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]].
-==List==+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.
- /--------------------------- Ordo Zephyrius Mutatoris Spell Summary -------------------¥+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]]'.
- Spell Min/Max Description s/ a/ x/ e/dif+
- >--------------------------------------------------------------------------------------<+
- [[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+
 +==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".
-'''Ordo Zephyrius Mutatoris Spell: Breath of Air'''+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".
- Relevant Attributes: intelligence+The order of the prepositions matters: first specify targets, then components, then spell arguments, then skipped steps.
- Relevant Skills: two parts aeromancy, two parts conjuration, two parts enchantment and one part breath control+
- Rating Requirement: fifty+
- Effective Maximum Rating: three hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- breath of air+
- Base Energy Costs: five points of spiritual energy and three points of elemental air energy+
- This spell sends out a miniscule quantity of elemental air to bind to the respiration apparatus of any nearby allies who can use it, including the caster. This both replenishes their respiration+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
-capacity and gives them a measure of improved breath control for a little while.+indication of how well one is managing the spellcasting process.
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+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.
-> '''Ordo Zephyrius Mutatoris Spell: Breath of Life'''+==List==
- +Currently incomplete
- Relevant Attributes: two parts intelligence and one part charisma+
- Relevant Skills: three parts evocation, two parts enchantment, two parts symbology, one part aeromancy and one part prestidigitation+
- Rating Requirement: one hundred+
- Effective Maximum Rating: four hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- breath of life <target>+
- Base Energy Costs: ten points of spiritual energy and fifty points of elemental air energy+
- +
- This spell enchants one's own breath with vital healing energies and puts those energies to work mending a target. This spell won't work if the caster cannot breathe air or if there is no air around+
-for the caster to breathe. Despite the seeming simplicity and fast-acting nature of this spell, it is somewhat alien to the magickal disciplines available to a Frater Zephyrius Mutatoris, and is thus+
-fairly taxing on his energy reserves.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Call Summons'''+
- +
- Relevant Attributes: two parts charisma and one part intelligence+
- Relevant Skills: ten parts summoning, four parts conjuration and one part aeromancy+
- Rating Requirement: fifty+
- Effective Maximum Rating: five hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- call summons+
- Base Energy Costs: seventy-five points of spiritual energy+
- +
- This spell allows the careless Frater Zephyrius Mutatoris who has lost his summons to attempt to call them back to him.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Channel Currents'''+
- +
- Relevant Attributes: one part intelligence and one part willpower+
- Relevant Skills: one part aeromancy, one part channeling and one part symbology+
- Rating Requirement: fifty+
- Effective Maximum Rating: eight hundred+
- Difficulty: extraordinarily difficult+
- Forms of Evocation:+
- channel currents+
- channel currents through <target>+
- Base Energy Costs: one hundred fifty-five points of spiritual energy+
- +
- This spell taps into the atmospheric air and attempts to withdraw the latent meteoretic energies floating there -- electrical, chaotic, and elemental air -- and convert them into a form usable by the+
-Frater Zephyrius Mutatoris. A target object can be specified with the spell. The target object should be composed of these energies in some way, and if it is it will greatly aid in the efficiency of the+
-conversion of spiritual to non-spiritual energy. This is a great boon, as this process is intrinisically rather inefficient, especially for the inexperienced spellcaster. If a target is selected, the+
-object will be damaged and possibly be destroyed by the spellcasting process.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Chaos Lightning'''+
- +
- Relevant Attributes: two parts charisma, one part intelligence, one part dexterity and one part perception+
- Relevant Skills: four parts evocation, two parts aeromancy, one part symbology and one part prestidigitation+
- Rating Requirement: two hundred eighty+
- Effective Maximum Rating: six hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- chaos lightning+
- chaos lightning <target>+
- Base Energy Costs: thirty points of spiritual energy, fifty points of chaos energy and twenty points of electricity+
- +
- Fusing chaotic forces with electrical, this difficult and unpredictable effect generates a powerful charge of chaos-infused lightning, directed at the Frater Zephyrius Mutatoris's command.+
- +
- Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Chaoswind'''+
- +
- Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity+
- Relevant Skills: four parts evocation, three parts enchantment, two parts aeromancy, two parts prestidigitation and one part symbology+
- Rating Requirement: two hundred fifteen+
- Effective Maximum Rating: five hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- chaoswind+
- Base Energy Costs: fifteen points of spiritual energy and eighty points of chaos energy+
- +
- This spell is somewhat unpredictable and a little difficult to control -- wind is unpredictable as is, chaoswind is an oddity unto itself -- but is exceedlingly useful to the Frater Zephyrius+
-Mutatoris who finds himself assailed on all sides. The spell enchants the air present with chaotic energies that blast about at one's opponents.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
-> '''Ordo Zephyrius Mutatoris Spell: Cloud Form'''+
- +
- Relevant Attributes: four parts dexterity, three parts intelligence and one part charisma+
