Wednesday, October 13, 2021

Totems: Boar, Part IV


Boar shamans and other cleric-types who call upon the totem gain access to certain spells. Otherwise, they follow the guidelines of totemic magic (link). 

BOAR SHAMANISM
1st Level Spells (d8)
1. Boar Companion: as Animal Companion (D), but must be a single boar. And though it may not be pleasant, it can be ridden.
2. Boar's Heart: as Remove Fear (reversible), but only if the shaman is cornered or charging.
3. Detect Pleasures
as Detect Magic, except that it senses the presence of food, treasure, and other niceties at quadruple the usual range.
4. Gorge Away Light Wounds: as Cure Light Wounds, but only works on those who partake of food and/or other pleasures afterwards.
5. Hog's Mist: as Obscuring Mist (D), but also emits a hog odor, alerting predators that there is boar-kind inside.
6. Porcine Protection: as Protection from Evil, but only works in areas where food, treasure, and/or other comforts are available.
7. Squeaker's Constitution: as Strength*, but confers only 1/2 the bonus, and it is applied to the recipient's Constitution, rather than Strength.
8. Swine's Purify Food & Drink: as Purify Food and Drink, but those who partake will certainly eat like pigs.

2nd Level Spells (d9)
1. Boar Hide: as Barkskin (D), but  only works on those who follow the ways of the boar.
2. Boar Spirit: as Unseen Servant*, but is faster (like a boar), can only push things, and can even attack ethereal foes.
3. Hog's Health: as Neutralize Poison, but only works on those who follow the boar's ways.
4. Not By The Hair On My Chinny Chin Chin
: as Find Traps, but works on potential ambushes and deceptions instead.
5. Phantom Boar: as Spiritual Weapon, but appears as a spirit boar that can keep attacking even if the shaman doesn't concentrate. It also has a 25% chance of either stopping to partake in pleasures or to charge a random individual each round though (equal chance of either).
6. Pig of the Sounder's Constitution: as Strength*, but the bonus is only applied to the recipient's Constitution and only works on those who have just partaken of food, treasure, and/or other pleasures.
7. Porcine Blessingas Bless, but grants a +2 bonus to hit and to damage to allies who are either cornered or charging instead.
8. Speak with Boarsas Speak with Animals, but only works with swine-kind, who do become slightly friendlier with the casting (they remain boarish though).
9. Swine Stink: as Stinking Cloud*, but must be targeted on those located behind (or at least downwind of) the shaman.

3rd Level Spells (d8)
1. Boar Cure: as Cure Disease, but makes the recipient hot and boarish for the next 1d6 turns too. They also must engage in some pleasure afterwards.
2. Boarskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a boar or other porcine creature. 
3. Entelodont Size: as Animal Growth, but just works on boar-kind.
4. Goring: as Striking, but the bonus can only be used by those who are cornered or charging.
5. Old Boar's Constitution: as Strength*, but the bonus is only applied to the recipient's Constitution and with a +2 bonus, along with no limit of 18.
6. Porcine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in areas where food, treasure, and/or other comforts are available.
7. Smell Object: as Locate Object, but detects any treasure, food, or other pleasure, even if specifics about them aren't known.
8. Swine's Create Food & Water: as Create Food & Water, but must then be 'pigged-out' upon.

4th Level Spells (d7)
1. All the Way Home: as Haste*, but can only be used to aid in retreating or escaping.
2. Boar Call
: as Summon Animal I (D), but just summons boars. 
3. Boar's Exorcism: as Exorcism, but only works on non-boar type spirits.
4. Enchant Boar Arms: as Enchant Arms*, but only works on those allowed by the boar totem.
5. False Boar's Hoard: as False Gold*, but boarish-types are immune to the ruse.
6. Gorge Away Serious Wounds
: as Cure Serious Wounds, but only works on those who partake of food and/or other pleasures afterwards.
7. Grand Old Boar's Constitutionas Old Boar's Constitution, above, but the bonuses are +4.

6th Level Spells (d5)
1. Boar Communion: as Commune with Nature (D), but only works in areas where boars inhabit.
2. Feast of Sæhrímnir: as Create Food and Water, but can be consumed once again after it's finished.
3. Gorge Away Critical Wounds: as Cure Critical Wounds, but only works on those who partake of food and/or other pleasures afterwards.
4. Greater Boar Call: as Summon Animal II (D), but summons a giant boar or wereboar.
5. Greater Boarskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a giant boar or wereboar.

7th Level Spells (d5)
1. Boar Chariot: as Fire Chariot*, but is drawn by boars who aren't fiery, and each 
can be ridden separately instead. 
2. Boar's Hold: as Guards and Wards*, but can only be used on a place holding food, treasure, or other pleasures.
3. Hog's Path: as Phase Door*, but must lead to a place containing, food, treasure, or other pleasures.
4. Porcine Realm: as Plane Shift, but only transports to and from places dominated by boars and porcine-beings.
5. Swine's Summons: as Instant Summons*, but no gem is required and the item can be worth no more than the caster's level x 50 gold pieces.


Next week: Totems: Boar, Part V! 

