Difference between revisions of "Ecology"

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| style="background:lightyellow"|Ecology is the specialization of [[Hunting]] which is open for druids and commune bards. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, ecologists often have an animal familiar that follows them around.
| style="background:lightyellow"|'''Ecology''' is the specialization of [[Hunting]] which is open for [[druid]]s and commune [[bard]]s. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, ecologists often have an animal familiar that follows them around.
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{{AB
{{AB
|skillname = Empathy
|skillname = Empathy
|description = You are now able to connect empathically with animals, and so will be able to influence them. However, as animal minds are fairly simple, they only understand empowerment and weakening, so the influencing methods you use must be to one of these two purposes.
|description = You are now able to connect empathically with animals, and so will be able to [[influence]] them. However, as animal minds are fairly simple, they only understand empowerment and weakening, so the influencing methods you use must be to one of these two purposes.


Note well that an ego battle with an animal requires a direct conflict between your emotions and your very spirits, as this is the common ground needed to communicate with animals. You are not able to influence any kind of marine life, as their minds and emotions are too alien to you.
Note well that an ego battle with an animal requires a direct conflict between your emotions and your very spirits, as this is the common ground needed to communicate with animals. You are not able to influence any kind of marine life, as their minds and emotions are too alien to you.
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|cost = Power: 3 (for quickburn) (Any)<br>
|cost = Power: 3 (for quickburn) (Any)<br>
Ingredients: sage 1 weed 1
Ingredients: sage 1 weed 1
|description = You can create a smudge from the plants of a desert. When burned, this smudge will create a terrible sandstorm that will scour your enemies. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can create a smudge from the plants of a desert. When burned, this smudge will create a terrible sandstorm that will scour your enemies. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].
}}
}}


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|skillname = FinsFetish
|skillname = FinsFetish
|syntax = FETISH GRAFT FINS FROM <animal>
|syntax = FETISH GRAFT FINS FROM <animal>
|cost = Power: 10 (any)
|cost = Power: 10 (any)
|description = You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons <tt>SAXITIN, BOTULINUM, MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE</tt>. Likewise, your fetish can now use any of these poisons. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons <tt>SAXITIN, BOTULINUM, MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE</tt>. Likewise, your fetish can now use any of these poisons. See [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


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|syntax = SMUDGE FASHION SWAMP <br>
|syntax = SMUDGE FASHION SWAMP <br>
SMUDGE [QUICK]BURN
SMUDGE [QUICK]BURN
|cost = Power:   3 (for quickburn) (Any)<br>
|cost = Power: 3 (for quickburn) (Any)<br>
Ingredients: calamus 1 myrtle 1
Ingredients: calamus 1 myrtle 1
|Description You can fashion a smudge from the plants of a swamp. When burned, your enemies may be caught in quicksand, making it impossible for them to move until freed. Note that the larger the size, the easier it is to get out of quicksand (ironically enough), but trying to move will cause a victim to sink deeper into it. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can fashion a smudge from the plants of a swamp. When burned, your enemies may be caught in quicksand, making it impossible for them to move until freed. Note that the larger the size, the easier it is to get out of quicksand (ironically enough), but trying to move will cause a victim to sink deeper into it. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|description = Your protective charm is now more effective than it was before, and you can now fashion your charm with precious metals which give more options for protection. Otherwise the charm operates exactly the same as before. See <tt>AB ECOLOGY SOFTCHARM</tt>.
|description = Your protective charm is now more effective than it was before, and you can now fashion your charm with precious metals which give more options for protection. Otherwise the charm operates exactly the same as before. See [[#SoftCharm|<tt>AB ECOLOGY SOFTCHARM</tt>]].


