Ordo Ignis Aeternis

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-=The Ordo Ignis Aeternis=+=Introduction=
-You are a member of the Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat energies.+Ordo Ignis Aeternis is a Devonshire-based order of mages that wields the energies of fire, heat and smoke. <s>At the time of this being written (21st of 2017) the guild is undergoing some revamps, courtesy of [[User:Wesnile|Starhound]],</s> but remains eminently and increasingly playable. The guild sports a robust selection of spells, ranging from a solid collection of offensive spells to a small handful of highly potent and multi-purposed utility and enchantment spells.
-Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a+=Guild Help=
-deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power+
-stores unique to an initiate of the Ordo Ignis Aeternis.+
-Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the+ Located in Devonshire, 1n and 2w of the south gate.
-ways of pyromancy, a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of+
-an initiate's powers. Elemental fire energy is thus of great value to any member of the Ordo.+
-While the predominant effect of fire is destruction, there are many more aspects to the element. It can be used for+ You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to elemental fire and
-warmth, to shed light, to cook with, and as fuel for a multitude of other processes. Despite its many uses, fire is also+ several of fire's amalgamal energies.
-dangerous, as are those who wield it. Great care must be taken when handling fire, and great respect for its power is+
-necessary to ensure your own safety. A reckless initiate can easily be burned by the power that he seeks to control or+
-find himself the victim of an angry mob of peasants who will tie him to a stake and give him a very direct access to the+
-power he seeks to control.+
-While the Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning+ Like all magi, you require a handful of esoteric skills that will allow you to
-guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. + manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to
-Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive,+ these skills and energies, you will use several techniques and power stores unique to an
-and demanding a certain amount of respect when dealing with them. Should the members of the Ordo Ignis Aeternis show+ initiate of Ordo Ignis Aeternis.
-open disrespect for each other, it is only a matter of time until beings from outside the guild begin showing their+
-disrespect, and the only feasible result of this would be for the Ordo Ignis Aeternis to burn everyone around them. This+
-would not be good for the image of a guild powered by a force that easily instills fear in the minds of lesser beings. +
-That being said, mutual respect among practitioners is highly encouraged, lest we all be consumed in our own flames.+
-Part of the hierarchical structure within the Ordo Ignis Aeternis is the Board of Spellcrafting, whose responsibility+ Your primary aspect of spell usage is fire. Fire has many uses and functions, and
-is to ensure that spell study is performed according to certain standards, and that these newly researched spells are+ with further understanding of the ways of pyraturgy, a mage can learn of the different
-thoroughly tested to ensure adequate safety measures are instilled. Once a spell has been sufficiently researched,+ forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers.
-formulated, and passed the Board, it is made available for all other members of the guild to study. This ensures that we+ Elemental fire energy is thus of great value to any member of the order.
-continue our studies, and that certain spells are not horded away in some dusty old library where they serve no purpose+
-to anyone. Any member of the guild can do spell research in attempts to formulate a new spell, and such spells can be+
-submitted to the Board at any time, though the review process may be lengthy. The more complex the spell, the more time+
