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Blood

A morbid element that can cause more harm than good to the user if not properly monitored.

Novice (0 - 60)

At this tier of magic, Blue Bloods of this element have little to work with and will find greater difficulty beginning their training compared to other elements. They will find that most of their ability’s effects can only occur internally while at this stage and overuse of their magic will cause them to bleed from either their nose, mouth, or eyes. 

lvl1

Level 1 (Requires 0 medals)

At the early level, Blood Blue Bloods can manipulate their own blood flow and concentrate it to certain areas of their body. It’s a sensitive magic that can cause harm to the Blue Blood if they misuse it. 


With the same type of magic, Blue Bloods can balance the blood throughout their body, so they don’t have to experience blood rush no matter the angle or position they put themselves in.

lvl2

Level 2 (Requires 30 medals)

Upon reaching this level of mastery, the ability to sense the blood flow of others is learned. With this ability, Blue Bloods can get a sense of any deficiencies, weak points, or heart rate.

Intermediate (60 - 140)

At this tier, the user learns that they can affect the blood flow of others to a minimal degree and furthermore to themselves. They are unable to cause serious enough damage to individuals other than themselves through manipulation of their blood.

lvl3

Level 3 (Requires 60 medals)

Flow Manipulation – At this point in mastery, Blue Bloods of this element will be able to not only affect their own blood flow, but others as well. While these effects will prove to be nonfatal, they still have the potential to cause harm if misused. Ex: Reducing blood flow to the brain will cause unconsciousness and possibly memory loss (to a small degree). To be able to perform this ability, the user must press their hand to the part of the body where they wish to manipulate blood flow.

lvl4

Level 4 (Requires 100 medals)

At this level, the Blue Blood will find that they can multiply the blood and plasma within their own body. This is especially useful when used after injury. However, overuse of this magic can result in fatal effects such as a circulatory overload. It may cause a dangerous increase of blood flow into the heart, forcing it to overwork itself to keep up which would eventually result in a buildup of fluid in the lungs.

Advanced (140 - 240)

At this tier, Blue Bloods of this mastery will learn more relating to diseases/illnesses found in the blood and how to treat themselves in the case they are afflicted.

lvl5

Level 5 (Requires 140 medals)

Upon getting sick, Blue Bloods of this level will find that they recover much more quickly than before. Given the element of their magic, they will notice that their blood passively cleanses and replaces itself much more frequently than before at a rate of about 500 billion blood cells a day. Minor scratches, cuts, and bruises will fade in the matter of minutes.

lvl6

Level 6 (Requires 190 medals)

Blue Bloods of this level can easily tell if something is wrong with their own blood but much less so with others. Their ability to sense the blood flow of others is limited to just that as they can only spot deficiencies or oddities in their blood flow. To further understand the ailment of another, the Blue Blood must consume at least a small portion of their blood. Not only will they be able to get a sense of what’s directly wrong with the individual, but they will be building up the immunity towards the illness as well.

Expert (240 - 360)

At this tier, the user’s ability to manipulate blood flow becomes more difficult to control. Regenerative processes increase in performance and passively on their own, resulting in potentially harmful side effects.

lvl7

Level 7 (Requires 240 medals)

Self-Healing – Blood users will notice that at this level, their body will begin to heal itself on its own, instantly, upon moderate to severe injury. However, these users will be unable to treat others with this type of magic. Neither can these users regenerate any lost limbs or other bodily parts. They are still very much prone to scarring.

lvl8

Level 8 (Requires 300 medals)

Immunity to all non-magical sicknesses will have been built here. Blue Bloods of this element will find they are having less control of their powers rather than more. With each level starting from here and past this stage, they will find their blood is continuously regenerating and at even faster rates than before. If a Blue Blood at this level does not regulate themselves, they will be at risk of a circulatory overload. Common methods used to deal with this involves draining of their own blood either through bloodletting or actively bleeding from nose, mouth, or eyes.

Master (360 - 500)

With such an excess amount of blood, ways to use it in a way that’s helpful to the user becomes increasingly possible. The range at which these abilities work is limited not only to distance, but time as well. 

lvl9

Level 9 (Requires 360 medals)

Blue Bloods of this level will be able to use their excess amount of blood to generate small creatures made of it. They are messy to a fault and have little use aside of being a pest to others due to their instability in form. They last for as long as 30 minutes and can leave no farther than 10 feet/3 meters of the user before collapsing back to a pool of blood.

lvl10

Level 10 (Requires 500 medals)

At the final level of mastery, the user will have been able to further improve upon the previous magic of creature creation. While conceptually morbid, these creatures will be able to generate skin and other organs of their own, thus allowing them more durability and use. They are no longer limited by the distance they can travel but are limited to two hours of life before shriveling up and dying due to a weak heart and underdeveloped organs. 

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