Ordo Ignis Aeternis

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-=The Ordo Ignis Aeternis=+=Introduction=
-You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat energies.+Ordo Ignis Aeternis is a Devonshire-based order of mages that wields the energies of fire, heat and smoke. <s>At the time of this being written (21st of 2017) the guild is undergoing some revamps, courtesy of [[User:Wesnile|Starhound]],</s> but remains eminently and increasingly playable. The guild sports a robust selection of spells, ranging from a solid collection of offensive spells to a small handful of highly potent and multi-purposed utility and enchantment spells.
-Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a+=Guild Help=
-deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power+
-stores unique to an initiate of Ordo Ignis Aeternis.+
-Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the+ Located in Devonshire, 1n and 2w of the south gate.
-ways of [[pyromancy]], a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of+
-an initiate's powers. Elemental fire energy is thus of great value to any member of the Order.+
-While the predominant effect of fire is destruction, there are many more aspects to the element. It can be used for+ You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to elemental fire and
-warmth, to shed light, to cook with, and as fuel for a multitude of other processes. Despite its many uses, fire is also+ several of fire's amalgamal energies.
-dangerous, as are those who wield it. Great care must be taken when handling fire, and great respect for its power is+
-necessary to ensure your own safety. A reckless initiate can easily be burned by the power that he seeks to control or+
-find himself the victim of an angry mob of peasants who will tie him to a stake and give him a very direct access to the+
-power he seeks to control.+
-While Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning+ Like all magi, you require a handful of esoteric skills that will allow you to
-guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. + manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to
-Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive,+ these skills and energies, you will use several techniques and power stores unique to an
-and demanding a certain amount of respect when dealing with them. Should the members of Ordo Ignis Aeternis show+ initiate of Ordo Ignis Aeternis.
-open disrespect for each other, it is only a matter of time until beings from outside the guild begin showing their+
-disrespect, and the only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them. This+
-would not be good for the image of a guild powered by a force that easily instills fear in the minds of lesser beings. +
-That being said, mutual respect among practitioners is highly encouraged, lest we all be consumed in our own flames.+
-Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of Spellcrafting, whose responsibility+ Your primary aspect of spell usage is fire. Fire has many uses and functions, and
-is to ensure that spell study is performed according to certain standards, and that these newly researched spells are+ with further understanding of the ways of pyraturgy, a mage can learn of the different
-thoroughly tested to ensure adequate safety measures are instilled. Once a spell has been sufficiently researched,+ forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers.
-formulated, and passed the Board, it is made available for all other members of the guild to study. This ensures that we+ Elemental fire energy is thus of great value to any member of the order.
-continue our studies, and that certain spells are not horded away in some dusty old library where they serve no purpose+
-to anyone. Any member of the guild can do spell research in attempts to formulate a new spell, and such spells can be+
-submitted to the Board at any time, though the review process may be lengthy. The more complex the spell, the more time+
-is needed to ensure all aspects of the spell are suitable for the guild.+
-When Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of+ While the predominant effect of fire is destruction, there are many more aspects to
-their 'Conclave'. Because of this, Ordo Ignis Aeternis as a whole is very wary of those who are of extreme+ the element. It can be used for warmth, to shed light, to cook with, and as fuel for a
-alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order+ multitude of other processes. Despite its many uses, fire is also dangerous, as are those
-and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's+ who wield it. Great care must be taken when handling fire, and great respect for its
-energies are better suited towards furthering their own abilities at using fire energies than trying to promote some+ power is necessary to ensure your own safety. A reckless initiate can easily be burned by
-ethical cause. Let the others have their little wars, and when the smoke clears, Ordo Ignis Aeternis will be there+ the power that he seeks to control or find himself the victim of an angry mob of peasants
-controlling things from their neutral vantage point.+ who will tie him to a stake and give him a very direct access to the power he seeks to
 + control.
-Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a+ The order maintains a certain hierarchy concerning guild matters. This hierarchy is
-quick display of your spell information.+ treated with the same respect shown towards the flames that power the guild spells. Many
 + initiates take on a personality that reflects the power of fire, being highly volatile,
 + highly reactive, and demanding a certain amount of respect when dealing with them. Should
 + the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a
 + matter of time until beings from outside the guild begin showing their disrespect, and the
 + only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them.
 + This would not be good for the image of a guild powered by a force that easily instills
 + fear in the minds of lesser beings. That being said, mutual respect among practitioners
 + is highly encouraged, lest we all be consumed in our own flames.
 + 
 + Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of
 + Spellcrafting, whose responsibility is to ensure that spell study is performed according
 + to certain standards, and that these newly researched spells are thoroughly tested to
 + ensure adequate safety measures are instilled. Once a spell has been sufficiently
 + researched, formulated, and passed the Board, it is made available for all other members
 + of the guild to study. This ensures that we continue our studies, and that certain spells
 + are not horded away in some dusty old library where they serve no purpose to anyone. Any
 + member of the guild can do spell research in attempts to formulate a new spell, and such
 + spells can be submitted to the Board at any time, though the review process may be lengthy.
 + The more complex the spell, the more time is needed to ensure all aspects of the spell are
 + suitable for the guild.
 + 
 + As a matter of policy, the order as a whole is very wary of those who are of extreme
 + alignments. Fire is very neutral, caring not for the whims of the so-called battle
 + between good and evil, nor of order and chaos. No matter which side of a war you are on,
 + your corpse burns just as well on a funeral pyre. An initiate's energies are better
 + suited towards furthering their own abilities at using fire energies than trying to
 + promote some ethical cause. Let the others have their little wars, and when the smoke
 + clears, Ordo Ignis Aeternis will be there, controlling matters from their neutral vantage
 + point.
 + 
 + Read 'help ordo ignis aeternis spells' for information on Ordo Ignis Aeternis spells and spellcasting.
 + See 'help ordo ignis aeternis spell summary' for a quick display of your spell information.
=Joining Ordo Ignis Aeternis= =Joining Ordo Ignis Aeternis=
{{spoilers}} {{spoilers}}
-The tanned-skinned male anthrope intones, ((= An Order initiate must be sufficiently literate+The requirements are unlisted due to a lack of research on them. It's very likely you'll only need a little bit of literacy to join (15-25).
-as to be able to read scrolls and spells, and especially to document their spell research.+
-You do not meet this requirement. =)) to you.+
-Literacy >60+Minimum spec points requirements seems to be [[Intellect]] = 1, [[Vitality]] = 3 and [[Willpower]] = 2.
-Max level to join is 300. 
- 
-Members of the Pantarchic Church are not welcome in the guild. 
==Requirements and Bonus Specialties== ==Requirements and Bonus Specialties==
- Min Bonus+ Min Bonus
- [[Literacy]] 2 2+ [[Centering]] 1 1
- [[Pyromancy]] 2 1+ [[Enochian]] 1 0
- [[Centering]] 3 1+ [[Equilibrium]] 1 1
- [[Channeling]] 3 1+ [[Fire Affinity]] 1 0
- [[Legerdemain]] 1 + [[Heat Affinity]] 0 0
- [[Prestidigitation]] 1+ [[Magick Affinity]] 0 0
- [[Arcane Lore]] 1+ [[Pyraturgy]] 1 0
- [[Enochian]] 1+ [[Smoke Affinity]] 0 0
- [[Heat tolerance|Heat Tolerance]] 1+
- [[Introspection]] 1+
- [[Memory]] 1+
- [[Scholarship]] 1+
- +
-Total of 4 [[willpower]], 1 [[intelligence]], and 2 [[dexterity]]+
- +
-{{endspoilers}}+
- +
=NPCs and Facilities= =NPCs and Facilities=
-Schola Fervitus contains a few services inside, including trainers [[Aedryl]], [[Flizera]]+[[Farachat]] is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.
-and [[Thalos]]. Thalos is also a banker. [[Farachat]] is running a "bookstore", which+
-is actually general purpose magick shop, similar to the one run by [[Lucanius]].+
-There is also a cafetery. The "dark gray stone menu" is actually either a sign, or can+[[Mirandys]] is the guild portal master.
-also be checked with the standard "list" command. The meal choices aren't that wondrous,+
-unless one counts an "iron helm" on the list as a wondrous meal.+
-Apparently the banker shares the account with other banks, so the maximum account+[[Flizera]] is an archetypically venerable human, and one of the trainers.
-balance is still same, and it is just better to deposit here, withdraw anywhere.+
-Losthaven bank has also 10% deposit fee, and the cheapest finance/ownership+
-training among the three banks of Discordia, Losthaven and OIA guildhall.+
 +[[Badlokk]] the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.
-=Spells=+[[Iklam]] is a yeti that wanders the Northlands. He says he has no use for the metal in your coins, and will train you for free.
-Ordo Ignis Aeternis Spells+
-The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but they all begin by incanting+[[Itozuma]] the Golden wanders around the jungles of Tenochlan spouting his own prophecies of doom. He <s>also does not charge, and</s> teaches a ton of skills, like [[leeching]], [[diagnosis]], and [[break fall]]. As of February 2024, he charges for lessons, but much less for OIA members.
-the spell's name, followed by the target (if any), in the [[Enochian]] tongue. Some spells have additional requirements,+
-such as material components or an environ with a specific fuel for the spell. These will be noted in each spells help+
-file.+
-Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. +[[Pierce]] wanders around Underdark. He trains some very useful skills higher as well as [[fire affinity]].
-You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that+
-rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased+
-depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more+
-difficult spells will go down by only a small fraction.+
-You may see a summary of the spell list by typing 'help spell summary'.+=Skills=
 +Due to changes, this guild is no longer extremely int-heavy, but also requires heavy doses of [[willpower]] and [[ego]] making it balanced statwise if not power/spec-wise.
-Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells+The skills required vary spell by spell, but the ones deserving of the heaviest investment are [[Pyraturgy]], [[Evocation]] and [[Enchantment]] for general spell capability, [[Bellerophrasty]], [[Hylophrasty]], [[Ergiphrasty]], [[Arcane Lore]], [[Metaphysics]], and [[Aisthophrasty]] for unlocking spell knowledge, and [[Fire Affinity]], [[Typhaturgy]], [[Smoke Affinity]], [[Thermaturgy]], [[Heat Affinity]], and similar skills for various minutiae. In addition, [[Prestidigitation]], [[Spatiophrasty]], [[Enochian]], and [[Vocalization]] will help with "Calling the Watcher" steps present in many spells, and "the opening of the way" in yet others, so a few specs may boost your overall performance.
-is always determined by your [[Telesmatic Weapon|telesmatic weapon]], [[pyromancy]], and their mother attributes.+
-Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat+=Spells=
-spell is determined by one's skill at legerdemain.+<pre style="white-space: pre-wrap">
 + Ordo Ignis Aeternis Spells
-==Being Interrupted==+ Before any spells may be cast, one must enter into the proper mental state for
-Taking even one point of damage while casting a spell will interrupt the casting. This means certain spells like [[#Purging Flame|Purging Flame]] are not very usable, in that they take sufficiently long to cast that being interrupted approaches certainty. While there may be some combination of skills that makes this less likely, it is not immediately obvious (clarification would be welcome).+ hermetic spellcasting, forming a mental link with the magickal forces one wishes to wield.
-==List==+ For members of Ordo Ignis Aeternis, this link is called an igniculus -- a mental
- /------------------------------ Ordo Ignis Aeternis Spell Summary ------------------------------\+ approximation of the forces of fire and heat To initiate your igniculus, visualize a spark
- | Spell rating (%) Description s f h n |+ igniting.
- >-----------------------------------------------------------------------------------------------<+
- | [[#Angel Fire|angel fire]] directed angelic flame attack 40 50 0 0 |+
- | [[#Blaze of the Exoma|blaze of the Exoma]] chaotic flame attack 60 60 0 0 |+
- | [[#Blazing Twister|blazing twister]] 770 (42%) heat and fire cyclone attack 52 52 52 0 |+
- | [[#Burning Fever|burning fever]] 400 (100%) disease remedy 29 29 0 0 |+
- | [[#Burnt Offerings|burnt offerings]] 165 (0%) sacrifice to sentient flame 10 10 0 0 |+
- | [[#Calm Heartfires|calm heartfires]] 722 (85%) soothe the inner fire of anger and rage 33 46 3 0 |+
- | [[#Candlelight|candlelight]] 600 (100%) light production 10 13 0 0 |+
- | [[#Comforting Warmth|comforting warmth]] 375 (100%) soothing heat 15 12 24 0 |+
- | [[#Dancing Flame|dancing flame]] 676 (88%) conjure fire spirit 56 56 56 0 |+
- | [[#Dancing Needle|dancing needle]] 700 (100%) inerrant phosphorous attack 42 31 31 0 |+
- | [[#Deplete Phlogiston|deplete phlogiston]] 635 (70%) phlogiston depletion 36 22 18 0 |+
- | [[#Desiccate Remains|desiccate remains]] 350 (100%) corpse preservation 5 13 15 0 |+
- | [[#Enhance Phlogiston|enhance phlogiston]] 632 (60%) phlogiston replenishment 38 53 19 0 |+
- | [[#Fan of Flames|fan of flames]] 710 (91%) fan-shaped fire attack 15 30 30 0 |+
- | [[#Fire Barrage|fire barrage]] 734 (89%) exploding fire area attack 162 298 0 0 |+
- | [[#Fire Bolt|fire bolt]] 750 (100%) basic fire attack 13 13 0 0 |+
- | [[#Fire Rain|fire rain]] 717 (67%) raining fire attack 194 93 47 0 |+
- | [[#Fire Spikes|fire spikes]] 450 (100%) basic fire attack 5 5 0 0 |+
- | [[#Fire Web|fire web]] 600 (100%) ensnaring web of flame 28 53 6 0 |+
- | [[#Fireball|fireball]] 600 (100%) caustic fire area attack 27 33 17 0 |+
- | [[#Flame_of_Knowledge|flame of knowledge]] 626 (62%) identification 36 40 0 0 |+
- | [[#Flame Shield|flame shield]] 600 (100%) multipurpose protection spell 25 140 10 0 |+
- | [[#Flamra Armour|flamra armour]] 600 (100%) armour conjuration 63 75 13 0 |+
- | [[#Flamra Bolt|flamra bolt]] 604 (34%) bolt 4 5 0 0 |+
- | [[#Flamra Crossbow|flamra crossbow]] 666 (39%) crossbow weapon 105 101 0 0 |+
- | [[#Flamra Staff|flamra staff]] 659 (38%) staff weapon 105 169 0 0 |+
- | [[#Flare|flare]] 500 (100%) photonic blind attack 15 13 0 0 |+
- | [[#Frostfire Bolt|frostfire bolt]] 636 (53%) cold flame attack 20 16 0 0 |+
- | [[#Funeral Pyre|funeral pyre]] 350 (100%) rejuvenation and cold protection 1 1 0 0 |+
- | [[#Heat Ball|heat ball]] 795 (74%) heat attack 35 0 42 0 |+
- | [[#Heat Vent|heat vent]] 691 (98%) modified heat attack 27 24 0 0 |+
- | [[#Immolate|immolate]] 753 (44%) fiery shroud 0 225 0 0 |+
