Ordo Zephyrius Mutatoris

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Base Energy Costs: five points of spiritual energy and three points of elemental air energy Base Energy Costs: five points of spiritual energy and three points of elemental air energy
- This spell sends out a miniscule quantity of elemental air to bind to the respiration apparatus of any nearby allies who can use it, including the caster. This both replenishes their respiration+ This spell sends out a miniscule quantity of elemental air to bind to the respiration apparatus of any nearby allies who can use it, including the caster.
-capacity and gives them a measure of improved breath control for a little while.+This both replenishes their respiration capacity and gives them a measure of improved breath control for a little while.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: ten points of spiritual energy and fifty points of elemental air energy Base Energy Costs: ten points of spiritual energy and fifty points of elemental air energy
- This spell enchants one's own breath with vital healing energies and puts those energies to work mending a target. This spell won't work if the caster cannot breathe air or if there is no air around+ This spell enchants one's own breath with vital healing energies and puts those energies to work mending a target.
-for the caster to breathe. Despite the seeming simplicity and fast-acting nature of this spell, it is somewhat alien to the magickal disciplines available to a Frater Zephyrius Mutatoris, and is thus+This spell won't work if the caster cannot breathe air or if there is no air around for the caster to breathe. Despite the seeming simplicity and fast-acting nature of this spell,
-fairly taxing on his energy reserves.+it is somewhat alien to the magickal disciplines available to a Frater Zephyrius Mutatoris, and is thus fairly taxing on his energy reserves.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred fifty-five points of spiritual energy Base Energy Costs: one hundred fifty-five points of spiritual energy
- This spell taps into the atmospheric air and attempts to withdraw the latent meteoretic energies floating there -- electrical, chaotic, and elemental air -- and convert them into a form usable by the+ This spell taps into the atmospheric air and attempts to withdraw the latent meteoretic energies floating there -- electrical, chaotic, and elemental air --
-Frater Zephyrius Mutatoris. A target object can be specified with the spell. The target object should be composed of these energies in some way, and if it is it will greatly aid in the efficiency of the+and convert them into a form usable by the Frater Zephyrius Mutatoris. A target object can be specified with the spell.
-conversion of spiritual to non-spiritual energy. This is a great boon, as this process is intrinisically rather inefficient, especially for the inexperienced spellcaster. If a target is selected, the+The target object should be composed of these energies in some way, and if it is it will greatly aid in the efficiency of the conversion of spiritual to non-spiritual energy.
-object will be damaged and possibly be destroyed by the spellcasting process.+This is a great boon, as this process is intrinisically rather inefficient, especially for the inexperienced spellcaster.
 +If a target is selected, the object will be damaged and possibly be destroyed by the spellcasting process.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: thirty points of spiritual energy, fifty points of chaos energy and twenty points of electricity Base Energy Costs: thirty points of spiritual energy, fifty points of chaos energy and twenty points of electricity
- Fusing chaotic forces with electrical, this difficult and unpredictable effect generates a powerful charge of chaos-infused lightning, directed at the Frater Zephyrius Mutatoris's command.+ Fusing chaotic forces with electrical, this difficult and unpredictable effect generates a powerful charge of chaos-infused lightning,
 +directed at the Frater Zephyrius Mutatoris's command.
Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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Base Energy Costs: fifteen points of spiritual energy and eighty points of chaos energy Base Energy Costs: fifteen points of spiritual energy and eighty 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+ This spell is somewhat unpredictable and a little difficult to control -- wind is unpredictable as is, chaoswind is an oddity unto itself --
-Mutatoris who finds himself assailed on all sides. The spell enchants the air present with chaotic energies that blast about at one's opponents.+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. Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
 +
> '''Ordo Zephyrius Mutatoris Spell: Cloud Form''' > '''Ordo Zephyrius Mutatoris Spell: Cloud Form'''
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Base Energy Costs: fifty points of elemental air energy Base Energy Costs: fifty points of elemental air energy
- This spell partially transforms one's body into a cloud-like state. The effects are not total enough to have any real effect on one's ability to resist or absorb damage; the purpose of this spell is+ This spell partially transforms one's body into a cloud-like state. The effects are not total enough to have any real effect on one's ability to resist or absorb damage
-subtler. While in a cloud form one will be able to gradually pass through or around most substances. One will not need to eat or drink, one will not bleed, and -- though this is sometimes a detriment to+the purpose of this spell is subtler. While in a cloud form one will be able to gradually pass through or around most substances.
-a Frater Zephyrius Mutatoris -- one will not even need to breathe. This spell does not normally last very long, but repeated castings can be used to prolong the enchantment. This spell is also notable+One will not need to eat or drink, one will not bleed, and -- though this is sometimes a detriment to a Frater Zephyrius Mutatoris -- one will not even need to breathe.
-for its unusual prestidigitory component.+This spell does not normally last very long, but repeated castings can be used to prolong the enchantment. This spell is also notable for its unusual prestidigitory component.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: forty-five points of spiritual energy Base Energy Costs: forty-five points of spiritual energy
- This spell enchants a section of air to compress and decompress rapidly in a way specifically designed to break through large, flat, relatively thin surfaces -- that is, specifically designed to break+ This spell enchants a section of air to compress and decompress rapidly in a way specifically designed to break through large, flat, relatively thin surfaces --
-doors. While some esoteric cabals go to great lengths to learn symbolic mappings that allow the subtle opening of passageways, the Frater Zephyrius Mutatoris takes a simpler approach.+that is, specifically designed to break doors. While some esoteric cabals go to great lengths to learn symbolic mappings that allow the subtle opening of passageways,
 +the Frater Zephyrius Mutatoris takes a simpler approach.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred points of chaos energy Base Energy Costs: one hundred points of chaos energy
- This strange spell attempts to absorb used phlogiston -- a sort of reified combustibility -- from the air. The effect of this is to make the air more amenable to further combustion by leaving more+ This strange spell attempts to absorb used phlogiston -- a sort of reified combustibility -- from the air.
-room for unused phlogiston. The upshot of all this is that attacks of various sorts that are heat-intensive will be greatly augmented. The room air will slowly reach a phlogiston equilibrium and the+The effect of this is to make the air more amenable to further combustion by leaving more room for unused phlogiston.
-effect will wear off; this process is hastened by heat attacks, which evolve phlogiston back into the air rather rapidly. An interesting side effect of this spell is that one will end up with a handful+The upshot of all this is that attacks of various sorts that are heat-intensive will be greatly augmented. The room air will slowly reach a phlogiston equilibrium
-of phlogiston. Beings with phlogiston glands often find that consuming the stuff directly accelerates the glandular replenishment process.+and the effect will wear off; this process is hastened by heat attacks, which evolve phlogiston back into the air rather rapidly.
 +An interesting side effect of this spell is that one will end up with a handful of phlogiston.
 +Beings with phlogiston glands often find that consuming the stuff directly accelerates the glandular replenishment process.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: ten points of spiritual energy Base Energy Costs: ten points of spiritual energy
- This simple spell is a relative staple of Ordo Zephyrius Mutatoris; allowing the caster to magickally detect the slightest currents and eddies in the ambient air around them. The knowledge imparted+ This simple spell is a relative staple of Ordo Zephyrius Mutatoris; allowing the caster to magickally detect the slightest currents and eddies in the ambient air around them.
-lets the skilled caster know where the wind has been, and ultimately, where they are.+The knowledge imparted lets the skilled caster know where the wind has been, and ultimately, where they are.
Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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Base Energy Costs: forty-five points of spiritual energy Base Energy Costs: forty-five points of spiritual energy
- This spell causes the target to float and drift in the wind, giving him the ability to fly without using wings. The amount of aerial control granted is not impressive (though those more skilled can+ This spell causes the target to float and drift in the wind, giving him the ability to fly without using wings.
-mitigate the handicap with their enchantment somewhat), but the power of flight is nonetheless greatly useful, and indeed eminently enjoyable.+The amount of aerial control granted is not impressive (though those more skilled can mitigate the handicap with their enchantment somewhat),
 +but the power of flight is nonetheless greatly useful, and indeed eminently enjoyable.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: twenty points of spiritual energy and two points of electricity Base Energy Costs: twenty points of spiritual energy and two points of electricity
- This simple enchantment makes Ordo Zephyrius Mutatoris highly resistant to electricity for quite a long time. At higher levels of control, it will make one totally immune to electricity.+ This simple enchantment makes Ordo Zephyrius Mutatoris highly resistant to electricity for quite a long time.
 +At higher levels of control, it will make one totally immune to electricity.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: four hundred points of elemental air energy and six hundred points of electricity 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. The storm lasts+ 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.
-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+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.
-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+A few things should be noted about this spell.
-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+'''One''', it will attempt to destroy everything not explicitly befriended by you. Be careful that you do not accidentally slay bystanders.
-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+'''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.
-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+Electrical protection is strongly recommended for all those who will be anywhere near the electrical storm.
-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.+'''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. 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.
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Base Energy Costs: fifty points of spiritual energy and ten points of electricity Base Energy Costs: fifty points of spiritual energy and ten points of electricity
- This spell conjures a nimbus of electrical currents to surround the target. The currents are a sort of protection: anyone coming in contact with the target will receive a nasty electrical shock. The+ This spell conjures a nimbus of electrical currents to surround the target.
