Ordo Zephyrius Mutatoris

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-=Joining the Azure Magi=+=Guild Help=
-{{spoilers}}+
 +You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological energies.
-On the main Almerian map, at coordinates 19, -33 there is an exit eastup into the Azure Magi guildhall. Presumably the Azure Magi live high in the mountains as it is close to the chaotic winds of the world -- otherwise I have no clue why they live up there.+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.
-<pre>+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.)
- the Azure Magi guildhall [n, wd]+
- You see a wooden-framed white wooden bulletin board and Torlira the Master of the Wind.+
- This relatively large room is where the Azure Magi make their home. The walls are+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.
- all painted bright azure, and give off a warm glow. To the north is another +
- section of the guildhall, while westdown leads out. Obvious exits are north and +
- westdown. You see a wooden-framed white wooden bulletin board and Torlira the Master+
- of the Wind.+
- Torlira is a middle aged aviar of approximately forty years. Her proud face bears the+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.
- marks of intelligence, experience and power. She is the leader of the Azure Magi, a +
- guild of powerful aeromancers. She looks about nineteen and a half dimins tall, five and+
- two fifths dimins wide and one and seven twentieths dimins long. She is in good shape+
- and is resting. Snowy-white mists surround her. She wields an iron-banded oak +
- quarterstaff in her hands. She wears a robe around her body.+
- If you are not a member of a guild, you may receive information on the Azure Magi by typing+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.
- 'help guild'. If you wish to join the Order of the Azure Magi, say 'pledge me to the Azure+
- Magi'. To leave them, say 'I renounce the Azure Magi'. Azure Magi may say the command +
- 'advance'. +
- Torlira's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,+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.
- left hand, right leg, left leg, right foot and left foot. Torlira was created by Rand; +
- The source code was last updated Wed Mar 07 11:05:29 2007. +
- The aviar race was created by Chaos and Nightmare; +
- the source code was last updated Fri Jun 15 17:48:01 2007.+
- Torlira is a middle aged aviar with vast amounts of intelligence, experience, and power.+=Joining the Ordo Zephyrius Mutatoris=
- She is the leader of the Azure Magi and has been given the title of Master of the Wind.+{{spoilers}}
 +In [[Tetlacana]], at coordinates 7, 39, 0 there is an exit "in" to the guildhall.
-</pre>+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'.
- You say, "pledge me to the Azure Magi" in lyrically-accented Anglic.+
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&& Azure Magi News &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&+The OZM is a chaotic neutral guild. This means that you CANNOT level up unless you are chaotic neutral, or very close to it.
- & &+
- & Welcome to the Azure Magi guild; a group of dangerous aeromancers &+
- & serving chaotic neutrality. &+
- & &+
- & All the help files have been written. Type 'help spells' for a &+
- & complete listing of all the spells, the minimum level required to use &+
- & that spell and also what type of spell it is (Offensive, Defensive, or &+
- & Utility). &+
- & &+
- & We're always open to suggestions, comments, ideas and the like, so &+
- & don't hesitate to mud-mail us, or talk to me if I'm online. &+
- & &+
- & --Fixy & Rand (95/07/18) &+
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&+
- You begin to float in the air.+ Torlira quietly intones, ~* As a Stalker of the Gate, you could not become a proponent of chaos by joining Ordo Zephyrius Mutatoris. *~ to <§>
- You wear your robe around your body.+ Arcane <§> .
- You are now a first-degree specialist in aeromancy, arcane lore, chaos affinity, Enochian,+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.
- introspection, legerdemain,memory, prestidigitation, scholarship and telesmatic weapon.+
- You are now a second-degree specialist in literacy.+==Leaving==
 +If you have left the Ordo Zephyrius Mutatoris, there is a 4 month wait before you are able to rejoin.
- You are now a third-degree specialist in centering and channeling.+==Required and bonus specialties==
 + Bonus Min
 + [[Literacy]] 2
 + [[Prose]] 2
-</pre>+So that's 4 [[intellect]] specialties.