-is needed to ensure all aspects of the spell are suitable for the guild.+
-When the Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of+ While the predominant effect of fire is destruction, there are many more aspects to
-their 'Conclave'. Because of this, the Ordo Ignis Aeternis as a whole is very wary of those who are of extreme+ the element. It can be used for warmth, to shed light, to cook with, and as fuel for a
-alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order+ multitude of other processes. Despite its many uses, fire is also dangerous, as are those
-and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's+ who wield it. Great care must be taken when handling fire, and great respect for its
-energies are better suited towards furthering their own abilities at using fire energies than trying to promote some+ power is necessary to ensure your own safety. A reckless initiate can easily be burned by
-ethical cause. Let the others have their little wars, and when the smoke clears, the Ordo Ignis Aeternis will be there+ the power that he seeks to control or find himself the victim of an angry mob of peasants
-controlling things from their neutral vantage point.+ who will tie him to a stake and give him a very direct access to the power he seeks to
 + control.
-Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a+ The order maintains a certain hierarchy concerning guild matters. This hierarchy is
-quick display of your spell information.+ treated with the same respect shown towards the flames that power the guild spells. Many
 + initiates take on a personality that reflects the power of fire, being highly volatile,
 + highly reactive, and demanding a certain amount of respect when dealing with them. Should
 + the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a
 + matter of time until beings from outside the guild begin showing their disrespect, and the
 + only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them.
 + This would not be good for the image of a guild powered by a force that easily instills
 + fear in the minds of lesser beings. That being said, mutual respect among practitioners
 + is highly encouraged, lest we all be consumed in our own flames.
-=Joining the Ordo Ignis Aeternis=+ Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of
 + Spellcrafting, whose responsibility is to ensure that spell study is performed according
 + to certain standards, and that these newly researched spells are thoroughly tested to
 + ensure adequate safety measures are instilled. Once a spell has been sufficiently
 + researched, formulated, and passed the Board, it is made available for all other members
 + of the guild to study. This ensures that we continue our studies, and that certain spells
 + are not horded away in some dusty old library where they serve no purpose to anyone. Any
 + member of the guild can do spell research in attempts to formulate a new spell, and such
 + spells can be submitted to the Board at any time, though the review process may be lengthy.
 + The more complex the spell, the more time is needed to ensure all aspects of the spell are
 + suitable for the guild.
 + 
 + As a matter of policy, the order as a whole is very wary of those who are of extreme
 + alignments. Fire is very neutral, caring not for the whims of the so-called battle
 + between good and evil, nor of order and chaos. No matter which side of a war you are on,
 + your corpse burns just as well on a funeral pyre. An initiate's energies are better
 + suited towards furthering their own abilities at using fire energies than trying to
 + promote some ethical cause. Let the others have their little wars, and when the smoke
 + clears, Ordo Ignis Aeternis will be there, controlling matters from their neutral vantage
 + point.
 + 
 + Read 'help ordo ignis aeternis spells' for information on Ordo Ignis Aeternis spells and spellcasting.
 + See 'help ordo ignis aeternis spell summary' for a quick display of your spell information.
 + 
 +=Joining Ordo Ignis Aeternis=
{{spoilers}} {{spoilers}}
