🩸 The Visceral Spells 🩸
🩸 The Visceral Spells 🩸
🩸 Tier Null / Unbound Visceral Spells 🩸
#1. Bulk: The caster increases their own muscle mass, bursting new muscle forth from under their skin and thus increasing their physical strength the more muscle they add. There is no limit to how much muscle mass you can give yourself, and the more experienced a caster is, the quicker they can add muscle and the stronger / more developed this new muscle is. A tier one caster could double their muscle mass in about 10 minutes. A tier twelve caster could conjure mountains of muscle in seconds to obliterate their foes. However, this causes extreme pain in the caster, especially when returning to your normal muscle mass. The increased amount of muscle lasts for 15 minutes.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration of the muscle to 30 minutes.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Ensanguine: Cast on a body of water or alongside any water spell, and instead of water, it will become blood. Casting this at higher tiers allows it to affect larger bodies of water and allows higher tiers of water magic to become blood. A tier one caster could turn a mug of water into a mug of blood. A tier 12 caster can turn an ocean into a blood ocean.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
🩸 Tier 1 Visceral Spells 🩸
#1. Create Blood: Creates up to 10 liters of blood to use as a source of blood for casting.
Tier: 1
Classification: CONJURATION
Maximize-able: Yes ; Allows for up to 15 liters of blood to be created in one cast, and allows the spell to be cast constantly.
Casts Per Event: 12
Requires Concentration: Yes.
#2. Blood Spike: The caster hardens any blood available into a spike that hurls towards foes.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes; Allows the spike to be larger and travel faster, but requires more blood.
Casts Per Event: 12
Requires Concentration: No.
#4. Bloodblade: The caster hardens any blood available into sharp spikes that attach onto their weapon, allowing for greater slashing damage and increased likelihood of the target bleeding.
Tier: 1
Classification: REINFORCEMENT
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: Yes.
🩸 Tier 2 Visceral Spells 🩸
#1. Create Flesh: Creates a mound of flesh up to 5lbs / 2.27kg in weight that contains muscle and various other tissues as a source of flesh for casting. The flesh is primarily composed of red meat, and can be consumed if cooked with a magical flame; however, it only provides 1/100th of the nutritional value it otherwise would have. If eaten raw, you must roll for whether or not you become ill.
Tier: 2
Classification: CONJURATION
Maximize-able: Yes ; Allows for up to 10lbs / 4.54kg to be created in one cast. and allows the spell to be cast constantly.
Casts Per Event: 11
Requires Concentration: Yes.
#2. Minor Heal Wounds: Heals minor cuts, abrasions, and bruises on a target. Requires 2 minutes of sustained contact with the wound to heal it. Only useful for healing things of flesh and blood.
Tier: 2
Classification: RESTORATION
Maximize-able: Yes ; Lowers the duration to 30 seconds.
Casts Per Event: 11
Requires Concentration: Yes.
🩸 Tier 3 Visceral Spells 🩸
#1. Create Bone: Creates solid plates of bone up to 10lbs / 4.54kg in weight that can be used as a source of bone for casting.
Tier: 3
Classification: CONJURATION
Maximize-able: Yes ; Allows for up to 15lbs / 6.80kg to be created in one cast, and allows the spell to be cast constantly.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Flesh-Bind: Allows the fusion of any non-connected flesh back together. The pieces of flesh must first have been connected at one point to be re-connected. This spell takes 30 seconds of contact between the two pieces of flesh to re-connect them.
Tier: 3
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Transform Limb: The caster changes their own limb to become the shape of a weapon. This new fleshy limb possesses no bone, only muscle, allowing for it to be flexible and powerful, but is only as durable as the caster's skin and flesh is. Can be changed into different weapons at will.
Tier: 3
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
#4. Summon Visceral Familiar: Summons a spectral animal made out of blood, such as a bear or a wolf, to fight for you. This familiar cannot cast magic, but radiates a sapping aura that causes quick bleeding in those who surround it, and is also covered in sharp bone fragments that cause lacerations to those that touch it. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#5. Blood Mend: Prevents most blood on a target from leaving its natural location. This spell can be used to stop bleeding and internal bleeding for one minute. Cannot stop extremely severe bleeding.