{{endspoilers}} {{endspoilers}}
-=Guild Help Files=+=Specialty access=
- +
- You are a member of the Azure Magi of Lost Souls, a guild of powerful+
- aeromancers dedicated to serving chaotic neutrality and all it stands for.+
- The Azure Magi, or wind magi, use wind as a medium for their magickal art.+
- +
- Azure Magi have very powerful spells, but they tend to take a bit+
- longer to cast than other guilds, due to the fact that it takes time for+
- that power to build up in the mage.+
- +
- Due to the delicate magickal field needed for magi to weave their+
- spells, they may only wear non-encumbering armour and overarmour (rings,+
- amulets, robes, etc...). Also, magi may only wield daggers and staffs,+
- as it is unbecoming of a mage to wield any other type of weapon.+
- +
- Those of the Azure Order also receive a special magickal robe. This robe+
- will protect the mage in combat to a larger degree than+
- any mundane robe and even most magickal ones.+
- +
- A mage may know up to eight spells at any given time. These spells can+
- be changed for other spells at the Azure Magi Guildhall, for a price.+
- There are many spells to choose from, for a list of spells type 'help spells'.+
- +
- Being a Azure Mage, you now have several new skills that affect how well+
- your spells will function. Type 'help azure magi skills' for more+
- information.+
- +
-For detailed information on casting spells, type 'help casting'.+
- +
-The Azure Magi also have their own channel for communicating with one+
-another. This channel is accessed via the commands 'azuremage' or 'guild'.+
- +
- +
- +
- +
- +
-==Skill List==+
-<pre>+
- As a Red Magi you have been imbued with several new skills. Each of+
- which affects how well you can cast certain spells. The skills are as+
- follows:+
- +
- Pyromancy affects how the mage can affect and manipulate flames of any+
- type.+
- +
- The Conjuring skill affects how well the mage can bring forth the power+
- to drive hir spells.+
- +
- The skill of Enchanting affects how well the mage can imbue non-magical+
- items, such as an ordinary flame, with magical properties.+
- +
- The Symbology skill deals with how well the mage understands symbols and+
- the thought patterns accompanying them.+
- +
- Evocation affects how the mage can bring forth material objects+
- where there once were none.+
- +
- The importance of each skill varies from spell to spell, while one spell+
- may rely heavily on Pyromancy, another may rely mostly on Symbology. The+
- more spells are cast by the mage, the faster the respective skills will+
- increase.+
-</pre>+
- +
-=== Trainers ===+
-==== Aerina the Learned ====+
-* Location: Azure Magi Guild Hall+
- +
- Aerina is a simple aviar woman, of about fifty years of age, but behind her eyes, +
- you sense great knowledge and experience. She works here, in the Azure Magi study,+
- to teach aeromancers things they need for casting spells. She looks about eighteen+
- dimins tall, five and a twentieth dimins wide and one and a quarter dimins long.+
- She is in good shape. Frosty-black mists surround her. She wears a robe around her body.+
- +
- Commands to say:+
- +
- teach me <spell>+
- rescind <spell>+
- +
- Aerina's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,+
- left hand, right leg,left leg, right foot and left foot.+
- +
- Aerina is an instructor and responds to the following verbal commands:+
- +
- Availability inquiry: Aerina, what do you teach?+
- Cost inquiry: Aerina, what would a lesson in <subject> cost?+
- Instruction request: Aerina, teach me <subject(s)>.+
- +
- Aerina was created by Rand; the source code was last updated Sat Jun 02 09:32:09 2007.+
- The aviar race was created by Chaos and Nightmare; +
- the source code was last updated Fri Jun 15 17:48:01 2007.+
- +
- Aerina the Learned is a simple woman with great knowledge and experience.+
- She works in the Azure Magi study teaching aeromancers things they need for +
- casting spells.+
- +
- Aerina intones, ~* I can provide instruction in aeromancy, arcane lore, centering, channeling,+
- conjuring, enchanting, the Enochian language, evocation, legerdemain, linguistics, literacy,+
- meditation, memory, metaphysics, prestidigitation, scholarship, symbology and the use of +
- telesmatic weapons. *~ to you in Anglic.+
- +
-==Casting==+
- +
- Casting a spell is fairly simple. You must have the required+
- spiritual points, endurance and of course the components. To find out+
- how much of these things you need, read the help file on the spell. For+
- example, to find out what requirements there are for the spell+
- "Detect Magic", type 'help detect magic'.+
- +
- To cast the spell "Detect Magic", the command would be:+
- 'say detect magic in enochian', as detailed in the help file. Note that+
- spells are cast by 'say'ing them; but not only that, saying them in the+
- Enochian language.+
- +
- Enochian is taught by both Raistlin and [[Red Magi Guild Home#Flezra the Learned|Flezra]].+
