Ordo Ignis Aeternis
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There is also a cafetery. The "dark gray stone menu" is actually either a sign, or can | There is also a cafetery. The "dark gray stone menu" is actually either a sign, or can | ||
also be checked with the standard "list" command. The meal choices aren't that wondrous, | also be checked with the standard "list" command. The meal choices aren't that wondrous, | ||
- | unless one counts the "iron helm" on the list as a wondrous meal. | + | unless one counts an "iron helm" on the list as a wondrous meal. |
- | Apparently the banker shares the account with Shylock (etc.?), so the maximum account | + | Apparently the banker shares the account with other banks, so the maximum account |
balance is still same, and it is just better to deposit here, withdraw anywhere. | 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. | ||
Revision as of 12:53, 20 October 2009
The Ordo Ignis Aeternis
You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat energies.
Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power stores unique to an initiate of Ordo Ignis Aeternis.
Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the ways of pyromancy, a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers. Elemental fire energy is thus of great value to any member of the 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.
While Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive, and demanding a certain amount of respect when dealing with them. Should the members of 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.
When Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of their 'Conclave'. Because of this, Ordo Ignis Aeternis as a whole is very wary of those who are of extreme alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's energies are better suited towards furthering their own abilities at using fire energies than trying to promote some ethical cause. Let the others have their little wars, and when the smoke clears, Ordo Ignis Aeternis will be there controlling things from their neutral vantage point.
Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a quick display of your spell information.
Joining Ordo Ignis Aeternis
The tanned-skinned male anthrope intones, ((= An Order initiate must be sufficiently literate as to be able to read scrolls and spells, and especially to document their spell research. You do not meet this requirement. =)) to you.
Literacy >60
Max level to join is 300.
Members of the Pantarchic Church are not welcome in the guild.
Requirements and Bonus Specialties
Min Bonus Literacy 2 2 Pyromancy 2 1 Centering 3 1 Channeling 3 1 Legerdemain 1 Prestidigitation 1 Arcane Lore 1 Enochian 1 Heat Tolerance 1 Introspection 1 Memory 1 Scholarship 1
Total of 4 willpower, 1 intelligence, and 2 dexterity
NPCs and Facilities
Schola Fervitus contains a few services inside, including trainers Aedryl, Flizera 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 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 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.
Spells
Ordo Ignis Aeternis Spells
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.
Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more difficult spells will go down by only a small fraction.
You may see a summary of the spell list by typing 'help spell summary'.
Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your telesmatic weapon, pyromancy, and their mother attributes.
Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat spell is determined by one's skill at legerdemain.
List
/------------------------------ Ordo Ignis Aeternis Spell Summary ------------------------------\ | Spell rating (%) Description s f h n | >-----------------------------------------------------------------------------------------------< | blazing twister 770 (42%) heat and fire cyclone attack 52 52 52 0 | | burning fever 400 (100%) disease remedy 29 29 0 0 | | burnt offerings 165 (0%) sacrifice to sentient flame 10 10 0 0 | | calm heartfires 722 (85%) soothe the inner fire of anger and rage 33 46 3 0 | | candlelight 600 (100%) light production 10 13 0 0 | | comforting warmth 375 (100%) soothing heat 15 12 24 0 | | dancing flame 676 (88%) conjure fire spirit 56 56 56 0 | | dancing needle 700 (100%) inerrant phosphorous attack 42 31 31 0 | | deplete phlogiston 635 (70%) phlogiston depletion 36 22 18 0 | | desiccate remains 350 (100%) corpse preservation 5 13 15 0 | | enhance phlogiston 632 (60%) phlogiston replenishment 38 53 19 0 | | fan of flames 710 (91%) fan-shaped fire attack 15 30 30 0 | | fire barrage 734 (89%) exploding fire area attack 162 298 0 0 | | fire bolt 750 (100%) basic fire attack 13 13 0 0 | | fire rain 717 (67%) raining fire attack 194 93 47 0 | | fire spikes 450 (100%) basic fire attack 5 5 0 0 | | fire web 600 (100%) ensnaring web of flame 28 53 6 0 | | fireball 600 (100%) caustic fire area attack 27 33 17 0 | | flame of knowledge 626 (62%) identification 36 40 0 0 | | flame shield 600 (100%) multipurpose protection spell 25 140 10 0 | | flamra armour 600 (100%) armour conjuration 63 75 13 0 | | flamra bolt 604 (34%) bolt 4 5 0 0 | | flamra crossbow 666 (39%) crossbow weapon 105 101 0 0 | | flamra staff 659 (38%) staff weapon 105 169 0 0 | | flare 500 (100%) photonic blind attack 15 13 0 0 | | frostfire bolt 636 (53%) cold flame attack 20 16 0 0 | | funeral pyre 350 (100%) rejuvenation and cold protection 1 1 0 0 | | heat ball 795 (74%) heat attack 35 0 42 0 | | heat vent 691 (98%) modified heat attack 27 24 0 0 | | immolate 753 (44%) fiery shroud 0 225 0 0 | | incinerate magick 687 (0%) magick consuming attack 200 200 100 0 | | inferno 701 (0%) intense directed fire attack 175 350 150 0 | | internal warmth 350 (100%) cold and frost protection 12 26 26 0 | | magick embers 736 (80%) detect magick 12 0 0 0 | | mark of the phoenix 600 (100%) phoenix protection charm 88 147 0 0 | | obscuring smoke 621 (56%) scrying protection 102 41 0 0 | | phoenix claws 400 (100%) clawed slashing attack 30 35 0 0 | | phoenix fire 671 (28%) resurrect the fallen 24 24 0 0 | | piercing flame 666 (67%) flaming weapon enhancement 54 127 0 0 | | protection from fire 375 (100%) fire and heat resistance 10 1 1 0 | | purging flame 400 (100%) antidote 12 12 0 0 | | pyrotechnic surge 300 (100%) 45 30 0 0 | | raging fire 600 (100%) clinging fire attack 89 130 33 0 | | scrying flame 450 (100%) scry person 37 19 0 0 | | searing heat 325 (100%) searing heat attack 13 0 25 0 | | smoke and mirrors 607 (62%) conjure smoke image 69 69 69 0 | | smoke bolt 650 (100%) solidified smoke attack 23 13 8 0 | | sunbeam 550 (100%) photonic pillar attack 17 17 17 0 | | torrid tempest 657 (0%) fire and heat attack 60 55 55 0 | | triad of fire 600 (100%) triple fire bolt attack 16 13 4 0 | | withdraw heat 747 (53%) decrease thermal acceleration 0 0 150 0 | | wraith fire 691 (97%) spiritual fire attack 10 1 1 0 | \-----------------------------------------------------------------------------------------------/
- Min=minimum spell level required to cast
- Max=maximum effective spell level
- s=base spiritual energy cost
- f=base elemental fire energy cost
- h=base heat energy cost
- n=base endurance enegry cost
- dif=difficulty level
- Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult
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 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 updated Sun Aug 30 23:38:43 2009.
