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!



Wednesday, July 21, 2021

Totems: Raven, Part II

Totemic Side-Effects
"The dark raven shall have its say, and tell the eagle how it fared at the feast..." -Beowulf

Roll 1d12 whenever one who calls upon a raven totem uses a special ability or spell.

1. Nevermore: The follower cannot use the special ability or spell again until he or she uses another spell or special ability and experiences a different side-effect. What is more, experiencing this side-effect thrice will also provoke a totem test.

2. Dark Shroud
: Not all magic is easily known. Rather than the intended spell or ability occurring, another raven one does so instead. It is determined at random, even if the follower is unfamiliar with it.

3. Cawing
: Like the raven, the follower must caw loudly, giving away not only his location, but his devotion to the totem too.

4. Ominous Scene: Dark, shadowy bird phantoms circle the area for 1d12 rounds, causing all within 1d12 x 10' to save vs. death/ make a Will save DC 10 or flee in fear for the duration.

5-8. No Side-Effect: Though a raven might be seen to alight nearby or heard at a distance, the spell or special ability occurs otherwise normally.

9-11. Nameless Way: As long as the target of the special ability or spell doesn't know the name of or can see the one using it, then its effect, range, or duration can be increased by 50%. And if the follower has had a chance to stare at the target for at least 1d3 rounds prior too, then one of those aspects may be doubled instead.

12. Quoth of the Raven: The special ability or spell's range, effect, or duration is raised by 50% and the follower may immediately use another randomly determined raven one once after too.


Totem Spell Requirements
In addition to rolling on the table above, shamans and other cleric-types must perform a certain task for at least 2d3 rounds when casting a raven totem spell. It must be done before the spell can be completed, though if they make an Intelligence or Wisdom check (DC 15) to better placate the local raven spirits, it can be done that round. Roll 1d6.

1. Caw Loudly or Stare                                2. Dress all in Black                  3. Drum or Rattle     
4. Make an Offering 
or Paint Face              5. Play with the Spell's Target          6. Roll 1d5 twice      


Next week: Totems: Raven, Part III!


Wednesday, July 14, 2021

Totems: Raven, Part I

Ways of the Raven
* Adapt as needed, remaining dark
* Transcend with your attention
* Be vigilant, helping other raven-types
* Voice skillfully, but beware non-raven magic

Followers of Raven Totems
Special: The raven is followed by shamans and barbarians, along with other classes including thieves, magic-users, and cleric and fighter-types too. 
Associated Divinities: Odin, the Morrighan, Lugh, Apollo
Allowed Weapons: Dagger, short sword, bow, staff, spear
Allowed Armor: Raven feathers or lighter, though always dark
Spirit of the Raven: Those who follow the raven will gain a random special ability for every odd level they have, drawing from the same list whether they are a raven shaman or raven barbarian. Otherwise, See the wolf totem (link) for general guidelines on how such abilities work.

Raven Abilities: (roll 1d12)
1. Raven-skin: Assume the form of a raven, whether ethereal or solid, 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. And if becoming ethereal, the follower's body is left behind for the duration, helpless and comatose. At 5th level, causes fear (as the spell) constantly in these forms. And at 9th level, the constant cause fear effect when in such forms is 5 harder to save against.
2. Raven Aspect: Gain a raven's superior sense of eyesight and hearing for up to 4d3 rounds per level per day. At 5th level, can gain either a +4 Dexterity bonus or can ignore up to 1d4 x 10' of falling damage instead. At 9th level, can glide up to 40' per round for the duration, arms/wings outstretched.
3. Raven Guardian Spirit: Call upon an ethereal raven ally to fight other spirits, scout an area, send mental messages, or detect other supernatural forces. It will obey for up to 1d3 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, relaying physical messages, or performing other tasks if need be. And at 9th level, it can become corporeal for the entire duration as required.
5. Psycawmetry: Sense impressions from/ know some of the history of an object that the follower holds, up to 2d3 rounds per level day, but must save vs. death/ make a Wil save DC 10 or be unnerved by them (-2 to all rolls for the next 3d4 rounds)..
6. Keen Caw: Gain a +1d3 bonus to a roll involving loud speech (including casting a spell if heard by the target), up to once per day per level.
7. Strange Endurance: Receive a +1d3 bonus that can be added to either saving throws or to reduce damage done, as long as one is acting fatalistically, vengefully, and/or mysteriously. Usable up to once per day per level.
8. Crow's Feet: Detect disguised, hidden, or altered beings for what they really are, or even detect magic (per the spell), a total of up to twice per day per level.
9. Black as Raven's Wings: Can cause fear (as the spell) in those who hear or see them, up to once per level per day. Two daily uses can be used at once to cause fear in even those normally immune, such as undead.
10. Death Caw: Ignore fear and similar mental effects (via spell or otherwise), up to twice per day per level. The follower is also now considered to be undead 50% of the time, even if already fully so.
11. Murder: Gain a cumulative +1 bonus to all rolls when within 30' of other raven followers. It can be used up to once per day per level, lasts 2d3 rounds per use, and has a maximum bonus of +6. Half the bonus can even be added when working with wolf followers.
12. Raven Type: Gain a randomly determined ability from another chosen totem.


Next week: Totems: Raven, Part II!


Wednesday, July 7, 2021

Totems: Bear, Part V

Bear Divinities & Folk Variations
"And when Arcturus leaves the main, to rise, A star bright shining in the evening skies; Then prune the vine."
– Hesiod

Characters can opt to substitute specific bear totem abilities, spells, side-effects, and tests for ones they would normally have, reflecting how the bear can come more to the fore with their divinity. Select or roll 1d6.