- +
- To see a list of all the spells available to the Red Magi, type+
- '[[Red Magi Guild Home#Spell List|help spells]]'. To see which spells you know, type 'spells'. For a+
- documentation on which skills affect your casting, type+
- '[[Red Magi Guild Home#Skill List|help red magi skills]]'. See also '[[Red Magi Guild Home#Containment Fields|help containment fields]]'.+
- +
-===Containment Fields===+
- Red Magi have the ability to cast their spells into small spheres,+
- containment fields which can be released at any time. To cast a spell+
- into a containment field, all you need do is cast the spell with no+
- arguments with the word "contain" in front of it. For example, to cast+
- Fire Spikes into a containment field, one would use:+
- say contain fire spikes in enochian+
- +
- This will cast the Fire Spikes spell into a containment sphere which+
- will float around the mage until sie decides to release it.+
- +
- Containment spheres require four spell points per ten seconds each+
- to maintain. A mage may have at most three containment spheres, however+
- most mages will not be able to manage more than one or two at first.+
- +
- To release a containment sphere, simply cast it as normal except+
- instead of 'say <spell> in enochian', use 'release <spell>'. So release+
- the above contained Fire Spikes spell on a rat which is in the room, a+
- mage would type: 'release 1 rat'. The '1' is for sphere number one,+
- since a mage may have up to three containment fields, 'rat' is the+
- target of the spell.+
- +
- Current containment fields, if one has any, are listed at the bottom+
- of the 'spells' listing.+
- +
- Due to the extreme power of certain spells, such as Fire of the+
- Gods, they may not be contained and must be cast normally.+
- +
- Red Magi should note that spiritual and endurance energy is used up+
- when creating the containment sphere, however components are only used+
- when the spell is released from the field. Also, if a mage runs out of+
- spiritual energy while sie has containment fields, sie can no longer+
- maintain them and the spells inside may either die out or have other,+
- more serious effects.+
- +
- See 'help casting' for complete details on casting a spell normally,+
- not into a containment field. For information on skills which affect+
- casting, see 'help red magi skills'.+
- +
-==Spell List==+
- +
- -Red Magi Spell Table-+
- +
- +
- = Spell = Minimum Level Required = Type =+
- ====================================================================+
- = Protection from Fire = 1 = Utility =+
- = Detect Magic = 1 = Utility =+
- = Fire Lamp = 1 = Utility =+
- = Fire Sphere = 1 = Utility =+
- = Pearl = 1 = Utility =+
- = Fire Spikes = 1 = Offensive =+
- = Flame Of Knowledge = 3 = Utility =+
- = Tongues = 3 = Utility =+
- = Symbol Of Vengeance = 4 = Utility =+
- = Fire Blood = 4 = Utility =+
- = Flame Shield = 4 = Defensive =+
- = Light Of Flame = 4 = Utility =+
- = Seeking Flame = 5 = Utility =+
- = Ashes To Ashes = 6 = Utility =+
- = Dispel Magic = 6 = Utility =+
- = Fire Platform = 6 = Utility =+
- = Fire Seed = 7 = Utility =+
- = Fire Rain = 8 = Offensive =+
- = Fire Charm = 9 = Utility =+
- = Burn = 10 = Offensive =+
- = Bloodfire = 10 = Utility =+
- = Flame Shot = 11 = Offensive =+
- = Resist Cold = 12 = Defensive =+
- = Protection From Evil = 13 = Defensive =+
- = Mute Area = 14 = Utility =+
- = Smoke = 14 = Utility =+
- = Piercing Flame = 15 = Utility =+
- = Summon Fire Spirit = 15 = Utility =+
- = Fire Web = 16 = Offensive =+
- = Flame Push = 16 = Utility =+
- = Melt Weapons = 17 = Utility =+
- = Melt Armour = 18 = Utility =+
- = Fire Wall = 20 = Utility =+
- = Fireball = 22 = Offensive =+
- = Torrid Tempest = 24 = Offensive =+
- = Life Fire = 25 = Utility =+
- = Sustain Fire Spirit = 25 = Utility =+
- = Incinerate Magic = 26 = Utility =+
- = Inferno = 29 = Offensive =+
- = Summon Fire Elemental = 30 = Utility =+
- = Blazing Twister = 36 = Offensive =+
- = Sustain Fire Elemental = 40 = Utility =+
- = Fire of the Gods = 60 = Offensive =+
- ====================================================================+
- +
-Individual help is available for each spell using the command 'help <spell>'.+
- +
-You may also type 'spells' to see a list of your current spells. Incidentally,+
-'spells' command can take an argument of what type of spells you wish to list.+
-For instance, 'spells utility' would list all utility spells which you currently+
-have in use; whereas 'spells offensive' would list all offensive spells.+
-Valid types are: offensive, defensive and utility. If you give no argument, or+
-specify an unknown type, 'spells' will default to listing all spells.+
- +
-Once a spell has been cast one thousand times, it is burned permanently+
-into the mage's mind, and thus cannot be rescinded. However, the mage+
-may learn a new spell, and may thus have more than the default eight+