- Relevant Skills: seven parts prestidigitation, four parts enchantment and two parts aeromancy+
- Rating Requirement: three hundred fifty+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- cloud form <target>+
- Base Energy Costs: fifty points of elemental air energy+
- +
- This spell partially transforms one's body into a cloud-like state. The effects are not total enough to have any real effect on one's ability to resist or absorb damage; the purpose of this spell is+
-subtler. While in a cloud form one will be able to gradually pass through or around most substances. One will not need to eat or drink, one will not bleed, and -- though this is sometimes a detriment to+
-a Frater Zephyrius Mutatoris -- one will not even need to breathe. This spell does not normally last very long, but repeated castings can be used to prolong the enchantment. This spell is also notable+
-for its unusual prestidigitory component.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Compression Ram'''+
- +
- Relevant Attributes: four parts intelligence and one part charisma+
- Relevant Skills: two parts aeromancy, one part enchantment, one part evocation and one part demolition+
- Rating Requirement: fifty+
- Effective Maximum Rating: two hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- compression ram+
- compression ram <target>+
- Base Energy Costs: forty-five points of spiritual energy+
- +
- This spell enchants a section of air to compress and decompress rapidly in a way specifically designed to break through large, flat, relatively thin surfaces -- that is, specifically designed to break+
-doors. While some esoteric cabals go to great lengths to learn symbolic mappings that allow the subtle opening of passageways, the Frater Zephyrius Mutatoris takes a simpler approach.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Dephlogisticate Air'''+
- +
- Relevant Attributes: one part intelligence and one part charisma+
- Relevant Skills: six parts evocation, two parts symbology, one part aeromancy, one part alchemy and one part enchantment+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: six hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- dephlogisticate air+
- Base Energy Costs: one hundred points of chaos energy+
- +
- This strange spell attempts to absorb used phlogiston -- a sort of reified combustibility -- from the air. The effect of this is to make the air more amenable to further combustion by leaving more+
-room for unused phlogiston. The upshot of all this is that attacks of various sorts that are heat-intensive will be greatly augmented. The room air will slowly reach a phlogiston equilibrium and the+
-effect will wear off; this process is hastened by heat attacks, which evolve phlogiston back into the air rather rapidly. An interesting side effect of this spell is that one will end up with a handful+
-of phlogiston. Beings with phlogiston glands often find that consuming the stuff directly accelerates the glandular replenishment process.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
- '''Ordo Zephyrius Mutatoris Spell: Direction of the Winds'''+
- +
- Relevant Attributes: two parts perception and one part intelligence+
- Relevant Skills: two parts aeromancy, two parts divination and one part prestidigitation+
- Rating Requirement: ten+
- Effective Maximum Rating: one hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- direction of the winds+
- Base Energy Costs: ten points of spiritual energy+
- +
- This simple spell is a relative staple of Ordo Zephyrius Mutatoris; allowing the caster to magickally detect the slightest currents and eddies in the ambient air around them. The knowledge imparted+
-lets the skilled caster know where the wind has been, and ultimately, where they are.+
- +
- Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Drift'''+
- +
- Relevant Attributes: three parts intelligence and one part charisma+
- Relevant Skills: two parts evocation, one part aeromancy and one part enchantment+
- Rating Requirement: thirty+
- Effective Maximum Rating: three hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- drift <target>+
- Base Energy Costs: forty-five points of spiritual energy+
- +
- This spell causes the target to float and drift in the wind, giving him the ability to fly without using wings. The amount of aerial control granted is not impressive (though those more skilled can+
-mitigate the handicap with their enchantment somewhat), but the power of flight is nonetheless greatly useful, and indeed eminently enjoyable.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Electrical Protection'''+
- +
- Relevant Attributes: two parts intelligence and one part charisma+
- Relevant Skills: one part aeromancy, one part enchantment and one part evocation+
- Rating Requirement: fifty+
- Effective Maximum Rating: three hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- electrical protection for <target>+
- Base Energy Costs: twenty points of spiritual energy and two points of electricity+
- +
- This simple enchantment makes Ordo Zephyrius Mutatoris highly resistant to electricity for quite a long time. At higher levels of control, it will make one totally immune to electricity.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Electrical Storm'''+
- +
- Relevant Attributes: three parts charisma, two parts intelligence and one part dexterity+
- Relevant Skills: five parts evocation, five parts summoning, three parts prestidigitation, two parts enchantment, one part aeromancy, one part conjuration and one part symbology+
- Rating Requirement: six hundred+
- Effective Maximum Rating: nine hundred+
- Difficulty: extraordinarily difficult+
- Form of Evocation:+
- electrical storm+
- Base Energy Costs: four hundred points of elemental air energy and six hundred points of electricity+
- +
- This spell represents the pinnacle of the Frater Zephyrius Mutatoris's control over the raw power within the weather. It conjures an electrical storm of immense destructive power. The storm lasts+