-The tanned-skinned male anthrope intones, ((= An Ordo initiate must be sufficiently literate+The requirements are unlisted due to a lack of research on them. It's very likely you'll only need a little bit of literacy to join (15-25).
-as to be able to read scrolls and spells, and especially to document their spell research.+
-You do not meet this requirement. =)) to you.+
-Literacy 60>95+Minimum spec points requirements seems to be [[Intellect]] = 1, [[Vitality]] = 3 and [[Willpower]] = 2.
-Heroes may not join the OIA (Max Level Restriction) 
==Requirements and Bonus Specialties== ==Requirements and Bonus Specialties==
- Min Bonus+ Min Bonus
- [[Literacy]] 2 2+ [[Centering]] 1 1
- [[Pyromancy]] 2 1+ [[Enochian]] 1 0
- [[Centering]] 3 1+ [[Equilibrium]] 1 1
- [[Channeling]] 3 1+ [[Fire Affinity]] 1 0
- [[Legerdemain]] 1 + [[Heat Affinity]] 0 0
- [[Prestidigitation]] 1+ [[Magick Affinity]] 0 0
- [[Arcane Lore]] 1+ [[Pyraturgy]] 1 0
- [[Enochian]] 1+ [[Smoke Affinity]] 0 0
- [[Heat tolerance|Heat Tolerance]] 1+
- [[Introspection]] 1+
- [[Memory]] 1+
- [[Scholarship]] 1+
-Total of 4 [[willpower]], 1 [[intelligence]], and 2 [[dexterity]]+=NPCs and Facilities=
- +
-==Forbidden Skills==+
- [[Order affinity|Order Affinity]]+
- [[Chaos Affinity]]+
- [[Holy purity|Holy Purity]]+
- [[Unholy Taint]]+
 +[[Farachat]] is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.
-{{endspoilers}}+[[Mirandys]] is the guild portal master.
 + 
 +[[Flizera]] is an archetypically venerable human, and one of the trainers.
 + 
 +[[Badlokk]] the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.
 + 
 +[[Iklam]] is a yeti that wanders the Northlands. He says he has no use for the metal in your coins, and will train you for free.
 + 
 +[[Itozuma]] the Golden wanders around the jungles of Tenochlan spouting his own prophecies of doom. He <s>also does not charge, and</s> teaches a ton of skills, like [[leeching]], [[diagnosis]], and [[break fall]]. As of February 2024, he charges for lessons, but much less for OIA members.
 + 
 +[[Pierce]] wanders around Underdark. He trains some very useful skills higher as well as [[fire affinity]].
 + 
 +=Skills=
 +Due to changes, this guild is no longer extremely int-heavy, but also requires heavy doses of [[willpower]] and [[ego]] making it balanced statwise if not power/spec-wise.
 + 
 +The skills required vary spell by spell, but the ones deserving of the heaviest investment are [[Pyraturgy]], [[Evocation]] and [[Enchantment]] for general spell capability, [[Bellerophrasty]], [[Hylophrasty]], [[Ergiphrasty]], [[Arcane Lore]], [[Metaphysics]], and [[Aisthophrasty]] for unlocking spell knowledge, and [[Fire Affinity]], [[Typhaturgy]], [[Smoke Affinity]], [[Thermaturgy]], [[Heat Affinity]], and similar skills for various minutiae. In addition, [[Prestidigitation]], [[Spatiophrasty]], [[Enochian]], and [[Vocalization]] will help with "Calling the Watcher" steps present in many spells, and "the opening of the way" in yet others, so a few specs may boost your overall performance.
=Spells= =Spells=
-Ordo Ignis Aeternis Spells+<pre style="white-space: pre-wrap">
 + Ordo Ignis Aeternis Spells
-The spells of the Ordo Ignis Aeternis involve evocation processes of varying sorts, but they all begin by incanting+ Before any spells may be cast, one must enter into the proper mental state for
-the spell's name, followed by the target (if any), in the Enochian tongue. Some spells have additional requirements,+ hermetic spellcasting, forming a mental link with the magickal forces one wishes to wield.
-such as material components or an environ with a specific fuel for the spell. These will be noted in each spells help+
-file.+
-Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. + For members of Ordo Ignis Aeternis, this link is called an igniculus -- a mental
-You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that+ approximation of the forces of fire and heat To initiate your igniculus, visualize a spark
-rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased+ igniting.
-depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more+
