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Move Creation Workshop
(let me rephrase this)

Move: Purple Magic (Basic)

OM Required: 300 OM

Proficiencies: Debuff

Magic concept: PURPLE MAGIC: Magic of the Cosmos; involves physical manipulation and spacial exploitation.
Can manipulate gravity, magnetism and slight electricity, though the latest is mostly reserved to red magic.

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Move concept: Jams shifts the weight of his opponent in a direction of his choosing via gravitational manipulation.

Performing: Jams' irises (or in my drawings, his pupils) turn purple and he imagines which way gravity shifts in his mind.  Since all this does is disrupt an attack or the opponent's balance, Jams doesn't require any specific hand motions to stay focused (though it's more common when he's on the offensive).  This usually has to be planned slightly ahead of time, though, about a second to charge with hand motions and two from his thoughts.  Jams can easily concentrate regardless of being stationary or moving, though it takes a small bit longer if he plans on moving after or during the shift.

Specifics:
-Requires 1 second to charge with hand motions, 2 seconds with thought.  Add a half-second if he moves during/after the enemy is shifted in gravity.
-Shift in gravity only lasts for a split second, long enough for their attack to miss.  If the attacker takes a while with their move, however, then they could adjust to the gravity and become more accurate.
-Jams can go about 12-15 seconds straight with this move without getting tired, about 17-18 if he spaces his energy out across the battle, though this would also leave him tired to the point that fighting would be nigh impossible.
-This is limited to characters up to 200 pounds, even if most of the weight comes from armor.  If the armor is loose, however, then the character inside will shift around inside the suit.
-Most often used in self defense to dodge attacks, though it could be used to off-balance an enemy and make the offense easier.
-Diminishing effects across a span of 30 feet.  Up to 15 feet the effects are at full potential, but from there on out the move gradually and linearly decreases to ~134 pounds maximum until it's simply too far away to have any effect.
-Between 15 and 30 feet, about 66 pounds are lost in maximum effect.  Based on my rad math skills calculations, it's safe to say that for each additional foot away from Jams after 15, about 4.4 pounds can be dropped from the maximum.  In case someone wants to get really nitpicky, inches are .36 repeating taken off the farther you go.

EXAMPLES:
-Say a character came at Jams with a sword and was running at him from about 15 feet away.  Given he takes about 3.5 seconds to reach Jams, and he moves the guy with his mind, then Jams could have full effect when the enemy gets about 6.4 feet away or less.
-Say a character of similar speed was running away from Jams rather than toward him.  When Jams uses the move, the enemy would be at about 21.4 feet away, so that'd mean they'd have to be ~182 pounds or so for there to be any effect.

Typical Uses: Jams typically will use the move for self defense, but he may try to counterattack in the process.  He could also make the enemy trip by messing their balance up, like if they're running away and Jams yanks back on them and they fall down.

(If I ever get the buff status, this could also be used to make jumping easier or attacks more powerful, but that can wait for another day.)
Death Count: 0
Banish Count: 0


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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