

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 attuned to this element have limited abilities and face greater challenges in their initial training compared to other elements. Most of their magic manifests internally, offering little external influence. Overuse, however, comes at a cost, often resulting in bleeding from the 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)
Blood Echo – Upon reaching this level of mastery, the ability to sense the blood flow of others is learned. Blue Bloods can create a temporary "echo" of their own blood flow in another person. By syncing their heartbeat and blood rhythm with someone else, they can briefly experience what the other person feels physically (such as pain, fatigue, or stress). This ability is useful for detecting hidden injuries or understanding an opponent's physical condition during combat.
The Blood Echo lasts for up to 5 minutes.
Intermediate (60 - 140)
At this tier, the user learns that they can manipulate the blood flow of others to a minimal degree and furthermore to themselves.
lvl3
Level 3 (Requires 60 medals)
At this stage of mastery, Blue Bloods of this element gain the ability to influence not only their own blood flow but that of others as well. While the effects are nonlethal, they can still cause significant harm if misused. For example, reducing blood flow to the brain may induce unconsciousness and minor memory loss. To activate this ability, the user must place their hand on the targeted area of the body they wish to manipulate.
lvl4
Level 4 (Requires 100 medals)
At this level, the Blue Blood will find that they can multiply blood and plasma within their own body. This is especially useful after an injury. However, overuse of this magic can result in fatal effects such as a circulatory overload.
Blue Bloods who experience this enhanced recovery will find that minor wounds such as scratches, cuts, and bruises heal within minutes, greatly increasing their resilience to everyday injuries and illnesses.
Advanced (140 - 240)
At this tier, Blue Bloods of this mastery will learn how to sever blood flow and detect illnesses within the body.
lvl5
Level 5 (Requires 140 medals)
Blue Bloods can sense irregularities in their own blood with ease, detecting illness or abnormalities quickly. When it comes to others, they can perceive disruptions in blood flow but require ingesting a small sample of blood to fully diagnose the ailment. By doing so, they not only understand the illness but also start building immunity to it.
lvl6
Level 6 (Requires 190 medals)
Severance – The user can restrict a person’s blood from flowing into any extremity of the body distant from their heart. They will cease function, turn cold, and cause the afflicted to feel as though that body part has been severed.
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, but allowing for more experimentative magic to take place.
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 illnesses will have been built here. Now, their blood will continuously regenerate at faster rates than before without control. If the user 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.
Frankenstein – The user can graft, transplant, and fuse organs or limbs onto themselves without rejection. They can also reattach severed limbs for others, but only if the limb originally belonged to them.
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.