[Hider= Lux (Light) Mageblood] [U]School of Vitamancy[/u] [IMG]http://images7.alphacoders.com/421/thumbbig-421215.jpg[/IMG] In this school of blood, heavy focus is placed upon Arcanite within the flesh, bone, and muscle (including tendons and nerves). This allows Vitamancers to manipulate the physical form in unique ways from healing fatal wounds to permanently crippling, even changing their whole appearance completely. The abilities of Vitamancers vary depending on area of focus, ability and amount of Arcanite within the blood. There are few primary categories that Vitamancy is divided into. Namely three areas: defensive, offensive and shape shifting magic. Defensive magic’s prime focus is healing and strengthening the natural elements of a Vitamancer’s own body to defend against attack. Fleshmenders make up the large amount of this group, their training based mostly on the healing of arteries, muscles, and bones making it possible to knit even the most mangled body back to its original state. Depending on the skill of the Fleshmender, this process can be either painful or completely void of any sensory since it takes high skill to both keep the pain nerves off and mend the wound at the same time. This healing ability also pertains to the Vitamancer’s own body. When fully mastered in healing, the blood can enable the user to constantly heal wounds during battle but this trait constantly drains a small amount of blood. Over a long battle, it can take a heavy toll over even the most experienced user. The second part of this section is more self-centered in defense, strengthening the main focuses of one’s body. An advance Vitamancer can harden their flesh, muscle and bone to the strength of Mithril armor, without the magic resistance, making it possible to fend off most bladed weapons. Their outside usually take on a paler look to reveal the ability’s active and in this stage, can hinder their ability to move. Offensive and possibly the most violent aspect of Vitamancy, this area is focused mainly on crippling and maiming opponents into submission or even death. Those that specialize in this area are known, collectively, as Fleshrenders. It requires constant eye contact with target but in essence the hell wreck is devastating and brutal, from self-flaying skin to snapping tendons, from cracking bone to burning out nerve endings for sensory deprivation there’s little inaccessible for a Fleshrender once in range. This type of Vitamancy is also a useful study for those dubbed in torture and execution in ways they can force the body to twist and maim itself. The third and most versatile of the group it is simply referred to as the ability to shift shape. This section’s coverage ranges in different types of shifting, from regeneration of a limb or extending features into dangerous defenses to changing body features. A rare few Vitamancers have the capability to achieve this area of Vitamancy because of the complexity and dangers that can happen from lacking knowledge in anatomy. If it’s improperly done, one could end up permanently stuck in the current form until a more skilled user can fix the flaws. Vitamancers can shift their appearance; anything from a simple hair change to complete race change is possible with maintained focus. Even increasing bone growth to have thin, quill like spikes erupt from the pores or claw like blade made from the mage's own nails. These are only outside changes. The mind and blood remain the same as the original owner. The more drastic changes require more time, higher focus and blood, massive changes taking days at a time to complete depending on the mastery. Another trait in this group is regeneration and revival, Vitamancer capable of this can regrow whole limbs or digits. These tasks itself can very draining, deadly for novices or low intermediates, since there’s no remaining tissue to ‘stretch’ close. Instead the base structure including bone, muscle, tendon and flesh must be created once again. Most students will likely focus on only one area, defensive, offensive or shape shifting so they are able to use all skills mention in that certain area but it’s possible one can perform a few skills from the other areas too. Novice~ Defensive- able to make skin or bone density equal strength to that of copper strength for a brief time; can mend cracked bones and minor flesh wounds or sprains but the process can be painful. Both numbing the nerves and healing tends to drain too much blood at this stage. The best results are made through constant touch and focus, the healing stopped if contact is broken. Offensive-create minor flesh wounds like cuts, scratches and painful bruising, enflame pain sensory for a brief time sometimes crippling a foe, light sprains and in time of extreme duress can possible snap a tendon for light crippling through touch contact only. Shape shifting- able only to shift