-shocks deplete the nimbus, and the nimbus will more gradually deplete on its own. The spell may be cast again to refresh the nimbus before it expires. Though this spell does not provide any real+The currents are a sort of protection: anyone coming in contact with the target will receive a nasty electrical shock.
-protection against electrical attacks, such attacks do often replenish the charge of the nimbus.+The shocks deplete the nimbus, and the nimbus will more gradually deplete on its own. The spell may be cast again to refresh the nimbus before it expires.
 +Though this spell does not provide any real protection against electrical attacks, such attacks do often replenish the charge of the nimbus.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred fifty points of elemental air energy Base Energy Costs: one hundred fifty points of elemental air energy
- This spell makes the target's body one with the winds. The target will be invulnerable to all attacks except those that directly affect one's essence. One is also capable of being affected by+ This spell makes the target's body one with the winds. The target will be invulnerable to all attacks except those that directly affect one's essence.
-unusually potent forms of normal damage, and rather severely by vacuum damage.+One is also capable of being affected by unusually potent forms of normal damage, and rather severely by vacuum damage.
Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: sixty points of spiritual energy Base Energy Costs: sixty points of spiritual energy
- This spell conjures and enchants a thick veil of fog around the target which protects them from various attacks. It is most effective against normal physical attacks, somewhat effective against+ This spell conjures and enchants a thick veil of fog around the target which protects them from various attacks.
-elemental attacks, and very ineffective against more esoteric, high-energy, or mana-based attacks. It can be cast multiple times around a target to keep the fog replenished and fresh. As the fog absorbs+It is most effective against normal physical attacks, somewhat effective against elemental attacks, and very ineffective against more esoteric, high-energy, or mana-based attacks.
-damage, it will gradually become less effective and eventually dissipate.+It can be cast multiple times around a target to keep the fog replenished and fresh. As the fog absorbs damage, it will gradually become less effective and eventually dissipate.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: fifty points of spiritual energy Base Energy Costs: fifty points of spiritual energy
- This spell conjures and enchants currents of air for the specific purpose of increasing one's carrying capacity. The currents weave around the items in one's inventory and around one's limbs to make+ This spell conjures and enchants currents of air for the specific purpose of increasing one's carrying capacity.
-them lighter and all in all more managable.+The currents weave around the items in one's inventory and around one's limbs to make them lighter and all in all more managable.
Development Information: This spell was created by Twilight, who wishes to credit Quebond as inspiring this work; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight, who wishes to credit Quebond as inspiring this work; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: ninety points of spiritual energy and thirty points of electricity Base Energy Costs: ninety points of spiritual energy and thirty points of electricity
- This spell is complex, but is among the most powerful and effective in Ordo Zephyrius Mutatoris's arsenal. The spell evokes a lightning bolt directed, with a high degree of accuracy, by the caster's+ This spell is complex, but is among the most powerful and effective in Ordo Zephyrius Mutatoris's arsenal.
-finger.+The spell evokes a lightning bolt directed, with a high degree of accuracy, by the caster's finger.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: twenty-three points of spiritual energy Base Energy Costs: twenty-three points of spiritual energy
- This spell is a combat spell that is somewhat less efficient than others, but has the advantage of dealing pure mana damage. This makes it something of a utility combat spell, useful for situations+ This spell is a combat spell that is somewhat less efficient than others, but has the advantage of dealing pure mana damage.
-in which one's opponents are resistent to the elemental energies that we ordinarily traffick in.+This makes it something of a utility combat spell, useful for situations in which one's opponents are resistent to the elemental energies that we ordinarily traffick in.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: forty-five points of elemental air energy and fifty-five points of chaos energy Base Energy Costs: forty-five points of elemental air energy and fifty-five points of chaos energy
- This spell is rarely used by and poorly understood by most. The effect of the spell is to, partly by bioelectrical and partly by magickal means, alter one's brain. This alteration both induces a+ This spell is rarely used by and poorly understood by most. The effect of the spell is to, partly by bioelectrical and partly by magickal means, alter one's brain.
-degree of temporary malfunction, confusion, or madness, and, more importantly, grants one a large degree of resistence to psychic effects. It is not clear to scholars exactly how the spell works, but it+This alteration both induces a degree of temporary malfunction, confusion, or madness, and, more importantly, grants one a large degree of resistence to psychic effects.
-is suspected that it operates by forcing an isomorphism between the target's neural structure and between weather patterns -- though in what way, or what this even means, is less than clear. This spell+It is not clear to scholars exactly how the spell works, but it is suspected that it operates by forcing an isomorphism between the target's neural structure and between weather patterns --
-involves directing atmospheric lightning from the source and so must be cast outside. The psionic protection will last as long as the accompanying mental disorder,and degrade in strength as it does. +though in what way, or what this even means, is less than clear. This spell involves directing atmospheric lightning from the source and so must be cast outside.
 +The psionic protection will last as long as the accompanying mental disorder,and degrade in strength as it does.
More skilled casters can get an equal effect with less severe mental disorders. More skilled casters can get an equal effect with less severe mental disorders.
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Base Energy Costs: thirty-nine points of spiritual energy Base Energy Costs: thirty-nine points of spiritual energy
- This spell conjures a noctilucent mist that hangs in the air for a time. The mist works by diffusing an enchanted piece of moonlit cloud through the area. In generally its effect is to make things+ This spell conjures a noctilucent mist that hangs in the air for a time. The mist works by diffusing an enchanted piece of moonlit cloud through the area.
-more visible. It works to magickally supplant the vision of all present, allowing them to see even through blindness or absolute darkness. It also quickly seeps into and clings to everyone present,+In generally its effect is to make things more visible. It works to magickally supplant the vision of all present, allowing them to see even through blindness or absolute darkness.
-causing them to be surrounded by a halo of noctilucent light that outlines them and makes them considerably easier targets. A noctilucent halo also exposes the invisible. The halo will last as long as+It also quickly seeps into and clings to everyone present, causing them to be surrounded by a halo of noctilucent light that outlines them and makes them considerably easier targets.
-the affected remains in the noctilucent mist; away from the mist, a halo will fade in relatively short order.+A noctilucent halo also exposes the invisible. The halo will last as long as the affected remains in the noctilucent mist; away from the mist, a halo will fade in relatively short order.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: fifty points of electricity Base Energy Costs: fifty points of electricity
- This spell directs subtle electrical currents at the target's nervous system, causing him to be numbed to all pain. This spell can has its uses on enemies, allies, and even oneself: when one knows+ This spell directs subtle electrical currents at the target's nervous system, causing him to be numbed to all pain.
-one will need to cast spells under distracting circumstances, this spell can be a great boon.+This spell can has its uses on enemies, allies, and even oneself: when one knows one will need to cast spells under distracting circumstances, this spell can be a great boon.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: forty points of spiritual energy Base Energy Costs: forty points of spiritual energy
- This spell will attempt to magickally charm ordinary birds into becoming one's permanent companions. The osprey's call, though not at all spectacular, is one of the most pleasing and spiritually+ This spell will attempt to magickally charm ordinary birds into becoming one's permanent companions.
-useful spells, as wandering without companionship can be a terrible fate. It is also a well-known and much-loved hallmark of tavern-frequenting mages.+The osprey's call, though not at all spectacular, is one of the most pleasing and spiritually useful spells, as wandering without companionship can be a terrible fate.
 +It is also a well-known and much-loved hallmark of tavern-frequenting mages.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred points of spiritual energy, one hundred points of elemental air energy and one hundred points of chaos energy Base Energy Costs: one hundred points of spiritual energy, one hundred points of elemental air energy and one hundred points of chaos energy
- This spell summons an entity that may loosely be called a spirit, though strictly speaking it has no sentience of its own and is more a projection of the Frater Zephyrius Mutatoris's own personality+ This spell summons an entity that may loosely be called a spirit, though strictly speaking it has no sentience of its own
-and imagination. This manifestation is a rainbow spirit, a benevolent construct of weather and chaos that manifests as auroric light playing through water droplets in the approximate shape of a+and is more a projection of the Frater Zephyrius Mutatoris's own personality and imagination.
-butterfly. These do several things. First, as a basis for the rest of their powers, they transform the remaining organic energy in nearby remains into more fungible energy that they use to aid you. +This manifestation is a rainbow spirit, a benevolent construct of weather and chaos that manifests as auroric light playing through water droplets in the approximate shape of a butterfly.
-Second, they assist you in various ways outside of combat, generally by transferring some of their energy reserves over to you when you are short. Thirdly, they can assist you within combat, expending+These do several things.
-their energy to blind and attack opponents, or to remove harmful effects that have been placed on you. These creatures are somewhat difficult to conjure: in addition to various energies, they also+'''First''', as a basis for the rest of their powers, they transform the remaining organic energy in nearby remains into more fungible energy that they use to aid you.
-require a coruscar as a component. But, once summoned, they last for some hours, up to a day for more skilled casters. (One can summon more than one of these creatures at once if one desires.)+'''Second''', they assist you in various ways outside of combat, generally by transferring some of their energy reserves over to you when you are short.
 +'''Thirdly''', they can assist you within combat, expending their energy to blind and attack opponents, or to remove harmful effects that have been placed on you.
 +These creatures are somewhat difficult to conjure: in addition to various energies, they also require a coruscar as a component.
 +But, once summoned, they last for some hours, up to a day for more skilled casters. (One can summon more than one of these creatures at once if one desires.)
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred points of spiritual energy Base Energy Costs: one hundred points of spiritual energy
