Electrical storm (Ordo Zephyrius Mutatoris spell)
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> Ordo Zephyrius Mutatoris Spell: Electrica Tempestas
Common Name: Electrical Storm Knowledge Requirement: have at least 450 points among 100% of elektraturgy skill, 100% of klimaphrasty skill, 50% of conjuration skill, 50% of arcane lore skill, and 35% of thaumaturgy skill Summary: mobile storm area attack
This spell represents the pinnacle of the Frater Zephyrius Mutatoris's control over the raw power within the weather. It conjures an electrical storm of immense destructive power. The storm lasts for a minute (or more, for skilled casters), following the Frater Zephyrius Mutatoris, unleashing its fury on every enemy or even potential enemy. A few things should be noted about this spell. One, it will attempt to destroy everything not explicitly befriended by you. Be careful that you do not accidentally slay bystanders. Two, though the magicks invoked are generally controllable, their effects are so powerful that even befriended bystanders -- indeed, even the caster -- have been known to be struck by stray lightning. Electrical protection is strongly recommended for all those who will be anywhere near the electrical storm. Three, this spell requires that one use spirits of a certain composition as a catalyst. At least one entity of lightning (elektros, minor lightning amalgamal, lesser lightning amalgamal, major lightning amalgamal, greater lightning amalgamal, or great lightning amalgamal) and at least one entity of the storm (lesser storm spirit) must be present throughout the spell's casting process. It is said that having more than one present aids the power of the spell tremendously. It is not clear that this effect scales infinitely upwards, though it has been well established that all present lightning and storm creatures are consumed by the spell upon completion.
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) calling of the storms Type: Gesture Importance: greater Difficulty: easy Skills: hocus-pocus 4) essence of the magick winds Type: Praxis Importance: great Difficulty: moderate Skills: thaumaturgy, tomfoolery, and woo-woo 5) collection of the storms Type: Gesture Importance: greater Difficulty: moderate Skills: hocus-pocus 6) infusing of the sky essences Type: Gesture Importance: greater Difficulty: moderate Skills: hocus-pocus 7) realization of the weather Type: Praxis Importance: great Difficulty: very hard Skills: elektraturgy, jiggery-pokery, and weather-witchery
Development Information: This spell was created by Twilight and Rand and is maintained by Starhound; the source code was last updated Sun Jan 07 19:32:35 2018.