-spells.+
- +
-===Protection from Fire===+
- Usage: say protection from fire [target] in enochian+
- Reversible: No+
- Description:+
- The casting of Protection from Fire creates a protective+
- enchantment upon the target which guards it against injury+
- from fire and heat. Any Red Mage can cast this elementary+
- spell.+
- +
-===Detect Magic===+
- Usage: say detect magic in enochian+
- Reversible: No+
- Description:+
- The most basic spell of all Magi is to be able to detect+
- when there is magic present. This spell will make all+
- magical items in the caster's room and inventory+
- momentarily glow. Those of any level can cast Detect+
- Magic.+
- +
-===Fire Lamp===+
- Usage: say fire lamp [target] [-] in enochian+
- Reversible: Yes+
- Description:+
- Those who have been struck blind will find use for the+
- Fire Lamp. By casting this spell, the caster shall put+
- fire back into the eyes of the target, allowing the+
- target to see once more. If no target is provided, then+
- the spell defaults to the caster as a target. The reverse+
- casting of this spell shall strike the target blind if the+
- target is not already in that state. The Fire Lamp can+
- be cast by those of any level.+
- Requirements:+
- An ice crystal.+
- +
-===Fire Sphere===+
- Usage: say fire sphere in enochian+
- Reversible: No+
- Description:+
- By casting Fire Sphere, the mage summons a sphere of fire,+
- which any mage can enter. The sphere will then travel to+
- the Red Magi guildhall where its flame is extinguished.+
- Any Red Mage can cast Fire Sphere.+
- +
-===Pearl===+
- Usage: say pearl [type] [amount] in enochian+
- Reversible: No+
- Description:+
- The Pearl spell enables the caster to entrap some life+
- force in a pearl. Only real pearls will work properly+
- with this spell. The caster must specify what type of+
- life force that the caster wishes to place into the+
- pearl. The valid types of life force that can be placed+
- into a pearl are: Hit Points, Spritual Points, and+
- Endurance Points. The caster must also specify how much+
- of that type of life force that the caster wishes to+
- place into the pearl. If no type or no amount are+
- specified, then the spell will fail. Some examples of a+
- successful pearl castings would be:+
- 'say pearl spell points 50 in enochian',+
- 'say pearl sp 50 in enochian',+
- 'say pearl endurance points 75 in enochian',+
- 'say pearl end 75 in enochian',+
- 'say pearl hit points 25 in enochian', or lastly,+
- 'say pearl hp 25 in enochian'.+
- When placing hit point life force into a pearl,+
- the life force is taken from all limbs. This spell+
- is dangerous in that the caster may specify so much+
- of hir life force so as to kill hirself. This spell+
- can be cast by those of any level.+
- Requirements:+
- A pearl is required. The amount of type of life force that is+
- placed into the pearl will be drawn from the caster.+
- +
-===Fire Spikes===+
- Usage: say fire spikes [target] in enochian+
- Reversible: No+
- Description:+
- A basic offensive spell of the Red Magi, Fire Spikes can+
- be cast by those of the first level. Hundreds of+
- inch long spikes made of pure fire are shot into the+
- chest of the target, causing minor damage. If a target+
- is not provided the spell will use the caster's main+
- attacker. If the caster has no attackers, then the+
- spell will fail.+
- +
-===Flame Of Knowledge===+
- Usage: say flame of knowledge [target] in enochian+
- Reversible: No+
- Description:+
- A very useful spell indeed, by casting Flame Of Knowledge+
- the mage is granted insight into the target. The knowledge+
- gained includes level, hit points, spell points, alignment,+
- and inventory. Be warned the more experienced the target is+
- the more spiritually and physically draining the casting can+
- be. Any magi, level three or higher can cast Flame of+
- Knowledge.+
- Note: This spell has been lost in the ages.+
- +
-===Tongues===+
- Usage: say tongues [-] in enochian+
- Reversible: Yes+
- Description:+
- Upon the casting of Tongues, a diamond shape flame is+
- conjured and any who stand amidst the flame will have full+
- comprehension of anything said while the flame continues+
- to burn. The reverse of the spell will extinguish the flame+
- thus removing its effects. Any magi of level three or higher+
- can cast Tongues.+
- +
-===Symbol Of Vengeance===+
- Usage: say symbol of vengeance [target] <+reason+> [-] in enochian+
- Reversible: Yes+
- Description:+
- This spell places the Symbol of Vengeance of the Red Magi+
- upon the target. To be used by the mage instead of player+
- killing. The symbol shows the target is not in the favour+
- of the Red Magi. The target will be burdened with the symbol+
- for a number of levels letting everyone know that he or she+
- is not well liked by the Magi. The reverse of the spell will+
- remove an already present symbol from the target. Any mage+
- of level three or higher can cast a Symbol of Vengeance.+
