Hemomancy: Difference between revisions
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The learning and teaching of the ways of the Hemomancer, is becoming one in its fullest glory. Their training consists of obtaining the full extent of one’s vampirical nature, and living well with the downsides that come with. There are not many things known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. | The learning and teaching of the ways of the Hemomancer, is becoming one in its fullest glory. Their training consists of obtaining the full extent of one’s vampirical nature, and living well with the downsides that come with. There are not many things known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. | ||
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves the students need to have another set of two sessions, each with a length of thirty minutes. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks. | To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves the students need to have another set of two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|N/A | |N/A | ||
|} | |} | ||
== Progression == | == Progression == | ||
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== Limitations == | == Limitations == | ||
The mage can only carry up to 9 vials of blood in their inventory when | The mage can only carry up to 9 vials of blood in their inventory when roleplaying, this is to prevent the mage from casting too many spells, and actually using the spells to fill these bottles back up. Abilities do not use any blood vials to be activated. The mage can't use their own blood for any of their spells or abilities. | ||
== Spells == | == Spells == | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The target's skin | | The target's skin hardens, and every action they move more than 3 blocks they will take D3 damage. This effect will stay for 2 turns. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 15m / 15 Blocks | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The mage fires off 3 shots of blood, be it balls, arrows or other small simple projectiles. Every ball does | | The mage fires off 3 shots of blood, be it balls, arrows or other small simple projectiles. Every ball does D2 damage on hit. The mage only rolls once and they all do that amount of damage, no matter what target the ball hits. Each ball can be shot at a different target. The target needs to roll for each shot targeting them to dodge or avoid them. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The caster's spillage is near to nothing, making enough leftovers for another single shot. This shot does | | The caster's spillage is near to nothing, making enough leftovers for another single shot. This shot does D3 damage to a single target. The target the mage hits with this last ball becomes blinded, gaining a -1 to attack chance. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| The spell can't impale an enemy. | | The spell can't impale an enemy. | ||
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{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
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{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | |||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | True Form | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | When the moon shines in all its glory at night, the mage will be able to take flight! While pouring a vial of blood over their body the mage can grow an excellent pair of wings on their back. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 20 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| Selfcast | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| The mage can use these newly attained wings for D10 rounds. After these rounds the wings would shrivel up and disappear. These wings cannot lift the caster higher than 5 meters into the air. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The spell doesn't work and the mage feels immense pain at their back causing D3 damage. The mage will have to wait 3 turns before attempting to recast this spell. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| Upon casting the mage is boosted 5 blocks into the air and will be able to fly for D15 rounds. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| This spell can only be used at night and cannot be casted upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying. | |||
|} | |} | ||
|} | |} | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| When attacking without any weapons, their claws deal 2 | | When attacking without any weapons, their claws deal 2 damage. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This ability can always be activated, but takes one emote turn to be activated. | | This ability can always be activated, but takes one emote turn to be activated. This ability can only be used at night time. | ||
|} | |} | ||
|} | |} | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| Selfcast | | Selfcast [Consuming a Vial of Blood] | Touch [Storing Blood] | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The mage consumes one Vial of Blood, or some blood in equal amounts from a willing target, and regains D3 life points. They can also bite an unwilling target, if they roll higher than the target. | | The mage consumes one Vial of Blood, or some blood in equal amounts from a willing target, and regains D3 life points. They can also bite an unwilling target, if they roll higher than the target. They can also, instead of healing themselves, fill a vial with blood. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This ability requires one emote turn to be activated. | | This ability requires one emote turn to be activated. The mage can't use this ability to fill a flask with their own blood. The mage can't heal themselves with their own blood. | ||
|} | |} | ||
|} | |} | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| The mage can only use this effect on 6 blood vials at all | | The mage can only use this effect on 6 blood vials at all times. | ||
|} | |} | ||
|} | |} | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| | | The vampire gains two additional health points. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines |
Revision as of 11:26, 27 September 2022
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Vampirism, the term commonly associated with blood magic, is the way of using blood to perform spells, rituals and other taboo. Once going down the path of this voidal magic, there will be no return in sight, as the mage will take his secrets down into their grave, most commonly with a wooden stake lodged into their chest.
History
Blood Magic has been around for as long as the not so fictional tales of vampires have been around in Eden. Most of these stories were found in ancient Attian literature, though vampires have existed before the founding of the now fallen Attian Empire. Not much is known of the Hemomancers, because of these ancient texts being destroyed, or becoming unreadable overtime, though it is known that these shadow creatures were not born this way, but created in ritualistic ways. Most common folk tales left behind are that of vampires, striking on dark nights, being sly and steady killers, before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?
Learning and Teaching
The learning and teaching of the ways of the Hemomancer, is becoming one in its fullest glory. Their training consists of obtaining the full extent of one’s vampirical nature, and living well with the downsides that come with. There are not many things known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn.
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves the students need to have another set of two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 4 Sessions | 60 Minutes |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 2 Sessions | 30 Minutes |
Lvl 3 to Lvl 4 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Fledgling | Life Leech | The mage unlocks the Crimson Eyes-Ability. |
Lvl 2 - Neonate | Life Leech, Crackling Skin | The mage unlocks the Crimson Eyes-, Claws- and Blood Sucker-Abilities. |
Lvl 3 - Halfblood | Life Leech, Crackling Skin, Wielded Blood | The mage has a +1 spellcasting bonus. The mage unlocks the Crimson Eyes-, Claws-, Blood Sucker- and Storing Blood-Abilities. |
Lvl 4 - Nobleblood | Life Leech, Crackling Skin, Wielded Blood, Crimson Lining | The mage has a +2 spellcasting bonus. The mage unlocks the Crimson Eyes-, Claws-, Blood Sucker-, Storing Blood- and Vampiric Skin-Abilities. |
Lvl 5 - Pureblood | Life Leech, Crackling Skin, Wielded Blood, Crimson Lining, Crimson Volley | The mage has a +3 spellcasting bonus. The mage unlocks the Crimson Eyes-, Claws-, Blood Sucker-, Storing Blood-, Vampiric Skin- and Vampiric Hover-Abilities. |
Limitations
The mage can only carry up to 9 vials of blood in their inventory when roleplaying, this is to prevent the mage from casting too many spells, and actually using the spells to fill these bottles back up. Abilities do not use any blood vials to be activated. The mage can't use their own blood for any of their spells or abilities.
Spells
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Additional Effects
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Voidal Magic | Hemomancy · Necromancy |
Other Magic | Currently None |