Ordo Ignis Aeternis
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- | Drawing upon the ability of a candle's flame to illuminate the darkness, | + | Drawing upon the ability of a candle's flame to illuminate the darkness, this spell causes the target to begin glowing with the intensity of a small candle. As with candles, a single candle only produces a small amount of light, but many candles can brightly illuminate an entire room. |
- | this spell causes the target to begin glowing with the intensity of a small | + | |
- | candle. As with candles, a single candle only produces a small amount of | + | |
- | light, but many candles can brightly illuminate an entire room. | + | |
===Comforting Warmth=== | ===Comforting Warmth=== |
Revision as of 04:10, 26 July 2009
The Ordo Ignis Aeternis
You are a member of the Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat 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 an initiate of the Ordo Ignis Aeternis.
Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the ways of pyromancy, a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers. Elemental fire energy is thus of great value to any member of the Ordo.
While the predominant effect of fire is destruction, there are many more aspects to the element. It can be used for warmth, to shed light, to cook with, and as fuel for a multitude of other processes. Despite its many uses, fire is also dangerous, as are those who wield it. Great care must be taken when handling fire, and great respect for its power is necessary to ensure your own safety. A reckless initiate can easily be burned by the power that he seeks to control or find himself the victim of an angry mob of peasants who will tie him to a stake and give him a very direct access to the power he seeks to control.
While the Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive, and demanding a certain amount of respect when dealing with them. Should the members of the Ordo Ignis Aeternis show open disrespect for each other, it is only a matter of time until beings from outside the guild begin showing their disrespect, and the only feasible result of this would be for the Ordo Ignis Aeternis to burn everyone around them. This would not be good for the image of a guild powered by a force that easily instills fear in the minds of lesser beings. That being said, mutual respect among practitioners is highly encouraged, lest we all be consumed in our own flames.
Part of the hierarchical structure within the Ordo Ignis Aeternis is the Board of Spellcrafting, whose responsibility is to ensure that spell study is performed according to certain standards, and that these newly researched spells are thoroughly tested to ensure adequate safety measures are instilled. Once a spell has been sufficiently researched, formulated, and passed the Board, it is made available for all other members of the guild to study. This ensures that we continue our studies, and that certain spells are not horded away in some dusty old library where they serve no purpose to anyone. Any member of the guild can do spell research in attempts to formulate a new spell, and such spells can be submitted to the Board at any time, though the review process may be lengthy. The more complex the spell, the more time is needed to ensure all aspects of the spell are suitable for the guild.
When the Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of their 'Conclave'. Because of this, the Ordo Ignis Aeternis as a whole is very wary of those who are of extreme alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's energies are better suited towards furthering their own abilities at using fire energies than trying to promote some ethical cause. Let the others have their little wars, and when the smoke clears, the Ordo Ignis Aeternis will be there controlling things from their neutral vantage point.
Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a quick display of your spell information.
Joining the Ordo Ignis Aeternis
The tanned-skinned male anthrope intones, ((= An Ordo initiate must be sufficiently literate as to be able to read scrolls and spells, and especially to document their spell research. You do not meet this requirement. =)) to you.
Literacy 60>95
Max level to join is 300.
Members of the Pantarchic Church are not welcome in the guild.
Requirements and Bonus Specialties
Min Bonus Literacy 2 2 Pyromancy 2 1 Centering 3 1 Channeling 3 1 Legerdemain 1 Prestidigitation 1 Arcane Lore 1 Enochian 1 Heat Tolerance 1 Introspection 1 Memory 1 Scholarship 1
Total of 4 willpower, 1 intelligence, and 2 dexterity
Spells
Ordo Ignis Aeternis Spells
The spells of the Ordo Ignis Aeternis 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 environ with a specific fuel for the spell. These will be noted in each spells help file.
Your rating in a spell 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 -- ordinary spells will go down to about half of the base rating, while more difficult spells will go down by only a small fraction.
You may see a summary of the spell list by typing 'help spell summary'.
Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your telesmatic weapon, pyromancy, and their mother attributes.