self-features, one at a time, with high focus and unable to revert it back without aid. The changes are namely cosmetic in nature like elongate eyelashes, extending or shorting a limb/feature a few inches, even shift natural hair . Intermediate~ Defensive- able to make skin or bone density equal strength to copper strength temporarily for up to half an hour, can straight bent bones and re knit clean breaks to deep flesh wounds or torn muscles in a short time, and minor enhancement to their own/allies’ natural healing ability that cuts the healing time by half depending on wound severity. Sadly they are unable to also cut off the pain nerves and heal at the same time so it is a painful process to endure. The best results are made through touch and focus but it keep healing for a few minutes after touch is broken. Offensive- minor wounds flesh increase to moderate like tearing of muscles, several inch long cuts across the surface or bone bruising/fracture, can severe the sense of sight or briefly numb a foe’s sense of touch, the enflaming of nerve endings for pain is more powerful, and easily snap a tendon or several crippling a joint. Again this only limited to touch, not eye contact yet. Shape shifting- able to make one or two minor shifting abilities learned in novice at once and with some effort to revert them back on their own after an hour or two (longer the change is kept then the more effort and blood needed), able to create more extreme changes like turning elongated nails into claws, have quills erupt from pores but unable to be released or retract and more of that nature in small areas of the body which they are able to reverted back to original state. Also, bones can manipulated to change shape and form based upon mass available: swords, spears, and long weapons require a thigh bone, short sword, mace, or medium weapons require arm bone, and daggers or small weapons require most of the bones within a hand. However maintain these drains blood over time. Advance~ Defensive- able to make skin or bone density equal strength to bronze strength for a time though it limits mobility and user much retain focus, reform shattered or pulverized/powdered bones, reknit damage skin, or ripped tendons, muscles, or nerves back to their original state as well as dull the pain during the healing process, and enhancement to their own/allies’ natural healing making wounds heal in a matter of hours when it should take days depending on severity. Can merely touch an injury and healing will begin, slowly continuing even after the Vitamancy has broken contact. Offensive- serious wounds, yet only fatal if not attended to later, like several inch gashes, bruised organs or a stammer in the foe’s heartbeat are possible. A user can crack and shatter bone, even bending it, to father damaged the foes’ insides as well as cripple tendons and tear muscles. Three to four senses can be killed off, one by one, and either complete rack the nerves with pain or numb them. This level allows a mageblood to edge towards eye contact, within 5 foot range, and up to 3 targets at one time before fatigue starts to set in. Shape shifting- can change complete outer look within minutes, from basic features to even gender though they are unable to shift race yet. They also change, for a half an hour time because the effect wears off, the structure of others as well. Defensives shifts as quills or scales cover most of the body, a few patches untouched here and there, and instead of using just nails for claw they can turn their whole fingers into bone blades that can slice through flesh easily while being able to revert back to their original state at a faster rate of half an hour. Small changes can be made to the hands, feet, or other features such as adding an extra eye or digit at best which can be retain for an hour or two. Again like the previous level, bones can manipulate to change shape and form based upon mass available*. The drain upon blood is lessened and thus retain for a longer time. Through touch, bones can be removed or fused together killing off mobility. Mastered~ Defensive- able to make skin or bone density equal to Mithril strength but it both limits mobility and constantly drains a little blood while its active, all aspects of the body can be healed as long as there is breath within the target from reviving dead matter to sealing off a severed limp into a round stump and all the patient will feel is a light tingling instead of tormenting pain (unless the mage wants it otherwise), almost all grave or serious wounds the user/allies’ receives are healed in a matter of a few minutes, even after the Vitamancy has only briefly made contact and focus on the injury. Only the user can use a constant healing but the longer its turned on, the more heavy the cost will become in a dragged out fight. Offensive- grave or fatal wounds, like busted organs, shattered