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Official Move Approval IV
Quote:Got two super moves here, a T1 Defense and a T1 Attack. Not 100% sure on the proficiencies for the first one (might need area defence), but I'll probably end up getting that eventually anyway so it doesn't matter that much. I'd just find it pretty cool to be able to use area attack for a defensive move. I mean, it is an explosion.

T1SD - Super Mega Awesome Explosion (600) Requires: Area Attack

Ebony's magic completely overloads. Maybe she's really scared. Maybe she's panicking, hyperventilating, and curled up under her cloak. Or maybe it was intentional (after all, overloading magic sounds like a cool thing). The end result is: Ebony explodes. Ebony literally explodes. Boom! Clearly, that's a brilliant method of defence! Who can hurt someone who's exploding!

Nah, just kidding... But a big (non-damaging) explosion does happen with Ebony as its focus, which is almost the same thing. This serves to deflect and push back attacks aimed at Ebony, be it swords or other explosions (gotta fight cool explosions with other cool explosions). Ebony and all her clothes and held items/weapons are almost completely unaffected by the explosion. At most, it'll seem as though she was blown by a light breeze.

The explosion has a radius of 2m and people (even allies) within this radius are harmlessly pushed just outside of it when Ebony uses this move. The explosion can take on the appearance of any of the following elements (air, ice, fire, water, raw magic, dark, light), but this is typically a cosmetic (fluff) effect only. That said, if the explosion was of air, people outside the radius (but near to it), they may feel a very slight breeze. If it was ice, they might feel a very slight chill. Fire, a slight warmth. Water, a fine spray of droplets. Raw magic just changes the explosion colour to purple. Dark and light change the explosion colour to black and white respectively.

A T2 attack or something stronger will have enough strength to push through the explosive force. Unlike Ebony's other spells, no chanting is needed, although she might say something anyway.



T1SA - Wild Magic Surge (600) Requires: Telekinesis, Ranged, Ranged Control, Homing

The wild nature of Ebony's magic causes it to go completely out of her control. Random unheld objects within the range of her telekinesis that she can lift are levitated (including loose rocks or even larger boulders and clumps of dirt), with large ones being closer to her. Some of the objects slowly spiral around her (no faster than the speed of a brisk walk) with larger objects moving slower (a slow walk). The top of each object will never be lifted higher than 12ft off the ground.

In addition to this somewhat minor (read: non-damaging fluff) effect, fist sized magical blasts of energy - all of varying "elements" (see the full cosmetic list on Ebony's Elemental Blast move) which fire out of Ebony's palms at a very rapid rate of thirty over the five seconds. Each blast has a fair strength, but together all of the blasts are very strong; each leaves "magical burns" as damage. Unlike her other spells, no vocal incantation is needed, but one may be spoken anyway. These magical blasts are the real cause of damage from this super move (because a bookcase walking at you is just going to be annoying). All of them swirl around Ebony at the speed of a crossbow bolt within a 15ft radius of her. Ebony has enough passive control over each blast to cause them to swerve around any obstacles (including by not limited to any objects she levitated). The blasts are capable of making a right-angle turn almost instantly. While orbiting Ebony, the blasts will also randomly zig-zag about in addition to avoiding necessary obstacles. This makes it very hard for people within the area to dodge. Which Ebony has a line of sight with an Ally, she can manipulate the blasts slightly so that they will generally avoid her friend - but this isn't guaranteed. The best way to avoid this is to simply move further than 15ft away from Ebony. Then you only risk walking into a lump of rock. 

Any blasts that remain after 30 seconds of being cast dissipate. During this time Ebony cannot move. Once all the blasts have dissipated, every object Ebony was levitating drops to the floor. This is incredibly draining for Ebony to use. So much so that if already very tired she could fall unconscious. Even if this happens, as long as she's not out cold due to actual damage, the attack continues. She'll wake up in the same way a normal tired person would. A loud sound, a slap, damage, or a long rest. While her magic goes out of control, she can use this intentionally.

Can be blocked by a super defence of the appropriate strength.

RP Notes: May cause other adverse effects such as seizures, a bloody nose, and more. If Ebony has not cast a sufficient amount of magic (1 minute worth of spell casting or 1 SP used) in 24 hours, or if she takes off her magic suppressing choker, this will activate regardless of if she wants it to or not.

Quote:I'm aware I don't really need downsides for a supermove. I just want them for rp purposes.


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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