 


Wednesday, October 6, 2021

Totems: Boar, Part III

Totem Tests
1-9. The boar needs its way. The totemist loses access to some of his spells or special abilities (50% chance for each one) until he performs a certain task. Roll 1d7 for each one lost to see what that is.
[1] Mess up everything in the immediate 1d6 x 10' area, even if natural. It must be made into a fitting boar-sty.
[2] Enjoy the company of other boar-types and indulge in pleasures for at least 1d4 hours. During this time, the follower will be automatically surprised if any aggressor shows up.
[3] Acquire food, treasure, or other comforts worth at least 2d6 x 10 gold pieces.
[4] Eat anything edible he finds for the next 1d4 hours.
[5] Commune with boar spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.
[6] Wallow in mud and/or drek for at least 2d3 turns. Automatically fail all Charisma checks with non-boar types for the next 4d6 hours too.
[7] Destroy a non-boar shamanic magic item.

10-13. Boarishness resounds more in the 
follower now, causing him to behave in a certain way during the next 7d4 days. Each condition may be resisted by saving vs. spell/ making a Will save DC 15, and if the same is experienced twice in a row, it becomes permanent. Roll 1d5.
[1] Be rude to all he meets.
[2] Consume all food he finds.
[3] Whenever he fights, he must charge in and then retreat within 1d6 rounds.
[4] When food, treasure, or other comforts are available, he must immediately take his share (and more, if possible).
[5] Keep attacking a fallen foe until they no longer move, even if it would be inopportune. 

14-16. That the follower honors the boar becomes more obvious now, with him gaining some boar trait along with a cumulative 25% chance of causing fear and/or revulsion in any non-boarish types who notice it. Roll 1d4 to see which trait is bestowed, rerolling if the same is rolled more than once, as the follower increasingly becomes a boar hybrid.
[1] Boar Ears & Snout: gain excellent hearing and sense of smell, with a +4 bonus to such checks.
[2] Boar's Head: gain a gore attack for 2d3 +STR mod damage, double on a charge.
[3] Boor Hooves: gain +10' speed and the ability to knock foes prone on a successful charge attack (make an opposed STR check)
[4] Boar Hide: gain a +2 AC bonus.

17+ How useless are tests on a boar? The totemist will find out over the next 4d6 hours, plus 4d6 additional hours per totem test result over 17. And if he dies in the process, he can save vs. spell/ make a Will save DC 15 and be resurrected- naturally going boar-wild (per the boar barbarian ability) for the remainder of the duration. Roll 1d4.
[1] The devotee is turned into a wereboar, apoplectic in its cravings.
[2] The devotee is turned into a boar, though for 4d6 weeks instead.
[3] An enraged dire boar with a HD equal to the totem test result attempts to gore the totemist and his comrades to death. It arrives within half the time remaining of the test's duration. It will then attack until either slain or the test's duration expires. If slain, it can make a tasty meal indeed, even resurrecting afterwards (like Sæhrímnir), so as to potentially be eaten again.
[4] The devotee is sent to a Boar Otherworld, his body lying comatose and his spirit returning with 3d4 hit points lost per 3 hours gone. Otherwise, the boar might get slaughtered...


Next week: Totems: Boar, Part IV!
 



Wednesday, September 29, 2021

Totems: Boar, Part II

Totemic Side-Effects
The boar can lead to both gorging and goring. Roll 1d12 whenever one calls upon the totem to use a special ability or spell.

1. Under Hoof: Even a follower can get in the way. Unless he is actively seeking something to get or to gore, the follower must save vs. paralysis/ make a Reflex save DC 15 or be knocked over as a boar spirit goes to do so instead.

2. Swine's Price
: And where's your fortune? The totemist must have gotten a good amount of food, treasure, or other comfort, or at least had something new within the last 2d6 hours. If not, then his spell or special ability will only function at 1/2 its usual power.

3. Boar Hunger: Tapping into the totem can be famishing work and the boar follower must eat the next at least semi-edible thing he sees. He must do so for at least 1d3 rounds, preferably acorns, though he'll be able to digest it all the same.

4. Eofor: The devotee takes on a more porcine appearance, becoming quite large and portly. As a result, he gains a +2 bonus to Constitution, but also a -2 penalty to Dexterity for the next 1d6 turns, along with a -5 penalty to Charisma checks with those who aren't partial to boarish-types

5-8. No Side-Effect: Though some food, treasure, or other thing to enjoy might look especially appealing, or the sound (and smell) of swinish snorting can be heard in the distance, the spell or special ability otherwise works normally.

9-11. Battle Boar: If the devotee is cornered or charges his target in melee, then the special ability or spell's effect, range, or duration can be improved by 50%.

12. Gold Bristles: The range, effect, or duration of the special ability or spell is boosted by 50% and the follower also can sense the direction to the nearest deposit of gold, food, or other pleasure for the next 1d3 turns.


Shamanism
In addition to rolling on the table above, boar shamans must also roll on the shamanism table whenever they cast a spell (link- see bottom).


Next week: Totems: Boar, Part III!

Wednesday, September 22, 2021

Totems: Boar, Part I

Ways of the Boar
* Gore whatever corners you
* Fight to the end

* Take what comforts you can, enjoying the spoils
Eschew non-boarish things, especially non-boar shamanic magic!

Followers of Boar Totems
Special: The boar is followed by shamans and barbarians, though other cleric-types and fighters can do so as well. 
Associated Divinities: Freyr (via Gullinbursti), Freya (via Hildisvini), Moccus (Celtic), Beowulf (Anglo-Saxon Hero), Artemis (via Calydonian Boar), Hercules (via Erymanthian Boar)
Allowed Weapons: Axe, spear, sword, short bow, dagger
Allowed Armor: Boar hide and shield or lighter, boar-crested helm too
Spirit of the Boar: Those who follow the boar will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, noting that those who access the boar's power must also make a Wisdom check first, as well as roll for totemic side-effects (see Part II) and even totem tests at times (see Part III).

