Ordo Zephyrius Mutatoris
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[[Category: Scholar (affiliation types)]] | [[Category: Scholar (affiliation types)]] | ||
[[Category: Ordo Zephyrius Mutatoris]] | [[Category: Ordo Zephyrius Mutatoris]] | ||
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Revision as of 14:32, 5 August 2023
Contents |
Guild Help
You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological energies.
Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power stores unique to your order.
Your primary style of spell usage is aeroturgic. While many factors affect the weather, the atmosphere is the medium in which those factors combine with the most dynamism and fungibility. Elemental air energy is thus of great value to a Frater Zephyrius Mutatoris.
Underlying the patterns of the atmosphere is raw chaos, and it is incumbent upon you to reflect this chaos within your spirit. This will both allow you to better manipulate and draw out the deepest mysteries of the weather, and give you a valuable ethos by which to live your life. The universe, like the weather, is fickle, and it takes a certain acceptance and transmission of its fickle nature in order to harmoniously express and manifest one's most personal self. (More on this below.)
Overlaying the patterns of the atmosphere is electricity, the highest and most intense form that the weather takes. Electricity is the fuel for the most powerful and dangerous of your spells.
These three things -- elemental air, chaos, and electricity -- serve as fuel that you can use to manipulate and resonate with any number of natural phenomena. Almost as many of us find comfort in a life at sea as one in the clear skies; some prefer the starry night, others a tempestuous storm. Precipitation is commonly manipulated by the Frater Zephyrius Mutatoris, but there have been those that could call upon fiery heat of the desert, or the lensing effects of water droplets, or even the atmospheric vacuum of deep space.
As mentioned a moment ago, a certain type of chaotic ethos is central to your spellcasting prowess. This does not mean that you must be a prancing fool (after the fashion of Discordians) or rampantly destructive (after the fashion of most adventurers) -- though some of us have been those things. It means rather that you must strive to maintain a certain degree of independence and spontaneity within you. As the weather emerges as a system in its own right out of a confluence of forces, so the Frater Zephyrius Mutatoris must always strive to be more than the sum of his surroundings; he must always bring something new and uniquely himself to every situation.
While most of our order are wanderers, and while there is no official hierarchy within the cabal, a certain degree of civility is expected among its members. The cabal recognizes that this is rather difficult, as its Magi tend to be strong personalities. Nonetheless, the egregore that you use is maintained by the strength of the ethos that you follow and the energies that you command collectively within your spirits. With inner strife, our magicks are be weakened.
Joining the Ordo Zephyrius Mutatoris
In Tetlacana, at coordinates 7, 39, 0 there is an exit "in" to the guildhall.
The guildmaster is Torlira, a female aviar. If you wish to join the Order of Ordo Zephyrius Mutatoris, say 'pledge me to Ordo Zephyrius Mutatoris'. To leave them, say 'I renounce Ordo Zephyrius Mutatoris'.
The OZM is a chaotic neutral guild. This means that you CANNOT level up unless you are chaotic neutral, or very close to it.
Torlira quietly intones, ~* As a Stalker of the Gate, you could not become a proponent of chaos by joining Ordo Zephyrius Mutatoris. *~ to <§> Arcane <§> .
Torlira told me I could not join because literacy too low at 40. It seems to require anything over 40. Joined successfully at 41 and 44.
Leaving
If you have left the Ordo Zephyrius Mutatoris, there is a 4 month wait before you are able to rejoin.
Required and bonus specialties
Bonus Min Literacy 2 Prose 2
So that's 4 intellect specialties.
