Chaoswind (Ordo Zephyrius Mutatoris spell)

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Relevant Attributes: two parts intelligence, two parts charisma, and one Relevant Attributes: two parts intelligence, two parts charisma, and one
part dexterity part dexterity
- Relevant Skills: four parts evocation, three parts enchantment, two parts+ Relevant Skills: four parts [[evocation]], three parts [[enchantment]], two parts
- aeroturgy, two parts [[chaoturgy]], two parts [[prestidigitation]], and one+ [[aeroturgy]], two parts [[chaoturgy]], two parts [[prestidigitation]], and one
- part symbology+ part [[symbology]]
Rating Requirement: two hundred fifteen Rating Requirement: two hundred fifteen
Effective Maximum Rating: five hundred fifty Effective Maximum Rating: five hundred fifty

Revision as of 11:49, 5 February 2015

> Ordo Zephyrius Mutatoris Spell: Chaoswind

   Relevant Attributes: two parts intelligence, two parts charisma, and one
       part dexterity
   Relevant Skills: four parts evocation, three parts enchantment, two parts
       aeroturgy, two parts chaoturgy, two parts prestidigitation, and one
       part symbology
   Rating Requirement: two hundred fifteen
   Effective Maximum Rating: five hundred fifty
   Effective Current Rating: two hundred seventy
   Difficulty: ordinary
   Form of Evocation:
       chaoswind
   Base Energy Costs: fifteen points of spiritual energy and thirty points of
       chaos energy
   This spell is somewhat unpredictable and a little difficult to control -- wind is unpredictable as is, chaoswind is an oddity unto itself -- 

but is exceedlingly useful to the Frater Zephyrius Mutatoris who finds himself assailed on all sides. The spell enchants the air present with chaotic energies that blast about at one's opponents.

 Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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