Boar Shamans (roll 1d6)
1. Boar-skin: Assume the form of a wild boar, becoming one in all ways but cognition for up to 1d3 rounds per level per day. The transformation takes 1d3 rounds, but doesn't count towards the duration limit. At 5th level, they can assume the form of a dire boar instead, and at 9th level, a wereboar.
2. Spirit Boar-skin: Can project their spirit as an ethereal boar. The shaman's body is left behind for the duration, helpless and comatose. Otherwise treat as #1 above, along with the advantages discussed in #4 below.
3. Swine Aspect: Gain either a boar's gore attack, speed, superior sense of smell, or hit points for up to 1d3 rounds per level per day. At 5th level, two can be used at once and at 9th level, three.
4. Boar Guardian Spirit: Call upon an ethereal boar ally to fight other spirits, scout an area, or even detect other supernatural forces. It will obey for up to 1d4 rounds per level per day, but a Wisdom check (DC 15) must be made by the shaman every 1d4 rounds to get it to do so, since it is boarish. At 5th level, it can be an ethereal dire boar instead, and at 9th level, an ethereal wereboar.
5. Boar's Hoard: Can sense the presence of gold, comfort, valuables, and/or edibles within 240' for up to 3d3 rounds per level per day.
6. Boar BreedAcquire a random boar barbarian ability or even a magical ability from a similar totem, reflecting how the totem is a specific variety of boar.

Boar Barbarians (roll 1d8)
1. Resilient: Gain a +1d3 bonus per odd level that can be added to either make a saving throw or to reduce damage done to them each round, for up to 1d3 rounds per level per day.
2. Vicious: Can gain a +1d2 bonus to damage a foe that they hit after charging or when grappling for every odd level they have.
3. Boar-Wild: Able to fight in an especially enraged. swinely manner for 2d6+3 rounds, up to 1d3 times per level per day. While doing so, they gain a +2 bonus to hit and damage with an AC penalty of 2. To stop going boar-wild early, the barbarian must save vs. spell with a -3 penalty/ make a Will save DC 18, otherwise he may even attack allies until it's over. What is more, he has a base 33% chance of actually turning into a wild boar for every 3 rounds that he is going boar-wild, in which case it lasts 2d6 rounds longer and he also gains +1d4 Strength and Constitution during that time.
4. Too Stubborn to Die: Can keep fighting even if at -1d3 hit points for up to 2d3 rounds. Increase both by 1d3 for every odd level the boar follower has.
5. Boarish: Gain +1d4' in girth, along with +1d3+1 Constitution, -1d3 Dexterity, -1d2 Charisma, and the ability (and desire!) to eat anything chewable.
6. Svinfylking: Can gain +1 to hit and to damage per odd level when flanked by other boar followers, but also a -4 penalty to AC when they themselves are flanked or are retreating in such situations.
7. Boar-Fury: When reduced to 1/2 their usual hit points or less, gain a +1 to hit and to damage per odd level, but also a -2 penalty to AC.
8. Boar Breed: Acquire a random boar shaman ability or even martial ability from a similar totem, reflecting the boar totem being a specific type.


Next week: Totems: Boar, Part II!





Wednesday, September 15, 2021

Totems: Eagle, Part V


Eagle Divinities & Traditions
Characters can opt to substitute select eagle totem abilities, spells, side-effects, and totem tests for ones they would normally have, reflecting how the eagle can appear more majestically in their lives. Select or roll 1d8.

1.  Zeus, Apollo: Zeus's followers who have an affinity for the eagle will usually focus on its aspects of flight and transcendence, so as to transport to higher states. Those eagle totemists who follow Apollo instead incorporate being radiant and smiting the serpentine, especially Python.

2. Mars (the Aquila): Romans akin to the martial Aquila tend towards being sharp-eyed and stalwart, espousing vigilant duty. Any quick strikes they derive from the totem should be followed up with reinforcement, holding areas from those who might hold Rome. 

3. Lugh: followers of Lugh and other Celtic gods who emphasize the eagle tend to select aspects that transform into one, along with freedom and calling aquiline beings for aid. The Welsh especially focus on harnessing its wise vision, per the ancient Eagle of Gwern Abwy. 

4. 
Tyr, Heimdall: Norse who call the eagle their totem generally see it more from the vantage point of 
Veðrfölnir. Followers of Tyr who do so also focus on exorcizing spirits, while those of Heimdall usually prefer that which helps to keep a sharp eye out.

5. Svarog, Perun: Svarog's eagle totem followers espouse transforming and using the sky above. Perun's instead take more direct action with lightning strikes. Both seek to defeat the dark and serpentine, though they can also appreciate the importance of such things within the realm of Slavic dichotomy.

6. Enlil, Ishtar: rising above, royal and majestic, Mesopotamian eagle followers focus on the high ground and might of the totem, dominating the earthly rabble. Those who do so and follow Enlil often use such aspects for victory in kingship; those for Ishtar, love and war.

7. Horus, Ra: Egyptian eagle totemists emphasize its radiant and protective qualities in the name of preserving Ma'at, with Horus targeting the darkness of Set and Ra focusing on the serpentine doom of Apep. 

