11-14-2016, 06:32 PM
(This post was last modified: 03-04-2017, 09:38 PM by Celestia.
Edit Reason: Adding a recently purchased super move to the move list.
)
Move Descriptions
Cauterize (300): An intense, fast-firing, thin ray of heat. The smaller width means it’s less taxing to cast and requires less time to build up energy for casting, but the smaller size requires increasingly precise aim to hit a target as they get farther away. The beam fades in power over distance, and has an effective range of approximately the length of one stadium.
Flare (300): A sudden wave of intense heat and force, firing off in a cone away from the user, reaching a distance of about 5 body-lengths away. Such an unfocused attack loses energy quickly, and thus has a very short range for a non-melee attack, but it can be very useful for catching approaching enemies by surprise, escaping being surrounded, or catching out a nearby, evasive enemy. Some of the energy is spent knocking afflicted individuals away, and thus overall damage is reduced.
Sunwall (300): Creates a sphere of heat and force around Celestia, large enough to comfortably include a couple other beings. The barrier itself has limited durability, but has a backlash effect which harms enemies that stand nearby or attempt to attack the barrier with melee attacks.
Meteor (300): A magical mass of rock and fire about the size of a beach ball, flung toward a location up to around 150 meters away. When it arrives at the designated point, the edge of its range, or should it collide with anything prior to doing so, it explodes, covering an area around 5 meters in diameter in a burst of energy and shrapnel. The projectile itself is relatively slow moving, travelling around 14 meters per second and giving opponents more than a short distance away plenty of time to react, though with clever timing the explosion can catch an opponent off guard. The spell needs 2 seconds to charge, and Celestia can move to an extent while charging the ability, but cannot undertake complex maneuvers or attack through other means while doing so. The mass is short lived, the shrapnel doesn't last more than a few seconds after the explosion.
Super Moves
A Call Beyond - Tier 1 Super Move (600)
(Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency)
Celestia holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself. She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession. The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight. The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do. The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals.
Cauterize (300): An intense, fast-firing, thin ray of heat. The smaller width means it’s less taxing to cast and requires less time to build up energy for casting, but the smaller size requires increasingly precise aim to hit a target as they get farther away. The beam fades in power over distance, and has an effective range of approximately the length of one stadium.
Flare (300): A sudden wave of intense heat and force, firing off in a cone away from the user, reaching a distance of about 5 body-lengths away. Such an unfocused attack loses energy quickly, and thus has a very short range for a non-melee attack, but it can be very useful for catching approaching enemies by surprise, escaping being surrounded, or catching out a nearby, evasive enemy. Some of the energy is spent knocking afflicted individuals away, and thus overall damage is reduced.
Sunwall (300): Creates a sphere of heat and force around Celestia, large enough to comfortably include a couple other beings. The barrier itself has limited durability, but has a backlash effect which harms enemies that stand nearby or attempt to attack the barrier with melee attacks.
Meteor (300): A magical mass of rock and fire about the size of a beach ball, flung toward a location up to around 150 meters away. When it arrives at the designated point, the edge of its range, or should it collide with anything prior to doing so, it explodes, covering an area around 5 meters in diameter in a burst of energy and shrapnel. The projectile itself is relatively slow moving, travelling around 14 meters per second and giving opponents more than a short distance away plenty of time to react, though with clever timing the explosion can catch an opponent off guard. The spell needs 2 seconds to charge, and Celestia can move to an extent while charging the ability, but cannot undertake complex maneuvers or attack through other means while doing so. The mass is short lived, the shrapnel doesn't last more than a few seconds after the explosion.
Super Moves
A Call Beyond - Tier 1 Super Move (600)
(Requires: Ranged proficiency, Area Attack proficiency, Remote Control proficiency)
Celestia holds still (or hovers in place) for three seconds to conjure a cluster of fifteen small, glowing ‘stars’ around herself. She then flings the ‘stars’ toward an enemy or group of enemies in rapid succession. The ‘stars’ do not naturally have any form of guidance, but Celestia can alter their trajectory somewhat while in flight. The ‘stars’ detonate with arcane energy on impact, although the explosions are too small to damage anything outside of the primary point of impact, instead meant to enhance the damage they do. The attacks can be divided among multiple targets, though doing so will proportionally reduce the damage the attack deals.

