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    Of the Earth [Finished]

    Zuo Cii
    Zuo Cii

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    First Skill: Of the Earth
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    Of the Earth [Finished] Empty Of the Earth [Finished]

    Post by Zuo Cii 6th November 2013, 6:12 am

    Primary Magic: Magic Of the Earth
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: Zuo Cii was once a powerful mage versed in the art of molding magic specializing in the creation of stone and marble structures, he became so powerful and so in tune with the earth the very earth itself chose Zuo Cii as it's champion in the world of men. This granted him the ability to turn into stone and earth and manipulate it to his will along with his preexisting marble make magic. Zuo Cii simply named this combination of magic "Magic of the Earth," for that was what it was, plain and simple. Being the champion of the earth Zuo Cii can never leave the boundaries of Fiore or take to the sky in any way, however it does come with the benefit that Zuo Cii is free from ageing allowing him to live as long as there is earth to stand on.

    Zuo prefers to stick to his original style of magic attacking with Marble Make in mid-ranged combat by creating weapons and structures to attack his foes with. However when battle comes to the close range Zuo tends to rely on his earth manipulation more to throw back his enemies of simply crush them with stones. His fighting style is simple but refined.
    Strengths:
    Versatility: Being able to create unique structures depending on your needs with magic along with the ability to manipulate and control the earth is a devastating power that adapts well to different situations.
    Made of Earth: Zuo's body is literally made of earth and dirt giving him a fluid body that requires special attacks to harm.
    Structured Assault: Zuo Cii has a strong, experienced and tactical mind with the versatility of Molding Magic he can effectively devise a devastating and well chained together combo of spells.
    You don't burn ground: It just doesn't work that way, only in extreme circumstances does fire beat earth so when Zuo's magic meets fire magic of equal or less rank his spells will overpower it.

    Weaknesses:
    Patterns: After countless years of wandering the earth Zuo Cii has developed a number of quirks and patterns in his fighting, that careful analysis of can be his undoing in battle.
    Time: Zuo Cii has forgotten more about fighting then most people will ever know, his arsenal of skills has shrunken a considerable amount since his prime.
    Control: This magic creates and shapes marble, it does not give Zuo Cii command of it; if one of his structures collapse on him or his own weapon gets turned against him while he maybe he able to indirectly counter it with another spell he cannot use his magic to directly stop the attack.
    Breakability: Marble is not indestructible nor is it the most powerful substance in the world, and no matter how powerful Zuo Cii becomes, Marble will never be unbreakable.
    Grounded: Zuo Cii must maintain contact with the ground at all times, no ifs ands or buts about it he is simply stuck to the ground and cannot leave it.
    Even the mountains may fall: Despite what some people may say even the mountains  and stone can break under the fiercest winds so when Zuo's Magic clashes with wind magic of equal or greater rank his spells will be over powered.

    Abilities/Powers:
    -Mold: Zuo Cii can mold preexisting marble into different shapes to suit his needs
    -Strength of Stone: Every molding magic user has to train their body rigorously so they can be as strong as their element as such Zuo Cii despite his age has a body that is capable of withstanding great amounts of punishment to match the durability of stone and he has impressive strength going for him too.
    Body of Earth: To go with his enhanced durability Zuo Cii also has a body that is very hard to harm, being able to turn into earth gives him a fluid body that can be difficult to harm through conventional means. Zuo can only be harmed by water, ice, wind and space magic or by magic of a high level. High level magic is defined as A-Rank. Maintaining this fluid body consumes 5% magic for each post it is active.
    -Earth Bending: Zuo's command of the earth is so great he can passively manipulate it at low levels. In doing this he soften the earth to better control it or harden it to well make it harder. Because s-rank and greater mages(like Zuo) can cast d-rank magic without consuming any energy attacks and blocks with this ability are d-rank.
    -A wizard only arrives exactly when he is needed: Zuo is capable of "sinking" into the ground and then traveling through it with speeds akin to teleportation over any distance. He cannot cast spells for 2 posts after using this ability making it useless in combat.
    -Healing of the Earth: Zuo is capable of healing damage to environment with his will alone. "Damaged" environment meant it can no longer support life and healing it restores it to it's life supporting state. His constant presence around a certain spot of earth dramatically increases it's ability to support life, so in short the Hargeon farming and gardening industry is booming. To heal damage caused by magic it takes magic power to heal the damage(the cost is seen as the mp cost it would take for Zuo to cast the spell that did the damage x the number of acres of land he is healing).