- | [[#Incinerate Magick|incinerate magick]] 687 (0%) magick consuming attack 200 200 100 0 |+
- | [[#Inferno|inferno]] 701 (0%) intense directed fire attack 175 350 150 0 |+
- | [[#Internal Warmth|internal warmth]] 350 (100%) cold and frost protection 12 26 26 0 |+
- | [[#Magick Embers|magick embers]] 736 (80%) detect magick 12 0 0 0 |+
- | [[#Mark of the Phoenix|mark of the phoenix]] 600 (100%) phoenix protection charm 88 147 0 0 |+
- | [[#Obscuring Smoke|obscuring smoke]] 621 (56%) scrying protection 102 41 0 0 |+
- | [[#Phoenix Claws|phoenix claws]] 400 (100%) clawed slashing attack 30 35 0 0 |+
- | [[#Phoenix Fire|phoenix fire]] 671 (28%) resurrect the fallen 24 24 0 0 |+
- | [[#Piercing Flame|piercing flame]] 666 (67%) flaming weapon enhancement 54 127 0 0 |+
- | [[#Protection from Fire|protection from fire]] 375 (100%) fire and heat resistance 10 1 1 0 |+
- | [[#Purging Flame|purging flame]] 400 (100%) antidote 12 12 0 0 |+
- | [[#Pyrotechnic Surge|pyrotechnic surge]] 300 (100%) 45 30 0 0 |+
- | [[#Raging Fire|raging fire]] 600 (100%) clinging fire attack 89 130 33 0 |+
- | [[#Scrying Flame|scrying flame]] 450 (100%) scry person 37 19 0 0 |+
- | [[#Searing Heat|searing heat]] 325 (100%) searing heat attack 13 0 25 0 |+
- | [[#Smoke and Mirrors|smoke and mirrors]] 607 (62%) conjure smoke image 69 69 69 0 |+
- | [[#Smoke Bolt|smoke bolt]] 650 (100%) solidified smoke attack 23 13 8 0 |+
- | [[#Sunbeam|sunbeam]] 550 (100%) photonic pillar attack 17 17 17 0 |+
- | [[#Torrid Tempest|torrid tempest]] 657 (0%) fire and heat attack 60 55 55 0 |+
- | [[#Triad of Fire|triad of fire]] 600 (100%) triple fire bolt attack 16 13 4 0 |+
- | [[#Withdraw Heat|withdraw heat]] 747 (53%) decrease thermal acceleration 0 0 150 0 |+
- | [[#Wraith Fire|wraith fire]] 691 (97%) spiritual fire attack 10 1 1 0 |+
- \-----------------------------------------------------------------------------------------------/+
-:Min=minimum spell level required to cast+ The syntax for casting spells is 'cast <spell name> [on <target> | with <component> |
-:Max=maximum effective spell level+ without <spell step> | using <argument>]'.
-:s=base spiritual energy cost+
-:f=base elemental fire energy cost+
-:h=base heat energy cost+
-:n=base endurance enegry cost+
-:dif=difficulty level+
-:Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult+
-===Angelfire===+
- Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence+
- Relevant Skills: three tenths of a part [[evocation]], a quarter of a part [[enchantment]], a+
- quarter of a part [[pyromancy]] and a tenth of a part [[conjuration]]+
- Rating Requirement: one hundred+
- Knowledge Requirement: have at least 35 points among [[albimancy]] skill, [[extropic affinity]]+
- skill, 25% of [[invocation]] skill, 25% of [[theology]] skill, [[holy purity]] skill and +
- [[holy fortitude]] skill+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- angel fire+
- angel fire <target>+
- Base Energy Costs: forty points of spiritual energy and fifty points of elemental fire+
- energy+
-This spell is a basic building block for other spells of a more angelic nature than most+ Each spell has its own help file accessed by typing 'help <spell name>'.
-other Ordo spells. It infuses a basic fire bolt with the raw extropic and holy powers+
-believed to be formed by angelic beings. Much of this is speculative theory without+
-documentable case studies and test groups. Still, the power of belief is strong.. strong+
-enough to help empower this spell far beyond the capabilities of a standard fire bolt.+
-Development Information: This spell was created by Lysator; the source code was last+ The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but
-updated Sun Aug 30 23:38:43 2009.+ they all begin by incanting the spell's name, followed by the target (if any), in the
 + Enochian tongue. Some spells have additional requirements, such as material components or
 + an environ with a specific fuel for the spell. These will be noted in each spells help
 + file.
-===Blaze of the Exoma===+ You may see a summary of the spell list by typing 'help spell summary'.
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+ Almost all combat spells require you to aim them and can potentially be
- intelligence+ dodged; your attack rating with these spells is determined by your relevant
- Relevant Skills: half a part xotimancy, two fifths of a part evocation,+ telesmic skills skills (such as pyraturgy, evocation, and bellerophrasty) and
- seven twentieths of a part pyromancy, three tenths of a part+ their mother attributes.
- enchantment and three twentieths of a part conjuration+</pre>
- Rating Requirement: three hundred+
- Knowledge Requirement: xotimancy skill of 30 or higher, chaos affinity+
- skill of 10 or higher or Exoma fieldcraft skill of 35 or higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- blaze of exoma+
- blaze of exoma <target>+
- Base Energy Costs: sixty points of spiritual energy and sixty points of+
- elemental fire energy+
-Drawing upon the forces of Chaos to empower our fire spells is not+* Casting any OIA spells requires your igniculus to be on
-precisely an exact science. We are able to process the chaotic energies in a+** Activate with 'visualize a spark igniting'
-certain way to achieve a somewhat predictable outcome, but at best, all we+** If it's not on, trying to cast a spell you know you should be able to cast returns something like this: You do not know how to cast any such spell as "gather flames".
-know is that there is a certain range of possibilities when dealing with chaos+** Dying snuffs it out, respark it
-energies.+
-Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 26 16:23:26 2009.+* The aiming of a combat spell usually occurs in its final step, with the final Attack Rating modified to some degree by your overall performance at casting the spell
 +** Source: Marcosy
-===Blazing Twister=== 
- Relevant Attributes: a fifth of a part [[charisma]], a tenth of a part [[intelligence]] and+==Being Interrupted==
- a tenth of a part [[dexterity]]+Taking damage while casting a spell, stunning, agonizing, and euphoria will interrupt the casting. This can be overcome by predominantly [[Concentration]], with [[Discipline]] and [[Tenacity]] adding into the resist.
- Relevant Skills: half a part [[evocation]], three tenths of a part [[pyromancy]] and a +
- fifth of a part [[prestidigitation]]+
- Rating Requirement: six hundred seventy-five+
- Effective Maximum Rating: nine hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- blazing twister+
- blazing twister <target>+
- Base Energy Costs: sixty points of spiritual energy, sixty points of heat and sixty points of +
- elemental fire energy+
- This spell summons a powerful tornado composed of devastating flame and searing heat and +While not potentially interrupting a cast in progress, having less than two hands or becoming unable to speak during combat will prevent any further casting, effectively interrupting all casting thereafter.
- directs it towards the caster's target.+
-Development Information: This spell was created by Lysator; the source code was last updated Sun May 31 16:15:47 2009.+==Proficiency Levels==
 +The following proficiencies exist for spell casting (as shown at the completed casted of any spell).
-===Blue Flame===+ < 0 : extremely poor
 + 0 - 5 : very poor
 + 6 - 15 : poor
 + 16 - 25 : somewhat poor
 + 26 - 35 : mediocre
 + 36 - 45 : somewhat good
 + 46 - 55 : good
 + 56 - 65 : very good
 + 66 - 75 : excellent
 + 76 - 85 : superb
 + 86 - 95 : nearly perfect
 + > 95 : perfect
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part+==Robes==
- [[intelligence]]+
- Relevant Skills: three tenths of a part [[abjuration]], a fifth of a part [[anatomy]], a +
- fifth of a part [[chirurgery]], a fifth of a part [[Exoma fieldcraft]], a fifth of a part +
- [[empathy]], a tenth of a part [[biofeedback]], a tenth of a part [[conjuration]], a tenth +
- of a part [[metaphysics]], a tenth of a part [[pyromancy]] and a tenth of a part [[biology]]+
- Rating Requirement: five hundred fifty+
- Effective Maximum Rating: nine hundred+
- Difficulty: extraordinarily difficult+
- Forms of Evocation:+
- blue flame+
- blue flame <target>+
- Base Energy Costs: two hundred fifty points of spiritual energy and three hundred twenty +
- points of elemental fire energy+
- Though Ordo Ignis Aeternis has vowed not to get involved with the insipid battles of +These robes no longer passively regenerate esoteric energies for the guild, but they still look AWESOME!
- ideologies known as order and chaos, sometimes one of our own is an innocent bystander of +
- the backlash of that conflict. One of the most notoriously debilitating attacks that the +
- forces of Chaos have is their ability to completely warp a person's entire identity, from +
- their race, to their skin colour, to the make-up of their anatomy. This effect essentially +
- cruelly disfigures whomever it touches that is not in alignment with Chaos. To help +
- protect ourselves and those aligned with us, a spell was devised that would counter this +
- disfigurement process. This spell burns away the chaos energies that were forced upon the +
- target, and much like a phoenix rising whole again from its funeral pyre, the recipient of +
- this spell will rise again in its original form. The process has not been perfected yet, +
- so there may be some loss of motor coordination or clouding of the mind. Many victims of +
- chaos warping will gladly sacrifice that small amount for their original form back. Sadly +
- though, this spell cannot restore lost talents that were wiped away during the original+
- warping process.+
-Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.+==List==
-===Brimstone Portal===+[[Ordo_Ignis_Aeternis_Spells|List of all OIA spells]]
- Ordo Ignis Aeternis Spell: Brimstone Portal+
- Relevant Attributes: two fifths of a part intelligence and a tenth of a+=Specialty Details=
- part willpower+
- Relevant Skills: a quarter of a part [[conjuration]], a quarter of a part+
- [[evocation]], a quarter of a part [[pyromancy]] and a quarter of a part+
- [[symbology]]+
- Rating Requirement: seventy-five+
- Knowledge Requirement: [[cosmology]] skill of 10 or higher and [[metaphysics]]+
- skill of 35 or higher+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: easy+
- Form of Evocation:+
- brimstone portal+
- Base Energy Costs: forty points of spiritual energy+
- Among the many things that has been revealed to Ordo Ignis Aeternis, the+ Abjuration 15
- Plane of Fire, called so for lack of a better term, holds among the most+ Aisthophrasty 10
- fascination. Many days have been spent scrying this plane, with very little+ Alchemy 2
- results. Efforts to transport anything fully to this plane have met with+ Anatomy 6
- utter failure, but it has been discovered that a doorway can be opened+ Anglic 9
- directly through this fiery plane. The exact physics of this is completely+ Animal Lore 3
- unknown, and what happens to unanchored item is complete speculation. One+ Antagonism 10
- beneficial effect that was found is that the transport room of Schola Fervitus+ Arcane Lore 15
- can be set up as an anchor. As such, by casting this spell, a member of the+ Archery 2
- order can transport hirself 'through' the elemental plane and emerge unscathed+ Aretophrasty 10
- in Schola Fervitus. Further experiments are being conducted to extend the+ Armour Lore 4
- amount of time spent in the realm of flames, but for now, the amount of time+ Armour Use 4
- the portal is open is barely long enough to let through a small portion of the+ Artillery 2
- brimstone laden atmosphere.+ Awareness 3
 + Bellerophrasty 10
 + Brewing 3
 + Calligraphy 3
 + Cartography 3
 + Centering 25
 + Combat Reflexes 5
 + Concentration 10
 + Conjuration 15
 + Cooking 3
 + Cosmology 3
 + Courage 2
 + Dagger 10
 + Desert Fieldcraft 3
 + Diplomacy 2
 + Discipline 10
 + Divination 10
 + Dodge 10
 + Eavesdropping 2
 + Elude Pursuit 3
 + Enchantment 15
 + Enochian 18
 + Equilibrium 25
 + Ergiphrasty 10
 + Etiquette 2
 + Evocation 16
 + Fast Talk 3
 + Finance 2
 + Find Weakness 6
 + Fire Affinity 18
 + Firefighting 10
 + First Aid 4
 + Fletching 4
 + Gambling 2
 + Gem Lore 3
 + Haggling 2
 + Hammer 10
 + History 4
 + Hylophrasty 10
 + Illusion 10
 + Imagination 4
 + Insect Lore 3
 + Intimidation 3
 + Introspection 15
 + Killer Instinct 5
 + Klimaphrasty 10
 + Law 3
 + Leadership 3
 + Legend Lore 6
 + Legerdemain 16
 + Linguistics 5
 + Literacy 15
 + Lockpicking 2
 + Logic 5
 + Logistics 2
 + Manipulation 3
 + Massive Blow 2
 + Mathematics 5
 + Meditation 10
 + Memory 25
 + Metaphysics 15
 + Mortuary 3
 + Nymophrasty 10
 + Ownership 3
 + Pain Tolerance 2
 + Pathophrasty 10
 + Philosophy 5
 + Physics 5
 + Plant Lore 3
 + Politics 5
 + Precision Strike 5
 + Prestidigitation 16
 + Psychology 5
 + Psychophrasty 10
 + Pyraturgy 18
 + Resilience 5
 + Rhetoric 3
 + Rune Lore 6
 + Scholarship 6
 + Sculpture 3
 + Shield 3
 + Siege Engineering 3
 + Smithing 4
 + Somatesthesia 4
 + Spatiophrasty 10
 + Stamina 3
 + Steadiness 8
 + Strategy 4
 + Symbology 15
 + Tactics 4
 + Teaching 5
 + Tenacity 4
 + Thaumaturgy 15
 + Thermaturgy 16
 + Throwing 4
 + Traps 4
 + Typhaturgy 16
 + Unarmed Combat 5
 + Vocalization 4
 + Weapon Lore 4
 + Wyrding 15
- Development Information: This spell was created by Lysator; the source+{{endspoilers}}
- code was last updated Fri Jul 24 11:07:07 2009.+
- +
-===Burning Fever===+
- +
- Relevant Attributes: a fifth of a part intelligence, a tenth of a part constitution and a tenth of a part charisma+
- Relevant Skills: four fifths of a part first aid, three tenths of a part pyromancy, a fifth of a part enchantment and+
- a tenth of a part prestidigitation+
- Rating Requirement: two hundred fifty+
- Effective Maximum Rating: four hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- burning fever <target>+
- Base Energy Costs: fifty points of spiritual energy and fifty points of elemental fire energy+
- +
- This spell calls forth the ability of fire to burn away impurities, in this case, the impurity is disease and rot. +
- Timely use of this spell can sometimes mean the difference between life and death. Due to the use of elemental fire in+
- this spell, it is not the most gentle method of removing an affliction, so care must be taken when administering this+
- magickal remedy to those who are sensitive to the effects of flames.+
- +
- Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.+
-===Burning Gout===+
- Relevant Attributes: half a part intelligence, a fifth of a part charisma and a tenth of+
- a part dexterity+
- Relevant Skills: three tenths of a part [[evocation]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: three hundred ten+
- Knowledge Requirement: be a [[dracon]], be a [[zuth]], be a [[sleestak]] or be a [[dragon]]+
- Effective Maximum Rating: five hundred fifty+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- burning gout+
- burning gout <target>+
- Base Energy Costs: forty points of spiritual energy, twenty points of heat and fifty+
- points of elemental fire energy+
- +
-During ancient times, draconic races ruled the air and land. After the downfall of the+
-[[Istax]], the draconic races separated, each one going their own path, and developing+
-completely different cultures and abilities. Dracon separated from sleestak, and both from+
-zuth. Somewhere deep inside each of these races is a blood bond to the mighty drakes and+
-dragons. Through the use of this spell, they are once again able to tap into this blood+
-bond, and are able to use the dragon's mighty breath attack. For the dracon, this merely+
-means that their breath attack will do additional damage, and may be a larger size. For the+
-zuth, it means that their normal lightning breath can be temporarily replaced by a fire+
-attack. For the sleestak, it means simulating the presence of phlogiston glands and relying+
-on instinct and racial memory to guide the effects of the spell. Dragons, already talented+
-spell casters and powerful fighters on their own, will find this a very useful addition to+
-their arsenal of abilities, since it modifies their phlogiston to cling to opponents and+
-does not consume more phlogiston in the process+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sun Aug 30 23:36:25 2009.+
- +
-NB: As of 10/04, this spell cannot be cast on one's self.+
- +
-===Burn Undead===+
- +
- Relevant Attributes: [[charisma]]+
- Relevant Skills: two fifths of a part [[Telesmatic Weapon|telesmatic weapon]], three tenths of a part +
