Ride the winds (Ordo Zephyrius Mutatoris spell)
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> Ordo Zephyrius Mutatoris Spell: Vehi Ventis
Common Name: Ride the Winds Knowledge Requirement: None Summary: teleportation
This spell is a staple for Ordo Zephyrius Mutatoris, among the first learned, and sometimes the most commonly used, especially among more the more pacifist members of the order. One can either give no additional argument, in which case one will ride the winds to a random location, or one can attempt to use the argument ride the winds "home" to be returned to Torlira's mountain abode. Though this spell does not require you to be outdoors, it does require there to be air in the atmosphere. Many use this spell frequently as it allows one to attune one's spirit to the chaotic energies in the weather.
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) gathering of the elements Type: Gesture Importance: greater Difficulty: easy Skills: hocus-pocus 4) awaiting the shift of the winds Type: Passive Event Importance: none Difficulty: trivial Skills: none 5) imbuement of the lightning Type: Praxis Importance: great Difficulty: moderate Skills: aeroturgy, tomfoolery, and wibbly-wobbly
Development Information: This spell was created by Twilight and Rand and is maintained by Starhound; the source code was last updated Sun Jan 07 17:38:00 2018.