Ordo Zephyrius Mutatoris

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-=Ordo Zephyrius Mutatoris=+=Guild Help=
 + 
You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological energies. 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. 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 aeromantic. 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.+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.) 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.+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. 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.
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{{spoilers}} {{spoilers}}
-In Almeria, at coordinates 19, -33 there is an exit eastup into the guildhall.+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'. Initiates may say the command 'advance'.+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.+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== ==Required and bonus specialties==
- Bonus Min+ Bonus Min
- [[Aeromancy]] 1+ [[Literacy]] 2
- [[Arcane lore]] 1+ [[Prose]] 2
- [[Centering]] 1 2+
- [[Channeling]] 1 2+
- [[Chaos affinity]] 1+
- [[Enochian]] 1+
- [[Introspection]] 1+
- [[Legerdemain]] 1+
- [[Literacy]] 1 2+
- [[Memory]] 1+
- [[Prestidigitation]] 1+
- [[Scholarship]] 1+
- [[Telesmatic weapon]] 1+
-So that's 3 [[intelligence]], 3 [[willpower]], 2 [[dexterity]] specialties.+So that's 4 [[intellect]] specialties.
{{endspoilers}} {{endspoilers}}
 +
 +=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= =Skills=
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=Spells= =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 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.
-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.+The syntax for casting spells is 'cast <spell name> [on <target> | with <component> | using <argument> | without <spell step>]'. See Spellcasting for detailed information.
-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]], [[aeromancy]], and their mother attributes.+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]]. 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== ==List==
 +Currently incomplete
 +
 + /---------------------------------- Ordo Zephyrius Mutatoris Spell Summary ----------------------------------\
 + | Spell Summary Common Name Spell Type |
 + >------------------------------------------------------------------------------------------------------------<
 + | Anemos Chaos chaoswind area attack [[chaoswind (Ordo Zephyrius Mutatoris spell)|Chaoswind]] area of effect attack |
 + | Astrape Serpentina sorcerous chain lightning attack [[serpentina's Lightning (Ordo Zephyrius Mutatoris spell)|Serpentina's Lightning]] area of effect attack |
 + | Epombria water area attack [[torrential rain (Ordo Zephyrius Mutatoris spell)|Torrential Rain]] area of effect attack |
 + | Procella clinging, shredding air area attack [[squall (Ordo Zephyrius Mutatoris spell)|Squall]] area of effect attack |
 + | Concalo extradimensional spirit conjuration [[summon (Ordo Zephyrius Mutatoris spell)|Summon]] conjuration |
 + | Convocatione Vocabunt gather existing summons [[call summons (Ordo Zephyrius Mutatoris spell)|Call Summons]] conjuration |
 + | Eiri Psyche manifest benevolent rainbow spirit [[rainbow butterfly (Ordo Zephyrius Mutatoris spell)|Rainbow Butterfly]] construction |
 + | Aemophthoria elemental air attack [[wind blast (Ordo Zephyrius Mutatoris spell)|Wind Blast]] directed attack |
