Sylphic pulse (Ordo Zephyrius Mutatoris spell)
From LSWiki
(Difference between revisions)
Revision as of 11:21, 5 February 2015 (edit) Zylox (Talk | contribs) (+links) ← Previous diff |
Revision as of 12:36, 18 January 2018 (edit) Dissonance (Talk | contribs) Next diff → |
||
Line 1: | Line 1: | ||
- | > '''Ordo Zephyrius Mutatoris Spell: Sylphic Pulse''' | + | > '''Ordo Zephyrius Mutatoris Spell: Pneuma Nymphikos''' |
- | Relevant Attributes: one part intelligence and one part charisma | + | Common Name: Sylphic Pulse |
- | Relevant Skills: three parts [[enchantment]], three parts [[summoning]], one part [[aeroturgy]] and one part [[evocation]] | + | Knowledge Requirement: have at least 150 points among 100% of [[aeroturgy]] skill, 100% of [[thaumaturgy]] skill, and 50% of [[enchantment]] skill |
- | Rating Requirement: one hundred | + | Summary: hasten weapon |
- | Effective Maximum Rating: four hundred fifty | + | |
- | Difficulty: ordinary | + | |
- | Form of Evocation: | + | |
- | sylphic pulse within <target> | + | |
- | Base Energy Costs: forty points of spiritual energy and five points of elemental air energy | + | |
- | This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air. | + | This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air. The effect of this spell is to make the weapon much faster and more penetrative. It also pulls one along with it, and while it won't force the wielder to attack someone at random, it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. To avoid any accidental injury, the spell must be cast on a weapon that is not currently being wielded. |
- | The effect of this spell is to make the weapon much faster and more penetrative. It also pulls one along with it, and while it won't force the wielder to attack someone at random, | + | |
- | it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. | + | |
- | To avoid any accidental injury, the spell must be cast on a weapon that is not currently being wielded. | + | |
- | Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. | + | Steps: |
+ | 1) speaking the winds | ||
+ | Type: Speech | ||
+ | Importance: minor, optional | ||
+ | Difficulty: very easy | ||
+ | Skills: [[Enochian]] (dominant) and [[hullabaloo]] (small) | ||
+ | 2) the opening of the way | ||
+ | Type: Praxis | ||
+ | Importance: minor, optional | ||
+ | Difficulty: very easy | ||
+ | Skills: [[thaumaturgy]], [[tomfoolery]], and [[woo-woo]] | ||
+ | 3) enlivening ambient atmospheric energies | ||
+ | Type: Gesture | ||
+ | Importance: greater | ||
+ | Difficulty: hard | ||
+ | Skills: [[aeroturgy]] (moderate), [[hocus-pocus]] (moderate), [[tomfoolery]] (moderate), and [[sassiness]] (tiny) | ||
+ | 4) externalizing and stabilizing energized aether | ||
+ | Type: Gesture | ||
+ | Importance: greater, optional | ||
+ | Difficulty: moderate | ||
+ | Skills: [[thaumaturgy]] (moderate), [[aeroturgy]] (small), [[jiggery-pokery]] (small), [[tomfoolery]] (small), and [[hocus-pocus]] (tiny) | ||
+ | 5) imbuing the target with an aetheric pulse | ||
+ | Type: Gesture | ||
+ | Importance: greater | ||
+ | Difficulty: hard | ||
+ | Skills: [[sassiness]] (moderate), [[aeroturgy]] (small), [[hocus-pocus]] (small), and [[tomfoolery]] (small) | ||
+ | |||
+ | Development Information: This spell was created by Twilight and is maintained by Starhound; the source code was last updated Fri Oct 06 00:47:34 2017. | ||
[[Category: Ordo Zephyrius Mutatoris]] | [[Category: Ordo Zephyrius Mutatoris]] |
Revision as of 12:36, 18 January 2018
> Ordo Zephyrius Mutatoris Spell: Pneuma Nymphikos
Common Name: Sylphic Pulse Knowledge Requirement: have at least 150 points among 100% of aeroturgy skill, 100% of thaumaturgy skill, and 50% of enchantment skill Summary: hasten weapon
This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air. The effect of this spell is to make the weapon much faster and more penetrative. It also pulls one along with it, and while it won't force the wielder to attack someone at random, it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. To avoid any accidental injury, the spell must be cast on a weapon that is not currently being wielded.
Steps: 1) speaking the winds Type: Speech Importance: minor, optional Difficulty: very easy Skills: Enochian (dominant) and hullabaloo (small) 2) the opening of the way Type: Praxis Importance: minor, optional Difficulty: very easy Skills: thaumaturgy, tomfoolery, and woo-woo 3) enlivening ambient atmospheric energies Type: Gesture Importance: greater Difficulty: hard Skills: aeroturgy (moderate), hocus-pocus (moderate), tomfoolery (moderate), and sassiness (tiny) 4) externalizing and stabilizing energized aether Type: Gesture Importance: greater, optional Difficulty: moderate Skills: thaumaturgy (moderate), aeroturgy (small), jiggery-pokery (small), tomfoolery (small), and hocus-pocus (tiny) 5) imbuing the target with an aetheric pulse Type: Gesture Importance: greater Difficulty: hard Skills: sassiness (moderate), aeroturgy (small), hocus-pocus (small), and tomfoolery (small)
Development Information: This spell was created by Twilight and is maintained by Starhound; the source code was last updated Fri Oct 06 00:47:34 2017.