Shroud (Ordo Zephyrius Mutatoris spell)

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> 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.

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