*Gold    : Protection vs. Fire
*Gold    : Protection vs. Fire
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BOND ENVENOM CLEAR<br>
BOND ENVENOM CLEAR<br>
BOND STING <target> [FULL]<br>
BOND STING <target> [FULL]<br>
BOND PASSIVE<br>
BOND PASSIVE
|cost = Power: 3 (any)
|cost = Power: 3 (any)
|description = You may envenom your armoured familiar with 10 poisons. When commanded to sting, the familiar will attack its target with those poisons. You may also order it passive to stand down. When ordered passive, your bond will retain the remaining stings and you can continue from where you left off by re-issuing the sting command. If you re-issue the sting command and add the '<tt>FULL</tt>' qualifier, you will expend another 3 power and refill the number of attacks your bond will make.
|description = You may envenom your armoured familiar with 10 [[poisons]]. When commanded to sting, the familiar will attack its target with those poisons. You may also order it passive to stand down. When ordered passive, your bond will retain the remaining stings and you can continue from where you left off by re-issuing the sting command. If you re-issue the sting command and add the '<tt>FULL</tt>' qualifier, you will expend another 3 power and refill the number of attacks your bond will make.
}}
}}


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{{AB
{{AB
|skillname = VallySmudge
|skillname = ValleySmudge
|syntax = SMUDGE FASHION VALLEY<br>
|syntax = SMUDGE FASHION VALLEY<br>
SMUDGE [QUICK]BURN
SMUDGE [QUICK]BURN
|cost = Power:  3 (for quickburn) (Any)<br>
|cost = Power:  3 (for quickburn) (Any)<br>
Ingredients: yarrow 1 rosehips 1 colewort 1
Ingredients: yarrow 1 rosehips 1 colewort 1
|description = You can create a smudge stick with herbs of the valley. Burning this smudge creates a tornado that can blow your enemies up into the sky. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can create a smudge stick with herbs of the valley. Burning this smudge creates a tornado that can blow your enemies up into the sky. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = FETISH GRAFT STINGER FROM <animal>
|syntax = FETISH GRAFT STINGER FROM <animal>
|cost = Power:  10 (any)
|cost = Power:  10 (any)
|description = From the bones of an animal that use the poisons <tt>MACTANS, PYROTOXIN, CHANSU, MELLITIN, HADRUDIN or CHARYBDON</tt>, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = From the bones of an animal that use the poisons <tt>MACTANS, PYROTOXIN, CHANSU, MELLITIN, HADRUDIN or CHARYBDON</tt>, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it. See [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


{{AB
{{AB
|skillname = Unite
|skillname = Unite
|syntax = BOND UNITE
|syntax = BOND UNITE
|cost = Power:  2 (Any)
|cost = Power:  2 (Any)
|description = Your bond with your animal familiar is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your familiar, this will bring you to its location, rather than it to yours.
|description = Your bond with your animal familiar is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your familiar, this will bring you to its location, rather than it to yours.
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|syntax = BANE SNAKE <target>
|syntax = BANE SNAKE <target>
|cost = Power:  3 (Any)
|cost = Power:  3 (Any)
|description = This curse will make the recipient much more receptive to poisons, greatly decreasing the chance to shrug off poison effects. There are no cures for banes but they will lift on their own after one minute.
|description = [[Snake Bane|This curse]] will make the recipient much more receptive to [[poisons]], greatly decreasing the chance to shrug off poison effects. There are no cures for banes but they will lift on their own after one minute.
}}
}}


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|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|description = The protections of your charm is now as great as they will ever be. You now also have the option of adding hard elements of the mineral kingdom for other protections. Otherwise, it operates the same as before. See AB ECOLOGY SOFTCHARM.
|description = The protections of your charm is now as great as they will ever be. You now also have the option of adding hard elements of the mineral kingdom for other protections. Otherwise, it operates the same as before. See [[#SoftCharm|<tt>AB ECOLOGY SOFTCHARM</tt>]].


