Summon (Ordo Zephyrius Mutatoris spell)
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> Ordo Zephyrius Mutatoris Spell: Concalo
Common Name: Summon Knowledge Requirement: None Summary: extradimensional spirit conjuration
This spell summons and binds a spirit to the service of the Frater Zephyrius Mutatoris. Many different types of spirit can be summoned using this spell. The casting procedure is similar, but more powerful spirits require more ability with the spell. Each extraplanar entity, once summoned, takes a certain amount of concentration and energy to keep around. If fails to maintain the energies required, the spirit will break his bond and attempt to return home -- generally to the Exoma or the plane of elemental air. (If this is not possible, the spirit often dies trying.) Once a spirit has been summoned you may "banish" it if you no longer need its services. The entities one can summon, and their rating and energy requirements, are as follows:
Water Spirit Energies (per minute): five points of spiritual energy Performance Required: poor Apagion Energies (per minute): five points of spiritual energy Performance Required: somewhat poor Air Elemental Energies (per minute): seven and a half points of spiritual energy one and a half points of elemental air energy Performance Required: mediocre Air Spirit Energies (per minute): three points of spiritual energy Performance Required: poor Water Elemental Energies (per minute): twelve and a half points of spiritual energy Performance Required: somewhat good Minor Storm Spirit Energies (per minute): five points of spiritual energy Performance Required: somewhat poor Elektros Energies (per minute): five points of spiritual energy five points of amalgamal lightning energy five points of chaos energy Performance Required: somewhat good Lesser Storm Spirit Energies (per minute): ten points of spiritual energy one and a half points of amalgamal lightning energy Performance Required: somewhat good
To specify which type of entity to summon at the time of casting, one would use the name of said entity in the form of a spell argument.
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) the rejoice of the sky Type: Gesture Importance: minor Difficulty: easy Skills: hocus-pocus 4) grace of the clouds Type: Praxis Importance: major Difficulty: moderate Skills: thaumaturgy, summoning, and woo-woo 5) call of the distant seas Type: Gesture Importance: minor Difficulty: easy Skills: hocus-pocus 6) reaction of the winds Type: Praxis Importance: great Difficulty: moderate Skills: thaumaturgy, jiggery-pokery, and animaphrasty
Development Information: This spell was created by Twilight and is maintained by Starhound; the source code was last updated Sat Jan 06 01:41:56 2018.