 + | Aemophthoria Heremites desert wind attack [[desert wind blast (Ordo Zephyrius Mutatoris spell)|Desert Wind Blast]] directed attack |
 + | Aemophthoria Skia umbral wind attack [[umbral wind blast (Ordo Zephyrius Mutatoris spell)|Umbral Wind Blast]] directed attack |
 + | Aither clinging vacuum attack [[rarify aether (Ordo Zephyrius Mutatoris spell)|Rarified Aether]] directed attack |
 + | Anemostrophos sorcerous wind attack [[tornado (Ordo Zephyrius Mutatoris spell)|Tornado]] directed attack |
 + | Astra magickal attack [[Magick Dust (Ordo Zephyrius Mutatoris Spell)|Magick Dust]] directed attack |
 + | Astrape lightning attack [[lightning bolt (Ordo Zephyrius Mutatoris spell)|Lightning Bolt]] directed attack |
 + | Astrape Chaos chaos-infused lightning attack [[chaos lightning (Ordo Zephyrius Mutatoris spell)|Chaos Lightning]] directed attack |
 + | Astrape Skia umbral lightning attack [[Umbral Lightning (Ordo Zephyrius Mutatoris Spell)|Umbral Lightning Bolt]] directed attack |
 + | Brontema thunder attack [[thunderclap (Ordo Zephyrius Mutatoris spell)|Thunderclap]] directed attack |
 + | Krios break door [[compression ram (Ordo Zephyrius Mutatoris spell)|Ram]] directed attack |
 + | Magicae Iaculum mana attack [[magick dart (Ordo Zephyrius Mutatoris spell)|Magick Dart]] directed attack |
 + | Pneuma Kokusasa shrieking wind attack [[shrieking gale (Ordo Zephyrius Mutatoris spell)|Shrieking Gale]] directed attack |
 + | Spinthar elemental air attack [[seeker spark (Ordo Zephyrius Mutatoris spell)|Seeker Spark]] directed attack |
 + | Epistasis end one's enchantment [[Disenchant (Ordo Zephyrius Mutatoris spell)|Disenchant]] dispell |
 + | Scientia de Ventis identification [[knowledge of the winds (Ordo Zephyrius Mutatoris spell)|Knowledge of The Winds]] divination |
 + | Tropos orientation [[direction of the winds (Ordo Zephyrius Mutatoris spell)|Direction of The Winds]] divination |
 + | Aer Vincula constraints of reified air [[scithial bonds (Ordo Zephyrius Mutatoris spell)|Scithial Bonds]] enchantment |
 + | Aggelopteros magickal wings [[welkin wings (Ordo Zephyrius Mutatoris spell)|Welkin Wings]] enchantment |
 + | Allevo Sarcina load bearing boost [[lighten load (Ordo Zephyrius Mutatoris spell)|Lighten Load]] enchantment |
 + | Anastrape electrical protection [[electrical protection (Ordo Zephyrius Mutatoris spell)|Lightning Ward]] enchantment |
 + | Animo Creui psychic protection [[mind maelstrom (Ordo Zephyrius Mutatoris spell)|Mind Maelstrom]] enchantment |
 + | Apportation using the winds to move objects [[Apportation (Ordo Zephyrius Mutatoris spell)|Apportation]] enchantment |
 + | Auge multifaceted sensory enhancement [[sunlit senses (Ordo Zephyrius Mutatoris spell)|Sunlit Senses]] enchantment |
 + | Caelum Furia resilience/ruthlessness boost [[skyfury (Ordo Zephyrius Mutatoris spell)|Skyfury]] enchantment |
 + | Eidos Anemou invulnerability [[essence of the wind (Ordo Zephyrius Mutatoris spell)|Essence of The Wind]] enchantment |
 + | Electrica electrical contact damage [[electrification (Ordo Zephyrius Mutatoris spell)|Electrification]] enchantment |
 + | Exokeanismos multifaceted protection charm [[sea's blessing (Ordo Zephyrius Mutatoris spell)|Sea's Blessing]] enchantment |
 + | Hekros Anemou protective wind barrier [[wall of wind (Ordo Zephyrius Mutatoris spell)|Wall of Wind]] enchantment |
 + | Mollis Laevitas order/earth/cold resistance [[resilient volatility (Ordo Zephyrius Mutatoris spell)|Resilient Volatility]] enchantment |