- This spell is a staple for Ordo Zephyrius Mutatoris, among the first learned, and sometimes the most commonly used, especially among more the more pacifist members of the order. One can either give+ This spell is a staple for Ordo Zephyrius Mutatoris, among the first learned, and sometimes the most commonly used, especially among more the more pacifist members of the order.
-no additional argument, in which case one will ride the winds to a random location, or one can attempt to ride the winds "home" to be returned to Torlira's mountain abode. Though this spell does not+One can either give no additional argument, in which case one will ride the winds to a random location, or one can attempt to ride the winds "home" to be returned to Torlira's mountain abode.
-require you to be outdoors, it does require there to be air in the atmosphere. Many use this spell frequently as it allows one to attune one's spirit to the chaotic energies in the weather.+Though this spell does not require you to be outdoors, it does require there to be air in the atmosphere.
 +Many use this spell frequently as it allows one to attune one's spirit to the chaotic energies in the weather.
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. 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.
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Base Energy Costs: thirty-four points of spiritual energy, one hundred two points of elemental air energy and eleven points of electricity Base Energy Costs: thirty-four points of spiritual energy, one hundred two points of elemental air energy and eleven points of electricity
- This spell conjures enchanted armour made of the heavens themselves. While we generally can rely on spells to protect us, when combat garb is required, this armour is far superior to that forged by+ This spell conjures enchanted armour made of the heavens themselves.
-smiths. As part of this armour's enchantment is electrical, one will need total electrical protection in order to wear it properly. If the target has wings, then the armour will be suited for them in+While we generally can rely on spells to protect us, when combat garb is required, this armour is far superior to that forged by smiths.
-the form of a pteralorica. Otherwise it will be a normal articulated halfsuit. The duration of the armour depends upon the skill of the spellcaster, but it can be kept, dropped, etc. until it expires. +As part of this armour's enchantment is electrical, one will need total electrical protection in order to wear it properly.
 +If the target has wings, then the armour will be suited for them in the form of a pteralorica. Otherwise it will be a normal articulated halfsuit.
 +The duration of the armour depends upon the skill of the spellcaster, but it can be kept, dropped, etc. until it expires.
It can also be absorbed with channel currents, though since the energy has already been processed by the Frater Zephyrius Mutatoris once, this will be less than fully efficient. It can also be absorbed with channel currents, though since the energy has already been processed by the Frater Zephyrius Mutatoris once, this will be less than fully efficient.
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Base Energy Costs: forty-five points of spiritual energy and forty-five points of elemental air energy Base Energy Costs: forty-five points of spiritual energy and forty-five points of elemental air energy
- This spell conjures constraining bonds of pure elemental air to immobilize a target. The bonds must be maintained by the caster and continually exert their casting cost on him so long as they remain+ This spell conjures constraining bonds of pure elemental air to immobilize a target.
-in existence. The bonds will be destroyed either if the caster runs out of spiritual and air energy, or if the victim breaks free or figures out some way to escape. As might be imagined, this spell is+The bonds must be maintained by the caster and continually exert their casting cost on him so long as they remain in existence.
-less than effective against amorphous or intangible opponents.+The bonds will be destroyed either if the caster runs out of spiritual and air energy, or if the victim breaks free or figures out some way to escape.
 +As might be imagined, this spell is less than effective against amorphous or intangible opponents.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred fifty points of chaos energy and three hundred points of elemental air energy Base Energy Costs: one hundred fifty points of chaos energy and three hundred points of elemental air energy
- This spell, though not flashy, offers many subtle boons to the target. First and foremost is life protection: the blessing of the sea will attempt to protect one from death. This enchantment is not+ This spell, though not flashy, offers many subtle boons to the target. First and foremost is life protection: the blessing of the sea will attempt to protect one from death.
-perfect, but it is quite reliable for a spell that invokes the unpredictable energies of the ocean. The spell also gives a significant measure of luck, a small measure of perception, and a limited amount+This enchantment is not perfect, but it is quite reliable for a spell that invokes the unpredictable energies of the ocean.
-of protection against various mana energies. It is an esoteric spell and requires much subtlety of the fingers, but the enchantment will last for several hours once established.+The spell also gives a significant measure of luck, a small measure of perception, and a limited amount of protection against various mana energies.
 +It is an esoteric spell and requires much subtlety of the fingers, but the enchantment will last for several hours once established.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: five points of spiritual energy and one point of electricity Base Energy Costs: five points of spiritual energy and one point of electricity
- This spell creates a spark of sorcerous lightning that seeks out its target without fail, maneuvering as necessary to defeat any ordinary attempt at blocking it and counter any ordinary attempt at+ This spell creates a spark of sorcerous lightning that seeks out its target without fail,
-evading it. Its effect upon reaching the target is relatively modest, but it has the potential to stun a highly evasive target for long enough to bring more powerful effects to bear.+maneuvering as necessary to defeat any ordinary attempt at blocking it and counter any ordinary attempt at evading it.
 +Its effect upon reaching the target is relatively modest, but it has the potential to stun a highly evasive target for long enough to bring more powerful effects to bear.
Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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Base Energy Costs: seventeen points of spiritual energy Base Energy Costs: seventeen points of spiritual energy
- This spell causes a powerful wind to be formed which not only floods an opponent with elemental air, but also manifests speed and turbulence that create an overwhelmingly intense howling. The sound+ This spell causes a powerful wind to be formed which not only floods an opponent with elemental air,
-is such that it frequently stuns and deafens an opponent.+but also manifests speed and turbulence that create an overwhelmingly intense howling. The sound is such that it frequently stuns and deafens an opponent.
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. 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.
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Base Energy Costs: twenty points of spiritual energy and seventy-five points of elemental air energy Base Energy Costs: twenty points of spiritual energy and seventy-five points of elemental air energy
- This spell conjures squalls of slashing wind that localize around one's enemies and continuously strike at them. This spell is not fast-acting, in either effect or casting time, but it is a+ This spell conjures squalls of slashing wind that localize around one's enemies and continuously strike at them.
-relatively reliable means of defense against large groups. If one is in combat, one's enemies will be targetted, otherwise everyone in the room who is not befriended will be.+This spell is not fast-acting, in either effect or casting time, but it is a relatively reliable means of defense against large groups.
 +If one is in combat, one's enemies will be targetted, otherwise everyone in the room who is not befriended will be.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred fifteen points of spiritual energy Base Energy Costs: one hundred fifteen points of spiritual energy
- This spell summons and binds a spirit to the service of the Frater Zephyrius Mutatoris. Many different types of spirit can be summoned using this spell. The casting procedure is similar, but more+ This spell summons and binds a spirit to the service of the Frater Zephyrius Mutatoris. Many different types of spirit can be summoned using this spell.
-powerful spirits require more ability with the spell. Each extraplanar entity, once summoned, takes a certain amount of concentration and energy to keep around. If fails to maintain the energies+The casting procedure is similar, but more powerful spirits require more ability with the spell.
-required, the spirit will break his bond and attempt to return home -- generally to the Exoma or the plane of elemental air. (If this is not possible, the spirit often dies trying.) Once a spirit has+Each extraplanar entity, once summoned, takes a certain amount of concentration and energy to keep around.
-been summoned you may "banish" it if you no longer need its services. The entities one can summon, and their rating and energy requirements, are as follows:+If fails to maintain the energies required, the spirit will break his bond and attempt to return home -- generally to the Exoma or the plane of elemental air.
 +(If this is not possible, the spirit often dies trying.) Once a spirit has been summoned you may "banish" it if you no longer need its services.
 +The entities one can summon, and their rating and energy requirements, are as follows:
'''Air Spirit''' '''Air Spirit'''
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Base Energy Costs: sixty points of spiritual energy Base Energy Costs: sixty points of spiritual energy
- This spell is relatively advanced and much prized by rising mages. It augments the target's visual capacities with the essence of the sunset, giving them enhanced perception, a modicum of night+ This spell is relatively advanced and much prized by rising mages. It augments the target's visual capacities with the essence of the sunset, giving them enhanced perception,
-vision, and even the ability to directly perceive astral energies. The enchantment lasts for quite a while, but it gradually decreases (much like the sun gradually sets) and must be recast for the+a modicum of night vision, and even the ability to directly perceive astral energies. The enchantment lasts for quite a while,
-enchantment to maintain its full strength. The target of this spell must have at least one eye.+but it gradually decreases (much like the sun gradually sets) and must be recast for the enchantment to maintain its full strength. The target of this spell must have at least one eye.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: forty points of spiritual energy and five points of elemental air energy Base Energy Costs: forty points of spiritual energy and five points of elemental air energy
- This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air. The effect of this spell is to make the weapon much faster and more penetrative. It also+ This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air.
-pulls one along with it, and while it won't force the wielder to attack someone at random, it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. To avoid+The effect of this spell is to make the weapon much faster and more penetrative. It also pulls one along with it, and while it won't force the wielder to attack someone at random,
-any accidental injury, the spell must be cast on a weapon that is not currently being wielded.+it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance.
 +To avoid any accidental injury, the spell must be cast on a weapon that is not currently being wielded.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: fifty-five points of spiritual energy Base Energy Costs: fifty-five points of spiritual energy