    D-Rank Spells:

    C-Rank Spells:

    B-Rank Spells:

    A-Rank Spells:

    S-rank Spells:

    Signature Spell:

    did I do the signature spell right?


    Last edited by Zuo Cii on 17th October 2014, 4:48 am; edited 28 times in total
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    Post by Guest 11th November 2013, 4:56 am

    -You have no MASTERY over any one element. Therefore a weakness must be a damage reduction in each element per each element you have. This means that you have 25% mastery over the elements you have and this is not going to ever change. You want more elements you take a hindrance that comes with it. State this or its not getting approved. Simple as that, not up for debate. Not subject to change.

    -Mystic Blood: Zuo Cii's blood is rich with strange magic from millennium walking the earth, that can serve as a healing elixir capable of healing psychical injury and disease to anyone who drinks it, however Zuo Cii himself gains no benefits from it. <-- What the fuck? No this makes no sense.

    -I want sizes, ranges, masses, distances, exact speeds, exact everything on every spell. For every aspect of the spell, and that means on the spell itself, the spells initiation, the spells follow through, the spells effects, the explosions for example need a direct size because an explosion is not restricted to a set range. Fix it up, make it good.
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    Post by Zuo Cii 11th January 2014, 10:43 pm

    Bump of all bumps

    Any new mod looking at this Constantine's comments on this magic are aimed towards the magic that was originally here which was radically different from what is here now. Don't be confused if his comments make no sense, pay them minimal attention when checking this.


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    Post by Haru-senpai 12th January 2014, 2:05 am

    ~Starting with Abilities / Powers: Make Body of Earth 5% MP per post it's active, after it's activated. I can't allow a Passive that makes you Immune to all elements below A-Rank besides the ones listed, unless you're willing to make it a 'Power', rather than an Passive.

    ~Weaknesses: I'm going to have to ask you too choose an Elemental Weakness for Earth; meaning an Element that will defeat your spells at 'Equal and Greater Rank'

    ~Strengths: I'm also going to ask you too choose an element that Zuo is strong against, meaning your spells will defeat theirs as long as they're Equal or Lesser Rank.

    I suggest Wind for a Magic yours is weak against, as Wind can not gale force stones mid-air back at you, but can disrupt and even destroy constructs with ease; as proven in nature.

    I suggest Water for a Magic yours is strong against, as Earth can redirect entire currents; creating valleys to move rivers; and even raising the land itself to create a waterfall to block water. You can also raise yourself out of it's way. Create walls to dam water effects sideways away from you, etc. etc. Endless possibilities.

    After you add an Elemental Strength, and Weakness; then I'll have a look at your spells and get you approved and set to go.



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    Post by Zuo Cii 12th January 2014, 9:17 am

    Added elemental strengths and weaknesses


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    Post by Zuo Cii 14th January 2014, 3:48 pm

    bump


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    Post by TacticalFallacy 17th January 2014, 7:25 am

    General Description and Abilities Accepted.

    D-rank Spells:

    • Gladius Rush - Accepted.
    • Small Mold - Mostly accepted. You only need to Note that the defensive aspect of the Marble is only effective if it is solely focused on doing so. You can't multi-task with this low-level spell.
    • Marble Column - Accepted.


    C-rank Spells:

    • Hadrian's Wall - Accepted. Might want to add that the initial two pieces of the Wall can help to block attacks at your side in a quick second, though their defensive capabilities are obviously far weaker (1 C-rank per piece) than the whole thing.
    • The Discus Thrower - Noticeable fall in quality from the previous spells. You need to include where the marble statue forms relative to your position and I would also like to understand how the statue prioritizes between multiple target without Zuo Cii's input.