-difficult spells will go down by only a small fraction.+
-You may see a summary of the spell list by typing 'help spell summary'.+ The syntax for casting spells is 'cast <spell name> [on <target> | with <component> |
 + without <spell step> | using <argument>]'.
-Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells+ Each spell has its own help file accessed by typing 'help <spell name>'.
-is always determined by your [[telesmatic weapon]], [[pyromancy]], and their mother attributes.+
-Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat+ The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but
-spell is determined by one's skill at legerdemain.+ they all begin by incanting the spell's name, followed by the target (if any), in the
 + Enochian tongue. Some spells have additional requirements, such as material components or
 + an environ with a specific fuel for the spell. These will be noted in each spells help
 + file.
-==List==+ You may see a summary of the spell list by typing 'help spell summary'.
- /------------------------------ Ordo Ignis Aeternis Spell Summary ------------------------------\+
- | Spell rating (%) Description s f h n |+
- >-----------------------------------------------------------------------------------------------<+
- | [[#blazing twister]] 770 (42%) heat and fire cyclone attack 52 52 52 0 |+
- | [[#burning fever]] 400 (100%) disease remedy 29 29 0 0 |+
- | [[#calm heartfires]] 722 (85%) soothe the inner fire of anger and rage 33 46 3 0 |+
- | [[#candlelight]] 600 (100%) light production 10 13 0 0 |+
- | [[#comforting warmth]] 375 (100%) soothing heat 15 12 24 0 |+
- | [[#dancing flame]] 676 (88%) conjure fire spirit 56 56 56 0 |+
- | [[#dancing needle]] 700 (100%) inerrant phosphorous attack 42 31 31 0 |+
- | [[#deplete phlogiston]] 635 (70%) phlogiston depletion 36 22 18 0 |+
- | [[#desiccate remains]] 350 (100%) corpse preservation 5 13 15 0 |+
- | [[#enhance phlogiston]] 632 (60%) phlogiston replenishment 38 53 19 0 |+
- | [[#fan of flames]] 710 (91%) fan-shaped fire attack 15 30 30 0 |+
- | [[#fire barrage]] 734 (89%) exploding fire area attack 162 298 0 0 |+
- | [[#Fire Bolt|fire bolt]] 750 (100%) basic fire attack 13 13 0 0 |+
- | [[#fire rain]] 717 (67%) raining fire attack 194 93 47 0 |+
- | [[#fire spikes]] 450 (100%) basic fire attack 5 5 0 0 |+
- | [[#fire web]] 600 (100%) ensnaring web of flame 28 53 6 0 |+
- | [[#fireball]] 600 (100%) caustic fire area attack 27 33 17 0 |+
- | [[#flame of knowledge]] 626 (62%) identification 36 40 0 0 |+
- | [[#flame shield]] 600 (100%) multipurpose protection spell 25 140 10 0 |+
- | [[#flamra armour]] 600 (100%) armour conjuration 63 75 13 0 |+
- | [[#flamra bolt]] 604 (34%) bolt 4 5 0 0 |+
- | [[#flamra crossbow]] 666 (39%) crossbow weapon 105 101 0 0 |+
- | [[#flamra staff]] 659 (38%) staff weapon 105 169 0 0 |+
- | [[#flare]] 500 (100%) photonic blind attack 15 13 0 0 |+
- | [[#frostfire bolt]] 636 (53%) cold flame attack 20 16 0 0 |+
- | [[#funeral pyre]] 350 (100%) rejuvenation and cold protection 1 1 0 0 |+
- | [[#heat ball]] 795 (74%) heat attack 35 0 42 0 |+
- | [[#heat vent]] 691 (98%) modified heat attack 27 24 0 0 |+
- | [[#immolate]] 753 (44%) fiery shroud 0 225 0 0 |+
- | [[#incinerate magick]] 687 (0%) magick consuming attack 200 200 100 0 |+
- | [[#inferno]] 701 (0%) intense directed fire attack 175 350 150 0 |+
- | [[#internal warmth]] 350 (100%) cold and frost protection 12 26 26 0 |+
- | [[#magick embers]] 736 (80%) detect magick 12 0 0 0 |+
- | [[#mark of the phoenix]] 600 (100%) phoenix protection charm 88 147 0 0 |+
- | [[#obscuring smoke]] 621 (56%) scrying protection 102 41 0 0 |+
- | [[#Phoenix Claws|phoenix claws]] 400 (100%) clawed slashing attack 30 35 0 0 |+
- | [[#Phoenix Fire|phoenix fire]] 671 (28%) resurrect the fallen 24 24 0 0 |+
- | [[#Piercing Flame|piercing flame]] 666 (67%) flaming weapon enhancement 54 127 0 0 |+
- | [[#Protection from Fire|protection from fire]] 375 (100%) fire and heat resistance 10 1 1 0 |+
- | [[#Purging Flame|purging flame]] 400 (100%) antidote 12 12 0 0 |+
- | [[#Pyrotechnic Surge|pyrotechnic surge]] 300 (100%) 45 30 0 0 |+
