Finis Omnium Rerum
| (Blood Magic) [Duration: 3 turns] [Cooldown: 10 turns] Achieving the peak of blood magic manipulation and the control over the life essence of both themselves and those around them, the vampire begins to channel one of the most potent blood magics known to man. When the vampire begins to channel Finis Omnium Rerum, they spill blood from themselves that seeps out up to /scream range around them. Their verticality does not matter for the sake of this radius, as the blood will spread to the maximum distance along the ground regardless. It spreads around corners, through doors, under walls - anywhere it can reach. Whilst they channel in this way, they gain heightened physical resistance - reducing all damage taken by two severities unless it is rendered by consecrated weaponry. If the vampire sustains over half their current hit points in damage, the channel ends and the spell is not cast. Following the turn this is initialized, any who remained within the circle - either by choice, inability to leave, or by accident - feel the blood beneath them gripping them into place. Nobody within the circle can move out of the circle at this point, and have their ability to move halved while inside. During this time, their blood and life essence begins to leak from their pores, being dragged to the vampire at the heart of the circle, who is entirely stationary and cannot move. This blood drain is an unmitigable 2 HP damage drain on the victims for every turn it is channeled, and the vampire is healed for 1 HP for every target drained every turn. The more blood that is absorbed this way, the stronger the vampire's spell becomes. The agony of being in the circle is immense for anyone other than the casting vampire. Most mundanes will collapse to their knees from the pain after only one turn in the ring. At any point during the 2 turn duration of this channel, the vampire can choose to finish casting the spell. As they channel this, they well a mighty orb of all the stolen essence and their own used essence - which grows larger depending on how long the ability is channeled, as well as how many people are still stuck in the ring. The damage formula is a flat 5 damage + (2 for every person in the circle x Turns Channeled). So for example, 2 people in circle, 2 turn channel, 5+4, 9 true damage. When the vampire chooses to cast the spell, they may choose to cast it in one of two ways. The first is to dispel the magic across the entirety of the thirty foot radius circle, hitting everything and everyone inside with an incredibly potent blood magic explosion, which often maims everyone hit in some way shape or form. The damage is increased based on the amount of essence absorbed and the duration of the channel. The power scales based off of the skill points of the victims from which the vampire absorbed essence. The damage of this is considerably lower than the alternative, as it is spread evenly across the entire circle as opposed to concentrated. If the damage does not split evenly, round up. So if dividing 9 by 2, both players take 5. The second option for the vampire's cast is to expel the stolen power in a beam of blood. This beam is relatively narrow, but can hit multiple people if they are in a straight line from the vampire. This beam deals an incredible amount of damage, somewhere in the neighborhood of instant dismemberment to instant death depending on charge time and the amount of blood absorbed. This damage decreases for each target after the first, but the concentrated beam of unholy energy is enough to melt flesh and bone entirely, tearing a hole through whatever it connects with. That single target takes all the damage, and if they are killed outright - the excess damage will carry on to the next person in line with the beam, until no damage remains. Wounds rendered by this ability cannot be healed by mortal means. They cannot be treated. They will not repair without magical intervention, or vampiric aid. This is the peak of blood magic, and to see it cast in real time is often to concede oneself to death. Think of this skill as a DPS check. At any point, the vampire can cast the skill - but in order to get maximum damage and value out of it, they need to absorb quite a bit of blood, meaning they need to channel it for a long time. The vampire cannot move during this channel whatsoever, though they can speak and can be struck. They are resistant to damage as mentioned before, unless hit with consecrated silver, which will nullify their increased defenses. If a vampire poorly positions themselves while casting this spell, they can theoretically be staked. Likewise, recasting this spell during the cooldown period will most certainly end in the vampire's death. |
Superior Lifeform
| Most vampires who live long enough to achieve their physical peak are regarded as lords or ladies. Vampires who reach this point often have little regard for whatever shreds of humanity they still clung to in the past. Their skin has reached an inhuman pallor, and they are notorious rulers of the night. Vampires who take this trait are often physically larger than the average human, though their body structure may vary from lanky to bulky. They are considered vastly above the peak of mundane capabilities, and can move with blinding speed and strike with a wildly powerful strength. They now possess the ability to levitate up to yell range - though they cannot go higher than yell reaches from the ground, they can move unimpeded within that sphere. Their fangs are borderline unbreakable and can penetrate ANY armor or hide. No matter how thick, no matter how enchanted, no matter what it is - barring consecrated material. Vampires who have achieved this level of prowess can perform a series of dashes so long as they are on the ground, which are so fast that they are imperceptible to even most supernatural gazes. These dashes can be used up to four times in a combat scene, AT ANY TIME, even if it is not the vampire's turn. They can be used to dodge ANY attack, they can be used in succession, and they can be used however the vampire deems fit. After using these four dashes, the vampire cannot use them again for 24 hours, or until their next combat scene without the dashes completes - whichever comes first. Vampires at this level can overpower most other supernatural entities of less strength than them. This is about as powerful physically as a vampire can ever be, and is considered the peak of what a vampire can achieve in their immortal life. These vampires struggle very hard to blend into human society, but often due to their power, they control or influence other vampires to do their bidding for them, often bringing them offerings and feeding them like servants. Vampires who take this trait cannot conceal their vampiric eyes, their veins are black, and they often are very pale with skin pulled taut to their form. They exude an unsettling aura, which cannot be ignored even by those who are most steeled against such things. This is about the closest anyone can be to becoming as powerful - physically - as the first vampire. |