Shroud (Ordo Zephyrius Mutatoris spell)
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Revision as of 14:25, 18 January 2018
> Ordo Zephyrius Mutatoris Spell: Concelo
Common Name: Shroud Knowledge Requirement: be an Attuned or have been an Attuned Summary: extradimensional interference
This spell is not primarily aeroturgic; it relies heavily on xotic energy channels that the Frater Zephyrius Mutatoris has only indirect access to. Nevertheless, a Frater Zephyrius Mutatoris can cast it, and even give it an aeroturgic twist. This spell is a powerful ward that prevents all types of teleportation and scrying. It does so by creating an atmospheric shroud over the area, one that creates interference against extradimensional activity, namely teleportation and scrying. This shroud gradually diminishes with time, but only very slowly, and the few of our order that have had some practice in this spell reported being able to conjure shrouds that could be sustained for some hours.
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) joining of the random Type: Gesture Importance: greater Difficulty: moderate Skills: hocus-pocus 4) the enlightenment of a breeze Type: Praxis Importance: great Difficulty: hard Skills: aeroturgy, sassiness, and weather-witchery 5) shifting of the winds Type: Gesture Importance: greater Difficulty: moderate Skills: hocus-pocus 6) concealment of the storm Type: Praxis Importance: great Difficulty: moderate Skills: aeroturgy, tomfoolery, and wibbly-wobbly
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.