- | [[#raging fire]] 600 (100%) clinging fire attack 89 130 33 0 |+
- | [[#scrying flame]] 450 (100%) scry person 37 19 0 0 |+
- | [[#searing heat]] 325 (100%) searing heat attack 13 0 25 0 |+
- | [[#smoke and mirrors]] 607 (62%) conjure smoke image 69 69 69 0 |+
- | [[#smoke bolt]] 650 (100%) solidified smoke attack 23 13 8 0 |+
- | [[#sunbeam]] 550 (100%) photonic pillar attack 17 17 17 0 |+
- | [[#torrid tempest]] 657 (0%) fire and heat attack 60 55 55 0 |+
- | [[#triad of fire]] 600 (100%) triple fire bolt attack 16 13 4 0 |+
- | [[#withdraw heat]] 747 (53%) decrease thermal acceleration 0 0 150 0 |+
- | [[#wraith fire]] 691 (97%) spiritual fire attack 10 1 1 0 |+
- \-----------------------------------------------------------------------------------------------/+
-:Min=minimum spell level required to cast+ Almost all combat spells require you to aim them and can potentially be
-:Max=maximum effective spell level+ dodged; your attack rating with these spells is determined by your relevant
-:s=base spiritual energy cost+ telesmic skills skills (such as pyraturgy, evocation, and bellerophrasty) and
-:f=base elemental fire energy cost+ their mother attributes.
-:h=base heat energy cost+</pre>
-:n=base endurance enegry cost+
-:dif=difficulty level+
-:Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult+
-===Blazing Twister===+* Casting any OIA spells requires your igniculus to be on
 +** Activate with 'visualize a spark igniting'
 +** If it's not on, trying to cast a spell you know you should be able to cast returns something like this: You do not know how to cast any such spell as "gather flames".
 +** Dying snuffs it out, respark it
- Relevant Attributes: a fifth of a part [[charisma]], a tenth of a part [[intelligence]] and a tenth of a part [[dexterity]]+* The aiming of a combat spell usually occurs in its final step, with the final Attack Rating modified to some degree by your overall performance at casting the spell
- Relevant Skills: half a part [[evocation]], three tenths of a part [[pyromancy]] and a fifth of a part [[prestidigitation]]+** Source: Marcosy
- Rating Requirement: six hundred seventy-five+
- Effective Maximum Rating: nine hundred+
- Difficulty: very difficult+
- Forms of Evocation:+
- blazing twister+
- blazing twister <target>+
- Base Energy Costs: sixty points of spiritual energy, sixty points of heat and sixty points of elemental fire energy+
- This spell summons a powerful tornado composed of devastating flame and searing heat and directs it towards the 
-caster's target. 
-Development Information: This spell was created by Lysator; the source+==Being Interrupted==
- code was last updated Sun May 31 16:15:47 2009.+Taking damage while casting a spell, stunning, agonizing, and euphoria will interrupt the casting. This can be overcome by predominantly [[Concentration]], with [[Discipline]] and [[Tenacity]] adding into the resist.
 +While not potentially interrupting a cast in progress, having less than two hands or becoming unable to speak during combat will prevent any further casting, effectively interrupting all casting thereafter.
-===Pyrotechnic Surge===+==Proficiency Levels==
 +The following proficiencies exist for spell casting (as shown at the completed casted of any spell).
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part+ < 0 : extremely poor
- [[intelligence]]+ 0 - 5 : very poor
- Relevant Skills: two fifths of a part [[alchemy]], two fifths of a part+ 6 - 15 : poor
- [[evocation]], a tenth of a part [[conjuration]] and a tenth of a part+ 16 - 25 : somewhat poor
- [[pyromancy]]+ 26 - 35 : mediocre
- Rating Requirement: one hundred fifty+ 36 - 45 : somewhat good
- Knowledge Requirement: complete [[a Lotus for Sai]] and [[Nihonese]] skill of 75 or higher+ 46 - 55 : good
- Effective Maximum Rating: three hundred+ 56 - 65 : very good
- Difficulty: easy+ 66 - 75 : excellent
- Forms of Evocation:+ 76 - 85 : superb
- pyrotechnic surge+ 86 - 95 : nearly perfect
- pyrotechnic surge <target>+ > 95 : perfect
- Base Energy Costs: forty-five points of spiritual energy and thirty points+
