allowing them to withstand much strain and use their magic to augment the Utility Abilities beyond anything. Making abilities such as enchantments far more powerful than anything that could be achieved without Blood Magic, provided sufficient Blood is used to fuel such abilities.


 

Runes

 

(To Be Added in a Separate Lore Post provided approval for this piece)

 

Ritual Blood Magic

Blood Magic can be used in rituals of an occult, destructive and creative nature. Different rituals can have different outcomes, some require additional magics to complete and most of them require sufficient blood energy to complete. All rituals that require the use of blood magic require the use of specific, empowered blood runes for the ritual to work. Examples of rituals are as follows

 

Dread Knight Creation: The ritual to create a Dread Knight. It requires in total one sacrifice to empower the ritual and another individual to be made into the Dread Knight. With the use of several runes it binds the individual's soul, body and will into a suit of armour. The Blood Mage behind the ritual will be the Dread Knights Master.

 

Voidal Horror Summoning Circle: A rather simple ritual once more only requiring the sacrifice of one, a circle must be created with the appropriate runes and sufficient knowledge in rift magic in order to create a temporary rift for a horror to be summoned from. The Horror will be temporarily bound to the Blood Mage and once the binding rune has run out of fuel the Horror is free to return back from whence it came or turn on the Blood Mage. This requires LT/ET to perform as Voidal Horrors can only be played by members of those team. 

 

Rift Creation: A Blood Mage who has the knowledge of Rift Magic are able to create rifts into different worlds, provided they have the correct rune to allow them to do so. It requires at least one sacrifice and a powerful Blood Mage or two Blood Mages with the knowledge at the level of Adept.

 

Blood Bending/Blood Magic Abilities

Blood bending is an ability Elite and Master level Blood Mages have access to use. Neither levels of Blood Magic have the ability to puppeteer or fully control their intended target and have basic, but vicious abilities that can be employed. The abilities of Blood Bending and other abilities and their relative levels of achievement are as follow.

 

Blood Sense: Though not an ability that involves the bending of blood, Elite and Master Blood Mages have the inane ability to detect if an individual has natural blood flowing within them due to them being able to sense the Genus within their veins.

 

Hemorrhaging: An Elite or Master Blood Mage can hemorrhage blood from another through sheer force of pulling at the energy within their blood, forcing it to rip the skin of an individual and allowing the energy to travel to the Blood Mage. However, heavy clothing or armour can negate a Blood Mage's ability to form a connection with another individual's Genus. For Blood Mages at the Elite level this is not particularly the most viable combat move and will not be able to cast another magic while doing so. Master Blood Mages on the other hand are able to pull at another individual's genus and cast other magic at the same time in order to augment it which can lead to Hemorrhage their foe.

 

Limited Limb Control: A Master Blood Mage has the ability to control at once a single limb if they put concentration into it, it is an ability that can be quickly used to either avoid a hit, attempt to cause damage to an opponent or simple torture.

 

Freezing: Master Blood Mages are able to stop one individual in their tracks if they put much of their concentration to it. However when it comes to stronger races such as Dwarves, Orcs and Ologs there is a very limited time in which this can be done. With races of average strength they can keep them locked indefinitely so long as they keep focus on them.

 

Blood Clotting/Scabbing: A Blood Mage can tend to a wound in a limited fashion, causing the blood to clot or scab over skin to partially heal wounds or stop bleeding at will. Though it doesn’t do anything to stop pain or restore blood that is lost, it is merely a temporary measure.

 

Weaknesses of a Bloodmage

 

The Magic as powerful as it is, does not come without its share of weaknesses, both physical and mental ones at that. The list of them are as follows. 

 

Paranoia: After years of usage a Blood Mage will tend to become generally paranoid about those around them and who they surround themselves, the more power and knowledge they gain on the magic the more mistrusting they get, the more secretive they can get. This can improve their intrigue but it can also lead them to turn on friends. This weakness is perpetual in any Blood Mage.

 

Frailty: A Blood Mage who chooses to overuse their magic can become temporarily frail for an extended period of time due to the amount of blood and energy it takes to convert Genus into usable mana, this however is a weakness that is only frequent in Blood Mages who use their magic more than liberally. 

 

Addiction: The use of Genus in augmenting spell casting ability makes one feel powerful both physically and mentally, this can lead one who has a weak willpower to attempt at every occasion to use their Blood Magic frequently. This can lead them to try and use it in circumstances where it would be improper or not useful. Even Blood Mages with high willpower will find themselves subject to addiction, feeling more powerful each time they use magic, it will be down to their sheer will to see if they fall to the addiction. 

 

Physical Changes: A Blood Mage who uses their Blood Magic more than liberally will find themselves subject to certain physical changes, such as the paling of the skin, darkening of bags under their eyes and milky looking eyes. This is due to the physical effects of using and converting blood into usable mana. Likewise with frailty this can be overcome in time and through more discrete and controlled usage of the Magic. 


 

Author: TauFirewarrior

Original Lore Credit (Blood Magic Second Generation): Raptor14


Notes: This is a re-write for the Blood Magic Second Generation that was passed in 2014. The purpose of this post is to add clarity to Blood Magic and how it is Roleplayed across the spectrum of Voidal Magic and with its own abilities. In this piece a few minor abilities have been added to compliment the piece to justify it being a full lore re-write rather than a clarification on Roleplay. In addition to this, the piece has been written with the additions Blood Magic has gained after the past few years to fit it all together relative to the Lore.

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https://i.imgur.com/HaEqYzH.gif  

The Sith Will Rise Again.

Edited by Sug
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Blood magic is better than ascended magic.

Edited by iMattyz
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Ra ra, +1

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4 minutes ago, Tentoa said:

Ra ra, +1

 

 

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my only comment is that summoning should apply to any extraplanar LT creature, as blood magic is specifically capable (ala rifts) of reaching beyond the veil. besides that, i like it a lot.

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4 minutes ago, Ambduscias said:

my only comment is that summoning should apply to any extraplanar LT creature, as blood magic is specifically capable (ala rifts) of reaching beyond the veil. besides that, i like it a lot.

 

A Slight oversight on my behalf, I have amended the summoning ability to clarify that only LT or ET can play these creatures. 

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I like it, includes needed clarifications. I also like the addition of more utility abilities, definitely something that makes it feel less like an inate combat magic. Although I do have concerns, particularly with the empowerment of enchantments. Is the empowerment of enchantments temporary or permanent during creation? How strong is this empowerment? Other than that I'd simply suggest adding the other rituals to this, although I assume you're adding that with runes.

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Just now, ShameJax said:

I like it, includes needed clarifications. I also like the addition of more utility abilities, definitely something that makes it feel less like an inate combat magic. Although I do have concerns, particularly with the empowerment of enchantments. Is the empowerment of enchantments temporary or permanent during creation? How strong is this empowerment? Other than that I'd simply suggest adding the other rituals to this, although I assume you're adding that with runes.

 

This is the basis of which further additions can be added. As for the Enchantment question, the empowered enchantment would need to be refueled as and when it runs out of energy depending on its exact usage. As for other rituals, more rituals will be added provided this is approved with the second piece that will cover the runes which I believe require a different submission due to their nature. 

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I like this, I'd rep but jesus doesn't want me to :c

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A madman dared to do this... and succeeded

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draughted not droughted

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Thank you for submitting your piece! This is now under review and you can expect a verdict in roughly a week.

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