- +
-===Fire Blood===+
- Usage: say fire blood [target] [-] in enochian+
- Reversible: Yes+
- Description:+
- Fire Blood will change the blood of the target into pure+
- fire, and thus clean away any impurities, such as+
- poison, which may have been contaminating the target.+
- If the reverse is cast, then the target will be+
- poisoned. If no target is specified, then the caster+
- becomes the target. Those of the fourth level and above+
- can cast Fire Blood.+
- +
-===Flame Shield===+
- Usage: say flame shield <[target]> [armour] in enochian+
- Reversible: No+
- Description:+
- When cast, this spell creates a shield of flame about the+
- target. If no target is given, then the caster becomes the+
- target. The flame shield burns those who would attempt+
- to hit its owner, as well as protects its owner from+
- many different forms of attacks. This spell is the most+
- used and usable defensive spells of the Red Magi. The+
- duration of the flame shield is dependant upon the level+
- of the caster, as well as the level of the target. A+
- modest estimate of its duration is approximately three+
- or four minutes. No one below the fourth level could+
- possibly grasp the inflections and concentration needed+
- to cast this spell.+
- Requirements:+
- A piece of armour is required. All you need do is+
- substitute [armour] in the Usage with the name of the+
- piece of armour that you wish to use in the casting of+
- the Flame Shield.+
- +
-===Light Of Flame===+
- Usage: say light of flame [-] in enochian+
- Reversible: Yes+
- Description:+
- Bring forth a flame to manipulate light in your room.+
- If the reverse is cast, a dark black flame shall appear,+
- and suck up (reduce) light in the area. If a normal+
- casting is utilized, a bright red flame shall appear,+
- and shed its (increase) light in the area. If, however,+
- a dark black flame is already present, and a normal+
- casting is utilized, the black flame will be banished.+
- The same shall happen if a bright red flame is present,+
- and a reverse casting is utilized, the bright red flame+
- shall flicker and die. The caster may cast as many Light+
- of Flames as the caster desires. Those of the fourth+
- level can easily grasp this spell.+
- +
-===Seeking Flame===+
- Usage: say seeking flame in enochian+
- Reversible: No+
- Description:+
- The Seeking Flame is a spell of great power indeed.+
- Those of the fifth level and above have the power+
- required for the casting of it. When cast, a bright+
- yellow flame is created by the caster. This flame has+
- the ability to observe things. The caster sees through+
- the eyes of the bright yellow flame. The caster can+
- also control the movements of the bright yellow flame,+
- moving it from room to room. There are a few commands+
- which the seeking flame understands. These are as+
- follows:+
- extinguish - extinguish the seeking flame and return+
- the caster's eyes to the caster's+
- surroundings.+
- examine - examine an object+
- exa - examine an object+
- l at - examine an object+
- l - observe current surroundings+
- <direction> - move in that direction+
- Requirements:+
- A purple orchid. The spell requires a continuing flow of+
- energy to sustain it.+
- +
-===Ashes To Ashes===+
- Usage: say ashes to ashes in enochian+
- Reversible: No+
- Description:+
- Incinerate the remains of one who has been slain, giving+
- the caster some of its remaining health. Those of the+
- sixth level and above can successfully cast Ashes to+
- Ashes.+
- Requirements:+
- There must be remains either in the caster's+
- inventory or in the room the caster is in.+
- +
-===Dispel Magic===+
- Usage: say dispel magic in enochian+
- Reversible: No+
- Description:+
- A relatively simple spell, that when cast will dispel any+
- spells currently in use by the caster. Mages of level six+
- or higher can cast dispel magic.+
- Note: This spell has been lost in the ages.+
- +
-===Fire Platform===+
- Usage: say fire platform [-] in enochian+
- Reversible: Yes+
- Description:+
- The Fire Platform spell creates a platform of pure fire which+
- can be utilized in many ways. Obviously one can use it to+
- carry items, and more interestingly, if the mage were to+
- stand on the platform he or she would be able to fly.+
- Any magi level six or higher can cast Fire Platform.+
- Requirements:+
- A floating disc.+
- Note: This spell has been lost in the ages.+
- +
-===Fire Seed===+
- Usage: say fire seed in enochian+
- Reversible: No+
- Description:+
- When the Fire Seed spell is cast, the mage plants an+
- enchanted seed in the ground. When someone walks onto the+
- seed, it will grow into a huge tower of flame, doing large+
- amounts of damage. Those mages of level seven or higer+
- can cast Fire Seed.+
- Requirements:+
- An organic item.+
- Note: This spell has been lost in the ages.+
- +
-===Fire Rain===+
- Usage: say fire rain in enochian+
- Reversible: No+