- This spell creates a wave of sonic force that stuns, slows, and, to a lesser extent, outright damages a target. The spell has a lengthy casting time and is somewhat difficult, and its most common+ This spell creates a wave of sonic force that stuns, slows, and, to a lesser extent, outright damages a target.
-usage is to debilitate a foe before they realize there is a threat.+The spell has a lengthy casting time and is somewhat difficult, and its most common usage is to debilitate a foe before they realize there is a threat.
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. 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.
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Base Energy Costs: one hundred points of spiritual energy and thirty points of electricity Base Energy Costs: one hundred points of spiritual energy and thirty points of electricity
- This spell allows the caster to draw upon the raw power of lightning, and through their delicate magicks interweave that energy into the wielded weapons of themselves and their friends. This energy+ This spell allows the caster to draw upon the raw power of lightning, and through their delicate magicks interweave that energy into the wielded weapons.
-once imbued charges the weapon with fierce electrical energy that will discharge into an enemy once struck. Naturally any weapon able to accept this power must be conductive to electricity.+This energy once imbued charges the weapon with fierce electrical energy that will discharge into an enemy once struck.
 +Naturally any weapon able to accept this power must be conductive to electricity.
Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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Base Energy Costs: forty-one points of spiritual energy Base Energy Costs: forty-one points of spiritual energy
- This spell is relatively time-consuming and complex, and, while not as powerful as a lightning bolt, is quite devastating in its own right. The caster draws out the latent turbulence in his+ This spell is relatively time-consuming and complex, and, while not as powerful as a lightning bolt, is quite devastating in its own right.
-environment and enchants it with refined magickal energies, creating an enormous tornado that rips into an opponent.+The caster draws out the latent turbulence in his environment and enchants it with refined magickal energies, creating an enormous tornado that rips into an opponent.
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. 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.
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Relevant Attributes: three parts intelligence, three parts charisma and two parts dexterity Relevant Attributes: three parts intelligence, three parts charisma and two parts dexterity
- Relevant Skills: four parts prestidigitation, three parts conjuration, three parts enchantment, three parts summoning, two parts aeromancy, two parts evocation and one part symbology+ Relevant Skills: four parts prestidigitation, three parts conjuration, three parts enchantment, three parts summoning, two parts aeromancy, two parts evocation one part symbology
Rating Requirement: four hundred Rating Requirement: four hundred
Effective Maximum Rating: seven hundred fifty Effective Maximum Rating: seven hundred fifty
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Base Energy Costs: one hundred ninety points of spiritual energy Base Energy Costs: one hundred ninety points of spiritual energy
- This spell is an extraordinarily complex and dangerous evocation. It involves summoning a storm spirit, aiding the spirit in enchanting and charging itself with magickally infused elemental rain, and+ This spell is an extraordinarily complex and dangerous evocation.
-then directing the deluge against one's enemies once it is unleashed while attempting to avoid harming one's friends or bystanders. If one is in combat, this spell will target one's enemies; if one is+It involves summoning a storm spirit, aiding the spirit in enchanting and charging itself with magickally infused elemental rain,
-not, it will target everyone in the area who is not befriended by you.+and then directing the deluge against one's enemies once it is unleashed while attempting to avoid harming one's friends or bystanders.
 +If one is in combat, this spell will target one's enemies; if one is not, it will target everyone in the area who is not befriended by you.
Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Thu Jul 30 11:32:55 2009. Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Thu Jul 30 11:32:55 2009.
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Base Energy Costs: one hundred twenty-five points of spiritual energy Base Energy Costs: one hundred twenty-five points of spiritual energy
- This spell conjures a wall of shimmering wind around the caster at the cost of considerable spiritual energy. This wall serves as a measure of protection, but more importantly, allows a caster to+ This spell conjures a wall of shimmering wind around the caster at the cost of considerable spiritual energy.
-push at the wall and create blasts of wind that target his opponent. None of these blasts are as strong as a properly cast spell, but they serve as a steady and regular way to damage an opponent without+This wall serves as a measure of protection, but more importantly, allows a caster to push at the wall and create blasts of wind that target his opponent.
-being too draining on one's spiritual reserves. A wall of wind puts a steady drain on its user's spiritual energy whether or not it is being used in combat, though this drain diminishes with the caster's+None of these blasts are as strong as a properly cast spell, but they serve as a steady and regular way to damage an opponent without being too draining on one's spiritual reserves.
-skill. To banish a wall after it has been conjured, simple "banish" it.+A wall of wind puts a steady drain on its user's spiritual energy whether or not it is being used in combat, though this drain diminishes with the caster's skill.
 +To banish a wall after it has been conjured, simple "banish" it.
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. 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.
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Base Energy Costs: three hundred points of chaos energy Base Energy Costs: three hundred points of chaos energy
- Though not common, this is among the most beloved spell in Ordo Zephyrius Mutatoris's arsenal, and seeing the presence of the ensuing enchantment is evidence of a a truly accomplished mage. The+ Though not common, this is among the most beloved spell in Ordo Zephyrius Mutatoris's arsenal, and seeing the presence of the ensuing enchantment is evidence of a a truly accomplished mage.
-welkin wings enchantment was created by the tuatha Rosier. Rosier was an angel of Yehovah who fell when she became enamored with the magicks of the air. The loss of her wings motivated her to delve into+The welkin wings enchantment was created by the tuatha Rosier. Rosier was an angel of Yehovah who fell when she became enamored with the magicks of the air.
-spellcraft and construct this spell. This powerful enchantment pulls on the life force of the target to grant them a pair of wings constructed of their raw vital energy. They grant tremendous flight+The loss of her wings motivated her to delve into spellcraft and construct this spell.
-capacity, as well as augmented bodily fortitude and speed. These capacities will fade until the wings fade altogether, though they can be kept up by recasting the spell. Those with existing wings will+This powerful enchantment pulls on the life force of the target to grant them a pair of wings constructed of their raw vital energy.
-be granted another pair. The wings are fragile, and if either of them ever becomes fully disabled, the enchantment will break prematurely and both wings will be lost.+They grant tremendous flight capacity, as well as augmented bodily fortitude and speed. These capacities will fade until the wings fade altogether, though they can be kept up by recasting the spell.
 +Those with existing wings will be granted another pair. The wings are fragile, and if either of them ever becomes fully disabled, the enchantment will break prematurely and both wings will be lost.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: twelve points of spiritual energy Base Energy Costs: twelve points of spiritual energy
- This spell is a staple combat spell for a mage, allowing him to, without much preparation or prestidigitory fuss, direct a current of elemental air into a targeted blast. The spell is not very+ This spell is a staple combat spell for a mage, allowing him to, without much preparation or prestidigitory fuss, direct a current of elemental air into a targeted blast.
-powerful, but it is accurate, fast, and relatively untaxing to one's spiritual reserves.+The spell is not very powerful, but it is accurate, fast, and relatively untaxing to one's spiritual reserves.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. 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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Base Energy Costs: one hundred twenty-seven points of spiritual energy Base Energy Costs: one hundred twenty-seven points of spiritual energy
- Among the most famed of Ordo Zephyrius Mutatoris spells, wind speed massively accelerates the target's movements for a brief period of time. The spell is difficult to control and rather taxing on+ Among the most famed of Ordo Zephyrius Mutatoris spells, wind speed massively accelerates the target's movements for a brief period of time.
-novice casters, though it does get easier over time. Due to the relative costs and benefits of the spell relative to the target's combat prowess, mages tend to cast this spell on more capable warriors+The spell is difficult to control and rather taxing on novice casters, though it does get easier over time.
-than themselves, though self-targetting is not unheard of.+Due to the relative costs and benefits of the spell relative to the target's combat prowess, mages tend to cast this spell on more capable warriors than themselves,
 +though self-targetting is not unheard of.
Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009. Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.
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Base Energy Costs: thirty points of spiritual energy and one point of elemental air energy Base Energy Costs: thirty points of spiritual energy and one point of elemental air energy
- In order to cast this spell, the Frater Zephyrius Mutatoris must sing a precise musical note, which becomes infused with a tiny bit of elemental air essence. The harmonious note protectively+ In order to cast this spell, the Frater Zephyrius Mutatoris must sing a precise musical note, which becomes infused with a tiny bit of elemental air essence.
-surrounds the subject of the spell and works to interdict harmful sounds from affecting hir. For a mage reasonably skilled at both spellcasting and singing, this spell can be very effective and quite+The harmonious note protectively surrounds the subject of the spell and works to interdict harmful sounds from affecting hir. For a mage reasonably skilled at both spellcasting and singing,
-long-lasting.+this spell can be very effective and quite long-lasting.
Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Chaos and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
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Base Energy Costs: fifty points of spiritual energy, seventy-five points of elemental air energy, thirty-eight points of chaos energy and twelve points of electricity Base Energy Costs: fifty points of spiritual energy, seventy-five points of elemental air energy, thirty-eight points of chaos energy and twelve points of electricity
- This spell is as complex as it is graceful and as cherished as it is rare. It transforms a chaos rose into a zephyr, manifested as a cloud of rose petals, that accelerates the regeneration of+ This spell is as complex as it is graceful and as cherished as it is rare.
-everyone in the area. The amount of acceleration and the duration of the cloud vary with the skill of the spellcaster.+It transforms a chaos rose into a zephyr, manifested as a cloud of rose petals, that accelerates the regeneration of everyone in the area.
 +The amount of acceleration and the duration of the cloud vary with the skill of the spellcaster.
Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009. Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.