 + | Mousike Animou thunder protection [[windsong (Ordo Zephyrius Mutatoris spell)|Windsong]] enchantment |
 + | Nepheleidon anorganic, cloud-like state [[cloud form (Ordo Zephyrius Mutatoris spell)|Cloud Form]] enchantment |
 + | Ploion wingless flight [[drift (Ordo Zephyrius Mutatoris spell)|Drift]] enchantment |
 + | Pneuma respiratory replenishment [[Breath of air (Ordo Zephyrius Mutatoris spell)|Breath of Air]] enchantment |
 + | Taxos Anemou burst of speed [[wind speed (Ordo Zephyrius Mutatoris spell)|Wind Speed]] enchantment |
 + | Torpor analgesia [[numb (Ordo Zephyrius Mutatoris spell)|Numb]] enchantment |
 + | Typhos physical/elemental protection [[fog (Ordo Zephyrius Mutatoris spell)|Fog]] enchantment |
 + | Rheumatizon weather energy infusion [[channel currents (Ordo Zephyrius Mutatoris spell)|Channel Currents]] energy channeling |
 + | Colligentes Venti gradual energy accumulation [[Gather Wind (Ordo Zephyrius Mutatoris spell)|Gather Wind]] energy collection |
 + | Pneuma Psyche rejuvenation [[breath of life (Ordo Zephyrius Mutatoris spell)|Breath of Life]] healing |
 + | Pneuma Nymphikos hasten weapon [[sylphic pulse (Ordo Zephyrius Mutatoris spell)|Sylphic Pulse]] item enchantment |
 + | Vehi Ventis teleportation [[ride the winds (Ordo Zephyrius Mutatoris spell)|Ride the Winds]] teleportation |
 + | Concelo extradimensional interference [[Shroud (Ordo Zephyrius Mutatoris spell)|Shroud]] weather modification |
 + | Electrica Tempestas mobile storm area attack [[electrical storm (Ordo Zephyrius Mutatoris spell)|Electrical Storm]] weather modification |
 + | Noctilucent Caligo visibility enhancement [[noctilucent mist (Ordo Zephyrius Mutatoris spell)|Noctilucent Mist]] weather modification |
 + | Phlogeos increase atmospheric combustibility [[dephlogisticate air (Ordo Zephyrius Mutatoris spell)|Dephlogisticate Air]] weather modification |
 + | Zephyrus restorative atmospheric effect [[zephyr (Ordo Zephyrius Mutatoris spell)|Zephyr]] weather modification |
 + \------------------------------------------------------------------------------------------------------------/
 +:Currently known old spells that are missing:
 + [[feather mantle (Ordo Zephyrius Mutatoris spell)|feather mantle]] armour encumbrance reduction
 + [[osprey's call (Ordo Zephyrius Mutatoris spell)|osprey's call]] avian charm
 + [[thunderforge (Ordo Zephyrius Mutatoris spell)|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
- /--------------------------- Ordo Zephyrius Mutatoris Spell Summary -------------------¥+=Conflicts=
- Spell Min/Max Description s/ a/ x/ e/dif+Storm Walkers are warriors, so you are barred from joining.
- >--------------------------------------------------------------------------------------<+
- breath of air 50/350 respiratory replenishment 5/ 3/ 0/ 0/ord+
- breath of life 100/400 healing 10/ 50/ 0/ 0/som+
- call summons 50/500 gather existing summons 75/ 0/ 0/ 0/ord+
- channel currents 50/800 weather energy infusion 155/ 0/ 0/ 0/ext+
- chaos lightning 280/600 chaotic lightning attack 30/ 0/ 50/ 20/ver+
- chaoswind 215/550 chaotic wind area attack 15/ 0/ 80/ 0/ord+
- cloud form 350/650 anorganic, cloud-like state 0/ 50/ 0/ 0/ord+
- compression ram 50/250 door breaking 45/ 0/ 0/ 0/eas+
- dephlogisticate air 150/600 enhance atmosphere combustibility 0/ 0/100/ 0/ord+
- direction of the winds 10/150 coordinate orientation 10/ 0/ 0/ 0/ord+
- drift 30/375 wingless flight 45/ 0/ 0/ 0/ord+
