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Move Approval V
Making some small edits here. I increased the range, removed the debuff, and increased the general flame strength a bit. Changed the description for the defensive part (basically does the same thing - incinerates weak attacks, weakens stronger ones). Changes in bold.

Old: T2SU - Undying Pheonix (800) Requires: Physical, Debuff, Area Defense, Area Attack
[spoiler]
Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out around 1ft from her body and will burn anyone who touches them. If someone remains in direct contact with the fire for longer than a second, the flames spread to them doing continued damage to the burning area for the following three seconds at half strength. Also, should anyone touch the fire on someone else for longer than a second, it spreads to them for three seconds (again, at half the potency as before). And so on. The fire could spread to the same person twice, should they touch their burning shoulder with their hand for a second, for example. Flames at one-eighth strength cannot set anything else on fire and are easy to pat out (so can be easily removed before the 3 seconds are up).

Anyone within 5ft of Ebony also slowly suffers due to the proximity to the heat, and while this move is active, Ebony can only move at half speed. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Also, combustible objects ignited by this can still burn her. Lastly, in addition to damaging near people and objects, the flames also incinerate and weaken projectile attacks (and partially nullify over ranged moves and spells), meaning weaker bullets will have a very reduced effect on her, and stronger ranged attacks will simply be weakened a little bit (based on Ebony's ATK against theirs). While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired.

The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. The flames tend to do moderate damage while very close, and only lighter damage when further away (or when passed on). They won't melt steel or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will build up over time.[/spoiler]
New: T2SU - Undying Pheonix (800) Requires: Physical, Area Defense, Area Attack
[spoiler]Ebony focuses, channelling her mana for 5 seconds. Once she starts charging, she can't stop, move, or use any other moves, powers, or attacks. During this time, the air around Ebony begins to heat up painfully. After the charging period, dark purple flames violently erupt from her, setting her on fire for 1 round of combat. These reach out up to 2ft from her body, but anyone within 10ft of Ebony also slowly suffers due to the proximity to the heat - although even outside this range, the fire still feels uncomfortably hot. While Ebony will never take damage due to her own flames, this move may leave her feeling dizzy. Combustible objects ignited by this may still burn her, if not completely destroyed first. Ebony usually has enough passive control over her fire to prevent it from igniting the floor beneath her, but it may still leave scorch marks.

In addition to damaging near people and objects, the flames also weaken or block attacks passing directly through them by incinerating them. This effect will be non-existent to a normal sword (unless it's very weak), and primarily affects ranged attacks. As a result, weaker bullets and projectiles will rarely reach Ebony's skin before being destroyed unless many are fired at roughly the same point (when some will break through). Meanwhile, stronger ranged attacks will simply be weakened a little bit. Anything that can reasonably be burnt or damaged by her magic (including energy attacks, and even water or something that isn't typically "flammable") will be. So, for example, if someone poured acid on Ebony while this move was active, even if it managed to stick to her skin, her fire would continue to work to damage it causing it to be destroyed before it would normally expire. The effectiveness of this "defensive" aspect is based on Ebony's ATK verses the strength (or durability) of the attacks passing through her flames.

While active, Ebony cannot travel faster than half speed or use Immortal Flames. She cannot end this move prematurely but may choose to prolong it by spending an additional 2 SP per round. Using Undying Pheonix is very tiring, and it can take Ebony some time to recover after its use, so she can barely move or attack for 10 seconds afterwards, and once she gets over that she'll still be very tired. The primary reason this move is so tiring and mana intensive is due to the duration, rather than the potency of its effects. Assuming someone's DEF is equal to her ATK, the flames tend to do moderate damage while very close, and only lighter damage when further away. They won't melt steel without prolonged contact or anything like that (unless Ebony receives a large increase to her ATK stat). But, naturally, if staying too close it will quickly build up over time.[/spoiler]


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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