- [[arcane lore]], three tenths of a part [[evocation]], a tenth of a part [[conjuration]] +
- and a tenth of a part [[pyromancy]]+
- Rating Requirement: four hundred ninety-five+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- burn undead+
- burn undead <target>+
- Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental +
- fire energy and fifteen points of heat+
- +
- There are beings that roam the lands that are neither alive nor dead--beings referred to as +
- the Undead. These creatures are growing in number at an alarming rate, and seem resistant +
- to most strains of fire. The Ordo Ignis Aeternis, not to be outsmarted by a defiant +
- unthinking creature, did some research and developed this spell, designed specifically to +
- inflict our fiery power upon the walking dead things.+
- +
-===Burning Redemption===+
- Relevant Attributes: [[charisma]]+
- Relevant Skills: three tenths of a part [[evocation]], a fifth of a part [[holy purity]], a fifth of a part [[telesmatic weapon]], a+
- tenth of a part [[conjuration]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: six hundred five+
- Knowledge Requirement: [[holy purity]] skill of 75 or higher or [[theology]] skill of 120 or higher+
- Effective Maximum Rating: eight hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- burning redemption+
- burning redemption <target>+
- Base Energy Costs: forty-five points of spiritual energy and twenty-five points of elemental fire energy+
- +
- The war between Good and Evil, Angels and Demons-- whatever you want to call it, it is still a battle that members of Ordo+
- Ignis Aeternis need to balance. In this particular war, the forces of 'Evil' have many allies. Sometimes it is the+
- duty of the Order to eradicate these allies so that a harmonious balance can be found. The problem is that most of the+
- demons are creatures of fire and darkness, so our normal brands of fire do not work well against them. Drawing upon+
- holy energies that can be found around and within the more devout members of the guild, this spell is able to lash out+
- at demonic entities and fill them with holy energies, slowly roasting them from the inside. The use of our normal+
- flames to convey this holy energies allows the holy power to penetrate deeper within their demonic flesh.+
- +
-===Burnt Offerings===+
- Relevant Attributes: two fifths of a part [[intelligence]] and a tenth of a part [[willpower]]+
- Relevant Skills: a quarter of a part [[conjuration]], a quarter of a part [[imagination]], a quarter of a+
- part [[concentration]] and a quarter of a part introspection+
- Rating Requirement: one hundred ninety-five+
- Knowledge Requirement: have at least 230 points among [[cosmology]] skill, 25% of [[metaphysics]] skill, 30%+
- of [[conjuration]] skill, [[meditation]] skill, [[imagination]] skill, [[concentration]] skill and +
- [[introspection]] skill+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: easy+
- Form of Evocation:+
- burnt offerings+
- Base Energy Costs: ten points of spiritual energy and ten points of elemental fire energy+
- +
- During one of the many scrying missions upon the Plane of Fire, a form of sentient flame was discovered.+
- Using a combination of magicks, this being was brought forth to the Prime. Once it fully materialized, it+
- began rampaging, treating the entire plane as a fuel source to be consumed. Seeking to rectify this mistake,+
- the elders of Ordo Ignis Aeternis first attempted to destroy this creature, but since it was immune to even+
- their strongest spells, they imprisoned this creature in a pocket dimension that was being researched for a+
- completely different purpose. Further investigations concerning this creature revealed that as it consumed+
- items from the material plane, it emitted energies beneficial to the Order. Making the best of the+
- situation, the elders tuned these energy emissions to the internal fire found in all members of Ordo Ignis+
- Aeternis. They next devised this spell, which creates a one-way conduit to the pocket dimension that holds+
- the fire entity, sending through any non-living material in the caster's local environment. These items are+
- consumed by the elemental being, and the energies released from this burning are distributed amongst all+
- active members of the Order.+
- +
-===Burning Vitriol===+
- Relevant Attributes: half a part [[charisma]] and three tenths of a part [[dexterity]]+
- Relevant Skills: half a part [[alchemy]], a quarter of a part [[evocation]], a fifth of a part [[conjuration]], a fifth of a part+
- [[pyromancy]] and a fifth of a part [[telesmatic weapon]]+
- Rating Requirement: ninety-five+
- Knowledge Requirement: have at least 70 points among [[alchemy]] skill, 500% of [[acid resistance]] skill, 500% of [[alkaline+
- resistance]] skill and 50 points for having completed the Source of the Slime+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- burning vitriol+
- burning vitriol <target>+
- Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental fire energy and fifteen points of+
- heat+
- +
- One of the very basic lessons of alchemy is the working of acids and alkalines, and heating various components for asundry+
- reasons. This spell was first conceptualized when a student of alchemy decided to experiment on mixing the two in an+
- attempt to see what would happen if the acid itself were set ablaze. Weeks later, when the bandages were removed, a+
- second experiment was attempted, and the blazing, burning, caustic spell of 'burning vitriol' was given form. This+
- spell combines not only the burning effect of fire, but the effects of both alkaline and acid burns.+
- +
-===Calm Heartfires===+
- Ordo Ignis Aeternis Spell: Calm Heartfires+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: half a part [[empathy]], three tenths of a part [[evocation]] and+
- three tenths of a part [[pyromancy]]+
- Rating Requirement: one hundred seventy-five+
- Knowledge Requirement: empathy skill of 35 or higher or carousing skill of+
- 38 or higher+
- Effective Maximum Rating: seven hundred seventy-five+
- Difficulty: difficult+
- Form of Evocation:+
- calm heartfires <target>+
- Base Energy Costs: fifty points of spiritual energy, seventy points of+
- elemental fire energy and five points of heat+
- +
- Aspects of fire can be found almost everywhere, including in the mortal+
- emotions. Several emotions burn within the hearts of mortals, instilling them+
- with fervor and passion. One of these emotions manifests itself as rage, and+
- can completely overtake the rational mind and reduce a person to raw animal+
- savagery. This spell was crafted to counter these effects and bring the+
- recipient back to the rational realms of thought. It works by affecting the+
- fire within the target, bringing it from a raging inferno that burns the mind+
- and reddes the eyes, to a smaller, more managable flame.+
- +
-===Candlelight===+
- Relevant Attributes: a fifth of a part [[intelligence]] and a tenth of a part [[charisma]]+
- Relevant Skills: two fifths of a part [[enchantment]], three tenth of a part [[conjuration]]+
- and a fifth of a part [[pyromancy]]+
- Rating Requirement: one hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- candlelight on <target>+
- Base Energy Costs: twenty points of spiritual energy and twenty-five+
- points of elemental fire energy+
- +
- Drawing upon the ability of a candle's flame to illuminate the darkness,+
- this spell causes the target to begin glowing with the intensity of a small+
- candle. As with candles, a single candle only produces a small amount of+
- light, but many candles can brightly illuminate an entire room.+
- +
-===Cauterize===+
- Relevant Attributes: one part [[intelligence]], one part [[charisma]] and one part [[perception]]+
- Relevant Skills: one part [[first aid]], three fifths of a part [[anatomy]], half a part [[evocation]]+
- and half a part [[pyromancy]]+
- Rating Requirement: one hundred+
- Effective Maximum Rating: nine hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- cauterize <target>+
- Base Energy Costs: thirty points of spiritual energy, five points of elemental fire energy and +
- fifty points of heat+
- +
- This spell delivers extreme heat to the site of any fresh, untreated wounds upon a fleshly target's body,+
- stopping bleeding and preventing infection, thereby providing a measure of healing. The effect is extremely+
- painful, however, and usually causes severe scarring. The subject's resistance to heat will reduce the+
- effectiveness of the spell.+
- +
-NB: This spell is one of the very few ways to acquire scars on one's head. It also stops bleeding immediately on a mortally-wounded target, including the mage hirself.+
- +
-===Comforting Warmth===+
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma+
- Relevant Skills: three quarters of a part [[first aid]], a quarter of a part [[biofeedback]] and+
- a tenth of a part [[introspection]]+
- Rating Requirement: two hundred fifty+
- Knowledge Requirement: have at least 150 points among 50% of [[first aid]] skill, 75% of+
- [[biofeedback]] skill, 75% of [[anatomy]] skill, 75% of [[chirurgery]] skill and [[diagnosis]] skill+
- Effective Maximum Rating: three hundred seventy-five+
- Difficulty: difficult+
- Forms of Evocation:+
- comforting warmth+
- comforting warmth <target>+
- Base Energy Costs: twenty-five points of spiritual energy, ten points of elemental fire+
- energy and twenty points of heat+
- +
-This simple enchantment calls upon the nurturing aspect of fire and heat to soothe the+
-weary and help mend the body. Unlike most healing spells, this one works in stages, doing+
-the most healing in the first stage, and slowly tapering off as time passes. The healing+
-energies are carried through a living body in pulsing waves. This unique method of delivery+
-requires a significant amout of control over both heat and fire in order to avoid+
-accidentally burning the recipient. As such, very few new initiates are able to handle the+
-processes of this spell--even some very experienced members of the guild have difficulty+
-with the very subtle nuances required for mastery of this spell. Fortunately, though,+
-practitioners of this spell are able to heal with minimal scarring, unlike magi who use+
-Cauterize. Cauterize is more for use in field and emergency situations, whereas Comforting+
-Warmth is for use in quiet seclusion away from the din of battle. The long processes+
-involved in avoiding accidental injury with this spell make it a very poor candidate for use+
-in battle, as spell interruption will lead to an incomplete healing, leaving the patient+
-open to further injury or infection.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Tue Sep 22 18:14:04 2009.+
- +
-===Dancing Flame===+
- Ordo Ignis Aeternis Spell: Dancing Flame+
- +
- Relevant Attributes: two parts charisma and one part intelligence+
- Relevant Skills: nine tenths of a part pyromancy, seven tenths of a part+
- evocation, three fifths of a part conjuration and a tenth of a part+
- prestidigitation+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- dancing flame+
- Base Energy Costs: thirty points of elemental fire energy+
- +
- This spell takes the essence from a fire gem and transforms it into a+
- small flame that dances around the caster. This flame may at first seem to be+
- nothing more than a cheap parlour trick, but it has many subtle uses. It is+
- quite a ravenous flame, and will feed itself on whatever flammable objects are+
- in the environment, including corpses and other fleshy remains. Doing this+
- builds up its own internal energies, which it can then share with its owner,+
- replenishing fire and heat energies, as well as other minor beneficial+
- effects.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Dancing Needle===+
- Relevant Attributes: a fifth of a part [[charisma]], a tenth of a part [[intelligence]] and a tenth of a part [[perception]]+
- Relevant Skills: a fifth of a part [[evocation]], a tenth of a part [[pyromancy]], a tenth of a part [[symbology]] and a tenth of a part+
- [[prestidigitation]]+
- Rating Requirement: seventy-five+
- Knowledge Requirement: have at least 20 points among 10 points for having completed Solve the Catelius Major, 10 points for+
- having completed the Inner Sanctum Quest, 10 points for having completed the Source of the Slime, 20 points for+
- having completed the Quest of the Observer and 20 points for having completed Prince Avryx's Rescue+
- Effective Maximum Rating: seven hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- dancing needle+
- dancing needle <target>+
- Base Energy Costs: fifty-five points of spiritual energy, forty points of elemental fire energy and forty points of heat+
- +
- This spell creates a needle of sorcerous white phosphorous that seeks out its target without fail, dancing and maneuvering+
- in such as manner as to circumvent normal armour and to strike at particularly dextrous foes. While the damage+
- inflicted by this spell is paltry, it possesses the ability to hit foes that would normally be too nimble or armoured to+
- be damaged by other spells. It should be noted that this spell is nimble enough to not only maneuver around defenses+
- like shields, but also between armoured plates to strike at the soft flesh underneath.+
- +
-===Darkfire Bolt===+
- Ordo Ignis Aeternis Spell: Darkfire Bolt+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: two fifths of a part evocation, seven twentieths of a+
- part pyromancy, three tenths of a part enchantment, a quarter of a+
- part necromancy and three twentieths of a part conjuration+
- Rating Requirement: one hundred fifty+
- Knowledge Requirement: necromancy skill of 30 or higher, entropic+
- affinity skill of 10 or higher or have undeath trait+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- darkfire bolt+
- darkfire bolt <target>+
- Base Energy Costs: thirty points of spiritual energy and forty points of+
- elemental fire energy+
- +
- Studying necromancy is not for the weak of will, nor the faint of heart. +
- The mysteries that the dead can reveal to you are amazing, but not without a+
- price. This spell was discovered by a member of the Order early in his+
- exploration of necromancy, and it is the only spell spawned from necromancy+
- that can be used with any amount of certainty for your own safety. Measures+
- have been built into the spell itself to ensure that the spell only manifests+
- its darkness in your bolt of fire, and not within your physical form.+
- +
-===Deplete Phlogiston===+
- Ordo Ignis Aeternis Spell: Deplete Phlogiston+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: half a part eructant weapon, three tenths of a part+
- pyromancy, a fifth of a part anatomy, a fifth of a part biology and a+
- tenth of a part enchantment+
- Rating Requirement: three hundred fifteen+
- Knowledge Requirement: eructant weapon skill of 5 or higher, anatomy skill+
- of 25 or higher and metaphysics skill of 25 or higher+
- Effective Maximum Rating: seven hundred seventy-five+
- Difficulty: difficult+
- Form of Evocation:+
- deplete phlogiston <target>+
- Base Energy Costs: fifty points of spiritual energy, thirty points of+
- elemental fire energy and twenty-five points of heat+
- +
-===Desiccate Remains===+
-===Disperse Personal Flame===+
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma+
- Relevant Skills: half a part [[enchantment]], three tenths of a part [[evocation]] and three+
- tenths of a part [[pyromancy]]+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: three hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- disperse personal flame+
- Base Energy Costs: twenty points of spiritual energy, twenty-five points of elemental+
- fire energy and twenty-five points of heat+
- +
-This spell lies in contradiction to most of the teachings of Ordo Ignis Aeternis. It+
-channels energy into the personal flame that is the source of power for all other guild+
-spells, and disperses it momentarily. It doesn't destroy the flame or harm it in any way,+
-but causes it to momentarily die down, taking away some of the protective benefits of+
-possessing the flame. This renders the caster much more vulnerable to heat than would+
-normally be expected of one who wields flames. The effect is very temporary as the inner+
-flame will restabilize itself rather quickly. It offers enough respite from heat protection+
-so that a mage can test the temperature as a normal being would, to refresh hir own senses+