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.
List
/------------------------------ Ordo Ignis Aeternis Spell Summary ------------------------------\ | Spell rating (%) Description s f h n | >-----------------------------------------------------------------------------------------------< | blazing twister 770 (42%) heat and fire cyclone attack 52 52 52 0 | | burning fever 400 (100%) disease remedy 29 29 0 0 | | calm heartfires 722 (85%) soothe the inner fire of anger and rage 33 46 3 0 | | candlelight 600 (100%) light production 10 13 0 0 | | comforting warmth 375 (100%) soothing heat 15 12 24 0 | | dancing flame 676 (88%) conjure fire spirit 56 56 56 0 | | dancing needle 700 (100%) inerrant phosphorous attack 42 31 31 0 | | deplete phlogiston 635 (70%) phlogiston depletion 36 22 18 0 | | desiccate remains 350 (100%) corpse preservation 5 13 15 0 | | enhance phlogiston 632 (60%) phlogiston replenishment 38 53 19 0 | | fan of flames 710 (91%) fan-shaped fire attack 15 30 30 0 | | fire barrage 734 (89%) exploding fire area attack 162 298 0 0 | | fire bolt 750 (100%) basic fire attack 13 13 0 0 | | fire rain 717 (67%) raining fire attack 194 93 47 0 | | fire spikes 450 (100%) basic fire attack 5 5 0 0 | | fire web 600 (100%) ensnaring web of flame 28 53 6 0 | | fireball 600 (100%) caustic fire area attack 27 33 17 0 | | flame of knowledge 626 (62%) identification 36 40 0 0 | | flame shield 600 (100%) multipurpose protection spell 25 140 10 0 | | flamra armour 600 (100%) armour conjuration 63 75 13 0 | | flamra bolt 604 (34%) bolt 4 5 0 0 | | flamra crossbow 666 (39%) crossbow weapon 105 101 0 0 | | flamra staff 659 (38%) staff weapon 105 169 0 0 | | flare 500 (100%) photonic blind attack 15 13 0 0 | | frostfire bolt 636 (53%) cold flame attack 20 16 0 0 | | funeral pyre 350 (100%) rejuvenation and cold protection 1 1 0 0 | | heat ball 795 (74%) heat attack 35 0 42 0 | | heat vent 691 (98%) modified heat attack 27 24 0 0 | | immolate 753 (44%) fiery shroud 0 225 0 0 | | incinerate magick 687 (0%) magick consuming attack 200 200 100 0 | | inferno 701 (0%) intense directed fire attack 175 350 150 0 | | internal warmth 350 (100%) cold and frost protection 12 26 26 0 | | magick embers 736 (80%) detect magick 12 0 0 0 | | mark of the phoenix 600 (100%) phoenix protection charm 88 147 0 0 | | obscuring smoke 621 (56%) scrying protection 102 41 0 0 | | phoenix claws 400 (100%) clawed slashing attack 30 35 0 0 | | phoenix fire 671 (28%) resurrect the fallen 24 24 0 0 | | piercing flame 666 (67%) flaming weapon enhancement 54 127 0 0 | | protection from fire 375 (100%) fire and heat resistance 10 1 1 0 | | purging flame 400 (100%) antidote 12 12 0 0 | | pyrotechnic surge 300 (100%) 45 30 0 0 | | raging fire 600 (100%) clinging fire attack 89 130 33 0 | | scrying flame 450 (100%) scry person 37 19 0 0 | | searing heat 325 (100%) searing heat attack 13 0 25 0 | | smoke and mirrors 607 (62%) conjure smoke image 69 69 69 0 | | smoke bolt 650 (100%) solidified smoke attack 23 13 8 0 | | sunbeam 550 (100%) photonic pillar attack 17 17 17 0 | | torrid tempest 657 (0%) fire and heat attack 60 55 55 0 | | triad of fire 600 (100%) triple fire bolt attack 16 13 4 0 | | withdraw heat 747 (53%) decrease thermal acceleration 0 0 150 0 | | wraith fire 691 (97%) spiritual fire attack 10 1 1 0 | \-----------------------------------------------------------------------------------------------/
- Min=minimum spell level required to cast
- Max=maximum effective spell level
- s=base spiritual energy cost
- f=base elemental fire energy cost
- h=base heat energy cost
- n=base endurance enegry cost
- dif=difficulty level
- Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult
Blazing Twister
Relevant Attributes: a fifth of a part charisma, a tenth of a part intelligence and a tenth of a part dexterity Relevant Skills: half a part evocation, three tenths of a part pyromancy and a fifth of a part prestidigitation Rating Requirement: six hundred seventy-five Effective Maximum Rating: nine hundred Difficulty: very difficult Forms of Evocation: blazing twister blazing twister <target> Base Energy Costs: sixty points of spiritual energy, sixty points of heat and sixty points of elemental fire energy This spell summons a powerful tornado composed of devastating flame and searing heat and directs it towards the caster's target.