*Marble : Protection vs. Blunt
*Marble : Protection vs. Blunt
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|cost = Power:  3 (for quickburn) (Any)<br>
|cost = Power:  3 (for quickburn) (Any)<br>
Ingredients: juniper 1 arnica 1 kafe 1
Ingredients: juniper 1 arnica 1 kafe 1
|description = You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = FETISH GRAFT FANGS FROM <animal>
|syntax = FETISH GRAFT FANGS FROM <animal>
|cost = Power:  10 (any)
|cost = Power:  10 (any)
|description = You can graft deadly fangs onto your fetish from the bones of an animal that produces <tt>DULAK, DENDROXIN, ANATINE, ALEUTIAN, CONTORTRIN, ESCOZUL or HAEMOTOX</tt>, after which your bone fetish can use those poisons. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = You can graft deadly fangs onto your fetish from the bones of an animal that produces <tt>DULAK, DENDROXIN, ANATINE, ALEUTIAN, CONTORTRIN, ESCOZUL or HAEMOTOX</tt>, after which your bone fetish can use those poisons. See [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


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|syntax = SNAKEBOND <snake><br>
|syntax = SNAKEBOND <snake><br>
SNAKEBOND DISSOLVE
SNAKEBOND DISSOLVE
|description = By bonding with a poisonous snake, you can convince it to shack up inside your familiar's armour. It will strike every time your familiar attacks by virtue of FamiliarSting.
|description = By bonding with a poisonous snake, you can convince it to shack up inside your familiar's armour. It will strike every time your familiar attacks by virtue of [[#FamiliarSting|FamiliarSting]].


The snake must be alive, be poisonous, have full poison glands, and be in your hands. Your familiar must have armour clasped to it.
The snake must be alive, be poisonous, have full poison glands, and be in your hands. Your familiar must have armour clasped to it.
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|syntax = BANE HERB <target>
|syntax = BANE HERB <target>
|cost = Power:  3 (Any)
|cost = Power:  3 (Any)
|description = While under this powerful curse, the body rejects herbal remedies. There is a 50% chance that any purity wafer eaten will instead drain health from the one cursed. There are no cures for banes but they will lift on their own after one minute.
|description = While under [[Herb Bane|this powerful curse]], the body rejects herbal remedies. There is a 50% chance that any purity wafer eaten will instead drain health from the one cursed. There are no cures for banes but they will lift on their own after one minute.
}}
}}


{{AB
{{AB
|skillname = FamiliarShield
|skillname = FamiliarShield
|description = If you have this skill, your armoured familiar will automatically attempt to protect you from venoms.
|description = If you have this skill, your armoured familiar will automatically attempt to protect you from venoms. Your familiar must be in the same room as you and must be armoured.
Your familiar must be in the same room as you and must be armoured.
}}
}}


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Ingredients: Mistletoe 1 Marjoram 1 Galingale 1 Coltsfoot 1<br>
Ingredients: Mistletoe 1 Marjoram 1 Galingale 1 Coltsfoot 1<br>
Damage Type: 100% Fire
Damage Type: 100% Fire
|description = You can create a smudge with the plants found in forests. This will create a scene of a forest fire, which will burn your enemies with its hot wrath. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can create a smudge with the plants found in forests. This will create a scene of a forest fire, which will burn your enemies with its hot wrath. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].
}}
}}


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|syntax = BOND BERSERK <target>
|syntax = BOND BERSERK <target>
|cost = Power:  6 (any)
|cost = Power:  6 (any)
|description = For a short period, your armoured familiar will attack at an extremely fast speed. See AB ECOLOGY FAMILIARSTING.
|description = For a short period, your armoured familiar will attack at an extremely fast speed. See [[#FamiliarSting|<tt>AB ECOLOGY FAMILIARSTING</tt>]].
}}
}}


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Warning: If your familiar dies while you are in the realm, you will be severely injured.
Warning: If your familiar dies while you are in the realm, you will be severely injured.
}}
}}
[[Category: Class Skills]]

