Electrical storm (Ordo Zephyrius Mutatoris spell)

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-> '''Ordo Zephyrius Mutatoris Spell: Electrical Storm'''+> '''Ordo Zephyrius Mutatoris Spell: Electrica Tempestas'''
- Relevant Attributes: three parts charisma, two parts intelligence and one part dexterity+ Common Name: Electrical Storm
- Relevant Skills: six parts [[elektraturgy]], five parts [[evocation]], five parts [[summoning]], three parts [[prestidigitation]], two parts [[enchantment]], one part [[aeromancy]], one part [[conjuration]] and one part [[symbology]]+ 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
- Rating Requirement: six hundred+ Summary: mobile storm area attack
- Effective Maximum Rating: nine hundred+
- Difficulty: extraordinarily difficult+
- Form of Evocation:+
- electrical storm+
- Base Energy Costs: four hundred points of elemental air energy and six hundred points of electricity+
- 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. +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.
-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 or lightning amalgamal) +
-and at least one entity of the storm (storm amalgamal) 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.+
- Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.+ 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.
[[Category: Ordo Zephyrius Mutatoris]] [[Category: Ordo Zephyrius Mutatoris]]

Revision as of 13:40, 18 January 2018

> 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.

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