-for a minute (or more, for skilled casters), following the Frater Zephyrius Mutatoris, unleashing its fury on every enemy or even potential enemy. A few things should be noted about this spell. One, it+
-will attempt to destroy everything not explicitly befriended by you. Be careful that you do not accidentally slay bystanders. Two, though the magicks invoked are generally controllable, their effects+
-are so powerful that even befriended bystanders -- indeed, even the caster -- have been known to be struck by stray lightning. Electrical protection is strongly recommended for all those who will be+
-anywhere near the electrical storm. Three, this spell requires that one use spirits of a certain composition as a catalyst. At least one entity of lightning (elektros or lightning amalgamal) and at+
-least one entity of the storm (storm amalgamal) must be present throughout the spell's casting process. It is said that having more than one present aids the power of the spell tremendously. It is not+
-clear that this effect scales infinitely upwards, though it has been well established that all present lightning and storm creatures are consumed by the spell upon completion.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Electrification'''+
- +
- Relevant Attributes: two parts intelligence and one part charisma+
- Relevant Skills: eight parts evocation, two parts aeromancy, one part conjuration, one part enchantment and one part symbology+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: four hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- electrify <target>+
- Base Energy Costs: fifty points of spiritual energy and ten points of electricity+
- +
- This spell conjures a nimbus of electrical currents to surround the target. The currents are a sort of protection: anyone coming in contact with the target will receive a nasty electrical shock. The+
-shocks deplete the nimbus, and the nimbus will more gradually deplete on its own. The spell may be cast again to refresh the nimbus before it expires. Though this spell does not provide any real+
-protection against electrical attacks, such attacks do often replenish the charge of the nimbus.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Essence of the Wind'''+
- +
- Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity+
- Relevant Skills: eight parts evocation, four parts enchantment, four parts prestidigitation, three parts symbology and one part aeromancy+
- Rating Requirement: four hundred+
- Effective Maximum Rating: eight hundred+
- Difficulty: very difficult+
- Form of Evocation:+
- essence of the wind <target>+
- Base Energy Costs: one hundred fifty points of elemental air energy+
- +
- This spell makes the target's body one with the winds. The target will be invulnerable to all attacks except those that directly affect one's essence. One is also capable of being affected by+
-unusually potent forms of normal damage, and rather severely by vacuum damage.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Feather Mantle'''+
- +
- Relevant Attributes: three parts intelligence, two parts charisma and one part dexterity+
- Relevant Skills: three parts aeromancy, three parts enchantment, three parts evocation and one part prestidigitation+
- Rating Requirement: two hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- feather mantle around <target>+
- Base Energy Costs: seventy-four points of elemental air energy+
- +
- This spell enchants the target piece of armour with the lightness and flexibility of air, reducing its encumberance based on the skill of the caster.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Fog'''+
- +
- Relevant Attributes: one part intelligence and one part charisma+
- Relevant Skills: four parts evocation, one part aeromancy, one part conjuration, one part enchantment and one part symbology+
- Rating Requirement: ninety+
- Effective Maximum Rating: three hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- fog <target>+
- Base Energy Costs: sixty points of spiritual energy+
- +
- This spell conjures and enchants a thick veil of fog around the target which protects them from various attacks. It is most effective against normal physical attacks, somewhat effective against+
-elemental attacks, and very ineffective against more esoteric, high-energy, or mana-based attacks. It can be cast multiple times around a target to keep the fog replenished and fresh. As the fog absorbs+
-damage, it will gradually become less effective and eventually dissipate.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
- Mist+
- +
- Phase: Liquid+
- Typical Color: White+
- Rarity: Very Common+
- Properties: Aqueous, Conductive, Particulate and Translucent+
- Also Known As: Fog and Cloud+
- +
- No specific help is available for this material.+
- +
- Development Information: The mist material was created by Lost Souls; the source code was last updated Sun Jul 12 19:30:02 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Knowledge of the Winds'''+
- +
- Relevant Attributes: three parts intelligence, one part charisma and one part perception+
- Relevant Skills: five parts aeromancy, three parts symbology and one part divination+
- Rating Requirement: one hundred ninety+
- Effective Maximum Rating: three hundred ninety+
- Difficulty: ordinary+
- Form of Evocation:+
- knowledge of the winds <target>+
- Base Energy Costs: twenty-five points of spiritual energy+
- +
- Knowledge of many things can be found on the wind. This spell allows the caster to divine the identity of people, items and more.+
- +
- Development Information: This spell was created by Xellinus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Lighten Load'''+
- +
- Relevant Attributes: three parts intelligence and one part charisma+
- Relevant Skills: two parts enchantment, one part aeromancy, one part conjuration, one part evocation and one part prestidigitation+
- Rating Requirement: twenty-five+
- Effective Maximum Rating: five hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- lighten load of <target>+
- Base Energy Costs: fifty points of spiritual energy+
- +
- This spell conjures and enchants currents of air for the specific purpose of increasing one's carrying capacity. The currents weave around the items in one's inventory and around one's limbs to make+