bones, ripped muscle and even flayed skin are possible. Bones can be weakened for easy breaks, shattered or splintered apart joints within the body causing farther damage to the target’s insides followed by unbelievable pain. Several, up to 10, can be dowsed in an endless and pain state of having their tendons or nerves pushed from their bodies as long as eye contact is possible. Sensory deprivation, tendon ripping, and other such malice and creative affect are possible within this final blood stage. Shape shifting- all changes from head to toe, gender and even race can be altered to match what a Vitamancer envisions. Depending on the change and if it requires addition growth or height, these can take from minutes to hours to completely change. Allies’ appearances also are able to be shifted if desired and for a greater time span, up to a few days depending on the target’s stress and metabolism. Able to be complete covered in quills, or hardened scales, without venerable patches as well as create bone bladed hands while being able to revert back in a matter of minutes. These effects can last a bit longer then before since the blood drain is less and thus retain with little effort, though it limits mobility. It’s even possible to make an extra set of arms for attack or defend. However it can be disturbing to watch as well as extremely draining with multiple times. Swords, spears, and long weapons -a thigh bone Short sword, mace, or medium weapons -arm bone Daggers or small weapons - most of the bones within a hand Whip- spine Shield- several bones like a ribcage or few skulls [u] The School of Pyromancy[/u] [img]http://2.bp.blogspot.com/-NhpddmBfWbY/TzPek1o9NiI/AAAAAAAACgY/JG7zoSeZSew/s400/Wied%25C5%25BAmin%2B2_02%25282%2529.jpg[/img] Fire- The most basic form of Pyromancy. It involves the manipulation (or creation) of any source of flames, from candle to bonfire. In terms of raw power, a novice could make sparks, maybe a small controlled ball of flames(about the size of a marble). An intermediate could make a softball sized controlled ball of flame (or a dozen marble sized), an advanced could make around eight feet of flames and control it. A master could gather enough flames to make a raging inferno and direct it against his enemies. In terms of finesse a novice could change the of a single flame (or, as in some cases, their flames are naturally a different . Blue, black, green, etc. The reasons for this vary, but all exist on a subconscious level. Be it where they grew up, or a they associate with a strong emotion or emotional moment. This does not cost any mageblood to happen.). While a master could change the of several parts of one fire, or several different flames, rapidly and in any way they desire. Heat- This branch of Pyromancy revolves around the manipulation (and creation) of heat, in all it's forms. The easiest is to create heat itself, novices enough to heat a cup and usuall only from their bodies, while masters can generate enough to melt down a stone door and as far as they can see. Pyromancers can also manipulate anything that gives off heat(that isn't fire), in limited degrees. For example, a body gives off heat but a Pyromancer can't manipulate that beyond a slightly strange feeling going across the body. If it's still alive. But a bunch of fresh ashes, however, can be manipulated extensively. A novice could only manipulate one heated object to a crude degree, an intermediate a few objects to a crude degree, an advanced one object to a detailed degree or several objects to a crude degree, while a Master could manipulate several heated objects to a detailed degree(depending on the amount of heat, naturally.) A Pyromancer can also draw heat into themselves, and most use it to keep warm without the need for fire or warm clothing, but it can also be used as defensive or offensive mechanism. For a master, it would be a wave of heat rolling off of the Pyromancer and boiling alive any in it's path. For a novice, it would be a slight raise in temperature all around them, an intermediate enough to cause those around them to breakout in sweats, an advanced, enough to cause varying burns. Pyromancers must also be careful to not draw too much heat in, lest they boil themselves alive. Arcanite- A master Pyromancer can heat Arcanite itself, and if they do it when a spell is being used they..supercharge it. For example, if a Cyromancer was to throw an ice spike, and a master Pyromancer charged it, the spike would grow in size(depending on the amount of charge), and impact. That is only a crude example, a more finesse example would be a Demonocomancer summoning Demons, a master Pyromancer could charge the spell, and what was only one imp would become a fairly powerful demon, or a multitude of Imps. Of course, a master Pyromancer could easily kill themselves by overcharging a spell and spending all of their blood.[/hider]