Latest revision as of 17:49, 11 July 2023

Ecology is the specialization of Hunting which is open for druids and commune bards. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, ecologists often have an animal familiar that follows them around.
Skill Learned At Description
Empathy Master+0% Empathically communicate with animals.
HillsSmudge Master+20% Mud slides can be a danger in the hills.
SoftCharm Master+40% Basic minerals can be used to protect.
WingsFetish Master+60% Craft a bone fetish and add deadly wings.
BatBane Master+80% Sounds cause pain to sensitive ears.
Rebirth Gifted+0% Give animals new life in a new form.
DesertSmudge Gifted+20% Desert sand storms can scour the flesh.
HerbRenewal Gifted+40% Even barren locations can be made to flourish.
FetishArmour Gifted+60% Make your familiar invincible with your fetish.
FamiliarSmudge Gifted+80% Armoured familiars can carry your smudges.
FinsFetish Expert+0% With fins, your bone fetish is even more deadly.
SwampSmudge Expert+20% Beware the quicksand found in swamps.
AnimalGrowth Expert+40% Enlarge animals to be more deadly.
PreciousCharm Expert+60% Add precious metals to your protective charm.
FamiliarSting Expert+80% Poison the bone armour on your familiar.
SwiftFetish Virtuoso+0% Your bone fetish can find its target within line of sight.
ValleySmudge Virtuoso+20% Tornados often form in valleys.
StingerFetish Virtuoso+40% Place a stinger upon your bone fetish.
Unite Virtuoso+60% Travel to your animal familiar where it may be.
SnakeBane Virtuoso+80% Sensitivity to poisons become more pronounced.
HardCharm Fabled+0% More protections can be added with the hardest ore.
MountainSmudge Fabled+20% Only in mountains is there a danger of avalanches.
FangsFetish Fabled+40% Your bone fetish can grow vicious fangs.
SnakeBond Fabled+50% Place a stinger upon your bone fetish.
HerbBane Fabled+60% Curse a body to violently reject healing herbs.
FamiliarShield Fabled+80% Your armoured familiar will attempt to protect you.
Conceal Mythical+0% Conceal the movements of your animal familiar.
ForgePath Mythical+20% Create the mystic pathways with another forger of paths.
ForestSmudge Mythical+40% Sometimes fires are necessary to a forest's health.
BerserkFetish Mythical+60% Instill a berserk state within your bone fetish.
FamiliarBerserk Mythical+80% Make your familiar berserk for a short period.
Transmigration Transcendent+0% Prepare a soul for transmigration.
Tending the Bats (by Gavriel)


Empathy

You are now able to connect empathically with animals, and so will be able to influence them. However, as animal minds are fairly simple, they only understand empowerment and weakening, so the influencing methods you use must be to one of these two purposes.

Note well that an ego battle with an animal requires a direct conflict between your emotions and your very spirits, as this is the common ground needed to communicate with animals. You are not able to influence any kind of marine life, as their minds and emotions are too alien to you.


HillsSmudge

Syntax
SMUDGE FASHION HILLS

SMUDGE [QUICK]BURN

Power: 3p (for quickburn) (Any)

Ingredients: pennyroyal 2

You can fashion a smudge stick from herbs found in the hills. When you burn the smudge, the smoke will eventually form into fleeting hills, causing a mudslide to harm your enemies.

NOTES ON SMUDGE STICKS: Smudges are powerful items made of the plant kingdom, infused with your own spirit through use of your ego. As such, you can only ever have one prepared at a time, and only you will be able to burn it. Gusts of wind will temporarily blow a smudge stick out, but it will eventually rekindle on its own. Smudges can be burned both on the ground or in trees.


SoftCharm

Syntax
CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
Damage Modifier: 2/2-X (total, divided as outlined below)

Charms are made of the mineral kingdom and can be powerful protections when worn. A charm must be made with exactly 20 commodities. The commodities you use determine what the charm will protect against and the weight it will protect you. You begin by learning to work with with soft minerals and ores, which protect against the following:

  • Sulfur : Protection vs. Poison
  • Salt  : Protection vs. Electricity
  • Coal  : Protection vs. Asphyxiation

For every 5 commodities of a type in your charm, the cap for that type increases by 2. For instance, a charm with 5 sulfur and 15 salt confers a 2/4 protection vs. poison and a 2/8 protection vs. electricity. You can fashion your charm in any proportion so long as 20 commodities are used. You can fashion your charm as often as you like, though there will never be more than one charm and it is only usable by you.


