Carrion Bird (Empathic Bond)
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Bonding Requirements
Carrion birds are battlefield scavengers, and are very much associated with death and the dead. Mortuary skill is required to bond to them, about five will suffice.
Known Abilities
The carrion bird is an opportunistic avian scavenger, found in nearly every region. It can fly, eats corpses, and can see in the dark. The carrion bird type consists of vultures, crows and ravens. The only real difference known is size and starting level.
Attribute Modifications
Bonding to a carrion bird provides its consort a large bonus to charisma, moderate bonuses to intelligence and willpower, and a small bonus to perception.
Specialty Profile
- Specialty access at Complete bond strength is provided in parenthesis. Specialty access beyond complete bond strength is possible and should scale similarly to the access provided at complete.
Extreme
- Entropy Affinity (16)
High
- Thanaturgy (15)
- Memory (12)
Medium
- Telesmatic Weapon (9)
- Centering (8)
- Channeling (8)
- Archery (8)
Low
- Mortuary (7)
- Spirit Lore (7)
- Flight (4)
- Metasenses (4)
- Legend Lore (4)
- Sky Fieldcraft (4)
- Arcane Lore (3)
- Theology (2)
- Metaphysics (2)
- Anatomy (2)
- Elder Lore (1)
Charms
You sense that you have one method by which you can form an empathic bond: a full essence bond via witchcraft, a means provided by the Coven. This bond requires a familiar that is avian, animal, and totemic and forbids a familiar that is anthropic. This bond is fulfilled by <§> Meg <§>, with whom your connection is complete. You sense that she is thoroughly satiated and thoroughly quenched. You may break your empathic bond with her by concentrating on doing so.
You sense that this bond is enabling you to perform loads of charms, arcane feats accomplished by simple mental acts.
Initially on bonding:
First, the ability to perceive subtle energy flows. To do this, concentrate on perceiving subtle energy flows. To end the effects of this charm, concentrate on ceasing to perceive subtle energy flows.
Second, the ability to urge your familiar to specific action. This ability can be used even if you do not know where your familiar is. To do this, concentrate on urging your familiar to undertake the desired action.
Third, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action. You can command multiple creatures at once in this manner. To do this, concentrate on commanding your follower or followers to undertake the desired action.
Fourth, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature.
Shortly after:
Fifth, the ability to hallow the remains of the departed. Doing so resolves the remains into entropic energy and then washes you in said energy. To do this, concentrate on the dead joining with death.
Sixth, the ability to send your familiar to safety. This ability can be used even if you do not know where your familiar is. To do this, concentrate on sending your familiar to safety.
Seventh, the ability to channel spiritual energy from yourself to your familiar. To do this, concentrate on channeling my spiritual energy outward.
Eighth, the ability to call your familiar to your side. To do this, concentrate on calling your familiar.
Ninth, the ability to weave shadows into arrows. To do this, concentrate on weaving shadow into an arrow or arrows.
Tenth, the ability to channel spiritual energy from your familiar to yourself. To do this, concentrate on channeling spiritual energy inward.
Eleventh, the ability to see through your familiar's eyes. This ability can be used even if you do not know where your familiar is. To do this, concentrate on seeing what your familiar sees.
Towards the end of "very frail" bond strength:
Twelfth, the ability to conjure a devilfly from the corpse of a rat. To do this, concentrate on conjuring a devilfly.
Thirteenth, the ability to convert spiritual energy into more refined forms. You sense that this bond is enabling you to acquire entropic energy with this ability. To do this, concentrate on channeling my spiritual energy into the desired type of energy.
At the middle of "fairly healthy" bond strength:
Fourteenth, the ability to enchant a staff (or similar object) with the power of the clouds, enabling its holder to fly. To do this, concentrate on the sky joining the earth within the desired staff, cane, or walking stick.
At the beginning of "very healthy" bond strength:
Fifteenth, the ability to recall your conjured followers to your side. To do this, concentrate on recalling the desired follower or followers.
Sixteenth, the ability to conjure a hellhound from the corpse of a wolf. To do this, concentrate on conjuring a hellhound.
Middle of Very Healthy
Seventeenth, the ability to rarify your form and become intangible. To do this, concentrate on rarifying my form.
Late Robust
Eighteenth, the ability to use the eyebeam of the severed eyestalk of a bezhuldaar. To do this, concentrate on channeling entropic energy at your target through the eyestalk.
Resilient
Nineteenth, the ability to become one with your familiar. This ability can be used even if you do not know where your familiar is. To do this, concentrate on becoming one with your familiar.
Late Resilient
Twentieth, the ability to suffuse an item with entropy. To do this, concentrate on suffusing the item with entropic energy.
- Note: Entropy infusion works much in the same was as chaos infusion or order infusion, replacing some of the material of the item being infused with entropic forms of matter. The charm tends not to convert items to entropic matter very quickly, and typically takes several applications to reach a point where the physical makeup of the item cannot be converted further.
Middle of Deep
Twenty-first, the ability to conjure a small gate to the underworld. The gate manifests as a small globe that orbits your person and shines deadly light on your enemies. The eye of a fey creature is needed as a component for this charm. To do this, concentrate on bringing the light of the underworld in through the fey eye. To end the effects of this charm, concentrate on closing the conjured sphere.
- Note: Gates cost entropy energy to maintain and give off light. The gates discharge various damage types (e.g. lightfire, hellshock, sinlight) in combat at the rate of 1 discharge per round.
Very Deep
Twenty-second, the ability to conjure a banshee from the corpse of a female dana. To do this, concentrate on conjuring a banshee.
Twenty-third and a half, the ability to change one's form. You sense that this bond is enabling you to transform into a crow, raven, vulture, wolf, rat, mouse, or spider. To do this, will myself to change into the desired form. To end the effects of this charm, will myself to my normal form.
Midway through Very Deep
Twenty-third, the ability to become invisible. To do this, concentrate on vanishing. To end the effects of this charm, concentrate on appearing.
During Intimate
Twenty-fourth, the ability to enchant an ordinary gemstone to orbit around your head and bestow various benefits. This charm requires the brainstem of a pegasus as a component. To do this, concentrate on the moving empyrian power rooted within the brainstem into the desired gemstone.
Midway through Nearly Complete
Twenty-fifth, the ability to envelop yourself in a shroud of passed souls. To do this, will the souls of the dead to protect me. To end the effects of this charm, will the souls of the dead to cease protecting me.
Later
Twenty-sixth, the ability to weave the essence of darkness into arrows. To do this, concentrate on weaving gloom into an arrow or arrows.