Development Information: This spell was created by Lysator; the source code was last updated Sun May 31 16:15:47 2009.
Blue Flame
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part abjuration, a fifth of a part anatomy, a fifth of a part chirurgery, a fifth of a part Exoma fieldcraft, a fifth of a part empathy, a tenth of a part biofeedback, a tenth of a part conjuration, a tenth of a part metaphysics, a tenth of a part pyromancy and a tenth of a part biology Rating Requirement: five hundred fifty Effective Maximum Rating: nine hundred Difficulty: extraordinarily difficult Forms of Evocation: blue flame blue flame <target> Base Energy Costs: two hundred fifty points of spiritual energy and three hundred twenty points of elemental fire energy Though the Ordo Ignis Aeternis has vowed not to get involved with the insipid battles of ideaologies known as order and chaos, sometimes one of our own is an innocent bystander of the backlash of that conflict. One of the most notoriously debilitating attacks that the forces of Chaos have is their ability to completely warp a person's entire identity, from their race, to their skin colour, to the make-up of their anatomy. This effect essentially cruelly disfigures whomever it touches that is not in alignment with Chaos. To help protect ourselves and those aligned with us, a spell was devised that would counter this disfigurement process. This spell burns away the chaos energies that were forced upon the target, and much like a phoenix rising whole again from its funeral pyre, the recipient of this spell will rise again in its original form. The process has not been perfected yet, so there may be some loss of motor coordination or clouding of the mind. Many victims of chaos warping will gladly sacrifice that small amount for their original form back. Sadly though, this spell cannot restore lost talents that were wiped away during the original warping process.
Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.
Brimstone Portal
Ordo Ignis Aeternis Spell: Brimstone Portal
Relevant Attributes: two fifths of a part intelligence and a tenth of a part willpower Relevant Skills: a quarter of a part conjuration, a quarter of a part evocation, a quarter of a part pyromancy and a quarter of a part symbology Rating Requirement: seventy-five Knowledge Requirement: cosmology skill of 10 or higher and metaphysics skill of 35 or higher Effective Maximum Rating: six hundred fifty Difficulty: easy Form of Evocation: brimstone portal Base Energy Costs: forty points of spiritual energy
Among the many things that has been revealed to Ordo Ignis Aeternis, the Plane of Fire, called so for lack of a better term, holds among the most fascination. Many days have been spent scrying this plane, with very little results. Efforts to transport anything fully to this plane have met with utter failure, but it has been discovered that a doorway can be opened directly through this fiery plane. The exact physics of this is completely unknown, and what happens to unanchored item is complete speculation. One beneficial effect that was found is that the transport room of Schola Fervitus can be set up as an anchor. As such, by casting this spell, a member of the order can transport hirself 'through' the elemental plane and emerge unscathed in Schola Fervitus. Further experiments are being conducted to extend the amount of time spent in the realm of flames, but for now, the amount of time the portal is open is barely long enough to let through a small portion of the brimstone laden atmosphere.
