Ordo Zephyrius Mutatoris

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 +=Ordo Zephyrius Mutatoris=
 +You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological 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 your order.
 +
 +Your primary style of spell usage is aeromantic. While many factors affect the weather, the atmosphere is the medium in which those factors combine with the most dynamism and fungibility. Elemental air energy is thus of great value to a Frater Zephyrius Mutatoris.
 +
 +Underlying the patterns of the atmosphere is raw chaos, and it is incumbent upon you to reflect this chaos within your spirit. This will both allow you to better manipulate and draw out the deepest mysteries of the weather, and give you a valuable ethos by which to live your life. The universe, like the weather, is fickle, and it takes a certain acceptance and transmission of its fickle nature in order to harmoniously express and manifest one's most personal self. (More on this below.)
 +
 +Overlaying the patterns of the atmosphere is electricity, the highest and most intense form that the weather takes. Electricity is the fuel for the most powerful and dangerous of your spells.
 +
 +These three things -- elemental air, chaos, and electricity -- serve as fuel that you can use to manipulate and resonate with any number of natural phenomena. Almost as many of us find comfort in a life at sea as one in the clear skies; some prefer the starry night, others a tempestuous storm. Precipitation is commonly manipulated by the Frater Zephyrius Mutatoris, but there have been those that could call upon fiery heat of the desert, or the lensing effects of water droplets, or even the atmospheric vacuum of deep space.
 +
 +As mentioned a moment ago, a certain type of chaotic ethos is central to your spellcasting prowess. This does not mean that you must be a prancing fool (after the fashion of Discordians) or rampantly destructive (after the fashion of most adventurers) -- though some of us have been those things. It means rather that you must strive to maintain a certain degree of independence and spontaneity within you. As the weather emerges as a system in its own right out of a confluence of forces, so the Frater Zephyrius Mutatoris must always strive to be more than the sum of his surroundings; he must always bring something new and uniquely himself to every situation.
 +
 +While most of our order are wanderers, and while there is no official hierarchy within the cabal, a certain degree of civility is expected among its members. The cabal recognizes that this is rather difficult, as its Magi tend to be strong personalities. Nonetheless, the egregore that you use is maintained by the strength of the ethos that you follow and the energies that you command collectively within your spirits. With inner strife, our magicks are be weakened.
 +
=Joining the Ordo Zephyrius Mutatoris= =Joining the Ordo Zephyrius Mutatoris=
{{spoilers}} {{spoilers}}
-On the main Almerian map, at coordinates 19, -33 there is an exit eastup into the guildhall.+In Almeria, at coordinates 19, -33 there is an exit eastup into the guildhall.
The guildmaster is Torlira, a female aviar. If you wish to join the Order of Ordo Zephyrius Mutatoris, say 'pledge me to Ordo Zephyrius Mutatoris'. To leave them, say 'I renounce Ordo Zephyrius Mutatoris'. Initiates may say the command 'advance'. The guildmaster is Torlira, a female aviar. If you wish to join the Order of Ordo Zephyrius Mutatoris, say 'pledge me to Ordo Zephyrius Mutatoris'. To leave them, say 'I renounce Ordo Zephyrius Mutatoris'. Initiates may say the command 'advance'.
Line 24: Line 41:
[[Telesmatic weapon]] 1 [[Telesmatic weapon]] 1
-So that's 3 int, 3 wil, 2 dex specialties.+So that's 3 [[intelligence]], 3 [[willpower]], 2 [[dexterity]] specialties.
{{endspoilers}} {{endspoilers}}
 +=Skills=
[[Aerina]] is available in the guildhall for training. [[Aerina]] is available in the guildhall for training.
 +
 +=Spells=
 +The spells of Ordo Zephyrius Mutatoris 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 environs with respirable air. 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. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased 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.