- Description:+
- When cast, a rain of vicious fire drops from the sky in+
- the room of the caster. This Fire Rain cause damage to+
- all in the room, including the caster. This spell can+
- cause anywhere from medium to severe damage. Only those+
- above the eighth level can grasp this spell for a+
- successful cast to occur.+
- +
-===Fire Charm===+
- Usage: say fire charm in enochian+
- Reversible: No+
- Description:+
- By casting the Fire Charm spell, the mage creates a+
- magical flame, that when given to someone renders them+
- passive, and at peace with themselves. A magi of level+
- nine or higher can cast Fire Charm.+
- Requirements:+
- A crystal of any type.+
- +
-===Burn===+
- Usage: say burn <[opponent]> [limb] in enochian+
- Reversible: No+
- Description:+
- Through the Burn spell the mage can summon his or her+
- powers to burn a specific limb on an opponent. A simple+
- spell at a minor cost. The mage must be of the tenth level+
- of experience to cast Burn.+
- +
-===Bloodfire===+
- Usage: say bloodfire [target] [-] in enochian+
- Reversible: Yes+
- Description:+
- Bloodfire will put fire into the blood of the target,+
- allowing them to move with great speed. If no target is+
- provided, then the caster becomes the target. If the+
- reverse is cast, then the target shall be slowed as the+
- essential fire is drained from their system. The duration+
- of the Bloodfire is dependant upon the caster's proficiency+
- in that spell, but an average is roughly forty seconds.+
- Those of the tenth level and above can cast Bloodfire.+
- Requirements:+
- A piece of moss is required.+
- +
-===Flame Shot===+
- Usage: say flame shot [target] in enochian+
- Reversible: No+
- Description:+
- By casting the spell, Flame Shot, the magi summons a huge+
- towering flame to encompass his or her opponent, doing+
- damage to all of their limbs. If no target is specified+
- the target defaults to the mage's current attacker.+
- Those magi of level eleven or greater can grasp the+
- complexities of casting the Flame Shot spell.+
- +
-===Resist Cold===+
- +
- Usage: say resist cold in enochian+
- Reversible: No+
- Description:+
- When Resist Cold is cast, the mage summons a force of pure+
- warm energy that penetrates through his or her body, bestowing+
- a certain resistance to cold upon the mage. The resistance+
- will increase as the mage's level does. Magi of level+
- twelve or higher may cast Resist Cold.+
- +
-===Protection From Evil===+
- +
- Usage: say protection from evil [target] [-] in enochian+
- Reversible: Yes+
- Description:+
- The casting of Protection from Evil summons a ring of flame+
- to surround the target, making it more difficult for creatures+
- of evil to harm him or her as long as the ring remains.+
- The reverse, Protection From Good, guards the target against+
- beings of good alignment. The mage must be of at least the+
- thirteenth level to cast Protection From Evil.+
- Requirements:+
- Something flammable.+
- +
-===Mute Area===+
- +
- Usage: say mute area in enochian+
- Reversible: No+
- Description:+
- The Mute Area spell is a moderately powerful spell.+
- When this spell is cast, speech becomes impossible in the+
- caster's area, for the caster as well as others. The+
- duration of this spell is usually from two to three minutes,+
- although it has been known to last for lengthier periods+
- of time for those of the higher levels. The more complex+
- parts of this spell cannot be grasped by anyone under the+
- fourteenth level.+
- +
-===Smoke===+
- +
- Usage: say smoke [-] in enochian+
- Reversible: Yes+
- Description:+
- The casting of the Smoke spell summons a large cloud of smoke+
- in the area of the caster, preventing anyone present in the+
- room from seeing. The smoke cloud is also of such a nature+
- to induce a coughing fit on any present, causing them some+
- degree of pain and inconvenience. The reverse casting+
- of the Smoke spell will disperse an already present smoke+
- cloud. Those magi of level fourteen or higher may cast+
- Smoke.+
- Requirements:+
- Something made of wood.+
- Note: This spell has been lost in the ages.+
- +
-===Piercing Flame===+
- +
- Usage: say piercing flame <weapon> in enochian+
- Reversible: No+
- Description:+
- Piercing Flame will surround a weapon of the mage's+
- choosing with a corona of flame, giving it the ability+
- to burn attackers. Weapons imbued with the power of+
- Piercing Flame have been known to be very powerful.+
- The corona of flame surrounding a weapon will+
- eventually fizzle out.+
- +
-===Summon Fire Spirit===+
- +
-===Fire Web===+
-===Flame Push===+
-===Melt Weapons===+
-===Melt Armour===+
-===Fire Wall===+
-===Fireball===+
-===Torrid Tempest===+
- +
-===Life Fire===+
-===Sustain Fire Spirit===+
- +
-===Incinerate Magic===+
-===Inferno===+
-===Summon Fire Elemental===+
-===Blazing Twister===+
-===Sustain Fire Elemental===+
-===Fire of the Gods===+
- +
- +
