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Move Approval V
Grasping claws (ranged materialize, remote control, debuff) (600 OM)

Skeletor uses his fell magic to create a hand or hands out of a nearby material, be they branches of a tree morphing into hands, or simply grasping fingers reaching out of a nearby wall or floor.
Skeletor has two methods of using this move. By creating hands from the floor around a target, Skeletor can grab their ankles, limiting an opponent’s mobility by holding their legs in place. This can be done in only a few seconds, and Skeletor can potentially catch up to three enemies with this move, although they must be clumped together for this to be possible.
Alternatively, Skeletor can manifest a single larger hand, that seeks to grab the target, pinning their arms to their sides and lifting them off of the ground. This move is significantly more tiring for Skeletor to use, and can only target one person. Chances are a target with their wits about them could see this attack coming however, as it is a much slower version.
Both the ankle grab and the pinning grab will have a varying difficulty for the target(s) to escape. When the spell is being actively cast, and the hands are seeking to grab the target, they require the most of Skeletor’s attention and are the most vulnerable to being destroyed. While the claws are trying to grab the target, any well-placed attack should be able to shatter them, regardless of the material the hand has been formed out of. After grabbing their target, the hands start to revert back towards their base state, taking less of Skeletor’s focus and becoming more structurally similar to the initial material, as if someone had simply shaped whatever the hand was made of into that shape. It will cease to move with the target as it reverts, the ankle graspers holding an opponent’s shins about six inches from the ground, while the pinning claw seeks to hold the foe’s chest and arms, and hold them approximately 4 feet in the air (though this will obviously subject to the circumstances of the terrain itself.) at this point the claws no longer exhibit any signs of motion and Skeletor no longer need take any notice of maintaining the spell at all.

Force field(area defense proficiency) (900 OM)

Skeletor materializes a sickly yellow energy, that he can use to protect himself from danger. With only his hands, Skeletor can create a shield about four feet in diameter, which although initially centered around his hand, will keep its orientation and relative distance to him as he turns or moves. This shield will disappear after taking any sort of noticeable hit, but requires relatively little energy from Skeletor, being more of the “fire and forget” variety of shielding.
With access to his Havoc Staff, Skeletor is able to channel his magic into much more comprehensive defense. Skeletor can emit a dome of protective energy up to 8 yards in diameter, allowing him to shield both himself and others, though a larger shield will be less powerful a defense. This shield can withstand more significant impacts, but requires Skeletor’s complete focus, and will drain his energy more rapidly as it takes strikes. The forcefield is better suited for defusing impacts then it is at stopping sharp attacks, and strong enough versions of such attacks could quite possibly bypass the shield. Its suitability for impact protection does come with one advantage, Skeletor can create a small spherical shield about five feet in diameter, which can be useful for cushioning an impact if the Warlock finds himself airborne.
Maintaining either the dome or the spherical versions of this spell will become exponentially more draining on Skeletor, and it is highly unlikely that he could maintain the shield far beyond ten seconds.
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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