-as to what heat feels like, or as a means of self punishment. Some even use it in an+
-aesthetic sense to make their flesh vulnerable enough to heat to be branded or otherwise+
-purposefully cauterizing the flesh. This spell only targets the caster's own personal+
-flame, and cannot be used on an opponent to render them more vulnerable to heat attacks.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sun Oct 04 00:08:01 2009.+
- +
-===Earthfire Beam===+
- Ordo Ignis Aeternis Spell: Earthfire Beam+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: two fifths of a part evocation, three tenths of a part+
- enchantment, a quarter of a part cthonimancy, a quarter of a part+
- pyromancy and three twentieths of a part conjuration+
- Rating Requirement: three hundred+
- Knowledge Requirement: cthonimancy skill of 30 or higher or earth affinity+
- skill of 10 or higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- earthfire beam+
- earthfire beam <target>+
- Base Energy Costs: forty points of spiritual energy and forty-five points+
- of elemental fire energy+
- +
- This spell combines some of the better aspects of earth magick with fire+
- magick. It draws upon the strength and stability of the earth to empower the+
- caster's flame,leading to a very stable, very powerful beam attack.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 15:23:22 2009.+
- +
-===Emblazon Heartfires===+
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma+
- Relevant Skills: half a part [[empathy]], three tenths of a part [[evocation]] and three tenths+
- of a part [[pyromancy]]+
- Rating Requirement: two hundred forty-five+
- Knowledge Requirement: empathy skill of 70 or higher or killer instinct skill of 75 or+
- higher+
- Effective Maximum Rating: seven hundred seventy-five+
- Difficulty: difficult+
- Form of Evocation:+
- emblazon heartfires <target>+
- Base Energy Costs: fifty points of spiritual energy, seventy points of elemental fire+
- energy and five points of heat+
- +
-Aspects of fire can be found almost everywhere, including in the mortal emotions. +
-Several emotions burn within the hearts of mortals, instilling them with fervor and passion. +
-One of these emotions manifests itself as rage, and can completely overtake the rational+
-mind and reduce a person to raw animal savagery. This spell was crafted to instigate these+
-effects and push the target past the brink of their normal sanity, succumbing completely to+
-the rage that dwells deep within them. Being affected by this spell lose control of their+
-inhibitions and lash out wildly in combat. While this may be a boon to a physical fighter,+
-it can be a serious detriment to trying to cast spells.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Thu Aug 27 23:54:07 2009.+
- +
-===Enhance Phlogiston===+
-===Fan of Flames===+
- Ordo Ignis Aeternis Spell: Fan of Flames+
- +
- Relevant Attributes: three tenths of a part charisma, a tenth of a part+
- intelligence and a tenth of a part dexterity+
- Relevant Skills: a tenth of a part [[conjuration]], a tenth of a part+
- [[evocation]] and a tenth of a part [[prestidigitation]]+
- Rating Requirement: two hundred and seventy+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- fan of flames+
- fan of flames <target>+
- Base Energy Costs: twenty-five points of spiritual energy, fifty points of+
- heat and fifty points of elemental fire energy+
- +
-A modified version of a typical attack spell, this shapes the attack into+
-a fan shape, which most often strikes multiple points on the same target, but+
-has the potential to fan out enough to strike several targets+
- +
-Development Information: This spell was created by Lysator; the source+
-code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Feed Inner Flame===+
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma+
- Relevant Skills: half a part [[enchantment]], three tenths of a part [[conjuration]], three+
- tenths of a part [[evocation]] and three tenths of a part [[pyromancy]]+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: nine hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- feed inner flame <target>+
- Base Energy Costs: eighty points of spiritual energy, ninety points of elemental fire+
- energy and twenty-five points of heat+
- +
-This simple enchantment performs well beyond what one would expect from its name. +
-Feeding the inner flame makes one more closely aligned with fire energies, but at the same+
-time, it nourishes and sustains the physical body. Once the inner flame has achieved the+
-maximum amount that it can, the excess energy flows over to nourish the body. Although+
-multiple castings will continue to nourish the body, only so much can be done. The inner+
-flame, just like the physical body, can only sustain so much. Anything after this is a+
-waste of a casting.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sat Aug 29 03:05:43 2009.+
- +
-===Fiery Temper===+
- Relevant Attributes: three tenths of a part intelligence and a tenth of a part willpower+
- Relevant Skills: one part [[discipline]], one part [[empathy]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: two hundred+
- Knowledge Requirement: have at least 250 points among 25% of [[pyromancy]] skill, [[combat reflexes]] skill, +
- [[imagination]] skill, [[concentration]] skill, [[empathy]] skill, [[killer instinct]] skill,+
- [[find weakness]] skill, [[dirty fighting]] skill and [[discipline]] skill+
- Effective Maximum Rating: nine hundred fifty+
- Difficulty: very difficult+
- Form of Evocation:+
- fiery temper <target>+
- Base Energy Costs: fifty points of spiritual energy and fifty points of elemental fire+
- energy+
- +
-This spell draws upon the power of fire and heat to stir emotions in a target. By+
-specifically targetting the fire within, this spell increases the passion with which one+
-fights, instilling in them the same fire and zeal as someone who truly believes in what they+
-are fighting for. While the effects can be quite pronounced for a typical mage, some of the+
-effects may not be as pronounced for a zealot or a hardened warrior. The effects are even+
-less significant for those who have completely separated themselves from their emotions. It+
-should also be notd that those who are normally devoid of emotions are able to be affected+
-by this spell, as the fire energies are empowered by the caster's own empathy, artificially+
-interlacing these emotions into the subject. Multiple castings bear no further benefits.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sat Aug 29 03:34:49 2009.+
- +
-NB: This spell is a buff that increases many combat-oriented skills including [[Killer Instinct]], [[Massive Blow]], and [[Quickness]], as well as providing a solid increase in hit points.+
- +
-===Fire Barrage===+
-===Fire Bolt===+
- +
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: two fifths of a part [[evocation]], two fifths of a part [[Telesmatic Weapon|telesmatic weapon]], a tenth of a part+
- [[conjuration]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: two hundred fifty+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- fire bolt+
- fire bolt <target>+
- Base Energy Costs: twenty-five points of spiritual energy and twenty-five points of elemental fire energy+
- +
- A staple of any fire mage's attack spells, this simple spell is readily grasped by newer initiates, and is still+
- highly functional for more adept member of the order. A single bolt of fire is shot from the caster's hand. As the+
- mage's abilities with fire magic improve, so too does this spell's performance.+
- +
- Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.+
- +
-===Fire Gem===+
- Relevant Attributes: three tenths of a part charisma, a quarter of a part+
- perception and a tenth of a part intelligence+
- Relevant Skills: seven tenths of a part [[enchantment]], half a part+
- [[conjuration]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: two hundred sixty-two+
- Knowledge Requirement: have at least 200 points among 50% of [[pyromancy]]+
- skill, 400% of [[gem lore]] skill and 20 points for having completed the+
- [[Power Potion Quest]]+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- fire gem+
- Base Energy Costs: one hundred points of spiritual energy and one hundred+
- fifty points of elemental fire energy+
- +
- This spell takes ordinary flames and condenses them down into a fiery gem,+
- which is a valuable reagent for other spells. No special ingredients are+
- required, as the caster uses the flames already present to mold the gem. Gems+
- tend to follow a certain range of gems, and all have a fiery hue to them.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Fire Knives===+
- Relevant Attributes: [[charisma]]+
- Relevant Skills: three quarters of a part [[evocation]], half a part [[conjuration]], half a part [[pyromancy]] and half a part+
- [[telesmatic weapon]]+
- Rating Requirement: two hundred five+
- Knowledge Requirement: [[dagger]] skill of 1 or higher, [[throwing]] skill of 1 or higher, [[weapon lore]] skill of 1 or higher and+
- [[metaphysics]] skill of 1 or higher+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- fire knives+
- fire knives <target>+
- Base Energy Costs: forty-five points of spiritual energy, forty-five points of elemental fire energy and fifteen points of+
- heat+
- +
- As with many different media shaped by the arts, fire has a few shapes that it easily forms into. The basic bolt is one of+
- those easy form, and another is the fire knife. While most shaped fire spells do predominantly fire damage, fire knives+
- are able to shred through soft flesh and rip into armour like any other blade, using the power supplied by the fire+
- component to assist in penetrating and causing even further damage.+
- +
-===Fire Rain===+
- Ordo Ignis Aeternis Spell: Fire Rain+
- +
- Relevant Attributes: three tenths of a part charisma and a fifth of a part+
- intelligence+
- Relevant Skills: two fifths of a part pyromancy, a fifth of a part+
- conjuration and a fifth of a part evocation+
- Rating Requirement: five hundred fifty+
- Effective Maximum Rating: eight hundred+
- Difficulty: difficult+
- Forms of Evocation:+
- fire rain+
- fire rain <target>+
- Base Energy Costs: two hundred fifty points of spiritual energy, two+
- hundred fifty points of elemental fire energy and one hundred fifty+
- points of heat+
- +
- Considered by magi of the past to be a staple among the Pyromancer's+
- arsenal, Fire Rain creates an ominous cloud that spews forth fiery rain upon+
- your opponents. The spell may take some time to build up, but the visual+
- aspects are impressive to bystanders, and the effectiveness cannot be denied.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Fire Spikes===+
- Ordo Ignis Aeternis Spell: Fire Spikes+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: half a part telesmatic weapon, two fifths of a part+
- evocation, three tenths of a part conjuration and a tenth of a part+
- pyromancy+
- Rating Requirement: one hundred twenty+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- fire spikes+
- fire spikes <target>+
- Base Energy Costs: ten points of spiritual energy and ten points of+
- elemental fire energy+
- +
-===Fire Web===+
-===Fireball===+
- Relevant Attributes: nine twentieths of a part charisma and two fifths of a part+
- intelligence+
- Relevant Skills: half a part [[conjuration]], half a part [[evocation]] and a fifth of a part+
- [[pyromancy]]+
- Rating Requirement: two hundred twenty+
- Effective Maximum Rating: six hundred+
- Difficulty: difficult+
- Forms of Evocation:+
- fireball+
- fireball <target>+
- Base Energy Costs: sixty points of spiritual energy, fifty points of elemental fire+
- energy and thirty-five points of heat+
- +
-The fireball is a staple in any Ordo Ignis Aeternis arsenal of area based attacks. +
-Recognizable on sight, even by those outside of the guild, this spell summons a large ball+
-of flame to assail the caster's enemies. Upon impact, the fireball will explode, covering+
-the targets in a caustic blaze of heat and fire.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Tue Oct 13 00:33:26 2009.+
- +
-===Flame Dagger===+
- Relevant Attributes: three tenths of a part [[dexterity]], a fifth of a part [[strength]], a tenth of a part [[intelligence]] and a+
- tenth of a part [[charisma]]+
- Relevant Skills: half a part [[conjuration]], half a part [[pyromancy]], half a part [[smithing]], half a part [[weapon lore]] and two+
- fifths of a part [[evocation]]+
- Rating Requirement: one hundred+
- Knowledge Requirement: have at least 100 points among [[weapon lore]] skill, [[dagger]] skill and [[smithing]] skill+
- Effective Maximum Rating: six hundred+
- Difficulty: difficult+
- Form of Evocation:+
- flame dagger for <target>+
- Base Energy Costs: one hundred points of spiritual energy, sixty points of elemental fire energy and twenty points of heat+
- +
- This spell conjures enchanted dagger made of the solid state of fire itself. While Ordo Ignis Aeternis generally can rely+
- on spells to protect them, when physical combat is required, this dagger is far superior to that forged by smiths. As+
- part of this dagger's enchantment is fire, one will need total fire and heat protection in order to wield it properly. +
- The duration of the dagger depends upon the skill of the spellcaster, but until it expires, it can be kept, dropped,+
- etc. Unlike other weapons crafted by Ordo Ignis Aeternis magicks, this weapon only comes in one size and will not scale+
- with the target's mass or size. As such, it is much more favoured among the smaller folk than the larger ones.+
- +
-===Flame of Knowledge===+
- Ordo Ignis Aeternis Spell: Flame of Knowledge+
- +
- Relevant Attributes: three tenths of a part perception, a fifth of a part+
- intelligence and a tenth of a part charisma+
- Relevant Skills: three fifths of a part divination, two fifths of a part+
- scholarship, three tenths of a part symbology and a quarter of a part+
- pyromancy+
- Rating Requirement: one hundred ninety+
- Knowledge Requirement: scholarship skill of 70 or higher and complete+
- At'lordrith's Riddle+
- Effective Maximum Rating: eight hundred ninety+
- Difficulty: easy+
- Form of Evocation:+
- flame of knowledge <target>+
- Base Energy Costs: twenty-five points of spiritual energy and fifteen+
- points of elemental fire energy+
- +
- Ever since fire was first discovered, many races have gazed into its+
- flames seeking answers to questions which elude their feeble minds, and often+
- times the answer has been found. By gazing into a flame and concentrating on+
- an object in question, a Pyromancer can allow the power of flame to burn away+
- the veil of ignorance and burn an image of the item's true self into the mind+
- of the mage.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009+
- +
-===Flame Shield===+
- Relevant Attributes: a fifth of a part intelligence, a fifth of a part dexterity and a+
- tenth of a part charisma+
- Relevant Skills: four fifths of a part [[shield]], three fifths of a part [[conjuration]], two+
- fifths of a part [[evocation]], three tenths of a part [[pyromancy]], a fifth of a part+
- [[enchantment]] and a fifth of a part [[symbology]]+
- Rating Requirement: two hundred+
- Knowledge Requirement: [[shield]] skill of 35 or higher and [[unarmed]] combat skill of 25 or+
- higher+
- Effective Maximum Rating: six hundred+
- Difficulty: ordinary+
- Forms of Evocation:+
- flame shield+
- flame shield <target>+
- Base Energy Costs: fifty points of spiritual energy, eighty points of elemental fire+
- energy and one hundred twenty points of heat+
- +
-This spell summons forth the caster's internal flame and manifests it outwardly in the+
-form of an aura of intense heat. This intense heat forms a bubble around the recipient,+
-which brings several defensive benefits. The intense heat will burn away certain biological+
-attacks before they reach the recipient. The heat also forms a layer of superheated air+
-around the recipient, which serves as a thermal barrier to block out some cold and to stifle+
-air flow. Finally, the superheated air acts as a cushion against certain forms of attacks,+
-and also helps reduce the impact of short falls.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sat Oct 03 04:43:11 2009.+
- +
-===Flamra Armour===+
- Relevant Attributes: three tenths of a part dexterity, a fifth of a part strength, a+
- tenth of a part intelligence and a tenth of a part charisma+