Specialty access
Aeroturgy 50 Alchemy 20 Anatomy 7 Anglic 13 Animal Lore 4 Animaphrasty 10 Arcane Lore 10 Archery 3 Aretophrasty 10 Armour Lore 4 Astrology 10 Awareness 4 Bellerophrasty 30 Cartography 7 Centering 20 Chaoturgy 50 Combat Reflexes 4 Concentration 20 Conjuration 20 Cosmology 4 Courage 4 Critical Thinking 7 Dagger 4 Dancing 3 Diplomacy 7 Discipline 4 Dodge 4 Elektraturgy 50 Elude Pursuit 4 Enchantment 20 Equilibrium 20 Equipment Maintenance 4 Ergiphrasty 10 Etiquette 7 Evocation 20 Farming 3 Finance 3 First Aid 4 Fishing 3 Fletching 3 Flight 4 Gem Lore 4 History 7 Horticulture 3 Hylophrasty 10 Imagination 4 Insect Lore 4 Introspection 7 Keraunaturgy 50 Klimaphrasty 10 Law 4 Leadership 7 Legend Lore 7 Legerdemain 7 Literacy 10 Load Bearing 4 Logic 7 Logistics 4 Mathematics 7 Meditation 7 Memory 7 Musical Composition 3 Navigation 3 Nymophrasty 10 Orienteering 4 Ownership 7 Percussion Instruments 3 Philosophy 7 Physics 10 Plant Lore 4 Poetry 3 Politics 7 Precision Strike 4 Prestidigitation 20 Prose 10 Psychology 7 Psychophrasty 10 Resilience 4 Rhetoric 7 Rigging 3 Rune Lore 10 Scholarship 10 Seamanship 3 Singing 3 Staff 4 Steadiness 4 Streetwise 3 Stringed Instruments 3 Summoning 20 Swimming 4 Symbology 20 Teaching 7 Tenacity 4 Thaumaturgy 50 Theology 7 Throwing 4 Vocalization 3 Weapon Lore 4 Weaving 3 Wind Instruments 3 Wyrding 20
Skills
Aerina is available in the guildhall for training.
Spells
Before any spells may be cast, you must enter into the proper mental state for hermetic spellcasting, forming a mental link with the magickal forces they wish to wield. For members of Ordo Zephyrius Mutatoris, this link is called a ventus -- a mental approximation of the chaotic flows of the winds. To initiate your ventus, simply visualize a chaotic swirl of air forming a serpentine rune. To dismiss your ventus, concentrate on withdrawing your connection to the winds.
The spells of Ordo Zephyrius Mutatoris involve evocation processes of varying sorts, but they all begin by incanting the spell's name, followed by the target (if any), in the Enochian tongue. Some spells have additional requirements, such as material components or an environs with respirable air. These will be noted in each spells help file.
The syntax for casting spells is 'cast <spell name> [on <target> | with <component> | using <argument> | without <spell step>]'. See Spellcasting for detailed information.
Your rating for any spell step is determined by a weighted average of certain attributes and skills, listed in the help file. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell step -- ordinary steps will go down to about half of the base rating, while more difficult steps will go down by only a small fraction.
Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat spell is determined by one's skill at legerdemain.
Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is determined by your wyrding along with the relevant magickal control skills (such as aeroturgy and elektraturgy) and their mother attributes.
Many spells utilized by Ordo Zephyrius Mutatoris require the knowledge of specific runes, some spells may even make use of multiple runes. To find help on Ordo Zephyrius Mutatoris runes, simply 'help ordo zephyrius mutatoris runes'.
Spellcasting
To cast a spell, simply type "cast <spell name>". One specifies targets with the preposition "on", and specifies components with the preposition "with", lastly one specifies spell arguments using the preposition "using".
Certain steps in spellcasting are optional and can be skipped. Skipping a step will tend to make casting the spell more difficult and more energetically expensive. However, it results in the spell being faster to cast, and can indirectly aid in the spell being cast by skipping steps that involve magickal skills with which one is less practiced. To skip spellcasting steps, use the preposition "without".
The order of the prepositions matters: first specify targets, then components, then spell arguments, then skipped steps.
To get a description of the steps one uses to cast a spell, set the "verbose spellcasting" depiction to on. This will also give you an indication of how well one is managing the spellcasting process.
For most spellcasting steps it is possible to fumble the spellcasting process if one's relevant magickal skills and their mother attributes are insufficient to manage even a skeleton of the correct procedure. The effects of fumbling vary, but typically involve one being overwhelmed by the type of energies involved in controlling that spell step, resulting in damage to one's body and spiritual energy reserves. For example, if one fumbled Taxos Anemou, a spell involving aeroturgy, one would receive elemental air damage that affected both one's body and spirit. Skipping spellcasting steps makes the spell more difficult to control and thus makes fumbling more likely.