WingsFetish

Syntax
FETISH FASHION FROM <animal>

FETISH GRAFT WINGS FROM <animal>
FETISH ATTACK <target> <poison>
FETISH CALL

Power: 10 (any) (to fashion and graft only)

Bone fetishes are representations of the power of the animal kingdom. First, you begin by making a basic fetish from the bones of an animal. This is your basic bone fetish and is not useful until you begin grafting parts of animals onto it. You first begin by learning those animals who produce the following poisons: ANEROD, NIRICOL, BOTULINUM, CONTORTRIN, or PYROTOXIN.

Generally, animals who produce these poisons fly and you will need to find the bones of one of them. Contact a poison expert if you are not sure what animal produces ANEROD, NIRICOL, BOTULINUM, CONTORTRION or PYROTOXIN. Then you can graft representations of wings onto your fetish. At this point, through use of your ego, you can use your bone fetish as a weapon to deliver these poisons. You will, of course, need vials of these poisons handy for your bone fetish to use.

If you lose your fetish, you can always CALL it back to you.


BatBane

Syntax
BANE BAT <target>
Power: 3 (Any)

Those under the curse of the Bat Bane are particularly sensitive to sound, and will suffer increased damage from all sources coming from sound, including mana barbs, power spikes and ego vices. There are no cures for banes but they will lift on their own after one minute.


Rebirth

Syntax
REBIRTH <animal>
Power: 5 (commune nexus)

Sometimes you may want to give the spirit of a dead animal another chance upon the cycle of life and death. Though not all animals may be given a chance at rebirth, if successful it will be granted a new animal body.

The first animal you give rebirth to will form a close bond with you, and if your bonded animal dies, you will suffer great damage so it is important to keep your bonded animal safe. After its death, the next animal spirit you grant rebirth to will become your bonded animal. Of course, you can continue to grant rebirth to as many other animals as you desire but you will only ever have one at any time that has the special bond.


Syntax
BOND LOOK

BOND MOVE <direction>
BOND LISTEN <ON/OFF>
BOND ATTACK <target>
BOND PASSIVE
BOND RECALL
BOND PROBE <item>
BOND DISMISS FAMILIAR

Power: 5 (any) (To recall from another plane)


After you develop this bond, you are able to give your familiar various commands using your bond with it, provided you are on the same plane as your bonded animal.

Commanding your familiar to listen will allow you to use its ears as your own, picking up all conversations that it can hear, while commanding it to look will allow you to use its eyes, showing you what it sees. You may also command it to move remotely, and recall it to you if necessary, though this will take longer if it is out of your local area. Finally, you may command your familiar to attack an enemy that is with it. You can also order your familiar to observe its surroundings. In the event you wish to dismiss your familiar, you can as well.


DesertSmudge

Syntax
SMUDGE FASHION DESERT

SMUDGE [QUICK]BURN

Power: 3 (for quickburn) (Any)

Ingredients: sage 1 weed 1

You can create a smudge from the plants of a desert. When burned, this smudge will create a terrible sandstorm that will scour your enemies. See AB ECOLOGY HILLSSMUDGE.


HerbRenewal

Syntax
RENEW HERBS
Power: 5 (any)

In any natural environment capable of growing herbal plants that happens to be barren, you can renew the ground causing one type of plant to sprout. The type is a random type that naturally grows in that environment.


FetishArmour

Syntax
FETISH ARMOUR <CLASP|UNCLASP>

You may use your fetish to encase your familiar in living armour, making your bonded familiar invulnerable to all damage. While your familiar is armoured, you will not have access to your fetish. Also, if your armoured familiar is not in the same room as you, it will always seek to return to you if it is attacked.