- Relevant Skills: half a part [[armour adaptation]], half a part [[armour lore]], half a part+
- [[conjuration]], half a part [[pyromancy]] and two fifths of a part [[evocation]]+
- Rating Requirement: two hundred ten+
- Knowledge Requirement: have at least 70 points among armour lore skill and armour+
- adaptation skill+
- Effective Maximum Rating: six hundred+
- Difficulty: difficult+
- Form of Evocation:+
- flamra armour for <target>+
- Base Energy Costs: eighty points of spiritual energy, eighty points of elemental fire+
- energy and twenty points of heat+
- +
-This spell conjures enchanted armour made of the solid state of fire+
-itself. While Ordo Ignis Aeternis generally can rely on spells to protect+
-them, when combat garb is required, this armour is far superior to that forged+
-by smiths. As part of this armour's enchantment is fire, one will need total+
-fire and heat protection in order to wear it properly. The duration of the+
-armour depends upon the skill of the spellcaster, but until it expires, it can+
-be kept, dropped, etc.+
- +
-Development Information: This spell was created by Lysator; the source+
-code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Flamra Bolt===+
- Relevant Attributes: three tenths of a part charisma, a fifth of a part dexterity and +
- a tenth of a part intelligence+
- Relevant Skills: three quarters of a part [[fletching]], two fifths of a part [[sculpture]], +
- three tenths of a part [[conjuration]], a quarter of a part [[pyromancy]], a fifth of a part [[crossbow]] +
- and a fifth of a part [[weapon lore]]+
- Rating Requirement: two hundred forty+
- Knowledge Requirement: have at least 90 points among crossbow skill and fletching skill+
- Effective Maximum Rating: one thousand+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- flamra bolt+
- flamra bolt <target>+
- Base Energy Costs: five points of spiritual energy and six points of elemental fire energy+
- +
- This rather utilitarian spell is quite beneficial to any Ordo Ignis Aeternis who makes use of the+
- flamra crossbow spell. This spell will create a handful bolts for that weapon, or any crossbow type+
- weapon for that matter. The act of creating these bolts is neither simple, nor easy, as it draws+
- upon many different skills to create a single bolt. One must use their mastery over flame to sculpt+
- ambient flames into a solidified form, guided by their knowledge of weapons and fletching to design+
- the shape properly, and using their knowledge of crossbows to configure it properly to work in said+
- weapon. Once the basic pattern has been established, though, it is simply a matter of repetition to+
- create another, and then another. As a mage's abilities and knowledge grow stronger, so too does the+
- end result of this spell. It can also be noted that the size of the caster generally determines the+
- size of the weapon created.+
- +
-===Flamra Crossbow===+
-===Flamra Staff===+
-===Flare===+
- Ordo Ignis Aeternis Spell: Flare+
- +
- Relevant Attributes: three tenths of a part intelligence and a tenth of a+
- part charisma+
- Relevant Skills: three tenths of a part evocation, three tenths of a part+
- pyromancy, a fifth of a part conjuration, a fifth of a part telesmatic+
- weapon and a fifth of a part prestidigitation+
- Rating Requirement: two hundred fifty+
- Effective Maximum Rating: five hundred+
- Difficulty: ordinary+
- Forms of Evocation:+
- flare+
- flare <target>+
- Base Energy Costs: thirty points of spiritual energy and twenty-five+
- points of elemental fire energy+
- +
- This spell mixes flame with the caster's power over light to create an+
- incredibly bright flare that will blind and inflict minor photonic damage to a+
- target.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated+
- Sat Jul 18 13:37:25 2009.+
- +
-===Frostfire Bolt===+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence+
- Relevant Skills: three tenths of a part cryomancy, a fifth of a part physics, a tenth of a part conjuration, a tenth+
- of a part evocation and a tenth of a part pyromancy+
- Rating Requirement: four hundred fifty+
- Knowledge Requirement: arctic fieldcraft skill of 35 or higher and complete Scale Mount Doom+
- Effective Maximum Rating: eight hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- frostfire+
- frostfire <target>+
- Base Energy Costs: twenty-five points of spiritual energy and twenty points of elemental fire energy+
- +
- An esoteric attack type that few initiates of the Ordo Ignis Aeternis are able to make use of, frostfire is almost a+
- contradiction to the teachings of pyromancy. It combines the power of fire with the bite of cold to produce a rather+
- unique combination that very few opponents would be well prepared for.+
- +
- Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.+
- +
-===Funeral Pyre===+
- Ordo Ignis Aeternis Spell: Funeral Pyre+
- +
- Relevant Attributes: two fifths of a part intelligence and a tenth of a+
- part charisma+
- Relevant Skills: four fifths of a part mortuary, two fifths of a part+
- pyromancy, a fifth of a part symbology, a tenth of a part conjuration,+
- a tenth of a part enchantment and a tenth of a part evocation+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: three hundred fifty+
- Difficulty: ordinary+
- Form of Evocation:+
- funeral pyre+
- Base Energy Costs: two points of spiritual energy and one point of+
- elemental fire energy+
- +
- This spell set ablaze a funeral pyre that burns any remains in the area. +
- The warmth provided by the pyre rejuvenates the caster, and provides warding+
- against the cold for a time.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated+
- Sat Jul 18 13:37:25 2009.+
- +
-===Heat Ball===+
- +
-===Heat Darts===+
- Relevant Attributes: one part [[intelligence]] and one part [[charisma]]+
- Relevant Skills: three quarters of a part [[evocation]], half a part [[awareness]], half a part [[combat reflexes]], half a part+
- [[conjuration]], half a part [[physics]], half a part [[precision strike]], half a part [[pyromancy]], half a part [[symbology]],+
- half a part [[telesmatic weapon]], half a part [[discipline]] and half a part [[concentration]]+
- Rating Requirement: sixty-five+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- heat darts+
- heat darts <target>+
- Base Energy Costs: fifteen points of spiritual energy, ten points of elemental fire energy and twenty points of heat+
- +
- As with many different media shaped by the arts, heat has a few shapes that it easily forms into. The basic bolt is one of+
- those easy forms, and another is referred to as heat darts. While most shaped heat spells do predominantly heat damage,+
- heat darts are able to penetrate soft flesh and pierce through armour like any other blade, using the power supplied by+
- the heat component to assist in penetrating and causing even further damage. The main difference between heat darts and+
- the very similar heat knives is their trajectory. The rotation of heat darts as they travel through their ambient+
- medium is very stable, with almost no tumble or yaw. This results in a very smooth flight path, and the impact area is+
- a very tight grouping. This concentrates all of the damage done into a focused area. Of the two spells, heat darts is+
- the more disciplined and controlled aspect while heat knives is the more free-wheeling, reactive aspect. Newer+
- initiates value this spell because it is easily learned and makes use of a wide variety of useful skills not+
- incorporated by later spells. In essence, it is very much a 'learner' spell.+
- +
-===Heat Knives===+
- Relevant Attributes: [[charisma]]+
- Relevant Skills: three quarters of a part [[evocation]], half a part [[awareness]], half a part [[combat reflexes]], half a part+
- [[conjuration]], half a part [[dagger]], half a part [[metaphysics]], half a part [[pyromancy]], half a part [[symbology]], half a+
- part [[telesmatic weapon]], half a part [[throwing]], half a part [[imagination]] and half a part [[tenacity]]+
- Rating Requirement: fifty-five+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- heat knives+
- heat knives <target>+
- Base Energy Costs: thirty-five points of spiritual energy, ten points of elemental fire energy and fifteen points of heat+
- +
- As with many different media shaped by the arts, heat has a few shapes that it easily forms into. The basic bolt is one of+
- those easy forms, and another is referred to as heat knives. While most shaped heat spells do predominantly heat+
- damage, heat knives are able to shred through soft flesh and rip into armour like any other blade, using the power+
- supplied by the heat component to assist in penetrating and causing even further damage. The main difference between+
- heat knives and the very similar heat darts is their trajectory. The spin of heat knives as they travel through their+
- ambient medium is very unstable, and they are more likely to scatter, striking a wider surface. Of the two spells, heat+
- knives is the more freestyled, open-ended aspect, while heat darts is the more stifled, rigid aspect. Newer initiates+
- value this spell because it is easily learned and makes use of a wide variety of useful skills not incorporated by later+
- spells. In essence, it is very much a 'learner' spell.+
- +
-===Heat Vent===+
- Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence+
- Relevant Skills: two fifths of a part [[cthonimancy]], two fifths of a part [[pyromancy]], a+
- tenth of a part [[conjuration]] and a tenth of a part [[evocation]]+
- Rating Requirement: fifty+
- Knowledge Requirement: have at least 35 points among [[cthonimancy]] skill and [[earth+
- affinity]] skill+
- Effective Maximum Rating: four hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- heat vent+
- heat vent <target>+
- Base Energy Costs: forty-five points of spiritual energy and thirty points of heat+
- +
-This spell draws its strength from the fiery core of Aedaris, where the elemental powers+
-of earth and fire have become united. By rending a small hole in the earth just long enough+
-to draw out a small geyser of magma, an initiate is able to tap into the raw essence of+
-earth and fire at the same time. By extracting the fire element from this mixture, the+
-remaining earth portion repairs the original rend, leaving almost no trace when the spell+
-was cast. Since this power is channeled through the caster's body, any affinities affecting+
-the body may have an affect on the quality of the heat used in this spell.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Mon Oct 12 00:39:02 2009.+
- +
-===Hellfire Bolt===+
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: two fifths of a part [[evocation]], seven twentieths of a part [[pyromancy]], three tenths of a part [[enchantment]], a+
- fifth of a part [[unholy taint]] and three twentieths of a part [[conjuration]]+
- Rating Requirement: three hundred+
- Knowledge Requirement: [[unholy taint]] skill of 35 or higher, [[unholy fortitude]] skill of 30 or higher, [[daemonology]] skill of 75+
- or higher or be a member of a demonic race+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- hellfire bolt+
- hellfire bolt <target>+
- Base Energy Costs: fifty-five points of spiritual energy and fifty-five points of elemental fire energy+
- +
- In times when it is necessary to deal with the forces of holiness, this spell may not pack a lot of punch, but the mere+
- presence of hellfire usually sends the more ignorant of the devout into a frenzy of litanies concerning the end of the+
- world and the purging of evil from the face of the world. This is usually enough of a distraction for us to focus on+
- those individuals who are an actual threat to the balance. Some members of the Order refer to this sarcastically as a+
- 'moral victory for neutrality'.+
- +
-===Hellfire Gout===+
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: two fifths of a part [[evocation]], a fifth of a part [[pyromancy]], a fifth of a part+
- [[unholy taint]] and a tenth of a part [[conjuration]]+
- Rating Requirement: three hundred twenty+
- Knowledge Requirement: have at least 305 points among 30% of [[pyromancy]] skill, 25% of [[evocation]] skill,+
- 11% of [[tactics]] skill, 20% of [[metaphysics]] skill, 15% of [[telesmatic weapon]] skill, +
- 20% of [[scholarship]] skill, [[unholy taint]] skill, [[unholy fortitude]] skill, 25% of [[theology]] skill+
- and 50% of [[daemonology]] skill+
- Effective Maximum Rating: nine hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- hellfire gout+
- hellfire gout <target>+
- Base Energy Costs: seventy-five points of spiritual energy and seventy-five points of elemental fire energy+
- +
- Derived from diabolical studies, this spell unleashes the power of fire to burn multiple foes and combines it+
- with demonic forces to corrupt and damage the soul as it burns the body. As with similar spells fo a diabolical+
- nature, use tends to corrupt the caster. Activation of this spell is very chancy, as the powers that are being+
- dealt with work on a completely different level of reasoning--what the caster may consider a friendly non-target+
- may be considered by the demonic entities powering this spell to be cannon fodder.+
- +
-===Immolate===+
- Relevant Attributes: three tenths of a part intelligence and a tenth of a part willpower+
- Relevant Skills: one part [[fire affinity]], one part [[pyromancy]] and half a part [[enchantment]]+
- Rating Requirement: three hundred+
- Knowledge Requirement: [[pyromancy]] skill of 150 or higher or [[fire affinity]] skill of 70 or+
- higher+
- Effective Maximum Rating: nine hundred fifty+
- Difficulty: very difficult+
- Form of Evocation:+
- immolate <target>+
- Base Energy Costs: two hundred fifty points of elemental fire energy+
- +
- This spell imbues the caster's body with pure elemental fire energies. +
- There are various side effects to this. The first of these effects is that+
- the caster's physical appearance is greatly altered, taking on a much more+
- fiery aspect. which greatly increases the effects of any fire based spells cast+
- while in this state. A second side effect is that the caster's metabolic+
- processes become more like that of a flame, becoming an incendivore, producing+
- light, producing heat, and having a natural bouyancy that allows the caster to+
- fly unaided by other spells. A final set of side effects is now quite so beneficial+
- -- while in this flame state, the caster also looses the normal+
- ability of a metabolism to heal its body and recover from fatigue and damage. +
- Overall, the benefits of being so close to the raw source of power for Ordo+
- Ignis Aeternis far outweigh the detriments, despite the relative short+
- duration of this gift.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Tue Jul 28 10:57:32 2009.+
- +
-NB: This spell grants a very large bonus to [[Fire Affinity]], [[Heat Tolerance]], [[Pyromancy]], [[Evocation]], and [[Unarmed Combat]](?), in addition to granting [[wingless flight]], [[anhumouricity]], and the [[respiration]] mode of "none". The downsides are [[unrecuperativity]] and [[unregenerativity]].+
- +
-===Incinerate Magick===+
-===Inferno===+
- Ordo Ignis Aeternis Spell: Inferno+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: three tenths of a part pyromancy, a fifth of a part+
- conjuration and a fifth of a part evocation+
- Rating Requirement: seven hundred fifty+
- Effective Maximum Rating: three thousand+
- Difficulty: difficult+
- Forms of Evocation:+
- inferno+
- inferno <target>+
- Base Energy Costs: one hundred seventy-five points of spiritual energy,+
- three hundred fifty points of elemental fire energy and one hundred+
- fifty points of heat+
- +
- One of the most powerful spells in a Pyromancer's arsenal, Inferno lives+
- up to its name in every sense of the word. It summons forth a blazing tower+
- of fiery power that continuously ravages a single opponent.+
- +
-===Internal Warmth===+
- Ordo Ignis Aeternis Spell: Internal Warmth+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: half a part pyromancy, three tenths of a part enchantment+
- and a fifth of a part evocation+
- Rating Requirement: two hundred twenty-five+
- Effective Maximum Rating: three hundred fifty+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- internal warmth <target>+
- Base Energy Costs: twenty points of spiritual energy, forty-five points of+
- elemental fire energy and forty-five points of heat+
- +
- This simple protection enchantment grants resistance to one of the+