8. The Amaranthine Wizard: purging the shadowy and the serpentine might require taking on some of those aspects oneself. With the dark eagle ascendant, the Amaranthine Wizard will allow his followers to gain might in its iron claws, though the danger remains that such a resolution might be worse than the original peril. 


Next week, our series on totems continues with the Boar!





Wednesday, September 8, 2021

Totems: Eagle, Part IV


Eagle shamans and other cleric-types who call upon the totem gain access to certain spells. A number require the shaman to fight the offending spirit- see details at the end of this article. They otherwise follow the guidelines of totemic magic (link). 

EAGLE SHAMANISM
1st Level Spells (d8)
1. Aerie Protectionas Protection from Evil, but only works in elevated areas.
2. Cure Light Eagle Wounds: as Cure Light Wounds, but only works on those who follow the eagle's ways.
3. Eagle's Command: as Command, but lasts for 2d3 rounds and requires fighting the target's guardian spirit...
4. Eagle Companion: as Animal Companion (D), but must be a single eagle.
5. Eagle Eye: as a reversible Remove Fear, but must stare at the target rather than touch them.
6. Eaglefall: as Feather Fall*, but any subjects must be clothed at least mostly in feathers.
7. Elevated Detection: as Detect Evil, but detects dark and/or serpentine beings.
8. Radiant Eagle: as Light, but will not illuminate dark and/or serpentine beings, even if hidden or disguised.

2nd Level Spells (d6)
1. Eagle Blessingas Bless, but grants allies a +1 to Saving Throws and to hit bonus instead, along with a +4 bonus to sight-based checks too.
2. 
Eagle's Nest: as Levitate*, but must be used to attack at some point during it's duration.
3. Phantom Eagle: as Spiritual Weapon, but appears as a spirit eagle that can keep attacking even if the shaman doesn't concentrate. It also attacks at up to double the range, but must target any dark or serpentine beings first.
4. Raptor's Gaze: as Hold Person, but requires the caster locking eyes with the target.
5. 
Serpent's Bane: as Delay Poison, but grants full immunity from that of serpentine and/or dark beings.
6. Speak with Eaglesas Speak with Animals, but only works with eagles and eagle-beings.

3rd Level Spells
 
(d5)
1. Aerie Protection 10' Radius: as Protection from Evil 10' Radius, but only works in elevated areas
2. Eagle's Break: as Remove Curse, but someone or something else within 1d6 x 10' must gain the curse instead and the shaman will do his best to then destroy it.
3. Eagle's Cure: as Cure Disease, but requires the shaman fight the disease spirit...
4. Eagle Dispel: as Dispel Magic, but the same...
5. Eagleskin Magic: as Polymorph Self* or Polymorph Other*, but can only take on or grant the form of an eagle.

4th Level Spells (d5)
1. Aerie's Call: as Summon Animal I (D), but just summons eagles.
2. Aquiline Truth: as Detect Lie, but the shaman must immediately attack any confirmed liars.
3. Cure 
Serious Eagle Wounds: as Cure Serious Wounds, but only works on those who follow the eagle's ways. 
4. Eagle's Domain: as Commune with Nature(D), but must be in a place where eagles dwell.
5. Exorcism of the Eagle: as Exorcism, but the shaman must fight the offending spirit...

5th Level Spells
 (d4)
1. Cure Critical Eagle Wounds: as Cure Critical Wounds, but only works on those who follow the eagle's ways.
2. Dispel the Dark: as Dispel Evil, but works on serpentine and dark beings too, if they are fought... 
3. Eagle Flight
: as Fly*, but recipient cannot hover unless pointing directly into steady wind.

4. Eagle Strike
: as Flame Strike, but the damage is done by phantom eagles that do +2 damage vs. dark or serpentine beings. 

6th Level Spells (d3)
1. Eagle Ally: as Summon Monster, but summons one creature or being that is eaglelike and has a HD of 7 or less.
2. 
Eagle Realm: as Plane Shift, but only transports to and from aerie places dominated by eagles and aquiline beings.
3. Summon Aerie Servant: as Summon Aerial Servant, but it appears as a phantom eagle, it can't be sent to retrieve items, but it can be sent to attack a dark, serpentine, or controlling individual. What is more, it does not return murderously insane if it fails at its mission.

Fighting Spirits
Eagle shamans and those who follow certain other totems sometimes prefer to fight spirits directly as part of their spells. To do so, they must make a Wisdom or Charisma check (DC 15). Success means the spell works. Failure indicates that the shaman must try again next round. Rolling a natural 1 shows that the spell fails and is lost, and the shaman must also save vs. spell/ make a Will save DC 15 or have the offending spirit inhabit them instead!

Shamans who rely on such an approach can opt to fight/ exorcise other spirits that they encounter this way as well.


Next week: Totems, Eagle Part V!


Wednesday, September 1, 2021

Totems: Eagle, Part III

Totem Tests
1-9. The eagle requires overcoming that which might hold you. The follower loses access to some of his spells or special abilities (50% chance for each one) until he takes action. Roll 1d5 for each one lost to see what needs to be done.
[1] Defeat something serpentine.
[2] Defeat something dark.
[3] Defeat some other that might hold you.
[4] Otherwise spread your wings for at least 1d6 turns.
[5] Commune with eagle spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.