 +
 +Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your [[telesmatic weapon]], [[aeromancy]], 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 spell is determined by one's skill at [[legerdemain]].
 +
 +==List==
 +
 + /--------------------------- Ordo Zephyrius Mutatoris Spell Summary -------------------¥
 + Spell Min/Max Description s/ a/ x/ e/dif
 + >--------------------------------------------------------------------------------------<
 + breath of air 50/350 respiratory replenishment 5/ 3/ 0/ 0/ord
 + breath of life 100/400 healing 10/ 50/ 0/ 0/som
 + call summons 50/500 gather existing summons 75/ 0/ 0/ 0/ord
 + channel currents 50/800 weather energy infusion 155/ 0/ 0/ 0/ext
 + chaos lightning 280/600 chaotic lightning attack 30/ 0/ 50/ 20/ver
 + chaoswind 215/550 chaotic wind area attack 15/ 0/ 80/ 0/ord
 + cloud form 350/650 anorganic, cloud-like state 0/ 50/ 0/ 0/ord
 + compression ram 50/250 door breaking 45/ 0/ 0/ 0/eas
 + dephlogisticate air 150/600 enhance atmosphere combustibility 0/ 0/100/ 0/ord
 + direction of the winds 10/150 coordinate orientation 10/ 0/ 0/ 0/ord
 + drift 30/375 wingless flight 45/ 0/ 0/ 0/ord
 + electrical protection 50/375 electrical resistance 20/ 0/ 0/ 2/ord
 + electrical storm 600/900 mobile storm area attack 0/400/ 0/600/ext
 + electrification 150/400 electrical contact damage 50/ 0/ 0/ 10/ord
 + essence of the wind 400/800 short term near-invulnerability 0/150/ 0/ 0/ver
 + feather mantle 200/600 armour encumbrance reduction 0/ 74/ 0/ 0/ord
 + fog 90/300 physical/elemental protection 60/ 0/ 0/ 0/ord
 + knowledge of the winds 190/390 identification 25/ 0/ 0/ 0/ord
 + lighten load 25/500 load bearing boost 50/ 0/ 0/ 0/ord
 + lightning bolt 275/600 lightning attack 90/ 0/ 0/ 30/ver
 + magick dart 175/475 mana attack 23/ 0/ 0/ 0/som
 + mind maelstrom 375/525 psychic protection 0/ 45/ 55/ 0/dif
 + noctilucent mist 150/425 visibility enhancement 39/ 0/ 0/ 0/ord
 + numb 150/350 analgesia 0/ 0/ 0/ 50/ord
 + osprey's call 50/250 avian charm 40/ 0/ 0/ 0/eas
 + rainbow butterfly 150/750 conjure benevolent rainbow spirit 100/100/100/ 0/ord
 + ride the winds 25/350 teleportation 100/ 0/ 0/ 0/eas
 + scithial armour 300/600 armour conjuration 34/100/ 0/ 11/dif
 + scithial bonds 300/700 constraints of reified air 45/ 45/ 0/ 0/som
 + sea's blessing 350/600 multifaceted protection charm 0/300/150/ 0/som
 + seeker spark 75/700 inerrant sorcerous lightning attack 5/ 0/ 0/ 1/ord
 + shrieking gale 175/600 sonic wind attack 17/ 0/ 0/ 0/ord
 + skyfury 125/600 resilience/ruthlessness boost 0/ 40/ 0/ 0/som
 + squall 300/600 clinging, shredding air area attack 20/ 75/ 0/ 0/som
 + summon 50/1000 extradimensional spirit conjuration 115/ 0/ 0/ 0/dif
 + sunlit senses 275/575 multifaceted sensory enhancement 60/ 0/ 0/ 0/ord
 + sylphic pulse 100/450 augment weapon speed/penetration 40/ 5/ 0/ 0/ord
 + tempestas 200/500 unarmed combat enhancement 0/ 10/ 10/ 10/som
 + thunderclap 250/600 stunning thunder attack 55/ 0/ 0/ 0/som
 + thunderforge 200/800 mass weapon electrification 100/ 0/ 0/ 30/dif
 + tornado 300/550 sorcerous air attack 41/ 0/ 0/ 0/ord
 + torrential rain 400/750 water area attack 190/ 0/ 0/ 0/ext
 + wall of wind 225/450 multipurpose protection aura 125/ 0/ 0/ 0/ord
 + welkin wings 500/800 magickal wings 0/ 0/300/ 0/ver
 + wind blast 100/300 air attack 12/ 0/ 0/ 0/eas
 + wind speed 200/500 short speed burst 127/ 0/ 0/ 0/ord
 + windsong 25/500 sonic protection 30/ 1/ 0/ 0/ord
 + zephyr 300/600 restorative atmospheric effect 50/ 75/ 38/ 12/som
 + ¥--------------------------------------------------------------------------------------/
 +:Min=minimum spell level required to cast
 +:Max=maximum effective spell level
 +:s=base spiritual energy cost
 +:a=base air energy cost
 +:e=base electrical energy cost
 +:x=base chaotic enegry cost
 +:dif=difficulty level
 +:Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult
[[Category: Guilds]] [[Category: Guilds]]
[[Category: Affiliations]] [[Category: Affiliations]]