- anathemas of Ordo Ignis Aeternis, cold.It does this by causing the internal+
- flame that burns inside each member to grow warmer, and to spread that warmth+
- through the limbs.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Fri Jul 24 11:08:35 2009.+
- +
-===Magick Embers===+
- Ordo Ignis Aeternis Spell: Magick Embers+
- +
- Relevant Attributes: a tenth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: four fifths of a part evocation, half a part enchantment,+
- two fifths of a part pyromancy and two fifths of a part symbology+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: nine hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- magick embers+
- Base Energy Costs: twenty points of spiritual energy+
- +
- This spell is a very simple cantrip, designed to cause the magickal+
- energies within the envirnment to glow like the embers of a campfire.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Magma Burst===+
- Relevant Attributes: half a part intelligence, a fifth of a part charisma and a tenth of+
- a part dexterity+
- Relevant Skills: three tenths of a part [[evocation]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: three hundred ten+
- Knowledge Requirement: [[cthonimancy]] skill of 10 or higher, [[earth affinity]] skill of 10 or+
- higher, [[spelunking]] skill of 45 or higher or [[mineral lore]] skill of 45 or higher+
- Effective Maximum Rating: five hundred fifty+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- magma burst+
- magma burst <target>+
- Base Energy Costs: forty points of spiritual energy, twenty points of heat and fifty+
- points of elemental fire energy+
- +
-Deep within the earth is a layer of an intensely hot substance known as magma. By using+
-the power that Ordo Ignis Aeternis has over heat, a skilled practioner is able to summon+
-forth a small portion of this magma. Due to exposure to the atmosphere, magma cools rather+
-rapidly, and the intial blast is rather weak compared to numerous other spells that are+
-available to Ordo Ignis Aeternis members, but the after-effects of the heat tend to last+
-much longer, continuing to damage a foe long after the initial impact of magma has cooled.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Sun Aug 30 23:21:54 2009.+
- +
-===Mark of the Phoenix===+
- Ordo Ignis Aeternis Spell: Mark of the Phoenix+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: seven tenths of a part symbology, half a part pyromancy,+
- two fifths of a part conjuration, two fifths of a part enchantment,+
- two fifths of a part evocation and two fifths of a part legend lore+
- Rating Requirement: five hundred+
- Effective Maximum Rating: six hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- mark of the phoenix on <target>+
- Base Energy Costs: one hundred fifty points of spiritual energy and two+
- hundred fifty points of elemental fire energy+
- +
- This spell, though neither flashy nor destructive, is much sought after+
- due to its protective nature. Just as the legendery phoenix was able to rise+
- again from its ashes after it had died, so too can a sufficiently skilled+
- mage. This spell links to that ability, and acts as a last ditch effort to+
- avoid death, moving the mage from harm's way so that he may strike back at his+
- opponent once again after some momentary healing.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:37:25 2009.+
- +
-===Meditation on a Single Flame===+
- Ordo Ignis Aeternis Spell: Meditation on a Single Flame+
- +
- Relevant Attributes: three tenths of a part intelligence, three tenths of+
- a part perception and a tenth of a part willpower+
- Relevant Skills: half a part meditation and half a part introspection+
- Rating Requirement: one+
- Knowledge Requirement: meditation skill of 60 or higher or introspection+
- skill of 60 or higher+
- Effective Maximum Rating: nine hundred fifty+
- Difficulty: very difficult+
- Form of Evocation:+
- meditation on a single flame <target>+
- Base Energy Costs: twenty-five points of spiritual energy and twenty-five+
- points of elemental fire energy+
- +
-Throughout the long career of a guild mage, temptations abound. There are+
-many forces pulling at the attention of Ordo Ignis Aeternis, forces which+
-start to bring us from our true path. If at any point in your journeys you+
-find yourself starying far from the path of neutrality and are having+
-difficulties discerning your way, this spell will help you find your way back+
-to the neutrality that burns in your heart.+
- +
-===Netherball===+
-===Nether bolt===+
- Relevant Attributes: [[charisma]]+
- Relevant Skills: three tenths of a part [[evocation]], three tenths of a part [[necromancy]], three tenths of a part [[telesmatic+
- weapon]], a tenth of a part [[conjuration]], a tenth of a part [[pyromancy]] and a tenth of a part [[unholy taint]]+
- Rating Requirement: five hundred fifty-five+
- Knowledge Requirement: [[necromancy]] skill of 70 or higher, [[unholy taint]] skill of 50 or higher, [[entropic affinity]] skill of 35+
- or higher or [[unholy fortitude]] skill of 70 or higher+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: difficult+
- Forms of Evocation:+
- nether bolt+
- nether bolt <target>+
- Base Energy Costs: sixty points of spiritual energy, sixty points of elemental fire energy and forty-five points of heat+
- +
- Like most aspects of fire itself, the path of necromancy can either be enlightening or destructive, depending on how the+
- path is used. On the destructive side is this spell, which lashes out at the target, then follows up with a dark+
- sickness that afflicts their flesh, wearing away at them from within. Every practitioner of this spell has been+
- corrupted in one way or another, so the power of this spell definitely has a cost.+
- +
-===Obscuring Smoke===+
-===Phoenix Claws===+
-===Phoenix Fire===+
-===Piercing Flame===+
- +
- Relevant Attributes: a fifth of a part intelligence, a fifth of a part charisma and a tenth of a part dexterity+
- Relevant Skills: half a part enchantment, half a part weapon lore, three tenths of a part pyromancy, three tenths of+
- a part smithing, three tenths of a part prestidigitation and a fifth of a part evocation+
- Rating Requirement: four hundred+
- Knowledge Requirement: weapon lore skill of 35 or higher and enchantment skill of 75 or higher+
- Effective Maximum Rating: eight hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- piercing flame <target>+
- Base Energy Costs: seventy-five points of spiritual energy and one hundred seventy-five points of elemental fire+
- energy+
- +
- This spell envelops a weapon in a corona of fire, which supplements an arsenal of spells with a realm of combat enhancement.+
- +
- Development Information: This spell was created by Maglor and is maintained by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.+
-===Protection from Fire===+
- Ordo Ignis Aeternis Spell: Protection From Fire+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: half a part enchantment, three tenths of a part evocation+
- and three tenths of a part pyromancy+
- Rating Requirement: seventy-five+
- Effective Maximum Rating: three hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- protection from fire <target>+
- Base Energy Costs: twenty points of spiritual energy, two points of+
- elemental fire energy and two points of heat+
- +
- This simple protection enchantment makes the target very resistant to fire+
- and heat, depending upon the skills of the caster. More highly skilled+
- casters are able to provide complete immunity.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:38:17 2009.+
- +
-===Purging Flame===+
- Relevant Attributes: a fifth of a part intelligence, a tenth of a part constitution and+
- a tenth of a part charisma+
- Relevant Skills: half a part [[poison lore]], three tenths of a part [[evocation]], three tenths+
- of a part [[first aid]], a fifth of a part [[enchantment]], a fifth of a part [[symbology]], a+
- tenth of a part [[pyromancy]] and a tenth of a part [[prestidigitation]]+
- Rating Requirement: one hundred fifty+
- Knowledge Requirement: [[poison lore]] skill of 20 or higher and [[first aid]] skill of 55 or+
- higher+
- Effective Maximum Rating: four hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- purging flame <target>+
- Base Energy Costs: twenty points of spiritual energy and twenty points of elemental fire+
- energy+
- +
-This spell calls forth the ability of fire to burn away impurities, in this case, the+
-impurity is poison. Timely use of this spell can sometimes mean the difference between life+
-and death. Due to the use of elemental fire in this spell, it is not the most gentle method+
-of removing poison, so care must be taken when administering this magickal form of antidote+
-to those who are sensitive to the effects of flames.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Tue Aug 25 21:28:40 2009.+
- +
-===Pyrotechnic Surge===+
- +
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part+
- [[intelligence]]+
- Relevant Skills: two fifths of a part [[alchemy]], two fifths of a part+
- [[evocation]], a tenth of a part [[conjuration]] and a tenth of a part+
- [[pyromancy]]+
- Rating Requirement: one hundred fifty+
- Knowledge Requirement: complete [[a Lotus for Sai]] and [[Nihonese]] skill of 75 or higher+
- Effective Maximum Rating: three hundred+
- Difficulty: easy+
- Forms of Evocation:+
- pyrotechnic surge+
- pyrotechnic surge <target>+
- Base Energy Costs: forty-five points of spiritual energy and thirty points+
- of elemental fire energy +
- +
- The first usage of this technique originated in Nihon during one of their+
- winter celebrations. Someone, in a moment of absentmindedness, added too much+
- flash powder to their cantrips, with rather explosive, yet very visually+
- stimulating, results. This visually flashy spells plays upon both the+
- egotistical side of fire to want to impress an audience and with the desire to+
- reduce opponents to ash. +
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun May 31 16:15:47 2009.+
- +
-===Raging Fire===+
- Ordo Ignis Aeternis Spell: Raging Fire+
- +
- Relevant Attributes: a fifth of a part intelligence, a fifth of a part+
- charisma and a tenth of a part dexterity+
- Relevant Skills: three fifths of a part demolition, half a part+
- conjuration, half a part pyromancy, two fifths of a part evocation and+
- a fifth of a part prestidigitation+
- Rating Requirement: four hundred fifty+
- Effective Maximum Rating: six hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- raging fire+
- raging fire <target>+
- Base Energy Costs: eighty points of spiritual energy, seventy-five points+
- of elemental fire energy and forty-five points of heat+
- +
- This spell conjures a sticky, flaming substance that clings to one's+
- enemies and continuously burns 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 Lysator; the source+
- code was last updated Sun Jul 19 22:54:50 200+
- +
-===Red Claws===+
- Ordo Ignis Aeternis Spell: Red Claws+
- +
- Relevant Attributes: intelligence+
- Relevant Skills: three tenths of a part enchantment and a fifth of a part+
- pyromancy+
- Rating Requirement: three hundred+
- Effective Maximum Rating: five hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- red claws <target>+
- Base Energy Costs: forty points of elemental fire energy, forty points of+
- heat and fifty points of spiritual energy+
- +
- This spell enhances the damage some by a targets normal unarmed attacks by+
- forming red claws over the target's normal hands.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 17:58:16 2009.+
- +
-===Scorching Venom===+
- Ordo Ignis Aeternis Spell: Scorching Venom+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: two fifths of a part evocation, seven twentieths of a+
- part pyromancy, three tenths of a part enchantment and a fifth of a+
- part symbology+
- Rating Requirement: three hundred+
- Knowledge Requirement: have a venom gland or poison affinity skill of 35+
- or higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- scorching venom+
- scorching venom <target>+
- Base Energy Costs: forty-five points of spiritual energy and thirty-five+
- points of elemental fire energy+
- +
- Drawing upon the natural capacity of the caster's body for toxins, this+
- spell adds a fiery element to the mix. While predominantly used by casters+
- with venom glands, those who have built up a significant affinity for poisons+
- are able to manifest similar effects via a metaphysical migration of their+
- natural toxin levels.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 14:59:07 2009.+
- +
-===Scrying Flame===+
- Ordo Ignis Aeternis Spell: Scrying Flame+
- +
- Relevant Attributes: three parts charisma, one part intelligence and one+
- part perception+
- Relevant Skills: seven tenths of a part divination, half a part symbology+
- and a tenth of a part pyromancy+
- Rating Requirement: two hundred sixty-two+
- Knowledge Requirement: have at least 250 points among pyromancy skill,+
- divination skill and 20 points for having completed the Power Potion+
- Quest+
- Effective Maximum Rating: four hundred fifty+
- Difficulty: easy+
- Form of Evocation:+
- scrying flame+
- Base Energy Costs: one hundred points of spiritual energy and fifty points+
- of elemental fire energy+
- +
- This spell creates a sphere of solidified flame which acts as a focus for+
- divining the location and environment of a distant living being. The method+
- of using flames for divination is slightly dif+
- ferent from standard divination. +
- In this method, the viewer makes a request of the flames, which then go out+
- and find the target on behalf of the caster, and then recreates the image of+
- the target's location within the sphere. This makes the entire process much +
- less taxing and much more accurate.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 18 13:38:25 2009.+
- +
-===Searing Heat===+
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: three fifths of a part [[desert fieldcraft]], a tenth of a part [[conjuration]], a tenth of a part [[evocation]] and a+
- tenth of a part [[pyromancy]]+
- Rating Requirement: two hundred eighty+
- Knowledge Requirement: [[desert fieldcraft]] skill of 35 or higher and [[heat tolerance]] skill of 85 or higher+
- Effective Maximum Rating: three hundred twenty-five+
- Difficulty: ordinary+
- Forms of Evocation:+
- searing heat+
- searing heat <target>+
- Base Energy Costs: twenty-five points of spiritual energy and fifty points of heat+
- +
- This spell mimics the dry desert winds that desiccate entire regions. When employed against a livig foe, it has the ability+
- to dehydrate them, making them as weak as if they had just crossed the desert. It is a highly useful tactic, especially+
- when employed against a more physically gifted opponent.+
- +
-===Shadowfire===+
-===Silver Flare===+
-===Smoke and Mirrors===+
-===Smoke Bolt===+
- Ordo Ignis Aeternis Spell: Smoke Bolt+
- +
- Relevant Attributes: charisma+
- Relevant Skills: half a part telesmatic weapon, a quarter of a part+
- evocation and a fifth of a part conjuration+
- Rating Requirement: one hundred forty-five+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- smoke bolt+
- smoke bolt <target>+
- Base Energy Costs: forty points of spiritual energy+
- +
- Smoke is a natural byproduct of most flame, and as such, is a part of the+
- many aspects of fire that an initiate of Ordo Ignis Aeternis seeks to learn+
- about. This spell collects that smoke, condenses it down to a solidified+
- form, and launches it at an opponent. Because smoke is a byproduct of fire,+
- and because an initiate has an internal fire burning at all times, the only+
- energies that the mage needs to expend is the spiritual energy to collect this+
- smoke and condense it down.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Fri Jul 24 11:09:19 2009.+
->+
- +
-===Smoke Bomb===+
- Relevant Attributes: half a part intelligence, half a part charisma, three tenths of a+
- part willpower and a fifth of a part dexterity+
- Relevant Skills: half a part [[conjuration]], two fifths of a part [[aeromancy]], three tenths+
- of a part [[centering]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: one hundred twenty+
- Effective Maximum Rating: seven hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- smoke bomb+
- Base Energy Costs: one hundred points of spiritual energy and sixty points of elemental+
- fire energy+
- +