10-13. The eagle guides. The follower undergoes a strong impulse for the next 7d4 days that can only be resisted by saving vs. spell/ making a Will save DC 15. Note that if the same is experienced twice in a row, it becomes permanent. Roll 1d4.

[1] Always take the higher ground unless ready to swoop in.
[2] Attack dark things on sight.
[3] Attack serpentine things on sight.
[4] Always announce his presence when entering a place: the more eaglelike, the better.

14-16. Become the eagle. The devotee turns more visibly aquiline now, acquiring some eagle trait along with a cumulative 10% chance of causing fear and/or revulsion in any non-eagle types who notice it. Such a transformation also increases the chances of experiencing the totemic side-effect Dark Eagle by one by replacing another totemic side-effect with it too. Roll 1d4 to see which trait is bestowed, rerolling if the same is rolled more than once, as the devotee increasingly becomes an eagle hybrid.
[1] Splendid: gain +1d3 Charisma, but also -1 Constitution too.
[2] Eagle-eyed: gain the excellent eyesight of the eagle. If the devotee already has such ability, then he can also spot hidden shadowy or snakelike beings at will.
[3] Winged: can glide at twice one's normal land speed, from one high point to another, though normal armor and capes cannot now be worn.
[4] Aerie Avenger: gain an eagle's head, allowing a bite attack for 1d6 + Strength modifier damage. 50% chance of also gaining eagle's talons that allow 2 claw attacks for 1d3 + 1/2 Strength modifier damage. Each also adds 10% to the chance of horrifying non-eagle types.

17+ Doom comes to the eagle follower. Roll 1d4 to see what it is- and he better be ready!
[1] A giant snake arrives within 1d6 turns to fight to the death. It's HD is equal to the follower's + 1d3 per totem result over 16.
[2] The follower is turned into an eagle for 1 week per totem result over 16.
[3]
 A giant spider or other dark thing arrives within 1d6 turns to fight to the death. It's HD is equal to the follower's + 2 per totem result over 16.
[4] The follower is sent to some Eagle Otherworld for 1d3 days per totem test result over 16, his body lying comatose and his spirit hopefully returning- a base 85% minus 10% for every 1d3 days gone.


Next week: Totems: Eagle, Part IV!



Wednesday, August 25, 2021

Totems: Eagle, Part II

Totemic Side-Effects
Great wings may bring both light and shadow. 
Roll 1d12 whenever one calls upon an eagle totem to use a special ability or spell.

1. Dark Eagle: Prey must be struck. The spell or special ability need be used offensively this time, or else the nearest individual in a random direction will take 1d3 damage.

2. 
Diving Dominance: The eagle draws power from great heights. Unless being utilized to affect him or herself, the follower will have to be located above the target of the special ability or spell, at least at the beginning of their turn. Otherwise, it only works at 1/2 its normal strength.

3. Sharp Cry: How else can the eagle's power be clearly known? If screeching like one does not do the trick first, then the follower must inform the spell's or special ability's target as to what's been done afterward.

4. Ad Libertatem
: The sense of lofty freedom fills this place. For the next 1d12 rounds, all within 1d12 x 10' gain a +4 bonus to resist being held, trapped, or even affected mentally in a negative way.

5-8. No Side-Effect: Though an eagle might be seen in the distance or the sense of one comes close, the spell or special ability works normally this time.

9-11. Raptor Way: If the follower moves to the target of the spell or special ability or otherwise affects them at a distance of at least 30', then its effect, range, or duration can be increased by 50%. And if it is done to fight or counteract something dark or serpentine, then one of those aspects may be doubled.

12. Bright Eagle: Not only is the spell or special ability's range, effect, or duration boosted by 50%, but the follower can also sense the direction to the nearest snakelike or shadowy thing, its location even being illumed by light and/or a circling eagle for the next 1d3 turns.


Shamanism
In addition to rolling on the table above, shamans must also roll on the table below whenever they cast a spell. Unlike that of divinities, spirit magic is less predictable. Other cleric types (druids, mystics, witches, etc.) may have their own tables to roll on. In any case, most shamanic results take 1d2 rounds to complete, though the caster can make a Wisdom or Charisma check (DC 15) to negotiate with the spirit to allow the requirement to be completed in 1 round (the same round) the spell is cast instead. Roll 1d12 to see what a shaman must do whenever he casts a spell:

1. Face the Spirit: interact with the spirit directly. The shaman will be unaware of the mortal world during this time and (roll 1d10): [1] lie comatose, [2] babble & drool, [3] appear to talk to himself, [4] appear to argue with himself, [5] temporarily vanish (in which he goes to an Otherworld), [6-10] one of the previous results and roll on this table again- the shaman will need to perform both tasks.
2. Appease the Spirit
: make some small offering or sacrifice that would placate the spirit
.
3. Act for the Spirit: behave in the spirit's manner, drum, chant, and/or rattle
4. Marked for the Spirit: hold a fetish, wear a garment, and/or paint one's body in a way that represents the spirit.
5. Attune with the Spirit: ingest a substance to perceive the spirit world better. This task is initially quick, always allowing casting on the same round, but then affects the shaman for 3d10 rounds afterwards. During this time, the shaman has an equal chance of either behaving normally or acting as if under Face the Spirit above. Reroll every round.
6-8. Spirit Connection: if the shaman has already performed at least one of the tasks above for the spirit within the last 4d6 hours, then it requires nothing else this time the spell is cast. Note that if the shaman has moved to another place during that time, then he may be in contact with a different spirit of that totem and will need to reroll on this table to see what he must do instead.
9-10. Potency of the Spirit: the shaman can choose to either do one of the tasks above (reroll 1d5 to see what it is) for a 50% bonus to the spell's range, duration, or effect, or he can opt for the casting to simply have no requirement instead.
11-12. Way of the Spirit: a powerful connection with the spirit grants a 50% bonus to the spell's range, duration, or effect, and the shaman can choose which things must be done (selected from #1-5 above) for the next 1d3 spells he casts.