Blaze of the Exoma
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: half a part xotimancy, 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: 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 precisely an exact science. We are able to process the chaotic energies in a certain way to achieve a somewhat predictable outcome, but at best, all we know is that there is a certain range of possibilities when dealing with chaos energies.
Development Information: This spell was created by Lysator; the source code was last updated Sun Jul 26 16:23:26 2009.
Blazing Twister
Relevant Attributes: a fifth of a part charisma, a tenth of a part intelligence and a tenth of a part dexterity Relevant Skills: half a part evocation, three tenths of a part pyromancy and a fifth of a part prestidigitation Rating Requirement: six hundred seventy-five Effective Maximum Rating: nine hundred Difficulty: very difficult Forms of Evocation: blazing twister blazing twister <target> Base Energy Costs: sixty points of spiritual energy, sixty points of heat and sixty points of elemental fire energy This spell summons a powerful tornado composed of devastating flame and searing heat and directs it towards the caster's target.
Development Information: This spell was created by Lysator; the source code was last updated Sun May 31 16:15:47 2009.
Blue Flame
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part abjuration, a fifth of a part anatomy, a fifth of a part chirurgery, a fifth of a part Exoma fieldcraft, a fifth of a part empathy, a tenth of a part biofeedback, a tenth of a part conjuration, a tenth of a part metaphysics, a tenth of a part pyromancy and a tenth of a part biology Rating Requirement: five hundred fifty Effective Maximum Rating: nine hundred Difficulty: extraordinarily difficult Forms of Evocation: blue flame blue flame <target> Base Energy Costs: two hundred fifty points of spiritual energy and three hundred twenty points of elemental fire energy Though Ordo Ignis Aeternis has vowed not to get involved with the insipid battles of 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.
Brimstone Portal
Ordo Ignis Aeternis Spell: Brimstone Portal
Relevant Attributes: two fifths of a part intelligence and a tenth of a part willpower Relevant Skills: a quarter of a part conjuration, a quarter of a part evocation, a quarter of a part pyromancy and a quarter of a part symbology Rating Requirement: seventy-five Knowledge Requirement: cosmology skill of 10 or higher and metaphysics skill of 35 or higher Effective Maximum Rating: six hundred fifty Difficulty: easy Form of Evocation: brimstone portal Base Energy Costs: forty points of spiritual energy
Among the many things that has been revealed to Ordo Ignis Aeternis, the Plane of Fire, called so for lack of a better term, holds among the most fascination. Many days have been spent scrying this plane, with very little results. Efforts to transport anything fully to this plane have met with utter failure, but it has been discovered that a doorway can be opened directly through this fiery plane. The exact physics of this is completely unknown, and what happens to unanchored item is complete speculation. One beneficial effect that was found is that the transport room of Schola Fervitus can be set up as an anchor. As such, by casting this spell, a member of the order can transport hirself 'through' the elemental plane and emerge unscathed in Schola Fervitus. Further experiments are being conducted to extend the amount of time spent in the realm of flames, but for now, the amount of time the portal is open is barely long enough to let through a small portion of the brimstone laden atmosphere.
Development Information: This spell was created by Lysator; the source 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, three tenths of a part arcane lore, three tenths of a part evocation, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: four hundred ninety-five Effective Maximum Rating: six hundred fifty Difficulty: ordinary Forms of Evocation: burn undead burn undead <target> Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental fire energy and fifteen points of heat
There are beings that roam the lands that are neither alive nor dead--beings referred to as the Undead. These creatures are growing in number at an alarming rate, and seem resistant to most strains of fire. The Ordo Ignis Aeternis, not to be outsmarted by a defiant unthinking creature, did some research and developed this spell, designed specifically to inflict our fiery power upon the walking dead things.
Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.
Burning Redemption
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.
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
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, 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 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 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 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
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
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
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.
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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.
Stardarts
Star knives
Starburst
Stardarts
Starfire Bolt
Ordo Ignis Aeternis Spell: 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 Bolt
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.