FamiliarSmudge

Syntax
BOND SMUDGE <target>

If your familiar is armoured, you can have it deliver a smudge to a target up to 10 rooms away. The target can't be in the same room as you, nor will your familiar drop the smudge anywhere other than at ground level.


FinsFetish

Syntax
FETISH GRAFT FINS FROM <animal>
Power: 10 (any)

You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons SAXITIN, BOTULINUM, MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE. Likewise, your fetish can now use any of these poisons. See AB ECOLOGY WINGSFETISH.


SwampSmudge

Syntax
SMUDGE FASHION SWAMP

SMUDGE [QUICK]BURN

Power: 3 (for quickburn) (Any)

Ingredients: calamus 1 myrtle 1

You can fashion a smudge from the plants of a swamp. When burned, your enemies may be caught in quicksand, making it impossible for them to move until freed. Note that the larger the size, the easier it is to get out of quicksand (ironically enough), but trying to move will cause a victim to sink deeper into it. See AB ECOLOGY HILLSSMUDGE.


AnimalGrowth

Syntax
ENLARGE <animal>
Power: 5 (any)

You can temporarily enlarge any animal, increasing its size and strength.


PreciousCharm

Syntax
CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
Damage Modifier: 2/2-X (total, divided as outlined below)

Your protective charm is now more effective than it was before, and you can now fashion your charm with precious metals which give more options for protection. Otherwise the charm operates exactly the same as before. See AB ECOLOGY SOFTCHARM.

  • Gold  : Protection vs. Fire
  • Platinum : Protection vs. Cold
  • Silver  : Protection vs. Magic
  • Gems  : Protection vs. Psychic


FamiliarSting

Syntax
BOND ENVENOM <poison>

BOND ENVENOM SHOW
BOND ENVENOM CLEAR
BOND STING <target> [FULL]
BOND PASSIVE

Power: 3 (any)

You may envenom your armoured familiar with 10 poisons. When commanded to sting, the familiar will attack its target with those poisons. You may also order it passive to stand down. When ordered passive, your bond will retain the remaining stings and you can continue from where you left off by re-issuing the sting command. If you re-issue the sting command and add the 'FULL' qualifier, you will expend another 3 power and refill the number of attacks your bond will make.


SwiftFetish

Syntax
FETISH SWIFT <person> <direction> <poison>

Your bone fetish can now be used to target anyone within your line of sight.


ValleySmudge

Syntax
SMUDGE FASHION VALLEY

SMUDGE [QUICK]BURN

Power: 3 (for quickburn) (Any)

Ingredients: yarrow 1 rosehips 1 colewort 1

You can create a smudge stick with herbs of the valley. Burning this smudge creates a tornado that can blow your enemies up into the sky. See AB ECOLOGY HILLSSMUDGE.


StingerFetish

Syntax
FETISH GRAFT STINGER FROM <animal>
Power: 10 (any)

From the bones of an animal that use the poisons MACTANS, PYROTOXIN, CHANSU, MELLITIN, HADRUDIN or CHARYBDON, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it. See AB ECOLOGY WINGSFETISH.


Unite

Syntax
BOND UNITE
Power: 2 (Any)

Your bond with your animal familiar is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your familiar, this will bring you to its location, rather than it to yours.


SnakeBane

Syntax
BANE SNAKE <target>
Power: 3 (Any)

This curse will make the recipient much more receptive to poisons, greatly decreasing the chance to shrug off poison effects. There are no cures for banes but they will lift on their own after one minute.


HardCharm

Syntax
CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
Damage Modifier: 2/2-X (total, divided as outlined below)

The protections of your charm is now as great as they will ever be. You now also have the option of adding hard elements of the mineral kingdom for other protections. Otherwise, it operates the same as before. See AB ECOLOGY SOFTCHARM.