Next week: Totems: Eagle, Part III!


Thursday, August 19, 2021

Totems: Eagle, Part I



Ways of the Eagle
* Live free, even unto death
* Ascend to new heights
* Descend upon snakes and other dark things
* Eschew 
non-eagle magic

Followers of Eagle Totems
Special: The eagle is followed by shamans and barbarians, along with other cleric and fighter-types
Associated Divinities: Zeus, Apollo, Mars (the Aquila), Lugh, Tyr (via Veðrfölnir), Heimdall, Svarog, Enlil, Ishtar, Horus, Ra, The Amaranthine Wizard
Allowed Weapons: Sword, bow, dagger, staff, spear
Allowed Armor: Eagle feathers or lighter
Spirit of the Eagle: Those who follow the eagle will gain a random special ability for every odd level they have, whether they are an eagle shaman, eagle barbarian, or the like. Otherwise, see the wolf totem (link) for general guidelines on how such abilities work.

Eagle Abilities: (roll 1d8)
1. Call of the AerieGain a +1d3 bonus to a roll when fighting at range or moving into melee, up to once per day per level.
2. Death from AboveGain a +1d3 bonus to an offensive roll when attacking a dark or slithering foe, up to 1d2 times per day per level.
3.
 Eagle-skin: Assume the form of a eagle, becoming one in all ways but cognition for up to 1d3 rounds per level per day. The transformation takes 1d2 rounds, but doesn't count towards the duration limit. At 5th level, can become an ethereal eagle, though the follower's body is left behind. And at 9th level, the follower's body can be brought along when in ethereal form, reforming in a new place when the ability ends.
4. Eagle Aspect: Gain an eagle's superior sense of eyesight and hearing for up to 4d3 rounds per level per day. At 5th level, can gain either a +2 Initiative and +2 Dexterity bonus or can ignore up to 1d4 x 10' of falling or poison damage instead. At 9th level, can glide up to 60' per round for the duration, arms/wings outstretched.
5. Eagle Guardian Spirit: Call upon an ethereal eagle ally to fight other spirits or scout an area. It will obey for up to 1d3+1 rounds per level per day. Starting at 5th level, it can even become corporeal for up to one round per level per day of the duration, attacking or performing other tasks if need be. And at 9th level, it can become corporeal for the entire duration as required.
6. Soar Above: Gain a +2d3 bonus when avoiding traps, being held, receiving a parting shot, or even when rolling to be charismatic. Usable up to once per day per level.
7. Eagle EyeIgnore fear and similar mental effects (via spell or otherwise) or detect evil, up to twice per day per level. The follower is also now considered to be angelic 50% of the time.
8. Eagle Type: Gain a randomly determined ability from another chosen totem, espousing such ones as Free Eagle, Golden Eagle, Iron Eagle, Imperial Eagle, Hawk, Falcon, and the like.


Next week: Totems: Eagle, Part II!


Thursday, August 12, 2021

Totems: Raven, Part V

Raven Divinities & Darkness
Upon benighted wings, the raven sees all things. 

Characters can opt to substitute specific raven totem abilities, spells, side-effects, and totem tests for ones they would normally have, reflecting how the raven can appear more strikingly in their lives. Select or roll 1d6.

1. Odin: Following the ways of Huginn and Muninn, Odinnic types may emphasize the raven virtues of observing all things, memory, sacrifice, and wisdom. Those who salute his valkyries too might do the same, adding a special focus on slaying and death. And unlike the wolflike Ulfhednar, such Hrafnar are more subtle and esoteric in their inspiration and work. 

2.
 The Morrighan: Fear and prophecy, martial guidance, along with foretelling of one's of doom are common in the ways of the Morrighan, and these parallels can be mirrored in the raven totem. Being Celtic, assuming full raven form could be emphasized too, as well as favoring the powers of direct slaying. Protecting one's demense from interlopers via terror would also fit well.

3. Lugh & Bran: Other Celts instead follow a tradition of decapitations and towers, bringing the totem to the fore in those ways. They would focus on using the raven's cunning to protect one's lands, cooperation with the group, along with the wisdom that such things can bring. Any deaths might also turn them into a raven- another transformative aspect of the Celtic ways.

4. Apollo: Far more a symbol of misfortune amongst the Greeks, those raven-touched would more often select those powers that bring about poor results on others, especially if bad news would be conveyed. These traits are enough to turn formerly white feathers black, and such results would match.

5. Shadow Raven: Vampires and other dark beings follow the raven too, emphasizing its cunning and understanding of death, while making their own dark natures more insightful and perceptive. The totem can even help them to work together more to drive off more formidable beings.
 
6. Doom Raven: Beyond just a bringer of woe, those who follow various fell lords (such as Chernobog and Maelfo) might follow a corrupted form of the raven. What wisdom it may bring is also tied to great suffering and misfortune, appealing especially to wicked thieves and magic-users. All else can eat crow.