-This spell one of the many nonviolent spells in the arsenal of Ordo Ignis Aeternis,+
-though it unfortunately often gets used in combat anyway. This spell conjures forth a+
-condensed sphere of smoke, which can then be thrown into an adjacent room. Once released,+
-the smoke expands out to its normal density, effectively filling the room. This has the+
-effect of driving out any air breathing creature in that room, which is sometimes in high+
-demand by local law-enforcement officials. The smoke will naturally dissipate on its own.+
- +
-Development Information: This spell was created by Lysator; the source code was last+
-updated Wed Oct 14 01:24:01 2009.+
- +
-===Smoke Rings===+
- Relevant Attributes: half a part charisma, two fifths of a part dexterity and a fifth of+
- a part intelligence+
- Relevant Skills: half a part [[conjuration]], two fifths of a part [[aeromancy]], two fifths of+
- a part [[pyromancy]], three tenths of a part [[evocation]] and a fifth of a part+
- [[prestidigitation]]+
- Rating Requirement: one hundred fifty+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- smoke rings+
- smoke rings around <target>+
- Base Energy Costs: one point of spiritual energy+
- +
-This spell conjures constraining bonds of smoke to immobilize a target. The rings must+
-be maintained by the caster and continually exert their casting cost on him so long as they+
-remain in existence. The rings will be destroyed either if the caster runs out of spiritual+
-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 Lysator; the source code was last+
-updated Wed Oct 14 01:27:03 2009.+
- +
-===Soulfire===+
- Relevant Attributes: two fifths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: two fifths of a part [[enchantment]], two fifths of a part [[evocation]], three tenths of a part [[pyromancy]], a fifth+
- of a part [[conjuration]] and a hundredth of a part [[holy purity]]+
- Rating Requirement: two hundred twenty-five+
- Knowledge Requirement: have at least 120 points among [[holy purity]] skill, [[holy fortitude]] skill, [[theology]] skill and [[albimancy]]+
- skill+
- Effective Maximum Rating: four hundred twenty-five+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- soulfire+
- soulfire <target>+
- Base Energy Costs: seventy-five points of spiritual energy, ninety points of elemental fire energy and twenty points of heat+
- +
- This spell was designed by the more devout members of the guild, though to what forces they owed their allegance beyond fire+
- is a matter of debate. The focus of this spell is to attack the soul with a substance known as soulfire, an odd+
- combination of holy, entropic and fire energies condensed into one focused attack. This spell comes with many warnings,+
- since dabbling in the matters of the church and holiness often leads to the downfall of many magi, or at the very least+
- a conversion over to clerical magicks. Judicious use can be of great assistance in dispensing particularly demonic+
- entities, but use caution.+
- +
-===Stardarts===+
-===Star knives===+
-===Starburst===+
-===Stardarts===+
-===Starfire Bolt===+
- Relevant Attributes: charisma+
- Relevant Skills: a quarter of a part evocation, a quarter of a part+
- pyromancy, a quarter of a part telesmatic weapon and three twentieths+
- of a part conjuration+
- Rating Requirement: five hundred twenty-five+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- starfire bolt+
- starfire bolt <target>+
- Base Energy Costs: ninety-five points of spiritual energy, sixty-five+
- points of elemental fire energy and seventy-five points of heat+
- +
- 'Draw upon the breath of stars, and scorch the skies with fiery scars.' +
- This simple rhyme served as the focal point for the development of this spell,+
- which emulates the fiery effect of a shooting star across the night sky. +
- While the actual substance of starfire is unknown, the effects are -- a potent+
- combination of fiery substances, most of which are not of this world, which+
- can bring a foe to his knees.+
- +
- Development Information: This spell was created by Lysator; the source code+
- was last updated Sat Jul 18 13:38:25 2009.+
- +
-===Sunbeam===+
- Ordo Ignis Aeternis Spell: Sunbeam+
- +
- Relevant Attributes: half a part intelligence, a fifth of a part charisma+
- and a tenth of a part dexterity+
- Relevant Skills: three tenths of a part evocation and a tenth of a part+
- pyromancy+
- Rating Requirement: four hundred ten+
- Knowledge Requirement: lumimancy skill of 10 or higher, photonic affinity+
- skill of 10 or higher or spelunking skill of 30 or higher+
- Effective Maximum Rating: five hundred fifty+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- sunbeam+
- sunbeam <target>+
- Base Energy Costs: forty points of spiritual energy, twenty points of heat+
- and fifty points of elemental fire energy+
- +
- Fire has many uses in many different locations. In the darkness of the+
- depths of Zadnothruin and Kolond, fire helps the surface dwellers to see where+
- they are going by providing much needed light. Anyone what traverses the+
- realms below knows well the power that the light from a single torch can have. +
- This spell takes the essence of that power and focuses it, by creating a+
- pillar of flame-powered light that focusses in on a target, causing light to+
- burn from within the target. The overall effect of this spell is quite+
- effective at eliminating a single foe, but has a tendency to attract the+
- attention of other denizens of the darkness.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sat Jul 25 20:39:50 2009.+
- +
-===Sunburst===+
-===Sunfire Bolt===+
- Ordo Ignis Aeternis Spell: Sunfire Bolt+
- +
- Relevant Attributes: charisma+
- Relevant Skills: a quarter of a part evocation, a quarter of a part+
- pyromancy, a quarter of a part telesmatic weapon and three twentieths+
- of a part conjuration+
- Rating Requirement: five hundred+
- Effective Maximum Rating: six hundred fifty+
- Difficulty: easy+
- Forms of Evocation:+
- sunfire bolt+
- sunfire bolt <target>+
- Base Energy Costs: thirty-five points of spiritual energy, twenty-five+
- points of elemental fire energy and thirty-five points of heat+
- +
- One night, while under the effect of substances that the Board still finds+
- questionable, Farachat was lounging on a beach watching a moth slowly burn its+
- wings trying to get close to a flame. By some unexplained circumstance, his+
- next realization was that he was laying on his back staring at the sun. The+
- subtsances had altered his perception of time, and he blended together the two+
- events. The dancing of the moth and the fiery sun became one, creating a+
- unique substance known as sunfire, harnessed by the power of Ordo Ignis+
- Aeternis, and focused into a bolt of energy.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Fri Jul 24 11:10:12 2009.+
- +
-===Tail Ember===+
- Ordo Ignis Aeternis Spell: Tail Ember+
- +
- Relevant Attributes: intelligence+
- Relevant Skills: three tenths of a part enchantment and a fifth of a part+
- pyromancy+
- Rating Requirement: three hundred+
- Effective Maximum Rating: five hundred+
- Difficulty: somewhat difficult+
- Form of Evocation:+
- tail ember <target>+
- Base Energy Costs: forty points of elemental fire energy, forty points of+
- heat and fifty points of spiritual energy+
- +
- This spell enhances the damage done by a target's tail by on a fiery tip+
- that can be used in combat.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 18:18:04 2009.+
- +
-===Therapeutic Heat===+
- Ordo Ignis Aeternis Spell: Therapeutic Heat+
- +
- Relevant Attributes: a fifth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: half a part empathy, three tenths of a part evocation and+
- three tenths of a part pyromancy+
- Rating Requirement: four hundred+
- Effective Maximum Rating: seven hundred seventy-five+
- Difficulty: ordinary+
- Form of Evocation:+
- therapeutic heat <target>+
- Base Energy Costs: fifty points of spiritual energy, ten points of+
- elemental fire energy and seventy-five points of heat+
- +
- This spell draws upon the power of heat the penetrate deep within the+
- muscles of the target, bringing withit soothing relaxation. This allows the+
- muscles to replenish themselves much faster, much like paying a visit to a+
- masseuse, hot spa, or other relaxation clinic. The more adept the caster is+
- with this particular spell, the deeper the heat penetrates, drawing out more+
- soreness and fatigue and allowing for a fuller recovery.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 17:03:45 2009.+
- +
-===Torrid Tempest===+
- Ordo Ignis Aeternis Spell: Torrid Tempest+
- +
- Relevant Attributes: three tenths of a part charisma, a fifth of a part+
- intelligence and a tenth of a part dexterity+
- Relevant Skills: half a part evocation, half a part pyromancy and a tenth+
- of a part desert fieldcraft+
- Rating Requirement: five hundred+
- Effective Maximum Rating: eight hundred+
- Difficulty: difficult+
- Forms of Evocation:+
- torrid tempest+
- torrid tempest <target>+
- Base Energy Costs: sixty points of spiritual energy, fifty-five points of+
- elemental fire energy and fifty-five points of heat+
- +
- One of the most powerful spells in the arsenal of Ordo Ignis Aeternis,+
- torrid tempest summons a massive gale of blinding flames and heat, and sends+
- it rushing into a single target.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 17:02:45 2009.+
- +
-===Triad of Fire===+
- Ordo Ignis Aeternis Spell: Triad of Fire+
- +
- Relevant Attributes: three tenths of a part charisma and a tenth of a part+
- intelligence+
- Relevant Skills: three fifths of a part telesmatic weapon, half a part+
- combat reflexes, three tenths of a part evocation, a fifth of a part+
- conjuration and a fifth of a part prestidigitation+
- Rating Requirement: four hundred fifty+
- Effective Maximum Rating: six hundred+
- Difficulty: difficult+
- Forms of Evocation:+
- triad of fire+
- triad of fire <target>+
- Base Energy Costs: twenty-five points of spiritual energy, twenty points+
- of elemental fire energy and six points of heat+
- +
- Considered by more conservative members of Ordo Ignis Aeternis as a spell+
- designed simply to show off, this spell was originally devised while trying to+
- understand certain aspects of spell failures. It was noted that every now and+
- then a spell would 'hiccup', and what was supposed to be a single bolt became+
- two in rapid succession. This spell expounds upon that and launches three+
- bolts in rapid succession, similar to the effects of a 'double hiccup'.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 16:52:20 2009.+
- +
-===Urfire===+
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: two fifths of a part [[evocation]], seven twentieths of a part [[pyromancy]] and three tenths of a part [[enchantment]]+
- Rating Requirement: three hundred+
- Knowledge Requirement: [[leximancy]] skill of 70 or higher, [[order affinity]] skill of 45 or higher or [[order favour]] trait of 2 or+
- higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- urfire+
- urfire <target>+
- Base Energy Costs: sixty points of spiritual energy and seventy-five points of elemental fire energy+
- +
- In our efforts to maintain the balance between the forces of Order and Chaos, we must sometimes employ less tha neutral+
- tactics in order to keep the more extreme opponents in check. Chaos has a tendency to resist most forms of fire, and+
- with their ever changingshapes and enhanced chaos armour, it can be difficult to deal with them. This spell was+
- developed to help overcome the many advantages the warriors of Chaos have. It attacks the source of their power with+
- its diametrical opposite. As such, this spell only works on those who have at least some favour with the forces of+
- Chaos.+
- +
-===Urfire Bolt===+
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+
- Relevant Skills: one part [[leximancy]], two fifths of a part [[evocation]], seven twentieths of a part [[pyromancy]], three tenths of a+
- part [[enchantment]] and three twentieths of a part [[conjuration]]+
- Rating Requirement: three hundred+
- Knowledge Requirement: [[leximancy]] skill of 30 or higher, [[order affinity]] skill of 10 or higher or [[order favour]] trait of 1 or+
- higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: somewhat difficult+
- Forms of Evocation:+
- urfire bolt+
- urfire bolt <target>+
- Base Energy Costs: fifty points of spiritual energy and seventy-five points of elemental fire energy+
- +
- The flame used to produce fire spells comes from within; therefore, anything which affects the body or mind of the caster+
- ina fundamental manner affects the flames produced by his spells. Normally, an infusion of order energy into the caster+
- would give his flames a silvery cast, imbuing them with order energy as well. This spell is one step further, granting+
- the fiery bolts cast by the initiate a more direct infusion of order, changing the flame into urfire.+
- +
-===Withdraw Heat===+
- Ordo Ignis Aeternis Spell: Withdraw Heat+
- +
- Relevant Attributes: a tenth of a part intelligence and a tenth of a part+
- charisma+
- Relevant Skills: nine tenths of a part pyromancy, four fifths of a part+
- evocation, half a part enchantment and two fifths of a part symbology+
- Rating Requirement: five hundred seventy-five+
- Effective Maximum Rating: nine hundred+
- Difficulty: ordinary+
- Form of Evocation:+
- withdraw heat+
- Base Energy Costs: two hundred points of heat+
- +
- This spell seems strangely inconducive to the Ordo Ignis Aeternis as a+
- whole, but it has its uses should an initiate find himself assisting another+
- mage whose specialty is deals with the opposite end of the temperature scale. +
- This spell withdraws all of the heat from the local environment. While the+
- initiate's own spells are barely affected, any spells cast afterward that deal+
- with the cold will find their damage greatly enhanced. This science behind+
- this spell lies in thermodynamics. Hot items dissipate heat into the+
- environment, and cold energies absorb heat from the environment. By removing+
- the heat from the local environment, cold spells no longer are losing any part+
- of their energy to the environment, nor are they using their own cold energy+
- to maintain their cold effect. All of the cold energy of the spell can be+
- directed at their intended target, for whatever purpose.+
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun Jul 26 16:44:30 2009.+
- +
-===Wraith Fire===+
- Ordo Ignis Aeternis Spell: Wraith Fire+
- +
- Relevant Attributes: a fifth of a part charisma, a tenth of a part+
- intelligence and a tenth of a part perception+
- Relevant Skills: half a part abjuration, three tenths of a part evocation,+
- a fifth of a part prestidigitation and a tenth of a part pyromancy+
- Rating Requirement: three hundred sixty+
- Knowledge Requirement: abjuration skill of 35 or higher, psychovorism+
- skill of 85 or higher or necromancy skill of 35 or higher+
- Effective Maximum Rating: seven hundred+
- Difficulty: difficult+
- Forms of Evocation:+
- wraith fire+
- wraith fire <target>+
- Base Energy Costs: sixty-five points of spiritual energy, forty-five+
- points of elemental fire energy and ten points of heat+
- +
- Not all spell research has been undertaken under Ordo Ignis Aeternis+
- regulation. This spell is one of those spells, researched by a rogue member+
- and surreptitiously submitted for review by the board of spellcrafting. While+
- the ends do not necessarily justify the means, the board saw some usefulness+
- in this spell. It was initially designed as a means of spiritual destruction+
- and abjuration. The final product of the research, though, manifests as the+
- current spell, one that weakens the spiritual resolve of an opponent. +
- Ironically, when the initiate who researched this spell rebelled against the+
- Ordo, this very spell was the one to render him harmless enough to be+
- captured.+
- Development Information: This spell was created by Lysator; the source 
- code was last updated Sat Jul 25 22:37:00 2009. 
[[Category: Guilds]] [[Category: Guilds]]
[[Category: Affiliations]] [[Category: Affiliations]]
-[[Category: Neutral (affiliation types)]] 
[[Category: Initiate (affiliation types)]] [[Category: Initiate (affiliation types)]]
[[Category: Magician (affiliation types)]] [[Category: Magician (affiliation types)]]
[[Category: Scholar (affiliation types)]] [[Category: Scholar (affiliation types)]]