Revision as of 14:45, 16 August 2009

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


Ordo Zephyrius Mutatoris Spell: Breath of Air

   Relevant Attributes: intelligence
   Relevant Skills: two parts aeromancy, two parts conjuration, two parts enchantment and one part breath control
   Rating Requirement: fifty
   Effective Maximum Rating: three hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       breath of air
   Base Energy Costs: five points of spiritual energy and three points of elemental air energy
   This spell sends out a miniscule quantity of elemental air to bind to the respiration apparatus of any nearby allies who can use it, including the caster.  

This both replenishes their respiration capacity and gives them a measure of improved breath control for a little while.

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

> Ordo Zephyrius Mutatoris Spell: Breath of Life

   Relevant Attributes: two parts intelligence and one part charisma
   Relevant Skills: three parts evocation, two parts enchantment, two parts symbology, one part aeromancy and one part prestidigitation
   Rating Requirement: one hundred
   Effective Maximum Rating: four hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       breath of life <target>
   Base Energy Costs: ten points of spiritual energy and fifty points of elemental air energy
   This spell enchants one's own breath with vital healing energies and puts those energies to work mending a target.  

This spell won't work if the caster cannot breathe air or if there is no air around for the caster to breathe. Despite the seeming simplicity and fast-acting nature of this spell, it is somewhat alien to the magickal disciplines available to a Frater Zephyrius Mutatoris, and is thus fairly taxing on his energy reserves.

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

> Ordo Zephyrius Mutatoris Spell: Call Summons

   Relevant Attributes: two parts charisma and one part intelligence
   Relevant Skills: ten parts summoning, four parts conjuration and one part aeromancy
   Rating Requirement: fifty
   Effective Maximum Rating: five hundred
   Difficulty: ordinary
   Form of Evocation:
       call summons
   Base Energy Costs: seventy-five points of spiritual energy
   This spell allows the careless Frater Zephyrius Mutatoris who has lost his summons to attempt to call them back to him.
   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.

> Ordo Zephyrius Mutatoris Spell: Channel Currents

   Relevant Attributes: one part intelligence and one part willpower
   Relevant Skills: one part aeromancy, one part channeling and one part symbology
   Rating Requirement: fifty
   Effective Maximum Rating: eight hundred
   Difficulty: extraordinarily difficult
   Forms of Evocation:
       channel currents
       channel currents through <target>
   Base Energy Costs: one hundred fifty-five points of spiritual energy
   This spell taps into the atmospheric air and attempts to withdraw the latent meteoretic energies floating there -- electrical, chaotic, and elemental air -- 

and convert them into a form usable by the Frater Zephyrius Mutatoris. A target object can be specified with the spell. The target object should be composed of these energies in some way, and if it is it will greatly aid in the efficiency of the conversion of spiritual to non-spiritual energy. This is a great boon, as this process is intrinisically rather inefficient, especially for the inexperienced spellcaster. If a target is selected, the object will be damaged and possibly be destroyed by the spellcasting process.

   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Chaos Lightning

   Relevant Attributes: two parts charisma, one part intelligence, one part dexterity and one part perception
   Relevant Skills: four parts evocation, two parts aeromancy, one part symbology and one part prestidigitation
   Rating Requirement: two hundred eighty
   Effective Maximum Rating: six hundred
   Difficulty: very difficult
   Forms of Evocation:
       chaos lightning
       chaos lightning <target>
   Base Energy Costs: thirty points of spiritual energy, fifty points of chaos energy and twenty points of electricity
   Fusing chaotic forces with electrical, this difficult and unpredictable effect generates a powerful charge of chaos-infused lightning, 

directed at the Frater Zephyrius Mutatoris's command.

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

> 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 aeromancy, two parts prestidigitation and one part symbology
   Rating Requirement: two hundred fifteen
   Effective Maximum Rating: five hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       chaoswind
   Base Energy Costs: fifteen points of spiritual energy and eighty 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.

> Ordo Zephyrius Mutatoris Spell: Cloud Form

   Relevant Attributes: four parts dexterity, three parts intelligence and one part charisma
   Relevant Skills: seven parts prestidigitation, four parts enchantment and two parts aeromancy
   Rating Requirement: three hundred fifty
   Effective Maximum Rating: six hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       cloud form <target>
   Base Energy Costs: fifty points of elemental air energy
   This spell partially transforms one's body into a cloud-like state.  The effects are not total enough to have any real effect on one's ability to resist or absorb damage 

the purpose of this spell is subtler. While in a cloud form one will be able to gradually pass through or around most substances. One will not need to eat or drink, one will not bleed, and -- though this is sometimes a detriment to a Frater Zephyrius Mutatoris -- one will not even need to breathe. This spell does not normally last very long, but repeated castings can be used to prolong the enchantment. This spell is also notable for its unusual prestidigitory component.

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

> Ordo Zephyrius Mutatoris Spell: Compression Ram

   Relevant Attributes: four parts intelligence and one part charisma
   Relevant Skills: two parts aeromancy, one part enchantment, one part evocation and one part demolition
   Rating Requirement: fifty
   Effective Maximum Rating: two hundred fifty
   Difficulty: easy
   Forms of Evocation:
       compression ram
       compression ram <target>
   Base Energy Costs: forty-five points of spiritual energy
   This spell enchants a section of air to compress and decompress rapidly in a way specifically designed to break through large, flat, relatively thin surfaces -- 

that is, specifically designed to break doors. While some esoteric cabals go to great lengths to learn symbolic mappings that allow the subtle opening of passageways, the Frater Zephyrius Mutatoris takes a simpler approach.

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

> Ordo Zephyrius Mutatoris Spell: Dephlogisticate Air

   Relevant Attributes: one part intelligence and one part charisma
   Relevant Skills: six parts evocation, two parts symbology, one part aeromancy, one part alchemy and one part enchantment
   Rating Requirement: one hundred fifty
   Effective Maximum Rating: six hundred
   Difficulty: ordinary
   Form of Evocation:
       dephlogisticate air
   Base Energy Costs: one hundred points of chaos energy
   This strange spell attempts to absorb used phlogiston -- a sort of reified combustibility -- from the air.  

The effect of this is to make the air more amenable to further combustion by leaving more room for unused phlogiston. The upshot of all this is that attacks of various sorts that are heat-intensive will be greatly augmented. The room air will slowly reach a phlogiston equilibrium and the effect will wear off; this process is hastened by heat attacks, which evolve phlogiston back into the air rather rapidly. An interesting side effect of this spell is that one will end up with a handful of phlogiston. Beings with phlogiston glands often find that consuming the stuff directly accelerates the glandular replenishment process.

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

Ordo Zephyrius Mutatoris Spell: Direction of the Winds

   Relevant Attributes: two parts perception and one part intelligence
   Relevant Skills: two parts aeromancy, two parts divination and one part prestidigitation
   Rating Requirement: ten
   Effective Maximum Rating: one hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       direction of the winds
   Base Energy Costs: ten points of spiritual energy
   This simple spell is a relative staple of Ordo Zephyrius Mutatoris; allowing the caster to magickally detect the slightest currents and eddies in the ambient air around them.  

The knowledge imparted lets the skilled caster know where the wind has been, and ultimately, where they are.

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

> Ordo Zephyrius Mutatoris Spell: Drift

   Relevant Attributes: three parts intelligence and one part charisma
   Relevant Skills: two parts evocation, one part aeromancy and one part enchantment
   Rating Requirement: thirty
   Effective Maximum Rating: three hundred seventy-five
   Difficulty: ordinary
   Form of Evocation:
       drift <target>
   Base Energy Costs: forty-five points of spiritual energy
   This spell causes the target to float and drift in the wind, giving him the ability to fly  without using wings.  

The amount of aerial control granted is not impressive (though those more skilled can mitigate the handicap with their enchantment somewhat), but the power of flight is nonetheless greatly useful, and indeed eminently enjoyable.

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

> Ordo Zephyrius Mutatoris Spell: Electrical Protection

   Relevant Attributes: two parts intelligence and one part charisma
   Relevant Skills: one part aeromancy, one part enchantment and one part evocation
   Rating Requirement: fifty
   Effective Maximum Rating: three hundred seventy-five
   Difficulty: ordinary
   Form of Evocation:
       electrical protection for <target>
   Base Energy Costs: twenty points of spiritual energy and two points of electricity
   This simple enchantment makes Ordo Zephyrius Mutatoris highly resistant to electricity for quite a long time.  

At higher levels of control, it will make one totally immune to electricity.

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

> Ordo Zephyrius Mutatoris Spell: Electrical Storm

   Relevant Attributes: three parts charisma, two parts intelligence and one part dexterity
   Relevant Skills: five parts evocation, five parts summoning, three parts prestidigitation, two parts enchantment, one part aeromancy, one part conjuration and one part symbology
   Rating Requirement: six hundred
   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.  

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.

> Ordo Zephyrius Mutatoris Spell: Electrification

   Relevant Attributes: two parts intelligence and one part charisma
   Relevant Skills: eight parts evocation, two parts aeromancy, one part conjuration, one part enchantment and one part symbology
   Rating Requirement: one hundred fifty
   Effective Maximum Rating: four hundred
   Difficulty: ordinary
   Form of Evocation:
       electrify <target>
   Base Energy Costs: fifty points of spiritual energy and ten points of electricity
   This spell conjures a nimbus of electrical currents to surround the target.  

The currents are a sort of protection: anyone coming in contact with the target will receive a nasty electrical shock. The shocks deplete the nimbus, and the nimbus will more gradually deplete on its own. The spell may be cast again to refresh the nimbus before it expires. Though this spell does not provide any real protection against electrical attacks, such attacks do often replenish the charge of the nimbus.

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

> Ordo Zephyrius Mutatoris Spell: Essence of the Wind

   Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity
   Relevant Skills: eight parts evocation, four parts enchantment, four parts prestidigitation, three parts symbology and one part aeromancy
   Rating Requirement: four hundred
   Effective Maximum Rating: eight hundred
   Difficulty: very difficult
   Form of Evocation:
       essence of the wind <target>
   Base Energy Costs: one hundred fifty points of elemental air energy
   This spell makes the target's body one with the winds.  The target will be invulnerable to all attacks except those that directly affect one's essence.  

One is also capable of being affected by unusually potent forms of normal damage, and rather severely by vacuum damage.

   Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Feather Mantle

   Relevant Attributes: three parts intelligence, two parts charisma and one part dexterity
   Relevant Skills: three parts aeromancy, three parts enchantment, three parts evocation and one part prestidigitation
   Rating Requirement: two hundred
   Effective Maximum Rating: six hundred
   Difficulty: ordinary
   Form of Evocation:
       feather mantle around <target>
   Base Energy Costs: seventy-four points of elemental air energy
   This spell enchants the target piece of armour with the lightness and flexibility of air, reducing its encumberance based on the skill of the caster.
   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Fog

   Relevant Attributes: one part intelligence and one part charisma
   Relevant Skills: four parts evocation, one part aeromancy, one part conjuration, one part enchantment and one part symbology
   Rating Requirement: ninety
   Effective Maximum Rating: three hundred
   Difficulty: ordinary
   Form of Evocation:
       fog <target>
   Base Energy Costs: sixty points of spiritual energy
   This spell conjures and enchants a thick veil of fog around the target which protects them from various attacks.  

It is most effective against normal physical attacks, somewhat effective against elemental attacks, and very ineffective against more esoteric, high-energy, or mana-based attacks. It can be cast multiple times around a target to keep the fog replenished and fresh. As the fog absorbs damage, it will gradually become less effective and eventually dissipate.

   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.
   Mist
   Phase: Liquid
   Typical Color: White
   Rarity: Very Common
   Properties: Aqueous, Conductive, Particulate and Translucent
   Also Known As: Fog and Cloud
   No specific help is available for this material.
   Development Information: The mist material was created by Lost Souls; the source code was last updated Sun Jul 12 19:30:02 2009.

> Ordo Zephyrius Mutatoris Spell: Knowledge of the Winds

   Relevant Attributes: three parts intelligence, one part charisma and one part perception
   Relevant Skills: five parts aeromancy, three parts symbology and one part divination
   Rating Requirement: one hundred ninety
   Effective Maximum Rating: three hundred ninety
   Difficulty: ordinary
   Form of Evocation:
       knowledge of the winds <target>
   Base Energy Costs: twenty-five points of spiritual energy
   Knowledge of many things can be found on the wind.  This spell allows the caster to divine the identity of people, items and more.
   Development Information: This spell was created by Xellinus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.

> Ordo Zephyrius Mutatoris Spell: Lighten Load

   Relevant Attributes: three parts intelligence and one part charisma
   Relevant Skills: two parts enchantment, one part aeromancy, one part conjuration, one part evocation and one part prestidigitation
   Rating Requirement: twenty-five
   Effective Maximum Rating: five hundred
   Difficulty: ordinary
   Form of Evocation:
       lighten load of <target>
   Base Energy Costs: fifty points of spiritual energy
   This spell conjures and enchants currents of air for the specific purpose of increasing one's carrying capacity.  

The currents weave around the items in one's inventory and around one's limbs to make them lighter and all in all more managable.

   Development Information: This spell was created by Twilight, who wishes to credit Quebond as inspiring this work; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Lightning Bolt

   Relevant Attributes: three parts charisma, one part intelligence and one part dexterity
   Relevant Skills: five parts evocation, two parts aeromancy and one part prestidigitation
   Rating Requirement: two hundred seventy-five
   Effective Maximum Rating: six hundred
   Difficulty: very difficult
   Forms of Evocation:
       lightning bolt
       lightning bolt <target>
   Base Energy Costs: ninety points of spiritual energy and thirty points of electricity
   This spell is complex, but is among the most powerful and effective in Ordo Zephyrius Mutatoris's arsenal.  

The spell evokes a lightning bolt directed, with a high degree of accuracy, by the caster's finger.

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

> Ordo Zephyrius Mutatoris Spell: Magick Dart

   Relevant Attributes: three parts charisma and two parts intelligence
   Relevant Skills: four parts evocation, two parts symbology and one part conjuration
   Rating Requirement: one hundred seventy-five
   Effective Maximum Rating: four hundred seventy-five
   Difficulty: somewhat difficult
   Forms of Evocation:
       magick dart
       magick dart <target>
   Base Energy Costs: twenty-three points of spiritual energy
   This spell is a combat spell that is somewhat less efficient than others, but has the advantage of dealing pure mana damage.  

This makes it something of a utility combat spell, useful for situations in which one's opponents are resistent to the elemental energies that we ordinarily traffick in.

   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Mind Maelstrom

   Relevant Attributes: three parts intelligence, one part dexterity and one part charisma
   Relevant Skills: three parts aeromancy, three parts evocation, three parts symbology, three parts prestidigitation and one part conjuration
   Rating Requirement: three hundred seventy-five
   Effective Maximum Rating: five hundred twenty-five
   Difficulty: difficult
   Form of Evocation:
       mind maelstrom <target>
   Base Energy Costs: forty-five points of elemental air energy and fifty-five points of chaos energy
   This spell is rarely used by and poorly understood by most.  The effect of the spell is to, partly by bioelectrical and partly by magickal means, alter one's brain.  

This alteration both induces a degree of temporary malfunction, confusion, or madness, and, more importantly, grants one a large degree of resistence to psychic effects. It is not clear to scholars exactly how the spell works, but it is suspected that it operates by forcing an isomorphism between the target's neural structure and between weather patterns -- though in what way, or what this even means, is less than clear. This spell involves directing atmospheric lightning from the source and so must be cast outside. The psionic protection will last as long as the accompanying mental disorder,and degrade in strength as it does. More skilled casters can get an equal effect with less severe mental disorders.

   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Noctilucent Mist

   Relevant Attributes: one part intelligence and one part charisma
   Relevant Skills: eight parts evocation, four parts aeromancy, two parts symbology, one part conjuration and one part enchantment
   Rating Requirement: one hundred fifty
   Effective Maximum Rating: four hundred twenty-five
   Difficulty: ordinary
   Form of Evocation:
       noctilucent mist
   Base Energy Costs: thirty-nine points of spiritual energy
   This spell conjures a noctilucent mist that hangs in the air for a time.  The mist works by diffusing an enchanted piece of moonlit cloud through the area.  

In generally its effect is to make things more visible. It works to magickally supplant the vision of all present, allowing them to see even through blindness or absolute darkness. It also quickly seeps into and clings to everyone present, causing them to be surrounded by a halo of noctilucent light that outlines them and makes them considerably easier targets. A noctilucent halo also exposes the invisible. The halo will last as long as the affected remains in the noctilucent mist; away from the mist, a halo will fade in relatively short order.

   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Numb

   Relevant Attributes: intelligence
   Relevant Skills: four parts aeromancy, four parts enchantment and one part evocation
   Rating Requirement: one hundred fifty
   Effective Maximum Rating: three hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       numb <target>
   Base Energy Costs: fifty points of electricity
   This spell directs subtle electrical currents at the target's nervous system, causing him to be numbed to all pain. 

This spell can has its uses on enemies, allies, and even oneself: when one knows one will need to cast spells under distracting circumstances, this spell can be a great boon.

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

   Numbness
   Trait Type: Flag
   Overall Possible Natural Values: Yes or No
   Possible Natural Values for Sekh: No
   Numbness is the absence of all tactile sensation, including pressure, heat, cold, and pain.
   Development Information: The numbness trait was created by Chaos; the source code was last updated Sun Jul 12 19:29:38 2009.
   See Also: analgesia

> Ordo Zephyrius Mutatoris Spell: Osprey's Call

   Relevant Attributes: two parts intelligence, one part charisma and one part perception
   Relevant Skills: four parts evocation, two parts aeromancy and two parts singing
   Rating Requirement: fifty
   Effective Maximum Rating: two hundred fifty
   Difficulty: easy
   Form of Evocation:
       osprey's call
   Base Energy Costs: forty points of spiritual energy
   This spell will attempt to magickally charm ordinary birds into becoming one's permanent companions.  

The osprey's call, though not at all spectacular, is one of the most pleasing and spiritually useful spells, as wandering without companionship can be a terrible fate. It is also a well-known and much-loved hallmark of tavern-frequenting mages.

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

> Ordo Zephyrius Mutatoris Spell: Rainbow Butterfly

   Relevant Attributes: two parts charisma and one part intelligence
   Relevant Skills: five parts summoning, three parts evocation, three parts symbology, one part aeromancy, one part conjuration and one part prestidigitation
   Rating Requirement: one hundred fifty
   Effective Maximum Rating: seven hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       rainbow butterfly
   Base Energy Costs: one hundred points of spiritual energy, one hundred points of elemental air energy and one hundred points of chaos energy
   This spell summons an entity that may loosely be called a spirit, though strictly speaking it has no sentience of its own 

and is more a projection of the Frater Zephyrius Mutatoris's own personality and imagination. This manifestation is a rainbow spirit, a benevolent construct of weather and chaos that manifests as auroric light playing through water droplets in the approximate shape of a butterfly. These do several things. First, as a basis for the rest of their powers, they transform the remaining organic energy in nearby remains into more fungible energy that they use to aid you. Second, they assist you in various ways outside of combat, generally by transferring some of their energy reserves over to you when you are short. Thirdly, they can assist you within combat, expending their energy to blind and attack opponents, or to remove harmful effects that have been placed on you. These creatures are somewhat difficult to conjure: in addition to various energies, they also require a coruscar as a component. But, once summoned, they last for some hours, up to a day for more skilled casters. (One can summon more than one of these creatures at once if one desires.)

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

> Ordo Zephyrius Mutatoris Spell: Ride the Winds

   Relevant Attributes: four parts intelligence and one part willpower
   Relevant Skills: one part aeromancy, one part chaos affinity, one part conjuration, one part evocation, one part symbology and one part xotimancy
   Rating Requirement: twenty-five
   Effective Maximum Rating: three hundred fifty
   Difficulty: easy
   Forms of Evocation:
       ride the winds
       ride the winds <target>
   Base Energy Costs: one hundred points of spiritual energy
   This spell is a staple for Ordo Zephyrius Mutatoris, among the first learned, and sometimes the most commonly used, especially among more the more pacifist members of the order.  