- electrical protection 50/375 electrical resistance 20/ 0/ 0/ 2/ord+
- electrical storm 600/900 mobile storm area attack 0/400/ 0/600/ext+
- electrification 150/400 electrical contact damage 50/ 0/ 0/ 10/ord+
- essence of the wind 400/800 short term near-invulnerability 0/150/ 0/ 0/ver+
- feather mantle 200/600 armour encumbrance reduction 0/ 74/ 0/ 0/ord+
- fog 90/300 physical/elemental protection 60/ 0/ 0/ 0/ord+
- knowledge of the winds 190/390 identification 25/ 0/ 0/ 0/ord+
- lighten load 25/500 load bearing boost 50/ 0/ 0/ 0/ord+
- lightning bolt 275/600 lightning attack 90/ 0/ 0/ 30/ver+
- magick dart 175/475 mana attack 23/ 0/ 0/ 0/som+
- mind maelstrom 375/525 psychic protection 0/ 45/ 55/ 0/dif+
- noctilucent mist 150/425 visibility enhancement 39/ 0/ 0/ 0/ord+
- numb 150/350 analgesia 0/ 0/ 0/ 50/ord +
- osprey's call 50/250 avian charm 40/ 0/ 0/ 0/eas+
- rainbow butterfly 150/750 conjure benevolent rainbow spirit 100/100/100/ 0/ord+
- ride the winds 25/350 teleportation 100/ 0/ 0/ 0/eas+
- scithial armour 300/600 armour conjuration 34/100/ 0/ 11/dif+
- scithial bonds 300/700 constraints of reified air 45/ 45/ 0/ 0/som+
- sea's blessing 350/600 multifaceted protection charm 0/300/150/ 0/som+
- seeker spark 75/700 inerrant sorcerous lightning attack 5/ 0/ 0/ 1/ord+
- shrieking gale 175/600 sonic wind attack 17/ 0/ 0/ 0/ord+
- skyfury 125/600 resilience/ruthlessness boost 0/ 40/ 0/ 0/som+
- squall 300/600 clinging, shredding air area attack 20/ 75/ 0/ 0/som+
- summon 50/1000 extradimensional spirit conjuration 115/ 0/ 0/ 0/dif+
- sunlit senses 275/575 multifaceted sensory enhancement 60/ 0/ 0/ 0/ord+
- sylphic pulse 100/450 augment weapon speed/penetration 40/ 5/ 0/ 0/ord+
- tempestas 200/500 unarmed combat enhancement 0/ 10/ 10/ 10/som+
- thunderclap 250/600 stunning thunder attack 55/ 0/ 0/ 0/som+
- thunderforge 200/800 mass weapon electrification 100/ 0/ 0/ 30/dif+
- tornado 300/550 sorcerous air attack 41/ 0/ 0/ 0/ord+
- torrential rain 400/750 water area attack 190/ 0/ 0/ 0/ext+
- wall of wind 225/450 multipurpose protection aura 125/ 0/ 0/ 0/ord+
- welkin wings 500/800 magickal wings 0/ 0/300/ 0/ver+
- wind blast 100/300 air attack 12/ 0/ 0/ 0/eas+
- wind speed 200/500 short speed burst 127/ 0/ 0/ 0/ord+
- windsong 25/500 sonic protection 30/ 1/ 0/ 0/ord+
- zephyr 300/600 restorative atmospheric effect 50/ 75/ 38/ 12/som+
- ¥--------------------------------------------------------------------------------------/+
-:Min=minimum spell level required to cast+
-:Max=maximum effective spell level+
-:s=base spiritual energy cost+
-:a=base air energy cost+
-:e=base electrical energy cost+
-:x=base chaotic enegry cost+
-:dif=difficulty level+
-:Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult+
 +Can't be Ordered.
 +
[[Category: Guilds]] [[Category: Guilds]]
[[Category: Affiliations]] [[Category: Affiliations]]
[[Category: Chaotic (affiliation types)]] [[Category: Chaotic (affiliation types)]]
 +[[Category: Initiate (affiliation types)]]
 +[[Category: Magician (affiliation types)]]
 +[[Category: Scholar (affiliation types)]]
 +[[Category: Ordo Zephyrius Mutatoris]]

Current revision

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

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.


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.

End of spoiler information.

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.

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