Ride the winds (Ordo Zephyrius Mutatoris spell)

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> Ordo Zephyrius Mutatoris Spell: Vehi Ventis

   Common Name: Ride the Winds
   Knowledge Requirement: None
   Summary: teleportation

This spell is a staple for Ordo Zephyrius Mutatoris, among the first learned, and sometimes the most commonly used, especially among more the more pacifist members of the order. One can either give no additional argument, in which case one will ride the winds to a random location, or one can attempt to use the argument ride the winds "home" to be returned to Torlira's mountain abode. Though this spell does not require you to be outdoors, it does require there to be air in the atmosphere. Many use this spell frequently as it allows one to attune one's spirit to the chaotic energies in the weather.

   Steps:
   1) speaking the winds
       Type: Speech
       Importance: minor, optional
       Difficulty: very easy
       Skills: Enochian (dominant) and vocalization (small)
   2) the opening of the way
       Type: Praxis
       Importance: minor, optional
       Difficulty: very easy
       Skills: thaumaturgy, evocation, and ergiphrasty
   3) gathering of the elements
       Type: Gesture
       Importance: greater
       Difficulty: easy
       Skills: prestidigitation
   4) awaiting the shift of the winds
       Type: Passive Event
       Importance: none
       Difficulty: trivial
       Skills: none
   5) imbuement of the lightning
       Type: Praxis
       Importance: great
       Difficulty: moderate
       Skills: aeroturgy, evocation, and spatiophrasty

Development Information: This spell was created by Twilight and Rand and is maintained by Starhound; the source code was last updated Sun Jan 07 17:38:00 2018.

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