- +
- +
 + 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 (Ordo Zephyrius Mutatoris spell)|Chaoswind]] area of effect attack |
 + | Astrape Serpentina sorcerous chain lightning attack [[serpentina's Lightning (Ordo Zephyrius Mutatoris spell)|Serpentina's Lightning]] area of effect attack |
 + | Epombria water area attack [[torrential rain (Ordo Zephyrius Mutatoris spell)|Torrential Rain]] area of effect attack |
 + | Procella clinging, shredding air area attack [[squall (Ordo Zephyrius Mutatoris spell)|Squall]] area of effect attack |
 + | Concalo extradimensional spirit conjuration [[summon (Ordo Zephyrius Mutatoris spell)|Summon]] conjuration |
 + | Convocatione Vocabunt gather existing summons [[call summons (Ordo Zephyrius Mutatoris spell)|Call Summons]] conjuration |
 + | Eiri Psyche manifest benevolent rainbow spirit [[rainbow butterfly (Ordo Zephyrius Mutatoris spell)|Rainbow Butterfly]] construction |
 + | Aemophthoria elemental air attack [[wind blast (Ordo Zephyrius Mutatoris spell)|Wind Blast]] directed attack |
 + | Aemophthoria Heremites desert wind attack [[desert wind blast (Ordo Zephyrius Mutatoris spell)|Desert Wind Blast]] directed attack |
 + | Aemophthoria Skia umbral wind attack [[umbral wind blast (Ordo Zephyrius Mutatoris spell)|Umbral Wind Blast]] directed attack |
 + | Aither clinging vacuum attack [[rarify aether (Ordo Zephyrius Mutatoris spell)|Rarified Aether]] directed attack |
 + | Anemostrophos sorcerous wind attack [[tornado (Ordo Zephyrius Mutatoris spell)|Tornado]] directed attack |
 + | Astra magickal attack [[Magick Dust (Ordo Zephyrius Mutatoris Spell)|Magick Dust]] directed attack |
 + | Astrape lightning attack [[lightning bolt (Ordo Zephyrius Mutatoris spell)|Lightning Bolt]] directed attack |
 + | Astrape Chaos chaos-infused lightning attack [[chaos lightning (Ordo Zephyrius Mutatoris spell)|Chaos Lightning]] directed attack |
 + | Astrape Skia umbral lightning attack [[Umbral Lightning (Ordo Zephyrius Mutatoris Spell)|Umbral Lightning Bolt]] directed attack |
 + | Brontema thunder attack [[thunderclap (Ordo Zephyrius Mutatoris spell)|Thunderclap]] directed attack |
 + | Krios break door [[compression ram (Ordo Zephyrius Mutatoris spell)|Ram]] directed attack |
 + | Magicae Iaculum mana attack [[magick dart (Ordo Zephyrius Mutatoris spell)|Magick Dart]] directed attack |
 + | Pneuma Kokusasa shrieking wind attack [[shrieking gale (Ordo Zephyrius Mutatoris spell)|Shrieking Gale]] directed attack |
 + | Spinthar elemental air attack [[seeker spark (Ordo Zephyrius Mutatoris spell)|Seeker Spark]] directed attack |
 + | Epistasis end one's enchantment [[Disenchant (Ordo Zephyrius Mutatoris spell)|Disenchant]] dispell |
 + | Scientia de Ventis identification [[knowledge of the winds (Ordo Zephyrius Mutatoris spell)|Knowledge of The Winds]] divination |
 + | Tropos orientation [[direction of the winds (Ordo Zephyrius Mutatoris spell)|Direction of The Winds]] divination |
 + | Aer Vincula constraints of reified air [[scithial bonds (Ordo Zephyrius Mutatoris spell)|Scithial Bonds]] enchantment |
 + | Aggelopteros magickal wings [[welkin wings (Ordo Zephyrius Mutatoris spell)|Welkin Wings]] enchantment |
 + | Allevo Sarcina load bearing boost [[lighten load (Ordo Zephyrius Mutatoris spell)|Lighten Load]] enchantment |
 + | Anastrape electrical protection [[electrical protection (Ordo Zephyrius Mutatoris spell)|Lightning Ward]] enchantment |
 + | Animo Creui psychic protection [[mind maelstrom (Ordo Zephyrius Mutatoris spell)|Mind Maelstrom]] enchantment |
 + | Apportation using the winds to move objects [[Apportation (Ordo Zephyrius Mutatoris spell)|Apportation]] enchantment |
 + | Auge multifaceted sensory enhancement [[sunlit senses (Ordo Zephyrius Mutatoris spell)|Sunlit Senses]] enchantment |
 + | Caelum Furia resilience/ruthlessness boost [[skyfury (Ordo Zephyrius Mutatoris spell)|Skyfury]] enchantment |
 + | Eidos Anemou invulnerability [[essence of the wind (Ordo Zephyrius Mutatoris spell)|Essence of The Wind]] enchantment |
 + | Electrica electrical contact damage [[electrification (Ordo Zephyrius Mutatoris spell)|Electrification]] enchantment |
 + | Exokeanismos multifaceted protection charm [[sea's blessing (Ordo Zephyrius Mutatoris spell)|Sea's Blessing]] enchantment |
 + | Hekros Anemou protective wind barrier [[wall of wind (Ordo Zephyrius Mutatoris spell)|Wall of Wind]] enchantment |
 + | Mollis Laevitas order/earth/cold resistance [[resilient volatility (Ordo Zephyrius Mutatoris spell)|Resilient Volatility]] enchantment |
 + | Mousike Animou thunder protection [[windsong (Ordo Zephyrius Mutatoris spell)|Windsong]] enchantment |
 + | Nepheleidon anorganic, cloud-like state [[cloud form (Ordo Zephyrius Mutatoris spell)|Cloud Form]] enchantment |
 + | Ploion wingless flight [[drift (Ordo Zephyrius Mutatoris spell)|Drift]] enchantment |
 + | Pneuma respiratory replenishment [[Breath of air (Ordo Zephyrius Mutatoris spell)|Breath of Air]] enchantment |