-them lighter and all in all more managable.+
- +
- Development Information: This spell was created by Twilight, who wishes to credit Quebond as inspiring this work; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Lightning Bolt'''+
- +
- Relevant Attributes: three parts charisma, one part intelligence and one part dexterity+
- Relevant Skills: five parts evocation, two parts aeromancy and one part prestidigitation+
- Rating Requirement: two hundred seventy-five+
- Effective Maximum Rating: six hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- lightning bolt+
- lightning bolt <target>+
- Base Energy Costs: ninety points of spiritual energy and thirty points of electricity+
- +
- This spell is complex, but is among the most powerful and effective in Ordo Zephyrius Mutatoris's arsenal. The spell evokes a lightning bolt directed, with a high degree of accuracy, by the caster's+
-finger.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Magick Dart'''+
- +
- Relevant Attributes: three parts charisma and two parts intelligence+
- Relevant Skills: four parts evocation, two parts symbology and one part conjuration+
- Rating Requirement: one hundred seventy-five+
- Effective Maximum Rating: four hundred seventy-five+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- magick dart+
- magick dart <target>+
- Base Energy Costs: twenty-three points of spiritual energy+
- +
- This spell is a combat spell that is somewhat less efficient than others, but has the advantage of dealing pure mana damage. This makes it something of a utility combat spell, useful for situations+
-in which one's opponents are resistent to the elemental energies that we ordinarily traffick in.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Mind Maelstrom'''+
- +
- Relevant Attributes: three parts intelligence, one part dexterity and one part charisma+
- Relevant Skills: three parts aeromancy, three parts evocation, three parts symbology, three parts prestidigitation and one part conjuration+
- Rating Requirement: three hundred seventy-five+
- Effective Maximum Rating: five hundred twenty-five+
- Difficulty: difficult+
- Form of Evocation:+
- mind maelstrom <target>+
- Base Energy Costs: forty-five points of elemental air energy and fifty-five points of chaos energy+
- +
- This spell is rarely used by and poorly understood by most. The effect of the spell is to, partly by bioelectrical and partly by magickal means, alter one's brain. This alteration both induces a+
-degree of temporary malfunction, confusion, or madness, and, more importantly, grants one a large degree of resistence to psychic effects. It is not clear to scholars exactly how the spell works, but it+
-is suspected that it operates by forcing an isomorphism between the target's neural structure and between weather patterns -- though in what way, or what this even means, is less than clear. This spell+
-involves directing atmospheric lightning from the source and so must be cast outside. The psionic protection will last as long as the accompanying mental disorder,and degrade in strength as it does. +
-More skilled casters can get an equal effect with less severe mental disorders.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Noctilucent Mist'''+
- +
- Relevant Attributes: one part intelligence and one part charisma+
- Relevant Skills: eight parts evocation, four parts aeromancy, two parts symbology, one part conjuration and one part enchantment+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: four hundred twenty-five+
- Difficulty: ordinary+
- Form of Evocation:+
- noctilucent mist+
- Base Energy Costs: thirty-nine points of spiritual energy+
- +
- This spell conjures a noctilucent mist that hangs in the air for a time. The mist works by diffusing an enchanted piece of moonlit cloud through the area. In generally its effect is to make things+
-more visible. It works to magickally supplant the vision of all present, allowing them to see even through blindness or absolute darkness. It also quickly seeps into and clings to everyone present,+
-causing them to be surrounded by a halo of noctilucent light that outlines them and makes them considerably easier targets. A noctilucent halo also exposes the invisible. The halo will last as long as+
-the affected remains in the noctilucent mist; away from the mist, a halo will fade in relatively short order.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Numb'''+
- +
- Relevant Attributes: intelligence+
- Relevant Skills: four parts aeromancy, four parts enchantment and one part evocation+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: three hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- numb <target>+
- Base Energy Costs: fifty points of electricity+
- +
- This spell directs subtle electrical currents at the target's nervous system, causing him to be numbed to all pain. This spell can has its uses on enemies, allies, and even oneself: when one knows+
-one will need to cast spells under distracting circumstances, this spell can be a great boon.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
- Numbness+
- +
- Trait Type: Flag+
- Overall Possible Natural Values: Yes or No+
- Possible Natural Values for Sekh: No+
- +
- Numbness is the absence of all tactile sensation, including pressure, heat, cold, and pain.+
- +
- Development Information: The numbness trait was created by Chaos; the source code was last updated Sun Jul 12 19:29:38 2009.+
- +
- See Also: analgesia+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Osprey's Call'''+
- +
- Relevant Attributes: two parts intelligence, one part charisma and one part perception+
- Relevant Skills: four parts evocation, two parts aeromancy and two parts singing+
- Rating Requirement: fifty+
- Effective Maximum Rating: two hundred fifty+
- Difficulty: easy+
- Form of Evocation:+
- osprey's call+
- Base Energy Costs: forty points of spiritual energy+
- +
- This spell will attempt to magickally charm ordinary birds into becoming one's permanent companions. The osprey's call, though not at all spectacular, is one of the most pleasing and spiritually+