List
Currently incomplete
/---------------------------------- Ordo Zephyrius Mutatoris Spell Summary ----------------------------------\ | Spell Summary Common Name Spell Type | >------------------------------------------------------------------------------------------------------------< | Anemos Chaos chaoswind area attack Chaoswind area of effect attack | | Astrape Serpentina sorcerous chain lightning attack Serpentina's Lightning area of effect attack | | Epombria water area attack Torrential Rain area of effect attack | | Procella clinging, shredding air area attack Squall area of effect attack | | Concalo extradimensional spirit conjuration Summon conjuration | | Convocatione Vocabunt gather existing summons Call Summons conjuration | | Eiri Psyche manifest benevolent rainbow spirit Rainbow Butterfly construction | | Aemophthoria elemental air attack Wind Blast directed attack | | Aemophthoria Heremites desert wind attack Desert Wind Blast directed attack | | Aemophthoria Skia umbral wind attack Umbral Wind Blast directed attack | | Aither clinging vacuum attack Rarified Aether directed attack | | Anemostrophos sorcerous wind attack Tornado directed attack | | Astra magickal attack Magick Dust directed attack | | Astrape lightning attack Lightning Bolt directed attack | | Astrape Chaos chaos-infused lightning attack Chaos Lightning directed attack | | Astrape Skia umbral lightning attack Umbral Lightning Bolt directed attack | | Brontema thunder attack Thunderclap directed attack | | Krios break door Ram directed attack | | Magicae Iaculum mana attack Magick Dart directed attack | | Pneuma Kokusasa shrieking wind attack Shrieking Gale directed attack | | Spinthar elemental air attack Seeker Spark directed attack | | Epistasis end one's enchantment Disenchant dispell | | Scientia de Ventis identification Knowledge of The Winds divination | | Tropos orientation Direction of The Winds divination | | Aer Vincula constraints of reified air Scithial Bonds enchantment | | Aggelopteros magickal wings Welkin Wings enchantment | | Allevo Sarcina load bearing boost Lighten Load enchantment | | Anastrape electrical protection Lightning Ward enchantment | | Animo Creui psychic protection Mind Maelstrom enchantment | | Apportation using the winds to move objects Apportation enchantment | | Auge multifaceted sensory enhancement Sunlit Senses enchantment | | Caelum Furia resilience/ruthlessness boost Skyfury enchantment | | Eidos Anemou invulnerability Essence of The Wind enchantment | | Electrica electrical contact damage Electrification enchantment | | Exokeanismos multifaceted protection charm Sea's Blessing enchantment | | Hekros Anemou protective wind barrier Wall of Wind enchantment | | Mollis Laevitas order/earth/cold resistance Resilient Volatility enchantment | | Mousike Animou thunder protection Windsong enchantment | | Nepheleidon anorganic, cloud-like state Cloud Form enchantment | | Ploion wingless flight Drift enchantment | | Pneuma respiratory replenishment Breath of Air enchantment | | Taxos Anemou burst of speed Wind Speed enchantment | | Torpor analgesia Numb enchantment | | Typhos physical/elemental protection Fog enchantment | | Rheumatizon weather energy infusion Channel Currents energy channeling | | Colligentes Venti] gradual energy accumulation Gather Wind energy collection | | Pneuma Psyche rejuvenation Breath of Life healing | | Pneuma Nymphikos hasten weapon Sylphic Pulse item enchantment | | Vehi Ventis teleportation Ride the Winds teleportation | | Concelo extradimensional interference Shroud weather modification | | Electrica Tempestas mobile storm area attack Electrical Storm weather modification | | Noctilucent Caligo visibility enhancement Noctilucent Mist weather modification | | Phlogeos increase atmospheric combustibility Dephlogisticate Air weather modification | | Zephyrus restorative atmospheric effect Zephyr weather modification | \------------------------------------------------------------------------------------------------------------/
- Currently known old spells that are missing:
feather mantle armour encumbrance reduction osprey's call avian charm thunderforge mass weapon electrification
Playstyle
Early Game (levels 0-20): Inconclusive, but playstyle seems to be based around summoning things (Concalo) and then throwing down damage-over-time effects with Squall/Tornado, while keeping yourself protected and punishing attacks with Electrica.
Early-Midgame (Levels 20-??): You can start relying on things like flight (drift) and fog for dodgy defence; magick dart/dust will help a lot and are powerful spells in their own right if not thematically satisfying. Tornado is still a good opener - buff up, open with that, and fling magick darts at them. Bring summons if you don't mind the exp hit while you spell (heh) others' doom.
But that's just what works for me and I'm hardly an expert; your mileage may vary!
It seems that better summons get unlocked with more skills, or perhaps greater perfection in the skills for Concalo, but I'm still looking into this.
--Calabora
Conflicts
Storm Walkers are warriors, so you are barred from joining.
Can't be Ordered.