Ordo Ignis Aeternis
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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
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.
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
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