- of elemental fire energy +
- +
- The first usage of this technique originated in Nihon during one of their+
- winter celebrations. Someone, in a moment of absentmindedness, added too much+
- flash powder to their cantrips, with rather explosive, yet very visually+
- stimulating, results. This visually flashy spells plays upon both the+
- egotistical side of fire to want to impress an audience and with the desire to+
- reduce opponents to ash. +
- +
- Development Information: This spell was created by Lysator; the source+
- code was last updated Sun May 31 16:15:47 2009.+
-===Fire Bolt===+==Robes==
- Relevant Attributes: three tenths of a part [[charisma]] and a tenth of a part [[intelligence]]+These robes no longer passively regenerate esoteric energies for the guild, but they still look AWESOME!
- Relevant Skills: two fifths of a part [[evocation]], two fifths of a part [[telesmatic weapon]], a tenth of a part+
- [[conjuration]] and a tenth of a part [[pyromancy]]+
- Rating Requirement: two hundred fifty+
- Effective Maximum Rating: seven hundred fifty+
- Difficulty: ordinary+
- Forms of Evocation:+
- fire bolt+
- fire bolt <target>+
- Base Energy Costs: twenty-five points of spiritual energy and twenty-five points of elemental fire energy+
- A staple of any fire mage's attack spells, this simple spell is readily grasped by newer initiates, and is still+==List==
- highly functional for more adept member of the order. A single bolt of fire is shot from the caster's hand. As the+
- mage's abilities with fire magic improve, so too does this spell's performance.+
- Development Information: This spell was created by Lysator; the source code was last updated Wed Jul 01 00:36:29 2009.+[[Ordo_Ignis_Aeternis_Spells|List of all OIA spells]]
 + 
 +=Specialty Details=
 + 
 + Abjuration 15
 + Aisthophrasty 10
 + Alchemy 2
 + Anatomy 6
 + Anglic 9
 + Animal Lore 3
 + Antagonism 10
 + Arcane Lore 15
 + Archery 2
 + Aretophrasty 10
 + Armour Lore 4
 + Armour Use 4
 + Artillery 2
 + Awareness 3
 + Bellerophrasty 10
 + Brewing 3
 + Calligraphy 3
 + Cartography 3
 + Centering 25
 + Combat Reflexes 5
 + Concentration 10
 + Conjuration 15
 + Cooking 3
 + Cosmology 3
 + Courage 2
 + Dagger 10
 + Desert Fieldcraft 3
 + Diplomacy 2
 + Discipline 10
 + Divination 10
 + Dodge 10
 + Eavesdropping 2
 + Elude Pursuit 3
 + Enchantment 15
 + Enochian 18
 + Equilibrium 25
 + Ergiphrasty 10
 + Etiquette 2
 + Evocation 16
 + Fast Talk 3
 + Finance 2
 + Find Weakness 6
 + Fire Affinity 18
 + Firefighting 10
 + First Aid 4
 + Fletching 4
 + Gambling 2
 + Gem Lore 3
 + Haggling 2
 + Hammer 10
 + History 4
 + Hylophrasty 10
 + Illusion 10
 + Imagination 4
 + Insect Lore 3
 + Intimidation 3
 + Introspection 15
 + Killer Instinct 5
 + Klimaphrasty 10
 + Law 3
 + Leadership 3
 + Legend Lore 6
 + Legerdemain 16
 + Linguistics 5
 + Literacy 15
 + Lockpicking 2
 + Logic 5
 + Logistics 2
 + Manipulation 3
 + Massive Blow 2
 + Mathematics 5
 + Meditation 10
 + Memory 25
 + Metaphysics 15
 + Mortuary 3
 + Nymophrasty 10
 + Ownership 3
 + Pain Tolerance 2
 + Pathophrasty 10
 + Philosophy 5
 + Physics 5
 + Plant Lore 3
 + Politics 5
 + Precision Strike 5
 + Prestidigitation 16
 + Psychology 5
 + Psychophrasty 10
 + Pyraturgy 18
 + Resilience 5
 + Rhetoric 3
 + Rune Lore 6
 + Scholarship 6
 + Sculpture 3
 + Shield 3
 + Siege Engineering 3
 + Smithing 4
 + Somatesthesia 4
 + Spatiophrasty 10
 + Stamina 3
 + Steadiness 8
 + Strategy 4
 + Symbology 15
 + Tactics 4
 + Teaching 5
 + Tenacity 4
 + Thaumaturgy 15
 + Thermaturgy 16
 + Throwing 4
 + Traps 4
 + Typhaturgy 16
 + Unarmed Combat 5
 + Vocalization 4
 + Weapon Lore 4
 + Wyrding 15
 + 
 +{{endspoilers}}
[[Category: Guilds]] [[Category: Guilds]]
[[Category: Affiliations]] [[Category: Affiliations]]
-[[Category: Neutral (affiliation types)]] 
[[Category: Initiate (affiliation types)]] [[Category: Initiate (affiliation types)]]
[[Category: Magician (affiliation types)]] [[Category: Magician (affiliation types)]]
[[Category: Scholar (affiliation types)]] [[Category: Scholar (affiliation types)]]