-useful spells, as wandering without companionship can be a terrible fate. It is also a well-known and much-loved hallmark of tavern-frequenting mages.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Rainbow Butterfly'''+
- +
- Relevant Attributes: two parts charisma and one part intelligence+
- Relevant Skills: five parts summoning, three parts evocation, three parts symbology, one part aeromancy, one part conjuration and one part prestidigitation+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- rainbow butterfly+
- Base Energy Costs: one hundred points of spiritual energy, one hundred points of elemental air energy and one hundred points of chaos energy+
- +
- This spell summons an entity that may loosely be called a spirit, though strictly speaking it has no sentience of its own and is more a projection of the Frater Zephyrius Mutatoris's own personality+
-and imagination. This manifestation is a rainbow spirit, a benevolent construct of weather and chaos that manifests as auroric light playing through water droplets in the approximate shape of a+
-butterfly. These do several things. First, as a basis for the rest of their powers, they transform the remaining organic energy in nearby remains into more fungible energy that they use to aid you. +
-Second, they assist you in various ways outside of combat, generally by transferring some of their energy reserves over to you when you are short. Thirdly, they can assist you within combat, expending+
-their energy to blind and attack opponents, or to remove harmful effects that have been placed on you. These creatures are somewhat difficult to conjure: in addition to various energies, they also+
-require a coruscar as a component. But, once summoned, they last for some hours, up to a day for more skilled casters. (One can summon more than one of these creatures at once if one desires.)+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Ride the Winds'''+
- +
- Relevant Attributes: four parts intelligence and one part willpower+
- Relevant Skills: one part aeromancy, one part chaos affinity, one part conjuration, one part evocation, one part symbology and one part xotimancy+
- Rating Requirement: twenty-five+
- Effective Maximum Rating: three hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- ride the winds+
- ride the winds <target>+
- Base Energy Costs: one hundred points of spiritual energy+
- +
- 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 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.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Scithial Armour'''+
- +
- Relevant Attributes: one part intelligence and one part charisma+
- Relevant Skills: ten parts evocation, five parts aeromancy and five parts conjuration+
- Rating Requirement: three hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: difficult+
- Form of Evocation:+
- scithial armour for <target>+
- Base Energy Costs: thirty-four points of spiritual energy, one hundred two points of elemental air energy and eleven points of electricity+
- +
- This spell conjures enchanted armour made of the heavens themselves. While we generally can rely on spells to protect us, when combat garb is required, this armour is far superior to that forged by+
-smiths. As part of this armour's enchantment is electrical, one will need total electrical protection in order to wear it properly. If the target has wings, then the armour will be suited for them in+
-the form of a pteralorica. Otherwise it will be a normal articulated halfsuit. The duration of the armour depends upon the skill of the spellcaster, but it can be kept, dropped, etc. until it expires. +
-It can also be absorbed with channel currents, though since the energy has already been processed by the Frater Zephyrius Mutatoris once, this will be less than fully efficient.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Scithial Bonds'''+
- +
- Relevant Attributes: one part intelligence, one part dexterity and one part charisma+
- Relevant Skills: two parts evocation, two parts prestidigitation, one part aeromancy and one part conjuration+
- Rating Requirement: three hundred+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- scithial bonds+
- scithial bonds around <target>+
- Base Energy Costs: forty-five points of spiritual energy and forty-five points of elemental air energy+
- +
- This spell conjures constraining bonds of pure elemental air to immobilize a target. The bonds must be maintained by the caster and continually exert their casting cost on him so long as they remain+
-in existence. The bonds will be destroyed either if the caster runs out of spiritual and air energy, or if the victim breaks free or figures out some way to escape. As might be imagined, this spell is+
-less than effective against amorphous or intangible opponents.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Sea's Blessing'''+
- +
- Relevant Attributes: three parts dexterity, two parts intelligence and one part charisma+
- Relevant Skills: eight parts prestidigitation, three parts conjuration, three parts enchantment, three parts evocation, one part aeromancy and one part symbology+
- Rating Requirement: three hundred fifty+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- sea's blessing <target>+
- Base Energy Costs: one hundred fifty points of chaos energy and three hundred points of elemental air energy+
- +
- This spell, though not flashy, offers many subtle boons to the target. First and foremost is life protection: the blessing of the sea will attempt to protect one from death. This enchantment is not+
-perfect, but it is quite reliable for a spell that invokes the unpredictable energies of the ocean. The spell also gives a significant measure of luck, a small measure of perception, and a limited amount+
-of protection against various mana energies. It is an esoteric spell and requires much subtlety of the fingers, but the enchantment will last for several hours once established.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Seeker Spark'''+
- +
- Relevant Attributes: two parts charisma, one part intelligence and one part perception+