Next week, our series on totems continues with the Eagle!


Wednesday, August 4, 2021

Totems: Raven, Part IV

Raven shamans and other cleric-types who call upon the totem gain access to 1d2+1 of the following spells per level, otherwise following the basic guidelines of totemic magic (link). Unlike others though, the magic of the raven is often quite unnerving- see further below for any additional notes...

RAVEN SHAMANISM
1st Level Spells (d10)
1. Crow's Feet Detection: as Detect Evil or Detect Magic, but also detects illusions.
2. Crow's Message: as Message*, but the recipient may also become unnerved...
3. Cure Light Raven Wounds: as Cure Light Wounds, but only works on those who follow the raven's ways.
4. Dark Feathered Protection: as Protection from Evil, but only works against those who aren't at least mostly adorned in black.
5. Insight of the Raven I: as Comprehend Languages* or can select a randomly determined 1st level spell from another totem of the raven follower's choice- which one it is changes each day.
6. Quoth of Fear: as a reversed Remove Fear, but must stare at the target rather than touch them.
7. Raven Companion: as Animal Companion (D), but must be a single raven.
8. Ravenfall: as Feather Fall*, but any subjects must be clothed at least mostly in black.
9. Raven's Command: as Command, but caster must be positioned higher than the target.
10. Raven's Leap: as Jump*, but any subjects must be clothed at least mostly in black.

2nd Level Spells (d14)
1. Cloak of Crows: as Darkness Globe*, but raven types can see through it fine.
2. Crow's Nest: as Levitate*, but must be used to end at a higher perch.
3. Greater Crow's Feet Detection: as Detect Evil, Detect Magic, or Detect Invisible*, but work on raven types.
4. Insight of the Raven II: as Insight of the Raven I, but a randomly determined 2nd level spell can be selected.
5. Magic Murder: as Magic Mouth*, but those hearing it may become afraid...
7. Murder's Messages: as ESP*, but the target may also become unnerved...
8. Muninn's Passing: as Amnesia*, but only works on non-raven types.
9. Phantom Raven: as Spiritual Weapon, but appears as a spirit raven that can keep attacking even if the shaman doesn't concentrate. It also attacks at up to triple the range, but only causes 1/2 the damage of a usual Spiritual Weapon though.
10. Raven Blessingas reversible Bless, but grants allies a +1 to Saving Throws and AC bonus instead. Can cause the reverse to foes too.
11. Raven Spirit: as Unseen Servant*, but is faster, better at delivering messages, and has better senses (like a raven). It can even harass ethereal foes.
12. Raven's Scare: as Scare*, but only affects those under 5 HD, though none are automatically immune (even demons and undead).
13. Speak with Ravensas Speak with Animals, but only works with ravens, who can in turn translate other languages for the follower.
14. Trickster's Cawing: as False Gold* or False Trap*, but which one is available for the follower to cast is determined at random each day.

3rd Level Spells (d10)
1. Crow Whispers: as Clairvoyance* or Clairaudience*, but the caster and any targets of the spell may become unnerved...
2. Crow's Curse: as Remove Curse (reversible), but someone or something else within 1d12 x 10' must also gain the curse (if a new curse is being bestowed) or gain the curse instead (if removing it from another).
3. Dark Feathered Protection 10' Radius: as Protection from Evil 10' Radius, but only works against those who aren't at least mostly adorned in black.
4. Dark Feathered Repose: as Feign Death, but the recipient and any witnesses may become horrified...
5. Insight of the Raven III: as Infravision* or can know a randomly determined 3rd level spell from another totem of the raven follower's choice- which one it is changes each day.
6. Nevermore Dead: as Animate Dead, but only creates 1 HD of undead per 2 caster levels, which will follow the ways of the raven while animate. Finally, they will disintegrate after 1 hour per caster level have passed.
7. Quoth the Dead: as Speak with Dead, but those present may become afraid...
8. Raven Cure: as Cure Disease, but only removes disease from raven types or those who dress like them.
9. Raven Dispel: as Dispel Magic, but the caster and any targets may become unnerved...
10. Ravenskin Magic: as Polymorph Self* or Polymorph Other*, but can only take on or grant the form of a raven or crow.

4th Level Spells (d7)
1. Caw Call: as Summon Animal I (D), but just summons ravens or crows.
2. Crow's Tongue (reversible): as Tonguesbut those present may become horrified...
3. Cure Serious Raven Wounds: as Cure Serious Wounds, but only works on those who follow the raven's ways. 
4. Exorcism of the Raven: as Exorcism, but those present may become afraid...
5. Insight of the Raven IV: as Divination or can know a randomly determined 4th level spell from another totem of the raven follower's choice- which one it is changes each day.
6. Raven Séance: as Commune with Nature(D) or Contact Higher Plane*, but those present may become afraid...
7. Raven's Truth: as Detect Lie, but those present may become unnerved. If an actual lie is detected, then the liar may become afraid...

