Bloodlines

For those of you that choose to Utilize a Bloodline rather then a form of Elemental Tana Know this. A Bloodline Carrier does not cast Tana in a typical sense with Incantations and words but rather if you meet the requirement to use an ability that you have access to, You are then able to instantly use that ability as you Wish, Unfortunately a Bloodline user Cannot Learn any Elemental Tana and vice versa so if you embark on One path or another please keep this in mind.

### **Expanding the power of a Bloodline**

Instead of consuming Skill-points as Elemental Tana does, Bloodline Carriers Evolve through contact with a special item called a Starsoul Meteorite. This Meteorite may only be used Once Per Month and is consumed upon its use, so to as advance again, You must obtain another one if you wish to expand and evolve Your bloodline farther along

##### **The Sparrow *~***

Feather Step, When Hit by a wind Tana that would inflict damage the Carrier Gains armor equal to the damage taken Instead

***The Eagle ~*** Eagle claws, When attacking with Short swords or Non throwing daggers the Carrier deals

an extra point of damage as if the weapons were enchanted

***The Gryphon ~*** Strength, Once per day you may use this ability and deal double damage for 15 seconds

**Blood of the Feathered King - ??**

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##### **The Cherubim ~**

Enlightenment, When hit by a light Tana that would deal damage the Cherubim will gain armor in the spot equal to the damage taken

**The Angel –** Once per Game an Angel can Reduce all damage taken to One point of damage per strike for 15 seconds

**The Archangel –** Resurrection, Once a day an Archangel can fully restore themselves from the dead with all Limbs and equipment intact

**Blood of Mighty Sol -** In defiance of the Aspects ways if you are hit with a tanacasters ability/tana that would seal or cut off the use of your abilities, instead of being sealed you may use them an additional time [ability can only be used once per day]

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##### **The Serpent –**

Complete Immunity to poison

**The Wyrm –** The Wyrm has such fine but strong scales hidden within their skin thus each game or quest a Wyrm will start with +2 armor for each area

**The Drake –** Complete Immunity to All Water and Ice Tana

**Blood of The Great Dragon - ??**

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##### **The Imp -**

when a Imp is damaged by flame tana, the Imp will gain armor in the area they were hit, equal to the damage they would have taken by the flame tana.

**The Daemon –**Dark Blade destruction an Ability that allows one to channel their power through their own blade which then upon contact with a weapon will first remove any enchantments on the weapon and then secondly destroy the opponents weapon, this ability can be used twice per day

**The Daemon Lord - D**emons vitality may be activated once Per day. When activated the Daemon Lord will not die for 10 seconds however any damage that is inflicted during that time will be inflicted after the Time is up

**Blood of the Fallen King -** once per day if you kill a target you can steal any remaining enchantments, or equipped tana that is on their gear or weapons and apply it to your own, The act of theft takes a ten-count to transfer and you will need to carry the corresponding ribbons for any enchantments you might come across, [this does not work on weapons/gear that was enhanced via a profession] example: a blacksmith using a miners gem to buff a shield

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##### **The Coyotl –**

Once per Game if an opponent flees from you, you gain the ability Pursuit, damage you deal against the fleeing target is increased by One

**The Wolf -** Bound to your pack you fight as one, The wolf can select 3 players to become his or hers permanent pack-mates and as long as each of the pack mates are alive and well on the field, the Wolf will deal an extra damage for each of the three pack mates.

**Blood of the Wild Fenrir –** Fear Howl an Ability that can be used once per day and forces all opponents that are withing 10 paces of the fenrir to flee [does not work on those of the Lestarian culture]

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##### **The Spider -**

Entrap and bind, cast thy webs Once per game the Spider may Root a player to the ground with webbing The Webs can be Burned off with the Tana Scorch or cut through with a dagger after a slow 5 count has elapsed

**The Strider -** Player gains the ability to regenerate their Limbs up to four times per day, the ability takes a slow five count each time a limb is restored, Ability may be used in combat however if the limb is crippled via an ability that does not “remove the limb” the limb does not heal with the Strider Regeneration as it is considered still there

**Blood of The Hive Lord –** Once per day the hive lord is able to take control of another player that they have come in direct contact with, this control lasts for one life and the controlled has no free will during this time and will not act of their own accord unless instructed to do something by the hive lord, once freed the controlled has no memory of the event and being controlled

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##### **The Sprite**

~**Drain Heal** - by applying your hand or wand to a player s back you may drain 1 bands worth of magic from them every 5 Seconds, for every 3 Tana bands drained you may heal one of your own limbs

**The Nymph –** This ability may be used twice per day within 20 feet of a chosen tree. During this time The nymphs legs cannot be destroyed by anything except fire magic, and then it damages normally. If the nymph has armor there, it must go through armor first to destroy the legs. Nymphs legs will stay "indestructible" within 20 feet of their tree

**Blood of The Dryad –** As a dryad you cannot be beset with "Sickness" and Once per day you may shake off any bindings or plant-based traps

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##### **The Shallow born –**

The Shallow born cannot be controlled by abilities or effects that would control their being, even if raised from the grave they have their own will and can act upon it

**The Grave keeper –** Twice per day a Grave keeper may dispel the summon of an Undead Creature that they make contact with

**Blood of The Listless one –** Once per day you can curse an enemy player, if that player dies after you do you will revive with all of your gear and health intact, However if the cursed one dies before you the curse is Negated

#### **Bloodline Shackles**

To Temporarily Unlock the bloodline shackles of a being, Monsters blood essence is required and with that One Must hunt rare creatures or complete special tasks in order to obtain the essence, Imbibing the essence will grant a Bloodline Carrier a special but Limited ability that will last One days time,

**Slime** – For the duration of a single day all edged weapons deal no damage to the user, maces, clubs and non edged weapons still inflict damage as normal

**Mermaid**- Sirens call, you are able to convince an active NPC to come to you as long as you know their name, this will work on enemy or ally

**Gorgon**- on Every Third point of damage inflicted to an opponent, the fourth strike will turn that limb to Stone, This can only be cured with Purify or the cure paralysis Potive and will continue even through death