One can either give no additional argument, in which case one will ride the winds to a random location, or one can attempt to ride the winds "home" to be returned to Torlira's mountain abode. Though this spell does not require you to be outdoors, it does require there to be air in the atmosphere. Many use this spell frequently as it allows one to attune one's spirit to the chaotic energies in the weather.

   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.

> Ordo Zephyrius Mutatoris Spell: Scithial Armour

   Relevant Attributes: one part intelligence and one part charisma
   Relevant Skills: ten parts evocation, five parts aeromancy and five parts conjuration
   Rating Requirement: three hundred
   Effective Maximum Rating: six hundred
   Difficulty: difficult
   Form of Evocation:
       scithial armour for <target>
   Base Energy Costs: thirty-four points of spiritual energy, one hundred two points of elemental air energy and eleven points of electricity
   This spell conjures enchanted armour made of the heavens themselves.  

While we generally can rely on spells to protect us, when combat garb is required, this armour is far superior to that forged by smiths. As part of this armour's enchantment is electrical, one will need total electrical protection in order to wear it properly. If the target has wings, then the armour will be suited for them in the form of a pteralorica. Otherwise it will be a normal articulated halfsuit. The duration of the armour depends upon the skill of the spellcaster, but it can be kept, dropped, etc. until it expires. It can also be absorbed with channel currents, though since the energy has already been processed by the Frater Zephyrius Mutatoris once, this will be less than fully efficient.

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

> Ordo Zephyrius Mutatoris Spell: Scithial Bonds

   Relevant Attributes: one part intelligence, one part dexterity and one part charisma
   Relevant Skills: two parts evocation, two parts prestidigitation, one part aeromancy and one part conjuration
   Rating Requirement: three hundred
   Effective Maximum Rating: seven hundred
   Difficulty: somewhat difficult
   Forms of Evocation:
       scithial bonds
       scithial bonds around <target>
   Base Energy Costs: forty-five points of spiritual energy and forty-five points of elemental air energy
   This spell conjures constraining bonds of pure elemental air to immobilize a target.  

The bonds must be maintained by the caster and continually exert their casting cost on him so long as they remain in existence. The bonds will be destroyed either if the caster runs out of spiritual and air energy, or if the victim breaks free or figures out some way to escape. As might be imagined, this spell is less than effective against amorphous or intangible opponents.

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

> Ordo Zephyrius Mutatoris Spell: Sea's Blessing

   Relevant Attributes: three parts dexterity, two parts intelligence and one part charisma
   Relevant Skills: eight parts prestidigitation, three parts conjuration, three parts enchantment, three parts evocation, one part aeromancy and one part symbology
   Rating Requirement: three hundred fifty
   Effective Maximum Rating: six hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       sea's blessing <target>
   Base Energy Costs: one hundred fifty points of chaos energy and three hundred points of elemental air energy
   This spell, though not flashy, offers many subtle boons to the target.  First and foremost is life protection: the blessing of the sea will attempt to protect one from death.  

This enchantment is not perfect, but it is quite reliable for a spell that invokes the unpredictable energies of the ocean. The spell also gives a significant measure of luck, a small measure of perception, and a limited amount of protection against various mana energies. It is an esoteric spell and requires much subtlety of the fingers, but the enchantment will last for several hours once established.

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

> Ordo Zephyrius Mutatoris Spell: Seeker Spark

   Relevant Attributes: two parts charisma, one part intelligence and one part perception
   Relevant Skills: two parts evocation, one part aeromancy, one part symbology and one part prestidigitation
   Rating Requirement: seventy-five
   Effective Maximum Rating: seven hundred
   Difficulty: ordinary
   Forms of Evocation:
       seeker spark
       seeker spark <target>
   Base Energy Costs: five points of spiritual energy and one point of electricity
   This spell creates a spark of sorcerous lightning that seeks out its target without fail, 

maneuvering as necessary to defeat any ordinary attempt at blocking it and counter any ordinary attempt at evading it. Its effect upon reaching the target is relatively modest, but it has the potential to stun a highly evasive target for long enough to bring more powerful effects to bear.

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

> Ordo Zephyrius Mutatoris Spell: Shrieking Gale

   Relevant Attributes: three parts intelligence and one part charisma
   Relevant Skills: three parts aeromancy, two parts conjuration, two parts evocation and one part prestidigitation
   Rating Requirement: one hundred seventy-five
   Effective Maximum Rating: six hundred
   Difficulty: ordinary
   Forms of Evocation:
       shrieking gale
       shrieking gale <target>
   Base Energy Costs: seventeen points of spiritual energy
   This spell causes a powerful wind to be formed which not only floods an opponent with elemental air, 

but also manifests speed and turbulence that create an overwhelmingly intense howling. The sound is such that it frequently stuns and deafens an opponent.

   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.

> Ordo Zephyrius Mutatoris Spell: Skyfury

   Relevant Attributes: three parts charisma and one part intelligence
   Relevant Skills: nine parts evocation, one part aeromancy, one part conjuration and one part enchantment
   Rating Requirement: one hundred twenty-five
   Effective Maximum Rating: six hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       skyfury <target>
   Base Energy Costs: forty points of elemental air energy
   This spell harnesses the power of the sky at sunset and implants it within the target, making him more resilient, willful, and resistant to shock.
   Development Information: This spell was created by Twilight; the source code was last updated Sun Jul 12 19:32:35 2009.

> Ordo Zephyrius Mutatoris Spell: Squall

   Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity
   Relevant Skills: four parts evocation, two parts aeromancy, two parts conjuration and one part prestidigitation
   Rating Requirement: three hundred
   Effective Maximum Rating: six hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       squall
   Base Energy Costs: twenty points of spiritual energy and seventy-five points of elemental air energy
   This spell conjures squalls of slashing wind that localize around one's enemies and continuously strike at them.  

This spell is not fast-acting, in either effect or casting time, but it is a relatively reliable means of defense against large groups. If one is in combat, one's enemies will be targetted, otherwise everyone in the room who is not befriended will be.

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

> Ordo Zephyrius Mutatoris Spell: Summon

   Relevant Attributes: three parts charisma and one part intelligence
   Relevant Skills: ten parts summoning, three parts conjuration, two parts symbology and one part aeromancy
   Rating Requirement: fifty
   Effective Maximum Rating: one thousand
   Difficulty: difficult
   Form of Evocation:
       summon <target>
   Base Energy Costs: one hundred fifteen points of spiritual energy
   This spell summons and binds a spirit to the service of the Frater Zephyrius Mutatoris.  Many different types of spirit can be summoned using this spell.  

The casting procedure is similar, but more powerful spirits require more ability with the spell. Each extraplanar entity, once summoned, takes a certain amount of concentration and energy to keep around. If fails to maintain the energies required, the spirit will break his bond and attempt to return home -- generally to the Exoma or the plane of elemental air. (If this is not possible, the spirit often dies trying.) Once a spirit has been summoned you may "banish" it if you no longer need its services. The entities one can summon, and their rating and energy requirements, are as follows:

   Air Spirit
       Rating Requirement: 100
       Energies (per minute): 
           three points of spiritual energy
   Water Spirit
       Rating Requirement: 125
       Energies (per minute): 
           five points of spiritual energy
   Apagion
       Rating Requirement: 175
       Energies (per minute): 
           five points of spiritual energy
   Storm Spirit
       Rating Requirement: 200
       Energies (per minute): 
           five points of spiritual energy
   Air Elemental
       Rating Requirement: 350
       Energies (per minute): 
           seven and a half points of spiritual energy
           one and a half points of elemental air energy
   Elektros
       Rating Requirement: 400
       Energies (per minute): 
           five points of spiritual energy
           five points of electricity
           five points of chaos energy
   Water Elemental
       Rating Requirement: 425
       Energies (per minute): 
           twelve and a half points of spiritual energy
   Storm Amalgamal
       Rating Requirement: 450
       Energies (per minute): 
           ten points of spiritual energy
           one and a half points of electricity


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

> Ordo Zephyrius Mutatoris Spell: Sunlit Senses

   Relevant Attributes: three parts intelligence and one part charisma
   Relevant Skills: five parts symbology, two parts evocation, one part aeromancy and one part enchantment
   Rating Requirement: two hundred seventy-five
   Effective Maximum Rating: five hundred seventy-five
   Difficulty: ordinary
   Form of Evocation:
       sunlit senses <target>
   Base Energy Costs: sixty points of spiritual energy
   This spell is relatively advanced and much prized by rising mages.  It augments the target's visual capacities with the essence of the sunset, giving them enhanced perception, 

a modicum of night vision, and even the ability to directly perceive astral energies. The enchantment lasts for quite a while, but it gradually decreases (much like the sun gradually sets) and must be recast for the enchantment to maintain its full strength. The target of this spell must have at least one eye.

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

> Ordo Zephyrius Mutatoris Spell: Sylphic Pulse

   Relevant Attributes: one part intelligence and one part charisma
   Relevant Skills: three parts enchantment, three parts summoning, one part aeromancy and one part evocation
   Rating Requirement: one hundred
   Effective Maximum Rating: four hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       sylphic pulse within <target>
   Base Energy Costs: forty points of spiritual energy and five points of elemental air energy
   This spell enchants a weapon with motive cadence borrowed from a sylph, a wild creature of elemental air.  

