Wednesday, December 22, 2021

Totems: Horse, Part IV

Those swift shamans and cleric-types who call upon the spirit of the horse will gain access to certain spells, abiding by totemic magic guidelines (link) along the way. 

HORSE SHAMANISM
1st Level Spells (d7)
1. Equine Protection: as Protection from Evil, but only works in open and grazing areas.
2. Free Prancing: as Sanctuary, but the recipient must run for it to work.
3. 
Horse Companion: as Animal Companion (D), but must be a single horse.
4. Horse Sense: as Detect Snares & Pits (D), but only works outdoors.
5. Outrun Light Wounds
: as Cure Light Wounds, but the recipient must move at a speed of at least 1d6 x 10' for 1 round.
6. Wholesome Stable: as Purify Food & Drink, but must be cast in a pasture, stable, or other place where horses are usually present.
7. Willing Mount: as Remove Fear, but calms a horse at up to 1d4 x 10' away, so that it doesn't panic and can even be mounted if it's not already mounted or attacking the caster.

2nd Level Spells (d7)
1. Centaur's Call: as Charm Person or Mammal (D), but wine or other strong spirits must be available.
2. Draft 
Horse: as Strength*, but only gains 1/2 the strength bonus, and 1/2 the bonus is also applied to the recipient's Constitution too.
3. Equine Blessingas Bless, but grants a +1d2 x 5' speed and a +1d2 AC bonus to allies instead.
4. Greater Willing Mount: 
as Remove Fear, but calms an equine being 
at up to 1d4 x 10' away, so that it doesn't panic and can even be mounted if it's not already mounted or attacking the caster.
5. Horse Spirit: as Unseen Servant, but cannot open things, although it can carry triple the usual amount and is quite swift.
6. Horse Tell: as Augury, but requires watching a horses actions.
7. Speak with Horsesas Speak with Animals, but only works with horse-kind.

3rd Level Spells (d7)
1. Equine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in open and grazing areas.
2. Fleet Horse: as Haste, but only affects 1 target and only grants a speed bonus,
3. Greater Draft Horseas Draft Horse (above), but grants a +2 bonus to each along with no limit of 18.
4. Horse Cure
: as Cure Disease, but makes the recipient naggy and skittish for the next 1d6 turns too. 
5. Horseskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a horse or other equine creature.
6. Throw Rider
: as Remove Fear (reversed), but can be used at up to 1d4 x 30' away, causing a mount to immediately attempt to throw off its rider. The latter can save vs. paralysis/ make a Reflex save DC 15 to stay on.
7. Warhorse
: as Striking, but only works on hooves and the weapons of mounted individuals.

4th Level Spells (d6)
1. Fleet Herd: as Haste, but only grants a speed bonus.
2. Horse Call: as Summon Animal I (D), but just summons horses. 
3. Horse's Exorcism: as Exorcism, but only works on non-equine type spirits.
4. Outrun Serious Wounds: as Cure Serious Woundsbut the recipient must move at a speed of at least 1d6 x 10' for 1d2 rounds.
5. Pasture-Fed: as Create Food and Water, but only in a pasture or other open, natural setting.
6. Stalwart Unicorn: as Dispel Evil, but the totemist must charge the targets.

5th Level Spells (d5)
1. Greater Horse Call: as Summon Monster*, but either summons a pegasus, unicorn, or nightmare, with 3 rounds less duration in the third case.
2. Greater Horseskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a pegasus, unicorn, or nightmare, with 3 rounds less duration in the third case.
3. Horse Communion: as Commune with Nature (D), but only works in areas where horses inhabit.
4. Outrun Critical Wounds: as Cure Critical Woundsbut the recipient must move at a speed of at least 1d6 x 10' for 2 rounds.
5. Soaring Pegasus: as Fly*, but the caster must be mounted or already in horse form first. 

6th Level Spells (d3)
1. Horse Trail: as Find the Path, but the caster must be mounted or already in horse form first.
2. Master Edward's Conversations: as Speak with Creatures, but requires a horse head being present, whether attached to a living one, the shaman has one already.
3. Sleipnir's Ride: as Plane Shift, but those venturing must be mounted or already in horse form first.

Next week: Totems: Horse, Part V! 

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