5th Level Spells (d7)
1. As the Cow Flies: as Fly*, but only lasts for 1/2 the duration and recipient cannot hover unless pointing directly into steady wind.
2. Corvidae Hideaway: as Secret Chest*, but can only contain small, shiny objects.
3. Cure Critical Raven Wounds: as Cure Critical Wounds, but only works on those who follow the raven's ways.
4. Evil Nevermore: as Dispel Evil, but works on demons too. Those present may also become afraid...
5. Huginn's Passing: as Feeblemind*, but only works on non-raven types.
6. Insight of the Raven V: as Insight of the Raven IV, but a randomly determined 5th level spell can be selected.
7. Raven Strike: as Flame Strike, but the damage is done by phantom ravens and crows instead.  Those present may also become horrified...

6th Level Spells  (d4)
1. Raven Death: as Death Spell*, but appears as a murder of ravens and crows killing the victims. Those present  Those present may also become afraid...
2/ Raven Realm: as Plane Shift, but only transports to and from ominous places dominated by ravens, crows, and ominous things.
3. Raven Room: as Passwall*, but passage must conclude at a room or chamber, typically one known to the caster.
4. Raven's Tongue: as Speak with Creatures, but those present  Those present may also become horrified...

Additional Side-Effects of Raven Magic*
Afraid: must save vs. spell/ make a Will save DC 15 or flee in terror for the next 3d6 rounds. Those who do save will become just unnerved (-2 to all rolls) for the duration instead
Horrified
must save vs. spell/ make a Will save DC 15 when the spell ends or take -4 to all rolls for the next 3d6 rounds.
Unnerved: must save vs. death/ make a Will save DC 10 or take -2 to all rolls for the next 1d6 rounds
*Those exposed to the magic of a raven shaman eventually get used to it, gaining a cumulative +1 bonus each time to save against being afraid, horrified, or unnerved. Whatever the case, they are still automatically affected when saving with a roll for natural 1.

Next week: Totems: Raven, Part V! 


Wednesday, July 28, 2021

Totems: Raven, Part III

"Huginn and Muninn fly every day over all the world;
I worry for Huginn that he might not return,
but I worry more for Muninn." - Grímnismál

Totem Tests
1-9. The raven caws and deeds must be done. The devotee loses access to some of his spells or special abilities (50% chance for each one) until he does so. Roll 1d7 for those that are lost to see what it is.
[1] Stare at the next stranger he sees until either they leave or become unnerved (opposed Wisdom checks might be needed).
[2] Find someone or something new to play with. They may not take kindly to the arrangement though (a base 50% chance). If they do, then the follower must leave them a small present the next day.
[3] Spend time in quiet solitude until another disturbs it (a base 1d6 x 10% chance per hour, depending on the place).
[4] Succeed well (by 5 or better) on a spoken Charisma check that occurs in a naturally occurring situation.
[5] Lose a thought or memory (per Referee)
[6] Identify 
a user of non-raven magic or a physical danger to one's kind and warn of the threat it poses.
[7] Commune with raven spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.

10-13. Be like the raven. For the next 7d4 days, the follower undergoes a strong, psychological impulse that can only be resisted by saving vs. spell/ making a Will save DC 15. Note that if the same is experienced twice in a row, it becomes permanent. Roll 1d5.

[1] Dress primarily in black, eschewing the company of all except other raven types, or those who at least dress so.
[2] Only speak when spoken to, and any replies will be croaking and cryptic. 
[3] Take trophies of every foe slain (preferring eyes), or at least dip all of one's food in water.
[4] Avoid direct conflict, though can certainly seek to deal with foes via indirect means.
[5] Support those with wolf totems too, not just other raven totems, for they aid in the spoils.

14-16.
 Be of the raven. 
The follower becomes more visibly ravenlike now, gaining some trait along with a cumulative 20% chance of causing fear and/or revulsion in any non-raven types who notice it. Such a change also increases the chances of experiencing the totemic side-effect Nevermore by one by replacing another totemic side-effect with it too. Roll 1d5 to see which trait is bestowed, rerolling if the same is rolled more than once, as the follower increasingly becomes a raven hybrid.
[1] Lithe: gain +1d3 Dexterity, but also -1d3 Constitution too.
[2] Raven-hued: always covered in black now, gain a +6 bonus to hide in shadows, but also can be mistaken for evil via magical detection (a 50% chance).
[3] Sharp: gain the excellent eyesight and hearing of the raven, but also the uneasiness of those under one's gaze, reducing Charisma checks with non-raven and non-wolf types by 4.
[4] Wyrd: gain +1d3 Intelligence, but also -1d3 Strength too.
[5] Harbinger of Death: gain a raven's head, allowing a bite attack for 1d4 + Strength modifier damage. 50% chance of gaining raven's feet & 50% chance of wings too. The former grants +5' speed and the latter, the ability to glide clumsily from one high point to another at normal land speed. Each also adds 20% to the chance of horrifying non-raven types.

17+ "Nothing more" croaks the raven. The follower is tested for the next 1d3 days per totem test result over 16. Roll 1d5.
[1] Huginn did not return. The follower must make an Intelligence check to perform simple actions. More advanced thought and difficult actions will be beyond him.
[2] He is turned into a raven, though for 1d3 weeks instead.
[3] Muninn did not return. The follower must make a Wisdom check to remember simple things. More advanced memories and magic spells will be beyond him.
[4] The raven comes to visit each night, causing the follower to save vs. death/ make a Will save DC 10 or go insane.
[5] The follower is sent to some Ravenlike Otherworld, his body lying comatose and his spirit floating on the floor, hopefully returning- a base 85% minus 10% for every 1d3 days gone- otherwise, nevermore.


Next week: Totems: Raven, Part IV!