Revision as of 19:41, 3 December 2008

Contents

Ordo Zephyrius Mutatoris

You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological 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 your order.

Your primary style of spell usage is aeromantic. While many factors affect the weather, the atmosphere is the medium in which those factors combine with the most dynamism and fungibility. Elemental air energy is thus of great value to a Frater Zephyrius Mutatoris.

Underlying the patterns of the atmosphere is raw chaos, and it is incumbent upon you to reflect this chaos within your spirit. This will both allow you to better manipulate and draw out the deepest mysteries of the weather, and give you a valuable ethos by which to live your life. The universe, like the weather, is fickle, and it takes a certain acceptance and transmission of its fickle nature in order to harmoniously express and manifest one's most personal self. (More on this below.)

Overlaying the patterns of the atmosphere is electricity, the highest and most intense form that the weather takes. Electricity is the fuel for the most powerful and dangerous of your spells.

These three things -- elemental air, chaos, and electricity -- serve as fuel that you can use to manipulate and resonate with any number of natural phenomena. Almost as many of us find comfort in a life at sea as one in the clear skies; some prefer the starry night, others a tempestuous storm. Precipitation is commonly manipulated by the Frater Zephyrius Mutatoris, but there have been those that could call upon fiery heat of the desert, or the lensing effects of water droplets, or even the atmospheric vacuum of deep space.

As mentioned a moment ago, a certain type of chaotic ethos is central to your spellcasting prowess. This does not mean that you must be a prancing fool (after the fashion of Discordians) or rampantly destructive (after the fashion of most adventurers) -- though some of us have been those things. It means rather that you must strive to maintain a certain degree of independence and spontaneity within you. As the weather emerges as a system in its own right out of a confluence of forces, so the Frater Zephyrius Mutatoris must always strive to be more than the sum of his surroundings; he must always bring something new and uniquely himself to every situation.

While most of our order are wanderers, and while there is no official hierarchy within the cabal, a certain degree of civility is expected among its members. The cabal recognizes that this is rather difficult, as its Magi tend to be strong personalities. Nonetheless, the egregore that you use is maintained by the strength of the ethos that you follow and the energies that you command collectively within your spirits. With inner strife, our magicks are be weakened.

Joining the Ordo Zephyrius Mutatoris

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


In Almeria, at coordinates 19, -33 there is an exit eastup into the guildhall.

The guildmaster is Torlira, a female aviar. If you wish to join the Order of Ordo Zephyrius Mutatoris, say 'pledge me to Ordo Zephyrius Mutatoris'. To leave them, say 'I renounce Ordo Zephyrius Mutatoris'. Initiates may say the command 'advance'.

The OZM is a chaotic neutral guild.

Required and bonus specialties

                 Bonus    Min
Aeromancy                  1
Arcane lore        1
Centering          1       2
Channeling         1       2
Chaos affinity             1
Enochian                   1
Introspection      1
Legerdemain                1
Literacy           1       2
Memory             1
Prestidigitation           1
Scholarship        1
Telesmatic weapon  1

So that's 3 intelligence, 3 willpower, 2 dexterity specialties.

End of spoiler information.

Skills

Aerina is available in the guildhall for training.

Spells

The spells of Ordo Zephyrius Mutatoris 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 environs with respirable air. 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. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased 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.

Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your telesmatic weapon, aeromancy, 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 spell is determined by one's skill at legerdemain.