- Relevant Skills: two parts evocation, one part aeromancy, one part symbology and one part prestidigitation+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: seven hundred+
- Difficulty: ordinary+
- Forms of Evocation:+
- seeker spark+
- seeker spark <target>+
- Base Energy Costs: five points of spiritual energy and one point of electricity+
- +
- This spell creates a spark of sorcerous lightning that seeks out its target without fail, maneuvering as necessary to defeat any ordinary attempt at blocking it and counter any ordinary attempt at+
-evading it. Its effect upon reaching the target is relatively modest, but it has the potential to stun a highly evasive target for long enough to bring more powerful effects to bear.+
- +
- Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Shrieking Gale'''+
- +
- Relevant Attributes: three parts intelligence and one part charisma+
- Relevant Skills: three parts aeromancy, two parts conjuration, two parts evocation and one part prestidigitation+
- Rating Requirement: one hundred seventy-five+
- Effective Maximum Rating: six hundred+
- Difficulty: ordinary+
- Forms of Evocation:+
- shrieking gale+
- shrieking gale <target>+
- Base Energy Costs: seventeen points of spiritual energy+
- +
- This spell causes a powerful wind to be formed which not only floods an opponent with elemental air, but also manifests speed and turbulence that create an overwhelmingly intense howling. The sound+
-is such that it frequently stuns and deafens an opponent.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Skyfury'''+
- +
- Relevant Attributes: three parts charisma and one part intelligence+
- Relevant Skills: nine parts evocation, one part aeromancy, one part conjuration and one part enchantment+
- Rating Requirement: one hundred twenty-five+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- skyfury <target>+
- Base Energy Costs: forty points of elemental air energy+
- +
- This spell harnesses the power of the sky at sunset and implants it within the target, making him more resilient, willful, and resistant to shock.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Squall'''+
- +
- Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity+
- Relevant Skills: four parts evocation, two parts aeromancy, two parts conjuration and one part prestidigitation+
- Rating Requirement: three hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- squall+
- Base Energy Costs: twenty points of spiritual energy and seventy-five points of elemental air energy+
- +
- This spell conjures squalls of slashing wind that localize around one's enemies and continuously strike at them. This spell is not fast-acting, in either effect or casting time, but it is a+
-relatively reliable means of defense against large groups. If one is in combat, one's enemies will be targetted, otherwise everyone in the room who is not befriended will be.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Summon'''+
- +
- Relevant Attributes: three parts charisma and one part intelligence+
- Relevant Skills: ten parts summoning, three parts conjuration, two parts symbology and one part aeromancy+
- Rating Requirement: fifty+
- Effective Maximum Rating: one thousand+
- Difficulty: difficult+
- Form of Evocation:+
- summon <target>+
- Base Energy Costs: one hundred fifteen points of spiritual energy+
- +
- This spell summons and binds a spirit to the service of the Frater Zephyrius Mutatoris. Many different types of spirit can be summoned using this spell. The casting procedure is similar, but more+
-powerful spirits require more ability with the spell. Each extraplanar entity, once summoned, takes a certain amount of concentration and energy to keep around. If fails to maintain the energies+
-required, the spirit will break his bond and attempt to return home -- generally to the Exoma or the plane of elemental air. (If this is not possible, the spirit often dies trying.) Once a spirit has+
-been summoned you may "banish" it if you no longer need its services. The entities one can summon, and their rating and energy requirements, are as follows:+
- +
- '''Air Spirit'''+
- Rating Requirement: 100+
- Energies (per minute): +
- three points of spiritual energy+
- +
- '''Water Spirit'''+
- Rating Requirement: 125+
- Energies (per minute): +
- five points of spiritual energy+
- +
- '''Apagion'''+
- Rating Requirement: 175+
- Energies (per minute): +
- five points of spiritual energy+
- +
- '''Storm Spirit'''+
- Rating Requirement: 200+
- Energies (per minute): +
- five points of spiritual energy+
- +
- '''Air Elemental'''+
- Rating Requirement: 350+
- Energies (per minute): +
- seven and a half points of spiritual energy+
- one and a half points of elemental air energy+
- +
- '''Elektros'''+
- Rating Requirement: 400+
- Energies (per minute): +
- five points of spiritual energy+
- five points of electricity+
- five points of chaos energy+
- +
- '''Water Elemental'''+
- Rating Requirement: 425+
- Energies (per minute): +
- twelve and a half points of spiritual energy+
- +
- '''Storm Amalgamal'''+
- Rating Requirement: 450+
- Energies (per minute): +
- ten points of spiritual energy+
- one and a half points of electricity+
- +
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Sunlit Senses'''+
- +
- Relevant Attributes: three parts intelligence and one part charisma+
- Relevant Skills: five parts symbology, two parts evocation, one part aeromancy and one part enchantment+
- Rating Requirement: two hundred seventy-five+
- Effective Maximum Rating: five hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- sunlit senses <target>+
- Base Energy Costs: sixty points of spiritual energy+
- +
- This spell is relatively advanced and much prized by rising mages. It augments the target's visual capacities with the essence of the sunset, giving them enhanced perception, a modicum of night+
-vision, and even the ability to directly perceive astral energies. The enchantment lasts for quite a while, but it gradually decreases (much like the sun gradually sets) and must be recast for the+
-enchantment to maintain its full strength. The target of this spell must have at least one eye.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Sylphic Pulse'''+
