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Move Creation Workshop
The fight with Hiro has made me painfully aware of just how few moves Sage currently has. So...


Failed Magician:

 In his youth, the Sage received training in the arts of the Battle-mage. Though he possessed very little magical talent, and was unable to reliably preform any magic in his home universe, the Omniverse has changed him. He still has practically zero sway over his mana, and is only able to create small effects with limited usefulness. Frustrated with his lack of aptitude with the field, the Sage for the most part dismisses conventional magic, preferring to rely on the Libromancy he acquired shortly after his arrival at the Nexus. However, should his back be pressed against a wall, The Sage can perform very minor magical effects. Although the spells are anything but impressive, if used at the right moment they can give him the edge he needs in a conflict, and the Sage is painfully aware of their usefulness. If any of these moves should drain the entirety of his manapool, he will be unable to use all of his “Failed Magician” moves (and will be physically weakened slightly to boot) for approximately a minute, long enough that the tide of battle will surely change.


Failed Magician: gout of embers (600 Om: Physical Proficiency)

[spoiler][Image: 5b2025118a0f67bc2185ba5f8a1c20f0.jpg][/spoiler]

A small fire bursts into being, the failed infancy of a true wizard’s fireball. The flame can be held in the hand, and maintained for as long as the Sage keeps some amount of concentration. The flame engulfs his fist, adding to the threat of his otherwise quite unimposing punch. Though the attack is not physically stronger, the flames do cause light burns, (akin to a small campfire) and can even sometimes ignite combustible materials. The spell is quite quick to activate, taking only a second or two for the flames to appear in his hand.
He can instead spend longer casting the spell (up to four seconds) with the flames becoming more powerful the longer he spends preparing, (up to the strength of an almost medium campfire) at the cost of more necessary concentration. It can be used with other moves; however, he cannot spend enough concentration to use the charged form while using preforming another move.
The longer the Sage maintains the flame the more taxing it is on him, and after more than 15 seconds, the flame will drain his manapool and die out on its own, if it has not been dismissed before then.


Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)

[spoiler][Image: latest?cb=20150801124850][/spoiler]

This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from any surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell does not require maintained concentration, and its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.


Failed Magician: burden blade (600 Om: Physical Proficiency, Debuff Proficiency)

[spoiler][Image: latest?cb=20120513035634][/spoiler]

This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana. This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 15 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.

Thoughts anyone? (is it possible to link multiple moves to the same "powersource" like this as a way of balancing them? Do the moves themselves make sense?)
If history is to become legend, it first must be recorded.


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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