Tier: 3
Classification: ALTERATION
Maximize-able: Yes; Allows for bleeding to be stopped for up to 3 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#6. Blood Weapon: The caster hardens any available blood into any weapon. Blood weapons are durable, but are crystalline and can shatter if hit against hard objects. Can be changed into different weapons at will.
Tier: 3
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
🩸 Tier 4 Visceral Spells 🩸
#1. Tendon Whip: Conjures a whip made of fibrous sinew that can wrap around foes and pull them in. The whip is covered in small spikes and is slightly sticky, causing it to be mildly difficult to escape from and cause small lacerations. This whip lasts for up to 15 minutes unless the caster dispels it.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes; Allows the whip to reach longer, become stickier, have larger spikes, and last for up to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Graft: Allows the fusion of flesh that was never connected in the first place, allowing for flesh from different creatures to be mixed and matched and grafted onto the caster or a target. Grafted flesh retains its functionality.
Tier: 4
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
#3. Bone Weapon: The caster molds any available bone into any weapon. This weapon is extremely durable and very sharp. Can be changed into different weapons at will.
Tier: 4
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
#4. Elongate Limb: The caster stretches their limb up to 15m longer than it normally is to allow for greater reach, and can be combined with Transform Limb for a very deadly combo.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Allows for the limb to extend up to 30m longer than it normally is.
Casts Per Event: 9
Requires Concentration: Yes.
#5. Heal Wounds: Heals minor cuts and abrasions on a target as well as deep lacerations and piercing wounds. Requires 2 minutes of sustained contact with the wound to heal it. Only useful for healing things of flesh and blood.
Tier: 4
Classification: RESTORATION
Maximize-able: Yes ; Lowers the duration to 30 seconds.
Casts Per Event: 9
Requires Concentration: Yes.
#6. Blood Bombardment: The caster hardens blood in the shape of many spikes that hurl themselves towards foes.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Allows the spikes to be larger and travel faster, but requires more blood.
Casts Per Event: 9
Requires Concentration: No.
🩸 Tier 5 Visceral Spells 🩸
#1. Open Wounds: Causes any wounds on the target to worsen. Lacerations become deeper, bleeding becomes worse, and more.
Tier: 5
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 8
Requires Concentration: Yes.
#2. Skeletal Snare: The caster conjures a large ribcage that forms around the target and constricts, trapping them and allowing for very limited movement, if any. The target is incapable of using teleportation or other magical means to escape this spell, though they can break through the snare. If the snare is not dispelled or broken out of, it is capable of lasting for up to 10 minutes.
Tier: 5
Classification: CONJURATION
Maximize-able: Yes ; Increases the durability of the ribcage and allows them to last up to 20 minutes if not destroyed or dispelled.
Casts Per Event: 8
Requires Concentration: Yes.
#3. Cardiac Explusion: The caster conjures a large, beating heart in their hand that pulses and explodes after a short duration of time, shooting out many razor-sharp blood spikes in all directions.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the heart and the number of spikes.
Casts Per Event: 8
Requires Concentration: No.
#4. Coagulate: When cast, causes a small amount of blood in any area of the target to coagulate.
Tier: 5
Classification: ALTERATION
Maximize-able: Yes ; Allows for internal coagulation in any area of the target's body, and increases the amount of blood that coagulates.
Casts Per Event: 8
Requires Concentration: Yes.
#5. Antigen Swap: Allows the caster to change their blood type, taking one minute to completely change all of the caster's blood type to a different one.