1. Thor: Berserkers (detailed in Volume I) may become more bearish, substituting some uses of their berserkergang ability to have the greater versatility (but less potency) of bear barbarian abilities. Other Norse characters may even have a bear ancestor, granting them select martial bear abilities mixed with their viking or cleric ones. 

2. Artio: Followers of this Celtic bear goddess instead more often turn into bears or have them as companions. This approach helps them to be focused with the land, favoring healing spells, though all bear abilities and spells can be used by her druids. The bear is also associated with kingship in some Celtic lands (e.g. 'Arthur'), so some Fianna and Gaesatae (see Volume II) may give up their move bonus to instead grant a +1 bonus to the morale of any who fight for them or their king.

3. Artemis: Those who call Artemis patron may tend towards bear transformation, especially for those who remain virgin in keeping with the tradition of Callisto. The same could be said for some other Greek divinities too: Zeus transformed Arcas/ Arcturus into a bear as well in order to prevent him from shooting his mother.

4. Mielikki: Similar to Artio in promoting the nurturing aspects of the bear, Mielikki's way also involves other woodland creatures. As such, her clerics might only select some bear spells of that type. Followers of other Finnish deities could do the same. In any case, they will never say their totem's actual name, instead using terms like "Pride of the Thicket", "Honey Paw", and other pleasant kennings.
 
5. Perun: Strong but nurturing, followers of Perun may select a variety of bear abilities and spells if they feel such an association. Being so popular, many other Slavic gods and goddesses might do some of the same, but the bear is universally respected in any case.
 
6. Cave Bear: The worship of the great bear is ancient, and some remaining isolated tribes of cave men continue to follow it as originally done, prizing the strength and endurance the totem gives above all others. Their approaches may be brutal and savage, but they do keep to the old ways.


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

Wednesday, June 30, 2021

Totems: Bear, Part IV

 

What the bear may not eat may be left for others.

Bear shamans and other cleric-types who call upon the totem gain access to 1d2+1 of the following spells per level; half of these are determined at random and all come from spell levels that they can cast.

BEAR SHAMANISM
1st Level Spells (d7)
1. Bear Companion: as Animal Companion (D), but must be a single bear, and it may not be cuddly.
2. Bear Size: as Enlarge*, but only works on men or women who follow the ways of the bear.
3. Detect Foodas Detect Magic, except that it senses the presence of things the shaman could eat at quadruple the usual range.
4. Eat Away Light Wounds: as Cure Light Wounds, but only works on those who have a large meal and/or nap afterwards.
5. Lesser Bear Strength: as Strength*, but confers only 1/2 the bonus, though it is applied to the recipient's Constitution too.
6. Ursine Protection: as Protection from Evil, but only works in areas where food is available or in places fit for sleeping.
7. Ursine's Purify Food & Drink: as Purify Food and Drink, but must be consumed immediately and in its entirety.

2nd Level Spells (d6)
1. Bear Hide: as Barkskin (D), but also makes the subject furry.
2. Bear Spirit
: as Unseen Servant*, but is stronger, has better senses (like a bear), and can even attack ethereal foes.
3. Black Bear Strength: as Strength*, but only works on those who have just rested or who have had a meal. The bonus is applied to the recipient's Constitution too.
4. Phantom Bear
: as Spiritual Weapon, but appears as a spirit bear that can keep attacking even if the shaman doesn't concentrate. It has a 25% chance of stopping to eat or rest each round though.
5. Speak with Bearsas Speak with Animals, but only works with bears, who do become friendlier with the casting (still not cuddly).
6. Ursine Blessingas Bless, but grants a +1 to Strength and AC to allies instead.

3rd Level Spells (d6)
1. Bear Cure: as Cure Disease, but only removes disease from those who eat or rest a great deal soon after.
2. Bearskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a bear 
3. Brown Bear Strength: as Strength*, but grants an additional +2 Strength bonus with no limit of 18 and is applied to the recipient's Constitution too.
4. Cave Bear Size
: as Animal Growth, but just works on bear-kind.
5. Pawing: as Striking, but the bonus can only be used by those who are seeking food, rest, or maintenance of the old ways.
6. Ursine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in areas where food is available or in places fit for sleeping.

4th Level Spells (d7)
1. Bear Call: as Summon Animal I (D), but just summons bears. 
2. Bear's Exorcism: only works on non-bear type spirits.
3. Eat Away Serious Wounds: as Cure Serious Wounds, but works on those who have a large meal and/or nap afterwards.
4. Grizzly Bear Strengthas Brown Bear Strength, above, but the bonuses are +4.
5. Honey Swarm: as Insect Swarm (D), but requires throwing something sweet on the target.
6. Tiny Caveas Tiny Hut, but must be cast in a cave in order to work.
7. Ursine's Create Food & Water: as Create Food & Water, but must be consumed immediately and in its entirety.

5th Level Spells (d6)
1. Bear Communion: as Commune with Nature(D), but only works in areas where bears inhabit.
2. Eat Away Critical Wounds: as Cure Critical Wounds, but works on those who have a large meal and/or nap afterwards.
3. Greater Bear Call: as Summon Animal II (D), but summons a cave bear or werebear. 
4. Greater Bearskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a cave bear or werebear.
5. Greater Ursine Protection from Evil: as Ursine Protection 10' Radius (above), but provides triple the benefit.
6. Polar Bear Strength: as Brown Bear Strength above, but the bonuses are +6.

6th Level Spells (d3)
1. Bear's Resurrection: as Raise Dead, but caster provokes an automatic 4d6 roll totem test.
2. Forceful Paw: as Forceful Hand*, but just works on one who threatens food, a place of rest, or the old ways.
3. Ursine Realm: as Plane Shift, but only transports to and from places dominated by bears and ursine-beings.


Next week: Totems: Bear, Part V!