    B-rank Spells:

    • Tectonic Force - Accepted.
    • Carnival of the Earth - All the ground around? Define the radius of the affected area because I am sure some people would be able to have the reflexes and speed to run out of the area before the earth even starts showing cracks. Also, this is useless against flying people for rather obvious reasons. Cool-down needs to be longer for the immobilization effect; I would suggest 6-posts.
    • Earth Rush - Ah, the thing about the mounds. First, state the height and speed of the mounds. Next, while I accept your point after much debate about the mounds not being the real power behind the spell, I still think that if a person is quick enough, the mounds could be destroyed right before they hit them, so that you would get an absolutely easy time jumping off the new stump before it rises into a new mound.


    A-rank Spells:

    • Marble Molding: Infinite Make - Include the maximum range.
    • Earthbound Golem - Accepted. Picture makes this look more OP than it really is.
    • Of the Earth, Marble Make Fusion: Great Dome - Might want to include that Zuo Cii is vulnerable the entire time. While the rising dome helps block attacks from the ground level, the fact that it needs time to fully converge to form a roof might offer an opportunity for flyers to attack from the top. If you get injured enough to lose your concentration then, you would only be left with the earth dome without the marble enhancement.


    S-rank Spells:

    • Earthbound Immortal - You can include that the only real form of attack the giant has is its arms. If those are cut by an S-rank Spell that focuses on cutting power, it can be left unable to attack, unless you start going into a rampaging headbutt fest, which limits its effective range even more. Granted, you can regenerate the arms with the regeneration power but I must say that the drain is pretty massive.
    • Marble Make: Castle - Accepted.


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    Post by Zuo Cii 17th January 2014, 9:55 pm

    edits applied as requested


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    Post by TacticalFallacy 17th January 2014, 10:14 pm

    B-rank Spells:
    Carnival of the Earth - 6-post cooldown please.
    Earth Rush - You forgot about the height of the mound. Next, I did not see this, but please increase the cooldown to 5 posts.

    A-rank Spells:
    Earthbound Golem - While I previously approved, I will require the walking speed of this Golem and I will need a general sense of how slow its overall body such as arms and legs move(i.e. Shingeki no Kyojin Style or a real slow typical golem).




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    Post by Zuo Cii 18th January 2014, 6:46 am

    Alright thanks, edits applied.


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    Post by TacticalFallacy 19th January 2014, 7:15 am

    B-rank Spells:
    Earth Rush - "1 metre in height". PFFF!!! :P Never mind, return the cooldown back down to the original 4 posts.

    And that's all, folks!


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    Post by Zuo Cii 19th January 2014, 8:38 am

    bump


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    Post by TacticalFallacy 19th January 2014, 8:44 am

    Approved.


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    Post by Zuo Cii 6th July 2014, 4:04 pm

    Okay revamped some stuff.

    Added 4 more passives starting at "-Soft and Hard:" down

    Replaced "Marble Make Castle" with "Marble Make Unlimited"

    Added signature spell please check


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    Post by Kirahunter 20th July 2014, 6:44 am

    bump


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    Post by Indiana Jones 20th July 2014, 2:26 pm

    Passives and Marble Make Unlimited are approved. The only thing with your signature spell, is the rank of it. Signature spells go to S-rank, so please change the rank of the spell from SS to S. Otherwise everything is good.


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    Post by Zuo Cii 20th July 2014, 2:40 pm

    done. Thanks Indaface.


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    Post by Indiana Jones 20th July 2014, 2:42 pm

    Okay. Everything is approved.


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    Post by Kihia 16th October 2014, 8:07 pm

    Had been unlocked for Ability fixing


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    Post by Zuo Cii 21st October 2014, 5:00 am

    Oh yeah I fixed this biz in compliance with the new rules


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    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

    Of the Earth [Finished] Empty Re: Of the Earth [Finished]

    Post by Kihia 21st October 2014, 2:19 pm

    Of the Earth [Finished] Approv11


    _____________________________________________________________________________________

    Of the Earth [Finished] Kihisi10
    Of the Earth [Finished] 17496c10
    EXP:350/1200



    Themes:

      Current date/time is 2nd May 2024, 4:27 am