Current revision

Contents

Introduction

Ordo Ignis Aeternis is a Devonshire-based order of mages that wields the energies of fire, heat and smoke. At the time of this being written (21st of 2017) the guild is undergoing some revamps, courtesy of Starhound, but remains eminently and increasingly playable. The guild sports a robust selection of spells, ranging from a solid collection of offensive spells to a small handful of highly potent and multi-purposed utility and enchantment spells.

Guild Help

 Located in Devonshire, 1n and 2w of the south gate.
     You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to elemental fire and 
 several of fire's amalgamal energies.
     Like all magi, you require a handful of esoteric skills that will allow you to 
 manipulate the arcane, as well as a deep reserve of spiritual energy.  In addition to 
 these skills and energies, you will use several techniques and power stores unique to an 
 initiate of Ordo Ignis Aeternis.
     Your primary aspect of spell usage is fire.  Fire has many uses and functions, and 
 with further understanding of the ways of pyraturgy, a mage can learn of the different 
 forms of fire.  Fire, and its derivatives, are the basis for all of an initiate's powers.  
 Elemental fire energy is thus of great value to any member of the order.
     While the predominant effect of fire is destruction, there are many more aspects to 
 the element.  It can be used for warmth, to shed light, to cook with, and as fuel for a 
 multitude of other processes.  Despite its many uses, fire is also dangerous, as are those 
 who wield it.  Great care must be taken when handling fire, and great respect for its 
 power is necessary to ensure your own safety.  A reckless initiate can easily be burned by 
 the power that he seeks to control or find himself the victim of an angry mob of peasants 
 who will tie him to a stake and give him a very direct access to the power he seeks to 
 control.
     The order maintains a certain hierarchy concerning guild matters.  This hierarchy is 
 treated with the same respect shown towards the flames that power the guild spells.  Many 
 initiates take on a personality that reflects the power of fire, being highly volatile, 
 highly reactive, and demanding a certain amount of respect when dealing with them.  Should 
 the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a 
 matter of time until beings from outside the guild begin showing their disrespect, and the 
 only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them.
 This would not be good for the image of a guild powered by a force that easily instills 
 fear in the minds of lesser beings.  That being said, mutual respect among practitioners 
 is highly encouraged, lest we all be consumed in our own flames.
     Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of 
 Spellcrafting, whose responsibility is to ensure that spell study is performed according 
 to certain standards, and that these newly researched spells are thoroughly tested to 
 ensure adequate safety measures are instilled.  Once a spell has been sufficiently 
 researched, formulated, and passed the Board, it is made available for all other members 
 of the guild to study.  This ensures that we continue our studies, and that certain spells 
 are not horded away in some dusty old library where they serve no purpose to anyone.  Any 
 member of the guild can do spell research in attempts to formulate a new spell, and such 
 spells can be submitted to the Board at any time, though the review process may be lengthy.
 The more complex the spell, the more time is needed to ensure all aspects of the spell are 
 suitable for the guild.
     As a matter of policy, the order as a whole is very wary of those who are of extreme 
 alignments.  Fire is very neutral, caring not for the whims of the so-called battle 
 between good and evil, nor of order and chaos.  No matter which side of a war you are on, 
 your corpse burns just as well on a funeral pyre.  An initiate's energies are better 
 suited towards furthering their own abilities at using fire energies than trying to 
 promote some ethical cause.  Let the others have their little wars, and when the smoke 
 clears, Ordo Ignis Aeternis will be there, controlling matters from their neutral vantage 
 point.
     Read 'help ordo ignis aeternis spells' for information on Ordo Ignis Aeternis spells and spellcasting.  
 See 'help ordo ignis aeternis spell summary' for a quick display of your spell information.

Joining Ordo Ignis Aeternis

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.

The requirements are unlisted due to a lack of research on them. It's very likely you'll only need a little bit of literacy to join (15-25).

Minimum spec points requirements seems to be Intellect = 1, Vitality = 3 and Willpower = 2.


Requirements and Bonus Specialties

                    Min    Bonus
 Centering          1      1
 Enochian           1      0
 Equilibrium        1      1
 Fire Affinity      1      0
 Heat Affinity      0      0
 Magick Affinity    0      0
 Pyraturgy          1      0
 Smoke Affinity     0      0

NPCs and Facilities

Farachat is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.

Mirandys is the guild portal master.

Flizera is an archetypically venerable human, and one of the trainers.

Badlokk the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.

Iklam is a yeti that wanders the Northlands. He says he has no use for the metal in your coins, and will train you for free.

Itozuma the Golden wanders around the jungles of Tenochlan spouting his own prophecies of doom. He also does not charge, and teaches a ton of skills, like leeching, diagnosis, and break fall. As of February 2024, he charges for lessons, but much less for OIA members.

Pierce wanders around Underdark. He trains some very useful skills higher as well as fire affinity.

Skills

Due to changes, this guild is no longer extremely int-heavy, but also requires heavy doses of willpower and ego making it balanced statwise if not power/spec-wise.

The skills required vary spell by spell, but the ones deserving of the heaviest investment are Pyraturgy, Evocation and Enchantment for general spell capability, Bellerophrasty, Hylophrasty, Ergiphrasty, Arcane Lore, Metaphysics, and Aisthophrasty for unlocking spell knowledge, and Fire Affinity, Typhaturgy, Smoke Affinity, Thermaturgy, Heat Affinity, and similar skills for various minutiae. In addition, Prestidigitation, Spatiophrasty, Enochian, and Vocalization will help with "Calling the Watcher" steps present in many spells, and "the opening of the way" in yet others, so a few specs may boost your overall performance.

Spells

  Ordo Ignis Aeternis Spells

  Before any spells may be cast, one must enter into the proper mental state for 
  hermetic spellcasting, forming a mental link with the magickal forces one wishes to wield.

  For members of Ordo Ignis Aeternis, this link is called an igniculus -- a mental 
  approximation of the forces of fire and heat To initiate your igniculus, visualize a spark 
  igniting.

  The syntax for casting spells is 'cast <spell name> [on <target> | with <component> | 
  without <spell step> | using <argument>]'.  