  • Marble : Protection vs. Blunt
  • Iron  : Protection vs. Cutting


MountainSmudge

Syntax
SMUDGE FASHION MOUNTAIN

SMUDGE [QUICK]BURN

Power: 3 (for quickburn) (Any)

Ingredients: juniper 1 arnica 1 kafe 1

You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies. See AB ECOLOGY HILLSSMUDGE.


FangsFetish

Syntax
FETISH GRAFT FANGS FROM <animal>
Power: 10 (any)

You can graft deadly fangs onto your fetish from the bones of an animal that produces DULAK, DENDROXIN, ANATINE, ALEUTIAN, CONTORTRIN, ESCOZUL or HAEMOTOX, after which your bone fetish can use those poisons. See AB ECOLOGY WINGSFETISH.


SnakeBond

Syntax
SNAKEBOND <snake>

SNAKEBOND DISSOLVE

By bonding with a poisonous snake, you can convince it to shack up inside your familiar's armour. It will strike every time your familiar attacks by virtue of FamiliarSting.

The snake must be alive, be poisonous, have full poison glands, and be in your hands. Your familiar must have armour clasped to it.


HerbBane

Syntax
BANE HERB <target>
Power: 3 (Any)

While under this powerful curse, the body rejects herbal remedies. There is a 50% chance that any purity wafer eaten will instead drain health from the one cursed. There are no cures for banes but they will lift on their own after one minute.


FamiliarShield

If you have this skill, your armoured familiar will automatically attempt to protect you from venoms. Your familiar must be in the same room as you and must be armoured.


Conceal

Syntax
BOND CONCEAL

This ability will allow you to conceal your animal familiar, and while this does not make it invisible, it will make its movements undetectable to the mortal eye.


ForgePath

Syntax
FORGEPATH <path forger>
Power: 10 (any)

With another person with this skill, you can forge mystic pathways between two locations of the same type of natural environment on the same plane. While the path is being formed, you are very limited in what you can do lest you disrupt the process.


ForestSmudge

Syntax
SMUDGE FASHION FOREST

SMUDGE [QUICK]BURN

Power: 3 (for quickburn) (Any)

Ingredients: Mistletoe 1 Marjoram 1 Galingale 1 Coltsfoot 1
Damage Type: 100% Fire

You can create a smudge with the plants found in forests. This will create a scene of a forest fire, which will burn your enemies with its hot wrath. See AB ECOLOGY HILLSSMUDGE.


BerserkFetish

Syntax
FETISH ATTACK <person> BERSERK <poison> <poison>

FETISH SWIFT <person> <direction> BERSERK <poison> <poison>
Power: 1 (any)

You can put your fetish in a berserk state, causing it to attack with two poisons. This can be a normal attack or a swift attack in your line of sight.


FamiliarBerserk

Syntax
BOND BERSERK <target>
Power: 6 (any)

For a short period, your armoured familiar will attack at an extremely fast speed. See AB ECOLOGY FAMILIARSTING.


Transmigration

Syntax
DEEPBOND

TRANSMIGRATION <on|off>

Power: 5 (commune nexus)

You can form an even deeper bond with your animal familiar. This deep bond is the mingling of both your soul and its spirit. If you die, your soul will transmigrate into the body of your animal familiar and you will thus be reborn. You will only be able to transmigrate if you have Ecology as an active skillset.

Your familiar will also provide you with unique bonuses.

  • Owl - 2/4 equilibrium recovery bonus, flight
  • Badger - 1/5 max health bonus, 1/8 universal damage increase
  • Fox - 2/4 balance recovery bonus, 1/8 cold resistance, 1/8 fire resistance
  • Vixen - 1/5 max ego bonus, level 2 empower influence
  • Tarantula - 1/5 max health bonus, 1/8 poison resistance, 1/8 cold resistance
  • Viper - 2/4 balance recovery bonus, high resistance to dendroxin venom
  • Widow - 1/5 max ego bonus, level 2 weaken influence
  • Bat - 2/4 equilibrium recovery bonus, flight

Warning: If your familiar dies while you are in the realm, you will be severely injured.