Ride the winds (Ordo Zephyrius Mutatoris spell)

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Relevant Attributes: four parts intelligence and one part willpower 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+ Relevant Skills: one part [[aeromancy]], one part [[chaos affinity]], one part [[conjuration]], one part [[evocation]], one part [[symbology]] and one part [[chaoturgy]]
Rating Requirement: twenty-five Rating Requirement: twenty-five
Effective Maximum Rating: three hundred fifty Effective Maximum Rating: three hundred fifty

Revision as of 12:16, 5 February 2015

> 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 chaoturgy
   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.
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