Burning Fever
Relevant Attributes: a fifth of a part intelligence, a tenth of a part constitution and a tenth of a part charisma Relevant Skills: four fifths of a part first aid, three tenths of a part pyromancy, a fifth of a part enchantment and a tenth of a part prestidigitation Rating Requirement: two hundred fifty Effective Maximum Rating: four hundred Difficulty: somewhat difficult Form of Evocation: burning fever <target> Base Energy Costs: fifty points of spiritual energy and fifty points of elemental fire energy
This spell calls forth the ability of fire to burn away impurities, in this case, the impurity is disease and rot. Timely use of this spell can sometimes mean the difference between life and death. Due to the use of elemental fire in this spell, it is not the most gentle method of removing an affliction, so care must be taken when administering this magickal remedy to those who are sensitive to the effects of flames.
Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.
Burn Undead
Relevant Attributes: charisma Relevant Skills: two fifths of a part telesmatic weapon, three tenths of a part arcane lore, three tenths of a part evocation, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: four hundred ninety-five Effective Maximum Rating: six hundred fifty Difficulty: ordinary Forms of Evocation: burn undead burn undead <target> Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental fire energy and fifteen points of heat
There are beings that roam the lands that are neither alive nor dead--beings referred to as the Undead. These creatures are growing in number at an alarming rate, and seem resistant to most strains of fire. The Ordo Ignis Aeternis, not to be outsmarted by a defiant unthinking creature, did some research and developed this spell, designed specifically to inflict our fiery power upon the walking dead things.
Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.
Calm Heartfire
Candlelight
Ordo Ignis Aeternis Spell: Candlelight
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: a fifth of a part pyromancy, a tenth of a part conjuration and a tenth of a part enchantment Rating Requirement: three hundred Effective Maximum Rating: six hundred Difficulty: ordinary Form of Evocation: candlelight on <target> Base Energy Costs: twenty points of spiritual energy and twenty-five points of elemental fire energy
Drawing upon the ability of a candle's flame to illuminate the darkness, this spell causes the target to begin glowing with the intensity of a small candle. As with candles, a single candle only produces a small amount of light, but many candles can brightly illuminate an entire room.
Comforting Warmth
Dancing Flame
Dancing Needle
Deplete Phlogiston
Ordo Ignis Aeternis Spell: Deplete Phlogiston
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part eructant weapon, three tenths of a part pyromancy, a fifth of a part anatomy, a fifth of a part biology and a tenth of a part enchantment Rating Requirement: three hundred fifteen Knowledge Requirement: eructant weapon skill of 5 or higher, anatomy skill of 25 or higher and metaphysics skill of 25 or higher Effective Maximum Rating: seven hundred seventy-five Difficulty: difficult Form of Evocation: deplete phlogiston <target> Base Energy Costs: fifty points of spiritual energy, thirty points of elemental fire energy and twenty-five points of heat
One of the naturally occuring processes for fire production is found in a
dragon's breath weapon. Studies into this phenomenon have lead to the discovery of the phlogiston liquid, produced in the phlogiston glands and ignited in the air. This natural combustion depletes these phlogiston glands, and it could take some time to replenish fully. This spell helps to accelerate the depletion process, by enhancing the rate at which the phlogiston is consumed, and burning it off before it has a chance to be ignited.
Desiccate Remains
Enhance Phlogiston
Fan of Flames
Ordo Ignis Aeternis Spell: Fan of Flames
Relevant Attributes: three tenths of a part charisma, a tenth of a part intelligence and a tenth of a part dexterity Relevant Skills: a tenth of a part conjuration, a tenth of a part evocation and a tenth of a part prestidigitation Rating Requirement: three hundred twenty Effective Maximum Rating: seven hundred fifty Difficulty: somewhat difficult Forms of Evocation: fan of flames fan of flames <target> Base Energy Costs: twenty-five points of spiritual energy, fifty points of heat and fifty points of elemental fire energy
A modified version of a typical attack spell, this shapes the attack into
a fan shape, which most often strikes multiple points on the same target, but has the potential to fan out enough to strike several targets
Fire Barrage
Fire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, two fifths of a part telesmatic weapon, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: two hundred fifty Effective Maximum Rating: seven hundred fifty Difficulty: ordinary Forms of Evocation: fire bolt fire bolt <target> Base Energy Costs: twenty-five points of spiritual energy and twenty-five points of elemental fire energy
A staple of any fire mage's attack spells, this simple spell is readily grasped by newer initiates, and is still highly functional for more adept member of the order. A single bolt of fire is shot from the caster's hand. As the mage's abilities with fire magic improve, so too does this spell's performance.
Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.
Fire Rain
Fire Spikes
Ordo Ignis Aeternis Spell: Fire Spikes
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: half a part telesmatic weapon, two fifths of a part evocation, three tenths of a part conjuration and a tenth of a part pyromancy Rating Requirement: one hundred twenty Effective Maximum Rating: four hundred fifty Difficulty: ordinary Forms of Evocation: fire spikes fire spikes <target> Base Energy Costs: ten points of spiritual energy and ten points of elemental fire energy
A basic offensive spell of the Ordo Ignis Aeternis, Fire Spikes can be
cast by all but the most uninitiated. Hundreds of long spikes made of pure fire are shot into the target, causing minor damage, but affecting a rather large surface area.
Fire Web
Fire Ball
Flame of Knowledge
Flame Shield
Flamra Armour
Flamra Bolt
Flamra Crossbow
Flamra Staff
Flare
Frostfire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part cryomancy, a fifth of a part physics, a tenth of a part conjuration, a tenth of a part evocation and a tenth of a part pyromancy Rating Requirement: four hundred fifty Knowledge Requirement: arctic fieldcraft skill of 35 or higher and complete Scale Mount Doom Effective Maximum Rating: eight hundred Difficulty: somewhat difficult Forms of Evocation: frostfire frostfire <target> Base Energy Costs: twenty-five points of spiritual energy and twenty points of elemental fire energy
An esoteric attack type that few initiates of the Ordo Ignis Aeternis are able to make use of, frostfire is almost a contradiction to the teachings of pyromancy. It combines the power of fire with the bite of cold to produce a rather unique combination that very few opponents would be well prepared for.
Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.
Funeral Pyre
Heat Ball
Heat Vent
Immolation
Incinerate Magick
Inferno
Internal Warmth
Magick Embers
Mark of the Phoenix
Obscuring Smoke
Phoenix Claws
Phoenix Fire
Piercing Flame
Relevant Attributes: a fifth of a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: half a part enchantment, half a part weapon lore, three tenths of a part pyromancy, three tenths of a part smithing, three tenths of a part prestidigitation and a fifth of a part evocation Rating Requirement: four hundred Knowledge Requirement: weapon lore skill of 35 or higher and enchantment skill of 75 or higher Effective Maximum Rating: eight hundred Difficulty: somewhat difficult Form of Evocation: piercing flame <target> Base Energy Costs: seventy-five points of spiritual energy and one hundred seventy-five points of elemental fire energy
This spell envelops a weapon in a corona of fire, which supplements an arsenal of spells with a realm of combat enhancement.
Development Information: This spell was created by Maglor and is maintained by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.
Protection from Fire
Purging Flame
Pyrotechnic Surge
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part alchemy, two fifths of a part evocation, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: one hundred fifty Knowledge Requirement: complete a Lotus for Sai and Nihonese skill of 75 or higher Effective Maximum Rating: three hundred Difficulty: easy Forms of Evocation: pyrotechnic surge pyrotechnic surge <target> Base Energy Costs: forty-five points of spiritual energy and thirty points of elemental fire energy The first usage of this technique originated in Nihon during one of their winter celebrations. Someone, in a moment of absentmindedness, added too much flash powder to their cantrips, with rather explosive, yet very visually stimulating, results. This visually flashy spells plays upon both the egotistical side of fire to want to impress an audience and with the desire to reduce opponents to ash. Development Information: This spell was created by Lysator; the source code was last updated Sun May 31 16:15:47 2009.