 + | Taxos Anemou burst of speed [[wind speed (Ordo Zephyrius Mutatoris spell)|Wind Speed]] enchantment |
 + | Torpor analgesia [[numb (Ordo Zephyrius Mutatoris spell)|Numb]] enchantment |
 + | Typhos physical/elemental protection [[fog (Ordo Zephyrius Mutatoris spell)|Fog]] enchantment |
 + | Rheumatizon weather energy infusion [[channel currents (Ordo Zephyrius Mutatoris spell)|Channel Currents]] energy channeling |
 + | Colligentes Venti gradual energy accumulation [[Gather Wind (Ordo Zephyrius Mutatoris spell)|Gather Wind]] energy collection |
 + | Pneuma Psyche rejuvenation [[breath of life (Ordo Zephyrius Mutatoris spell)|Breath of Life]] healing |
 + | Pneuma Nymphikos hasten weapon [[sylphic pulse (Ordo Zephyrius Mutatoris spell)|Sylphic Pulse]] item enchantment |
 + | Vehi Ventis teleportation [[ride the winds (Ordo Zephyrius Mutatoris spell)|Ride the Winds]] teleportation |
 + | Concelo extradimensional interference [[Shroud (Ordo Zephyrius Mutatoris spell)|Shroud]] weather modification |
 + | Electrica Tempestas mobile storm area attack [[electrical storm (Ordo Zephyrius Mutatoris spell)|Electrical Storm]] weather modification |
 + | Noctilucent Caligo visibility enhancement [[noctilucent mist (Ordo Zephyrius Mutatoris spell)|Noctilucent Mist]] weather modification |
 + | Phlogeos increase atmospheric combustibility [[dephlogisticate air (Ordo Zephyrius Mutatoris spell)|Dephlogisticate Air]] weather modification |
 + | Zephyrus restorative atmospheric effect [[zephyr (Ordo Zephyrius Mutatoris spell)|Zephyr]] weather modification |
 + \------------------------------------------------------------------------------------------------------------/
 +:Currently known old spells that are missing:
 + [[feather mantle (Ordo Zephyrius Mutatoris spell)|feather mantle]] armour encumbrance reduction
 + [[osprey's call (Ordo Zephyrius Mutatoris spell)|osprey's call]] avian charm
 + [[thunderforge (Ordo Zephyrius Mutatoris spell)|thunderforge]] mass weapon electrification
 +=Playstyle=
 +Early Game (levels 0-20):
 +Inconclusive, but playstyle seems to be based around summoning things (Concalo) and then throwing down damage-over-time effects with Squall/Tornado, while keeping yourself protected and punishing attacks with Electrica.
 +Early-Midgame (Levels 20-??):
 +You can start relying on things like flight (drift) and fog for dodgy defence; magick dart/dust will help a lot and are powerful spells in their own right if not thematically satisfying. Tornado is still a good opener - buff up, open with that, and fling magick darts at them. Bring summons if you don't mind the exp hit while you spell (heh) others' doom.
 +But that's just what works for me and I'm hardly an expert; your mileage may vary!
 +It seems that better summons get unlocked with more skills, or perhaps greater perfection in the skills for Concalo, but I'm still looking into this.
 +--Calabora
 +=Conflicts=
 +Storm Walkers are warriors, so you are barred from joining.
--Azure Magi Spell Table-+Can't be Ordered.
- +
- +[[Category: Guilds]]
- = Spell = Minimum Level Required = Type =+[[Category: Affiliations]]
- ====================================================================+[[Category: Chaotic (affiliation types)]]
- = Detect Magic = 1 = Utility =+[[Category: Initiate (affiliation types)]]
- = Direction of the Winds = 2 = Utility =+[[Category: Magician (affiliation types)]]
- = Wind Blast = 2 = Offensive =+[[Category: Scholar (affiliation types)]]
- = Fog = 4 = Defensive =+[[Category: Ordo Zephyrius Mutatoris]]
- = Breath of Life = 5 = Utility =+
- = Tempest = 5 = Offensive =+
- = Ride the Winds = 5 = Utility =+
- = Channel Currents = 10 = Utility =+
- = Windsong = 10 = Defensive =+
- = Wind Slow = 13 = Utility =+
- = Wind Storm = 15 = Utility =+
- = Shrieking Gale = 15 = Offensive =+
- = Wall of Wind = 18 = Defensive =+
- = Tornado = 20 = Offensive =+
- = Air Bind = 23 = Offensive =+
- = Wind Speed = 25 = Utility =+
- = Thunderclap = 26 = Offensive =+
- = Lightning = 29 = Offensive =+
- = Essence of the Wind = 30 = Defensive =+
- = Torrential Rain = 30 = Offensive =+
- = Winds of Change = 40 = Utility =+
- = Electrical Storm = 50 = Offensive =+
- ====================================================================+
- +
-Individual help is available for each spell.+
- +
-You may also type 'spells' to see a list of your current spells. Incidentally,+
-'spells' command can take an argument of what type of spells you wish to list.+
-For instance, 'spells utility' would list all utility spells which you currently+
-have in use; whereas 'spells offensive' would list all offensive spells.+
-Valid types are: offensive, defensive and utility. If you give no argument, or+
-specify an unknown type, 'spells' will default to listing all spells.+

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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