  Each spell has its own help file accessed by typing 'help <spell name>'.  

  The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but 
  they all begin by incanting the spell's name, followed by the target (if any), in the 
  Enochian tongue.  Some spells have additional requirements, such as material components or 
  an environ with a specific fuel for the spell.  These will be noted in each spells help 
  file.

  You may see a summary of the spell list by typing 'help spell summary'.

  Almost all combat spells require you to aim them and can potentially be
  dodged; your attack rating with these spells is determined by your relevant
  telesmic skills skills (such as pyraturgy, evocation, and bellerophrasty) and
  their mother attributes.
  • Casting any OIA spells requires your igniculus to be on
    • Activate with 'visualize a spark igniting'
    • If it's not on, trying to cast a spell you know you should be able to cast returns something like this: You do not know how to cast any such spell as "gather flames".
    • Dying snuffs it out, respark it
  • The aiming of a combat spell usually occurs in its final step, with the final Attack Rating modified to some degree by your overall performance at casting the spell
    • Source: Marcosy


Being Interrupted

Taking damage while casting a spell, stunning, agonizing, and euphoria will interrupt the casting. This can be overcome by predominantly Concentration, with Discipline and Tenacity adding into the resist.

While not potentially interrupting a cast in progress, having less than two hands or becoming unable to speak during combat will prevent any further casting, effectively interrupting all casting thereafter.

Proficiency Levels

The following proficiencies exist for spell casting (as shown at the completed casted of any spell).

   < 0 : extremely poor
   0 - 5 : very poor
   6 - 15 : poor
   16 - 25 : somewhat poor
   26 - 35 : mediocre
   36 - 45 : somewhat good
   46 - 55 : good
   56 - 65 : very good
   66 - 75 : excellent
   76 - 85 : superb
   86 - 95 : nearly perfect
   > 95 : perfect

Robes

These robes no longer passively regenerate esoteric energies for the guild, but they still look AWESOME!

List

List of all OIA spells

Specialty Details

Abjuration              15
Aisthophrasty           10
Alchemy                  2
Anatomy                  6
Anglic                   9
Animal Lore              3
Antagonism              10
Arcane Lore             15
Archery                  2
Aretophrasty            10
Armour Lore              4
Armour Use               4
Artillery                2
Awareness                3
Bellerophrasty          10
Brewing                  3
Calligraphy              3
Cartography              3
Centering               25
Combat Reflexes          5
Concentration           10
Conjuration             15
Cooking                  3
Cosmology                3
Courage                  2
Dagger                  10
Desert Fieldcraft        3
Diplomacy                2
Discipline              10
Divination              10
Dodge                   10
Eavesdropping            2
Elude Pursuit            3
Enchantment             15
Enochian                18
Equilibrium             25
Ergiphrasty             10
Etiquette                2
Evocation               16
Fast Talk                3
Finance                  2
Find Weakness            6
Fire Affinity           18
Firefighting            10
First Aid                4
Fletching                4
Gambling                 2
Gem Lore                 3
Haggling                 2
Hammer                  10
History                  4
Hylophrasty             10
Illusion                10
Imagination              4
Insect Lore              3
Intimidation             3
Introspection           15
Killer Instinct          5
Klimaphrasty            10
Law                      3
Leadership               3
Legend Lore              6
Legerdemain             16
Linguistics              5
Literacy                15
Lockpicking              2
Logic                    5
Logistics                2
Manipulation             3
Massive Blow             2
Mathematics              5
Meditation              10
Memory                  25
Metaphysics             15
Mortuary                 3
Nymophrasty             10
Ownership                3
Pain Tolerance           2
Pathophrasty            10
Philosophy               5
Physics                  5
Plant Lore               3
Politics                 5
Precision Strike         5
Prestidigitation        16
Psychology               5
Psychophrasty           10
Pyraturgy               18
Resilience               5
Rhetoric                 3
Rune Lore                6
Scholarship              6
Sculpture                3
Shield                   3
Siege Engineering        3
Smithing                 4
Somatesthesia            4
Spatiophrasty           10
Stamina                  3
Steadiness               8
Strategy                 4
Symbology               15
Tactics                  4
Teaching                 5
Tenacity                 4
Thaumaturgy             15
Thermaturgy             16
Throwing                 4
Traps                    4
Typhaturgy              16
Unarmed Combat           5
Vocalization             4
Weapon Lore              4
Wyrding                 15
End of spoiler information.
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