Current revision

Contents

Introduction

Ordo Ignis Aeternis is a Devonshire-based order of mages that wields the energies of fire, heat and smoke. At the time of this being written (21st of 2017) the guild is undergoing some revamps, courtesy of Starhound, but remains eminently and increasingly playable. The guild sports a robust selection of spells, ranging from a solid collection of offensive spells to a small handful of highly potent and multi-purposed utility and enchantment spells.

Guild Help

 Located in Devonshire, 1n and 2w of the south gate.
     You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to elemental fire and 
 several of fire's amalgamal energies.
     Like all magi, you require a handful of esoteric skills that will allow you to 
 manipulate the arcane, as well as a deep reserve of spiritual energy.  In addition to 
 these skills and energies, you will use several techniques and power stores unique to an 
 initiate of Ordo Ignis Aeternis.
     Your primary aspect of spell usage is fire.  Fire has many uses and functions, and 
 with further understanding of the ways of pyraturgy, a mage can learn of the different 
 forms of fire.  Fire, and its derivatives, are the basis for all of an initiate's powers.  
 Elemental fire energy is thus of great value to any member of the order.
     While the predominant effect of fire is destruction, there are many more aspects to 
 the element.  It can be used for warmth, to shed light, to cook with, and as fuel for a 
 multitude of other processes.  Despite its many uses, fire is also dangerous, as are those 
 who wield it.  Great care must be taken when handling fire, and great respect for its 
 power is necessary to ensure your own safety.  A reckless initiate can easily be burned by 
 the power that he seeks to control or find himself the victim of an angry mob of peasants 
 who will tie him to a stake and give him a very direct access to the power he seeks to 
 control.
     The order maintains a certain hierarchy concerning guild matters.  This hierarchy is 
 treated with the same respect shown towards the flames that power the guild spells.  Many 
 initiates take on a personality that reflects the power of fire, being highly volatile, 
 highly reactive, and demanding a certain amount of respect when dealing with them.  Should 
 the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a 
 matter of time until beings from outside the guild begin showing their disrespect, and the 
 only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them.
 This would not be good for the image of a guild powered by a force that easily instills 
 fear in the minds of lesser beings.  That being said, mutual respect among practitioners 
 is highly encouraged, lest we all be consumed in our own flames.
     Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of 
 Spellcrafting, whose responsibility is to ensure that spell study is performed according 
 to certain standards, and that these newly researched spells are thoroughly tested to 
 ensure adequate safety measures are instilled.  Once a spell has been sufficiently 
 researched, formulated, and passed the Board, it is made available for all other members 
 of the guild to study.  This ensures that we continue our studies, and that certain spells 
 are not horded away in some dusty old library where they serve no purpose to anyone.  Any 
 member of the guild can do spell research in attempts to formulate a new spell, and such 
 spells can be submitted to the Board at any time, though the review process may be lengthy.
 The more complex the spell, the more time is needed to ensure all aspects of the spell are 
 suitable for the guild.
     As a matter of policy, the order as a whole is very wary of those who are of extreme 
 alignments.  Fire is very neutral, caring not for the whims of the so-called battle 
 between good and evil, nor of order and chaos.  No matter which side of a war you are on, 
 your corpse burns just as well on a funeral pyre.  An initiate's energies are better 
 suited towards furthering their own abilities at using fire energies than trying to 
 promote some ethical cause.  Let the others have their little wars, and when the smoke 
 clears, Ordo Ignis Aeternis will be there, controlling matters from their neutral vantage 
 point.
     Read 'help ordo ignis aeternis spells' for information on Ordo Ignis Aeternis spells and spellcasting.  
 See 'help ordo ignis aeternis spell summary' for a quick display of your spell information.

Joining Ordo Ignis Aeternis

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

The requirements are unlisted due to a lack of research on them. It's very likely you'll only need a little bit of literacy to join (15-25).

Minimum spec points requirements seems to be Intellect = 1, Vitality = 3 and Willpower = 2.


Requirements and Bonus Specialties

                    Min    Bonus
 Centering          1      1
 Enochian           1      0
 Equilibrium        1      1
 Fire Affinity      1      0
 Heat Affinity      0      0
 Magick Affinity    0      0
 Pyraturgy          1      0
 Smoke Affinity     0      0

NPCs and Facilities

Farachat is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.

Mirandys is the guild portal master.

Flizera is an archetypically venerable human, and one of the trainers.

Badlokk the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.

Iklam is a yeti that wanders the Northlands. He says he has no use for the metal in your coins, and will train you for free.

Itozuma the Golden wanders around the jungles of Tenochlan spouting his own prophecies of doom. He also does not charge, and teaches a ton of skills, like leeching, diagnosis, and break fall. As of February 2024, he charges for lessons, but much less for OIA members.

Pierce wanders around Underdark. He trains some very useful skills higher as well as fire affinity.

Skills

Due to changes, this guild is no longer extremely int-heavy, but also requires heavy doses of willpower and ego making it balanced statwise if not power/spec-wise.

The skills required vary spell by spell, but the ones deserving of the heaviest investment are Pyraturgy, Evocation and Enchantment for general spell capability, Bellerophrasty, Hylophrasty, Ergiphrasty, Arcane Lore, Metaphysics, and Aisthophrasty for unlocking spell knowledge, and Fire Affinity, Typhaturgy, Smoke Affinity, Thermaturgy, Heat Affinity, and similar skills for various minutiae. In addition, Prestidigitation, Spatiophrasty, Enochian, and Vocalization will help with "Calling the Watcher" steps present in many spells, and "the opening of the way" in yet others, so a few specs may boost your overall performance.

Spells

  Ordo Ignis Aeternis Spells

  Before any spells may be cast, one must enter into the proper mental state for 
  hermetic spellcasting, forming a mental link with the magickal forces one wishes to wield.

  For members of Ordo Ignis Aeternis, this link is called an igniculus -- a mental 
  approximation of the forces of fire and heat To initiate your igniculus, visualize a spark 
  igniting.

  The syntax for casting spells is 'cast <spell name> [on <target> | with <component> | 
  without <spell step> | using <argument>]'.  

  Each spell has its own help file accessed by typing 'help <spell name>'.  

  The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but 
  they all begin by incanting the spell's name, followed by the target (if any), in the 
  Enochian tongue.  Some spells have additional requirements, such as material components or 
  an environ with a specific fuel for the spell.  These will be noted in each spells help 
  file.

  You may see a summary of the spell list by typing 'help spell summary'.

  Almost all combat spells require you to aim them and can potentially be
  dodged; your attack rating with these spells is determined by your relevant
  telesmic skills skills (such as pyraturgy, evocation, and bellerophrasty) and
  their mother attributes.
  • Casting any OIA spells requires your igniculus to be on
    • Activate with 'visualize a spark igniting'
    • If it's not on, trying to cast a spell you know you should be able to cast returns something like this: You do not know how to cast any such spell as "gather flames".
    • Dying snuffs it out, respark it
  • The aiming of a combat spell usually occurs in its final step, with the final Attack Rating modified to some degree by your overall performance at casting the spell
    • Source: Marcosy


Being Interrupted

Taking damage while casting a spell, stunning, agonizing, and euphoria will interrupt the casting. This can be overcome by predominantly Concentration, with Discipline and Tenacity adding into the resist.

While not potentially interrupting a cast in progress, having less than two hands or becoming unable to speak during combat will prevent any further casting, effectively interrupting all casting thereafter.

Proficiency Levels

The following proficiencies exist for spell casting (as shown at the completed casted of any spell).

   < 0 : extremely poor
   0 - 5 : very poor
   6 - 15 : poor
   16 - 25 : somewhat poor
   26 - 35 : mediocre
   36 - 45 : somewhat good
   46 - 55 : good
   56 - 65 : very good
   66 - 75 : excellent
   76 - 85 : superb
   86 - 95 : nearly perfect
   > 95 : perfect

Robes

These robes no longer passively regenerate esoteric energies for the guild, but they still look AWESOME!

List

List of all OIA spells

Specialty Details

Abjuration              15
Aisthophrasty           10
Alchemy                  2
Anatomy                  6
Anglic                   9
Animal Lore              3
Antagonism              10
Arcane Lore             15
Archery                  2
Aretophrasty            10
Armour Lore              4
Armour Use               4
Artillery                2
Awareness                3
Bellerophrasty          10
Brewing                  3
Calligraphy              3
Cartography              3
Centering               25
Combat Reflexes          5
Concentration           10
Conjuration             15
Cooking                  3
Cosmology                3
Courage                  2
Dagger                  10
Desert Fieldcraft        3
Diplomacy                2
Discipline              10
Divination              10
Dodge                   10
Eavesdropping            2
Elude Pursuit            3
Enchantment             15
Enochian                18
Equilibrium             25
Ergiphrasty             10
Etiquette                2
Evocation               16
Fast Talk                3
Finance                  2
Find Weakness            6
Fire Affinity           18
Firefighting            10
First Aid                4
Fletching                4
Gambling                 2
Gem Lore                 3
Haggling                 2
Hammer                  10
History                  4
Hylophrasty             10
Illusion                10
Imagination              4
Insect Lore              3
Intimidation             3
Introspection           15
Killer Instinct          5
Klimaphrasty            10
Law                      3
Leadership               3
Legend Lore              6
Legerdemain             16
Linguistics              5
Literacy                15
Lockpicking              2
Logic                    5
Logistics                2
Manipulation             3
Massive Blow             2
Mathematics              5
Meditation              10
Memory                  25
Metaphysics             15
Mortuary                 3
Nymophrasty             10
Ownership                3
Pain Tolerance           2
Pathophrasty            10
Philosophy               5
Physics                  5
Plant Lore               3
Politics                 5
Precision Strike         5
Prestidigitation        16
Psychology               5
Psychophrasty           10
Pyraturgy               18
Resilience               5
Rhetoric                 3
Rune Lore                6
Scholarship              6
Sculpture                3
Shield                   3
Siege Engineering        3
Smithing                 4
Somatesthesia            4
Spatiophrasty           10
Stamina                  3
Steadiness               8
Strategy                 4
Symbology               15
Tactics                  4
Teaching                 5
Tenacity                 4
Thaumaturgy             15
Thermaturgy             16
Throwing                 4
Traps                    4
Typhaturgy              16
Unarmed Combat           5
Vocalization             4
Weapon Lore              4
Wyrding                 15
End of spoiler information.
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