List

/--------------------------- Ordo Zephyrius Mutatoris Spell Summary -------------------¥
Spell                  Min/Max    Description                          s/  a/  x/  e/dif
>--------------------------------------------------------------------------------------<
breath of air           50/350  respiratory replenishment              5/  3/  0/  0/ord
breath of life         100/400  healing                               10/ 50/  0/  0/som
call summons            50/500  gather existing summons               75/  0/  0/  0/ord
channel currents        50/800  weather energy infusion              155/  0/  0/  0/ext
chaos lightning        280/600  chaotic lightning attack              30/  0/ 50/ 20/ver
chaoswind              215/550  chaotic wind area attack              15/  0/ 80/  0/ord
cloud form             350/650  anorganic, cloud-like state            0/ 50/  0/  0/ord
compression ram         50/250  door breaking                         45/  0/  0/  0/eas
dephlogisticate air    150/600  enhance atmosphere combustibility      0/  0/100/  0/ord
direction of the winds  10/150  coordinate orientation                10/  0/  0/  0/ord
drift                   30/375  wingless flight                       45/  0/  0/  0/ord
electrical protection   50/375  electrical resistance                 20/  0/  0/  2/ord
electrical storm       600/900  mobile storm area attack               0/400/  0/600/ext
electrification        150/400  electrical contact damage             50/  0/  0/ 10/ord
essence of the wind    400/800  short term near-invulnerability        0/150/  0/  0/ver
feather mantle         200/600  armour encumbrance reduction           0/ 74/  0/  0/ord
fog                     90/300  physical/elemental protection         60/  0/  0/  0/ord
knowledge of the winds 190/390  identification                        25/  0/  0/  0/ord
lighten load            25/500  load bearing boost                    50/  0/  0/  0/ord
lightning bolt         275/600  lightning attack                      90/  0/  0/ 30/ver
magick dart            175/475  mana attack                           23/  0/  0/  0/som
mind maelstrom         375/525  psychic protection                     0/ 45/ 55/  0/dif
noctilucent mist       150/425  visibility enhancement                39/  0/  0/  0/ord
numb                   150/350  analgesia                              0/  0/  0/ 50/ord 
osprey's call           50/250  avian charm                           40/  0/  0/  0/eas
rainbow butterfly      150/750  conjure benevolent rainbow spirit    100/100/100/  0/ord
ride the winds          25/350  teleportation                        100/  0/  0/  0/eas
scithial armour        300/600  armour conjuration                    34/100/  0/ 11/dif
scithial bonds         300/700  constraints of reified air            45/ 45/  0/  0/som
sea's blessing         350/600  multifaceted protection charm          0/300/150/  0/som
seeker spark            75/700  inerrant sorcerous lightning attack    5/  0/  0/  1/ord
shrieking gale         175/600  sonic wind attack                     17/  0/  0/  0/ord
skyfury                125/600  resilience/ruthlessness boost          0/ 40/  0/  0/som
squall                 300/600  clinging, shredding air area attack   20/ 75/  0/  0/som
summon                 50/1000  extradimensional spirit conjuration  115/  0/  0/  0/dif
sunlit senses          275/575  multifaceted sensory enhancement      60/  0/  0/  0/ord
sylphic pulse          100/450  augment weapon speed/penetration      40/  5/  0/  0/ord
tempestas              200/500  unarmed combat enhancement             0/ 10/ 10/ 10/som
thunderclap            250/600  stunning thunder attack               55/  0/  0/  0/som
thunderforge           200/800  mass weapon electrification          100/  0/  0/ 30/dif
tornado                300/550  sorcerous air attack                  41/  0/  0/  0/ord
torrential rain        400/750  water area attack                    190/  0/  0/  0/ext
wall of wind           225/450  multipurpose protection aura         125/  0/  0/  0/ord
welkin wings           500/800  magickal wings                         0/  0/300/  0/ver
wind blast             100/300  air attack                            12/  0/  0/  0/eas
wind speed             200/500  short speed burst                    127/  0/  0/  0/ord
windsong                25/500  sonic protection                      30/  1/  0/  0/ord
zephyr                 300/600  restorative atmospheric effect        50/ 75/ 38/ 12/som
¥--------------------------------------------------------------------------------------/
Min=minimum spell level required to cast
Max=maximum effective spell level
s=base spiritual energy cost
a=base air energy cost
e=base electrical energy cost
x=base chaotic enegry cost
dif=difficulty level
Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult
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