- +
- Relevant Attributes: one part intelligence and one part charisma+
- Relevant Skills: three parts enchantment, three parts summoning, one part aeromancy and one part evocation+
- Rating Requirement: one hundred+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- sylphic pulse within <target>+
- Base Energy Costs: forty points of spiritual energy and five points of elemental air energy+
- +
- This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air. The effect of this spell is to make the weapon much faster and more penetrative. It also+
-pulls one along with it, and while it won't force the wielder to attack someone at random, it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. To avoid+
-any accidental injury, the spell must be cast on a weapon that is not currently being wielded.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Tempestas'''+
- +
- Relevant Attributes: intelligence+
- Relevant Skills: three parts enchantment and two parts aeromancy+
- Rating Requirement: two hundred+
- Effective Maximum Rating: five hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- tempestas <target>+
- Base Energy Costs: ten points of elemental air energy, ten points of chaos energy and ten points of electricity+
- +
- This spell is an ideal personal close combat spell in that it covers the target's hands with a corona of stormclouds, greatly improving the damage they do.+
- +
- Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Thunderclap'''+
- +
- Relevant Attributes: three parts intelligence, one part dexterity and one part charisma+
- Relevant Skills: three parts enchantment, two parts aeromancy, two parts prestidigitation and one part evocation+
- Rating Requirement: two hundred fifty+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- thunderclap+
- thunderclap <target>+
- Base Energy Costs: fifty-five points of spiritual energy+
- +
- This spell creates a wave of sonic force that stuns, slows, and, to a lesser extent, outright damages a target. The spell has a lengthy casting time and is somewhat difficult, and its most common+
-usage is to debilitate a foe before they realize there is a threat.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Thunderforge'''+
- +
- Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity+
- Relevant Skills: five parts enchantment, three parts aeromancy, three parts prestidigitation and two parts evocation+
- Rating Requirement: two hundred+
- Effective Maximum Rating: eight hundred+
- Difficulty: difficult+
- Form of Evocation:+
- thunderforge+
- Base Energy Costs: one hundred points of spiritual energy and thirty points of electricity+
- +
- This spell allows the caster to draw upon the raw power of lightning, and through their delicate magicks interweave that energy into the wielded weapons of themselves and their friends. This energy+
-once imbued charges the weapon with fierce electrical energy that will discharge into an enemy once struck. Naturally any weapon able to accept this power must be conductive to electricity.+
- +
- Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Tornado'''+
- +
- Relevant Attributes: four parts intelligence, one part dexterity and one part charisma+
- Relevant Skills: three parts aeromancy, three parts conjuration, three parts enchantment, two parts evocation and one part prestidigitation+
- Rating Requirement: three hundred+
- Effective Maximum Rating: five hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- tornado+
- tornado <target>+
- Base Energy Costs: forty-one points of spiritual energy+
- +
- This spell is relatively time-consuming and complex, and, while not as powerful as a lightning bolt, is quite devastating in its own right. The caster draws out the latent turbulence in his+
-environment and enchants it with refined magickal energies, creating an enormous tornado that rips into an opponent.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Torrential Rain'''+
- +
- Relevant Attributes: three parts intelligence, three parts charisma and two parts dexterity+
- Relevant Skills: four parts prestidigitation, three parts conjuration, three parts enchantment, three parts summoning, two parts aeromancy, two parts evocation and one part symbology+
- Rating Requirement: four hundred+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: extraordinarily difficult+
- Form of Evocation:+
- torrential rain+
- Base Energy Costs: one hundred ninety points of spiritual energy+
- +
- This spell is an extraordinarily complex and dangerous evocation. It involves summoning a storm spirit, aiding the spirit in enchanting and charging itself with magickally infused elemental rain, and+
-then directing the deluge against one's enemies once it is unleashed while attempting to avoid harming one's friends or bystanders. If one is in combat, this spell will target one's enemies; if one is+
-not, it will target everyone in the area who is not befriended by you.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Thu Jul 30 11:32:55 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Wall of Wind'''+
- +
- Relevant Attributes: two parts intelligence, two parts dexterity and one part charisma+
- Relevant Skills: three parts symbology, three parts prestidigitation, one part aeromancy, one part enchantment and one part evocation+
- Rating Requirement: two hundred twenty-five+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- wall of wind+
- Base Energy Costs: one hundred twenty-five points of spiritual energy+
- +
- This spell conjures a wall of shimmering wind around the caster at the cost of considerable spiritual energy. This wall serves as a measure of protection, but more importantly, allows a caster to+
-push at the wall and create blasts of wind that target his opponent. None of these blasts are as strong as a properly cast spell, but they serve as a steady and regular way to damage an opponent without+
-being too draining on one's spiritual reserves. A wall of wind puts a steady drain on its user's spiritual energy whether or not it is being used in combat, though this drain diminishes with the caster's+