The effect of this spell is to make the weapon much faster and more penetrative. It also pulls one along with it, and while it won't force the wielder to attack someone at random, it will scatter his attacks in combat somewhat, as well as be more taxing on the wielder's endurance. To avoid any accidental injury, the spell must be cast on a weapon that is not currently being wielded.

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

> Ordo Zephyrius Mutatoris Spell: Tempestas

   Relevant Attributes: intelligence
   Relevant Skills: three parts enchantment and two parts aeromancy
   Rating Requirement: two hundred
   Effective Maximum Rating: five hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       tempestas <target>
   Base Energy Costs: ten points of elemental air energy, ten points of chaos energy and ten points of electricity
   This spell is an ideal personal close combat spell in that it covers the target's hands with a corona of stormclouds, greatly improving the damage they do.
   Development Information: This spell was created by Erebus and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Thunderclap

   Relevant Attributes: three parts intelligence, one part dexterity and one part charisma
   Relevant Skills: three parts enchantment, two parts aeromancy, two parts prestidigitation and one part evocation
   Rating Requirement: two hundred fifty
   Effective Maximum Rating: six hundred
   Difficulty: somewhat difficult
   Forms of Evocation:
       thunderclap
       thunderclap <target>
   Base Energy Costs: fifty-five points of spiritual energy
   This spell creates a wave of sonic force that stuns, slows, and, to a lesser extent, outright damages a target.  

The spell has a lengthy casting time and is somewhat difficult, and its most common usage is to debilitate a foe before they realize there is a threat.

   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.

> Ordo Zephyrius Mutatoris Spell: Thunderforge

   Relevant Attributes: two parts intelligence, two parts charisma and one part dexterity
   Relevant Skills: five parts enchantment, three parts aeromancy, three parts prestidigitation and two parts evocation
   Rating Requirement: two hundred
   Effective Maximum Rating: eight hundred
   Difficulty: difficult
   Form of Evocation:
       thunderforge
   Base Energy Costs: one hundred points of spiritual energy and thirty points of electricity
   This spell allows the caster to draw upon the raw power of lightning, and through their delicate magicks interweave that energy into the wielded weapons.  

This energy once imbued charges the weapon with fierce electrical energy that will discharge into an enemy once struck. Naturally any weapon able to accept this power must be conductive to electricity.

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

> Ordo Zephyrius Mutatoris Spell: Tornado

   Relevant Attributes: four parts intelligence, one part dexterity and one part charisma
   Relevant Skills: three parts aeromancy, three parts conjuration, three parts enchantment, two parts evocation and one part prestidigitation
   Rating Requirement: three hundred
   Effective Maximum Rating: five hundred fifty
   Difficulty: ordinary
   Forms of Evocation:
       tornado
       tornado <target>
   Base Energy Costs: forty-one points of spiritual energy
   This spell is relatively time-consuming and complex, and, while not as powerful as a lightning bolt, is quite devastating in its own right.  

The caster draws out the latent turbulence in his environment and enchants it with refined magickal energies, creating an enormous tornado that rips into an opponent.

   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.

> Ordo Zephyrius Mutatoris Spell: Torrential Rain

   Relevant Attributes: three parts intelligence, three parts charisma and two parts dexterity
   Relevant Skills: four parts prestidigitation, three parts conjuration, three parts enchantment, three parts summoning, two parts aeromancy, two parts evocation one part symbology
   Rating Requirement: four hundred
   Effective Maximum Rating: seven hundred fifty
   Difficulty: extraordinarily difficult
   Form of Evocation:
       torrential rain
   Base Energy Costs: one hundred ninety points of spiritual energy
   This spell is an extraordinarily complex and dangerous evocation.  

It involves summoning a storm spirit, aiding the spirit in enchanting and charging itself with magickally infused elemental rain, and then directing the deluge against one's enemies once it is unleashed while attempting to avoid harming one's friends or bystanders. If one is in combat, this spell will target one's enemies; if one is not, it will target everyone in the area who is not befriended by you.

   Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Thu Jul 30 11:32:55 2009.

> Ordo Zephyrius Mutatoris Spell: Wall of Wind

   Relevant Attributes: two parts intelligence, two parts dexterity and one part charisma
   Relevant Skills: three parts symbology, three parts prestidigitation, one part aeromancy, one part enchantment and one part evocation
   Rating Requirement: two hundred twenty-five
   Effective Maximum Rating: four hundred fifty
   Difficulty: ordinary
   Form of Evocation:
       wall of wind
   Base Energy Costs: one hundred twenty-five points of spiritual energy
   This spell conjures a wall of shimmering wind around the caster at the cost of considerable spiritual energy.  

This wall serves as a measure of protection, but more importantly, allows a caster to push at the wall and create blasts of wind that target his opponent. None of these blasts are as strong as a properly cast spell, but they serve as a steady and regular way to damage an opponent without being too draining on one's spiritual reserves. A wall of wind puts a steady drain on its user's spiritual energy whether or not it is being used in combat, though this drain diminishes with the caster's skill. To banish a wall after it has been conjured, simple "banish" it.

   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.

> Ordo Zephyrius Mutatoris Spell: Welkin Wings

   Relevant Attributes: ten parts intelligence, one part willpower and one part charisma
   Relevant Skills: five parts enchantment, five parts symbology, one part channeling and one part evocation
   Rating Requirement: five hundred
   Effective Maximum Rating: eight hundred
   Difficulty: very difficult
   Form of Evocation:
       welkin wings for <target>
   Base Energy Costs: three hundred points of chaos energy
   Though not common, this is among the most beloved spell in Ordo Zephyrius Mutatoris's arsenal, and seeing the presence of the ensuing enchantment is evidence of a a truly accomplished mage.  

The welkin wings enchantment was created by the tuatha Rosier. Rosier was an angel of Yehovah who fell when she became enamored with the magicks of the air. The loss of her wings motivated her to delve into spellcraft and construct this spell. This powerful enchantment pulls on the life force of the target to grant them a pair of wings constructed of their raw vital energy. They grant tremendous flight capacity, as well as augmented bodily fortitude and speed. These capacities will fade until the wings fade altogether, though they can be kept up by recasting the spell. Those with existing wings will be granted another pair. The wings are fragile, and if either of them ever becomes fully disabled, the enchantment will break prematurely and both wings will be lost.

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

> Ordo Zephyrius Mutatoris Spell: Wind Blast

   Relevant Attributes: three parts charisma and one part intelligence
   Relevant Skills: four parts evocation, one part aeromancy and one part conjuration
   Rating Requirement: one hundred
   Effective Maximum Rating: three hundred
   Difficulty: easy
   Forms of Evocation:
       wind blast
       wind blast <target>
   Base Energy Costs: twelve points of spiritual energy
   This spell is a staple combat spell for a mage, allowing him to, without much preparation or prestidigitory fuss, direct a current of elemental air into a targeted blast.  

The spell is not very powerful, but it is accurate, fast, and relatively untaxing to one's spiritual reserves.

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

> Ordo Zephyrius Mutatoris Spell: Wind Speed

   Relevant Attributes: three parts intelligence, one part dexterity and one part charisma
   Relevant Skills: three parts aeromancy, two parts enchantment, two parts evocation, two parts symbology and two parts prestidigitation
   Rating Requirement: two hundred
   Effective Maximum Rating: five hundred
   Difficulty: ordinary
   Form of Evocation:
       wind speed <target>
   Base Energy Costs: one hundred twenty-seven points of spiritual energy
   Among the most famed of Ordo Zephyrius Mutatoris spells, wind speed massively accelerates the target's movements for a brief period of time.  

The spell is difficult to control and rather taxing on novice casters, though it does get easier over time. Due to the relative costs and benefits of the spell relative to the target's combat prowess, mages tend to cast this spell on more capable warriors than themselves, though self-targetting is not unheard of.

   Development Information: This spell was created by Twilight and Rand and is maintained by Twilight; the source code was last updated Sun Jul 12 19:32:36 2009.

> Ordo Zephyrius Mutatoris Spell: Windsong

   Relevant Attributes: two parts charisma, one part intelligence and one part perception
   Relevant Skills: three parts evocation, three parts singing, two parts aeromancy, two parts enchantment, one part symbology and one part vocalization
   Rating Requirement: twenty-five
   Effective Maximum Rating: five hundred
   Difficulty: ordinary
   Forms of Evocation:
       windsong
       windsong for <target>
   Base Energy Costs: thirty points of spiritual energy and one point of elemental air energy
   In order to cast this spell, the Frater Zephyrius Mutatoris must sing a precise musical note, which becomes infused with a tiny bit of elemental air essence.  

The harmonious note protectively surrounds the subject of the spell and works to interdict harmful sounds from affecting hir. For a mage reasonably skilled at both spellcasting and singing, this spell can be very effective and quite long-lasting.

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

> Ordo Zephyrius Mutatoris Spell: Zephyr

   Relevant Attributes: two parts intelligence, two parts charisma, one part dexterity and one part willpower
   Relevant Skills: four parts evocation, two parts channeling, two parts conjuration, two parts enchantment, two parts summoning, two parts prestidigitation, one part aeromancy, one part chaos affinity
       and one part symbology
   Rating Requirement: three hundred
   Effective Maximum Rating: six hundred
   Difficulty: somewhat difficult
   Form of Evocation:
       zephyr
   Base Energy Costs: fifty points of spiritual energy, seventy-five points of elemental air energy, thirty-eight points of chaos energy and twelve points of electricity
   This spell is as complex as it is graceful and as cherished as it is rare.  

It transforms a chaos rose into a zephyr, manifested as a cloud of rose petals, that accelerates the regeneration of everyone in the area. The amount of acceleration and the duration of the cloud vary with the skill of the spellcaster.

   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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