Name of Spell(s): Blood Tar Trap
Type: Defensive/b]
Effect(s): Blood pool will appear around the opponents feet making him or her immobile for 3 post turns.
Passive or Active or Continuous: Continous
Verbal or Non-Verbal: Non-verbal
Weakness/Cost: Can restrain opponents movement but not hands unless they were on said hands and kneeling, requires 1 post wait in battle.
Name of Spell(s): Rejuvenation
Type:Supplementary
Effect(s): Makes Raban back to full strength through blood magic.
Passive or Active or Continuous:[ Active/b]
[b]Verbal or Non-Verbal: Non-Verbal
Weakness/Cost: Won't be able to use blood magic for 2 post turns.
Name of Spell(s): Blood Monsters
Type: Defensive
Effect(s): 3 Blood Beasts come from a blood portal that closes immediately after they are summoned they are required to be killed within [4 posts], they can attack and slice the enemy or cause internal bleeding with their unhuman strength.
Passive or Active or Continuous: Active
Verbal or Non-Verbal: Verbal [Speak in a ancient tongue]
Weakness/Cost: Raban cannot fight when they are summoned, he needs rest period which is [2 posts of the 4]
Image:
Name of Spell(s): Red Eye of Madness
Type: Supplementary
Effect(s): The right eye making the blood magic 2x its power.
Passive or Active or Continuous: Passive
Verbal or Non-Verbal: Non-Verbal
Name of Spell(s): Blood Pool
Type: Defense/Supplementary
Effect(s): Gives off more power and energy to amplify blood magic and its casting speed by 5x lasting for the rest of the battle.
Passive or Active or Continuous: Active/Continous
Verbal or Non-Verbal: Verbal [Speaking in Ancient Tongue]
Weakness/Cost: Needs a build-up within 2 post wait. [/b]
Name of Spell(s): Blood Cocoon
Type: Offensive
Effect(s): Red threads slither around in battle unseen to the eye to slowly envelope the enemy in a cocoon constricting them to death and making them immobile. Automatically starts within the first post of either user or enemy.
Passive or Active or Continuous: Active/Continous
Verbal or Non-Verbal: Non-Verbal
Weakness/Cost: Makes enemy immobile once the threads are wounded and wrapped on arms and legs then neck. [One post for each thread to get to arms, legs, and neck only to engulf them in 6 turns] [It costs a Blood Pool for constriction and immobility]