-skill. To banish a wall after it has been conjured, simple "banish" it.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Welkin Wings'''+
- +
- Relevant Attributes: ten parts intelligence, one part willpower and one part charisma+
- Relevant Skills: five parts enchantment, five parts symbology, one part channeling and one part evocation+
- Rating Requirement: five hundred+
- Effective Maximum Rating: eight hundred+
- Difficulty: very difficult+
- Form of Evocation:+
- welkin wings for <target>+
- Base Energy Costs: three hundred points of chaos energy+
- +
- Though not common, this is among the most beloved spell in Ordo Zephyrius Mutatoris's arsenal, and seeing the presence of the ensuing enchantment is evidence of a a truly accomplished mage. The+
-welkin wings enchantment was created by the tuatha Rosier. Rosier was an angel of Yehovah who fell when she became enamored with the magicks of the air. The loss of her wings motivated her to delve into+
-spellcraft and construct this spell. This powerful enchantment pulls on the life force of the target to grant them a pair of wings constructed of their raw vital energy. They grant tremendous flight+
-capacity, as well as augmented bodily fortitude and speed. These capacities will fade until the wings fade altogether, though they can be kept up by recasting the spell. Those with existing wings will+
-be granted another pair. The wings are fragile, and if either of them ever becomes fully disabled, the enchantment will break prematurely and both wings will be lost.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Wind Blast'''+
- +
- Relevant Attributes: three parts charisma and one part intelligence+
- Relevant Skills: four parts evocation, one part aeromancy and one part conjuration+
- Rating Requirement: one hundred+
- Effective Maximum Rating: three hundred+
- Difficulty: easy+
- Forms of Evocation:+
- wind blast+
- wind blast <target>+
- Base Energy Costs: twelve points of spiritual energy+
- +
- This spell is a staple combat spell for a mage, allowing him to, without much preparation or prestidigitory fuss, direct a current of elemental air into a targeted blast. The spell is not very+
-powerful, but it is accurate, fast, and relatively untaxing to one's spiritual reserves.+
- +
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+
- +
-> '''Ordo Zephyrius Mutatoris Spell: Wind Speed'''+
- +
- Relevant Attributes: three parts intelligence, one part dexterity and one part charisma+
- Relevant Skills: three parts aeromancy, two parts enchantment, two parts evocation, two parts symbology and two parts prestidigitation+
- Rating Requirement: two hundred+
- Effective Maximum Rating: five hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- wind speed <target>+
- Base Energy Costs: one hundred twenty-seven points of spiritual energy+
- +
- Among the most famed of Ordo Zephyrius Mutatoris spells, wind speed massively accelerates the target's movements for a brief period of time. The spell is difficult to control and rather taxing on+
-novice casters, though it does get easier over time. Due to the relative costs and benefits of the spell relative to the target's combat prowess, mages tend to cast this spell on more capable warriors+
-than themselves, though self-targetting is not unheard of.+
- +
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.+
-> '''Ordo Zephyrius Mutatoris Spell: Windsong'''+ /---------------------------------- 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
- Relevant Attributes: two parts charisma, one part intelligence and one part perception+=Playstyle=
- Relevant Skills: three parts evocation, three parts singing, two parts aeromancy, two parts enchantment, one part symbology and one part vocalization+Early Game (levels 0-20):
- Rating Requirement: twenty-five+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.
- Effective Maximum Rating: five hundred+
- Difficulty: ordinary+
- Forms of Evocation:+
- windsong+
- windsong for <target>+
- Base Energy Costs: thirty points of spiritual energy and one point of elemental air energy+
- In order to cast this spell, the Frater Zephyrius Mutatoris must sing a precise musical note, which becomes infused with a tiny bit of elemental air essence. The harmonious note protectively+Early-Midgame (Levels 20-??):
-surrounds the subject of the spell and works to interdict harmful sounds from affecting hir. For a mage reasonably skilled at both spellcasting and singing, this spell can be very effective and quite+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.
-long-lasting.+
- Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+But that's just what works for me and I'm hardly an expert; your mileage may vary!
-> '''Ordo Zephyrius Mutatoris Spell: Zephyr'''+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.
- Relevant Attributes: two parts intelligence, two parts charisma, one part dexterity and one part willpower+--Calabora
- Relevant Skills: four parts evocation, two parts channeling, two parts conjuration, two parts enchantment, two parts summoning, two parts prestidigitation, one part aeromancy, one part chaos affinity+
- and one part symbology+
- Rating Requirement: three hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- zephyr+
- Base Energy Costs: fifty points of spiritual energy, seventy-five points of elemental air energy, thirty-eight points of chaos energy and twelve points of electricity+
- This spell is as complex as it is graceful and as cherished as it is rare. It transforms a chaos rose into a zephyr, manifested as a cloud of rose petals, that accelerates the regeneration of+=Conflicts=
-everyone in the area. The amount of acceleration and the duration of the cloud vary with the skill of the spellcaster.+Storm Walkers are warriors, so you are barred from joining.
- Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+Can't be Ordered.
[[Category: Guilds]] [[Category: Guilds]]
Line 1,010: Line 275:
[[Category: Magician (affiliation types)]] [[Category: Magician (affiliation types)]]
[[Category: Scholar (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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