11-04-2017, 10:24 PM
(This post was last modified: 11-07-2017, 10:07 AM by Ebonywood Hellscythe.)
Ignore this, I reckon I can word it better.
[spoiler]
Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff
Ebony grips her magic around an ally in range of her telekinesis. After this, she focuses her mind, channelling and storing magical energy over the next five seconds. Her ally has to remain still for this time, but may still use any moves that don't require any more movement than vague and small hand gestures. Ebony herself must remain still, and should she lose concentration all progress will be lost. During the 5 seconds of charging, Ebony's friend is brought near to her, within 10 metres, and held steady up to 1 metre off the ground.
After this, Ebony waves a hand and points forwards in the direction she wishes to attack. The person she levitated is accelerated through two thirds of her telekinesis range (40m) like a rocket, reaching a final speed of about 120mph. The acceleration takes about a second, and if someone obstructs the movement, Ebony's spell will keep trying to push her ally forwards regardless (unless someone stronger than her stops it) - therefore, it is a good idea to make sure there's enough room. Furthermore, at the same instant the movement begins, a faint purple shield appears around them, covering them like a bubble. In general, the shield can survive one solid hit (such as a collision with something as a result of being thrown), and while it is unlikely to negate the full damage of a strong strike or head-on collision, it does cushion the blow for the shield user, reducing the force upon them. Should the shield not break due to damage, it will shatter after 3 seconds after its creation.
Doing this is very tiring for Ebony (although she doesn't feel the fatigue until the instant after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).
Side Notes:
>If they wish, her ally may charge their own melee attack to synchronise it with being thrown, largely increasing its potency if timed correctly (being hit with a forceful sword or punch travelling that fast is going to hurt). Their movement is only restricted during the charging period, not during or after being thrown.
>If an ally has second thoughts, trying to move too much during the charging period will end the spell. If the spell ends early, Ebony does not suffer the wave of fatigue because the charged magic returns to her.
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>The exact speeds and timings for being thrown may vary depending on how light/heavy the person she's lifting is - although the charge time will always remain 5 seconds even if throwing a lightweight.
>Ebony can curve the trajectory of her ally slightly while in her telekinesis range, but only a very little bit. So it's crucial to make sure she aims this correctly once charged.
RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this move to simply pick up a willing target and move them as long as they're within her telekinesis range - as long as they don't start struggling.
[/spoiler]
[spoiler]
Quote:To clarify, side notes are things I don't think are crutial enough to be in the main move, but stuff I felt I should include.
Friendly Fire (300) Requires: Telekinesis - Advanced, Ranged, Ranged Control, Area Defense, Buff
Ebony grips her magic around an ally in range of her telekinesis. After this, she focuses her mind, channelling and storing magical energy over the next five seconds. Her ally has to remain still for this time, but may still use any moves that don't require any more movement than vague and small hand gestures. Ebony herself must remain still, and should she lose concentration all progress will be lost. During the 5 seconds of charging, Ebony's friend is brought near to her, within 10 metres, and held steady up to 1 metre off the ground.
After this, Ebony waves a hand and points forwards in the direction she wishes to attack. The person she levitated is accelerated through two thirds of her telekinesis range (40m) like a rocket, reaching a final speed of about 120mph. The acceleration takes about a second, and if someone obstructs the movement, Ebony's spell will keep trying to push her ally forwards regardless (unless someone stronger than her stops it) - therefore, it is a good idea to make sure there's enough room. Furthermore, at the same instant the movement begins, a faint purple shield appears around them, covering them like a bubble. In general, the shield can survive one solid hit (such as a collision with something as a result of being thrown), and while it is unlikely to negate the full damage of a strong strike or head-on collision, it does cushion the blow for the shield user, reducing the force upon them. Should the shield not break due to damage, it will shatter after 3 seconds after its creation.
Doing this is very tiring for Ebony (although she doesn't feel the fatigue until the instant after the move is used), and prevents her from using her telekinesis for the following 20 seconds (and all related non-super moves). Furthermore, she also can't use any of her stronger defensive or support magic during these 20 seconds (any non-super move that requires area defence or buff).
Side Notes:
>If they wish, her ally may charge their own melee attack to synchronise it with being thrown, largely increasing its potency if timed correctly (being hit with a forceful sword or punch travelling that fast is going to hurt). Their movement is only restricted during the charging period, not during or after being thrown.
>If an ally has second thoughts, trying to move too much during the charging period will end the spell. If the spell ends early, Ebony does not suffer the wave of fatigue because the charged magic returns to her.
>Ebony could theoretically use this on a limp or unconscious body, as the only criteria for picking someone up is that they don't struggle against it. That said, the magic from paralysis spells and similar ailments interrupts her magic, making it impossible to use it on people under those effects.
>The exact speeds and timings for being thrown may vary depending on how light/heavy the person she's lifting is - although the charge time will always remain 5 seconds even if throwing a lightweight.
>Ebony can curve the trajectory of her ally slightly while in her telekinesis range, but only a very little bit. So it's crucial to make sure she aims this correctly once charged.
RP Notes:
>Ebony is usually very tentative in using this move, so it's more likely to be a suggestion from her friend.
>Ebony can use a slightly weaker version of this move to simply pick up a willing target and move them as long as they're within her telekinesis range - as long as they don't start struggling.
[/spoiler]