Tier: 5
Classification: ALTERATION
Maximize-able: Yes ; Allows the caster to change the blood type of others, but requires prolonged contact with their target for at least 3 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
🩸 Tier 6 Visceral Spells 🩸
#1. Block Pain: Cast on a target, and that target will not feel any pain for up to 15 minutes.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
#2. Summon Visceral Elemental: Summons a Visceral Elemental, appearing as a mass of flesh, blood, and bone, to fight for you. These elementals are capable of casting visceral spells Tier 6 or lower, but cannot summon other Visceral Elementals, only Visceral Familiars. Visceral Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Visceral Elementals are weak to magic that can disintegrate their flesh, blood, and bone, and last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 visceral spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
🩸 Tier 7 Visceral Spells 🩸
#1. Osseus Armor: Covers the caster in dense, durable plates of bony armor, held together by extremely powerful sinew to allow for movement. This armor is an extension of one's own body, so while it is strong, you feel pain when it is damaged, although very little.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes ; Increases the strength of the bones and causes the armor to self-heal after taking damage, at a moderately fast rate.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Atrophic Grasp: The caster's hand(s) glow a dull red, and any flesh that comes into contact with the caster's hand(s) slowly atrophies and disintegrates. The caster is unharmed by this spell if they put their hands on themselves.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes ; Increases the speed of atrophication and causes the flesh to continuously atrophy in small amounts for a few seconds even after the caster is no longer touching their target.
Casts Per Event: 6
Requires Concentration: Yes.
#3. Venous Control: Allows the caster to control the blood flow and heart rate of their own body, and allows them to expel any substances they don't want in their bloodstream by controlling the direction of blood flow and pressure of their blood.
Tier: 7
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 6
Requires Concentration: Yes.
🩸 Tier 8 Visceral Spells 🩸
#1. Ossify: Touch a target and cast this spell. Once cast, the target will become ossified and completely turn to solid bone for 15 minutes. They are still conscious while this is happening, but cannot perform any action such as casting spells or moving. This effect lasts until the 15 minutes is up or until the caster dispels it.
Tier: 8
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Thousand Bone Lance: Conjures a torrent of thousands of sharpened bone lances from the caster's hand. These lances, after first impaling a target or hitting something, fragment into sharp bony shards a few seconds afterwards.
Tier: 8
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size, speed and number of bone lances.
Casts Per Event: 5
Requires Concentration: No.
#3. Blood Oath: Mix the blood of two willing targets and have them make a promise, and cast this spell to bind that promise in blood. Each targets get two chances to uphold the promise. On the first violation of the promise, they will take crippling internal damage due to their own blood. On the second and final violation of the promise, all of their blood will leave their body by any means possible. To break this blood oath, the same two creatures must mix their blood again and this spell must be cast again, breaking the oath.
Tier: 8
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
#4. Lesser Regeneration: Cast on a target, and they will gain a lesser form of regeneration that allows them to heal minor wounds and abrasions in 30 seconds, deep lacerations and piercing wounds in 1 minute, and grievous wounds in 2 minutes. This effect wears off after 30 minutes or unless the caster dispels the spell.
Tier: 8
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
🩸 Tier 9 Visceral Spells 🩸
#1. Blood Puppet: Cast on a living target or anything that possesses blood, and the target will have to make a saving throw, with the difficulty determined by the magical ability of the caster vs. the physical strength of the target. If they fail the saving throw, the caster has complete control over the target's blood--including bone marrow--and can move the target however they want and cause them to perform physical actions against their will. This control lasts for 15 minutes unless the caster dispels the spell.
Tier: 9
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of control to 30 minutes and increases the difficulty of the saving throw for the target.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Summon Greater Visceral Elemental: Summons a powerful, bloody Greater Visceral Elemental to fight for you. These elementals are capable of casting visceral spells tier 9 or lower, but cannot summon other greater visceral elementals. Greater visceral elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater visceral elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: RESTORATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 visceral spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
🩸 Tier 10 Visceral Spells 🩸
#1. Organ Failure: Cast on a target, and their organs will start to fail and die over a period of 5 minutes.
Tier: 10
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 3
Requires Concentration: Yes.
🩸 Tier 11 Visceral Spells 🩸
#1. Greater Regeneration: Cast on a target, and they will gain a greater form of regeneration that allows them to heal minor wounds and abrasions instantly, deep lacerations and piercing wounds in 10 seconds, and grievous wounds in 15 seconds. This effect wears off after 30 minutes or unless the caster dispels the spell.
Tier: 11
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: 2
Requires Concentration: Yes.
🩸 Tier 12 Visceral Spells 🩸
#1. Summon Icon of Volikhar: Summons the most powerful visceral elemental, an Icon of Volikhar. This elemental is capable of casting every visceral spell and can even summon other visceral elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Volikhar lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all visceral spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.