Wednesday, December 29, 2021

Totems, Horse: Part V


Horse Divinities & Folk Variations
Characters can select various horse totem abilities, spells, side-effects, and totem tests to replace ones they would normally have, reflecting how the horse can bring one to new places. Select or roll 1d6.

1. Greek & Centaurs: Followers of Zeus can espouse Pegasus, mixing the swiftness of the steed with the flying ability of the eagle to assist with thunderbolt use and vanquishing monsters. Poseidon's acolytes may instead espouse Hippocampus which combines piscine water-abilities, Arion which emphasizes virility and battle. Other Greek divinities & titans are followed by centaurs, who can make for iconic horse barbarians and shamans (link).

2. RomanMars's devotees often enjoy harnessing the horse via Equus October, and thereby focus on its more martial and sacrificial aspects. Charioteering is emphasized too, see #6 below for details.

3. Celtic: Detailed here (link), as horse goddess, Epona represents a tie to the land. The totem can be used to emphasize that and to add a variety of choices for her faithful as well.

4. Anglo-Saxon: Until they can be described in more detail, Hengist and Horsa (stallion and horse) can be represented fully by the totem as divinities. Instead of shamans, they are served by clerics who use the Anglo-Saxon magical side-effect table 50% of the time instead (link). Similarly all random results become averaged. For example a +1d3 modifier becomes a +2, because the magic of divinities is more steady than that of totems.

4. NorseOdin's faithful can emphasize the horse's travel quality, even unto other realms, via Sleipnir. Such power can take on more abstractions with the Raidho (riding) and Ehwaz (horse) runes, granting might via transition and union respectively. The latter can become quite prevalent amongst the cult of Freyr especially.

5. Slavic: The horse's free movement can be emphasized in the followers of Jarilo. Dazbog's devotees too can harness the horse, though via his chariot, and is more swift and martial in nature. All would benefit upon the open plain.
 
6. Sintashta & Chariots: Following along the trend of chariots, the Indo-European Sintashta culture is perhaps the first to use horses to protect their lands and defeat their foes in such a manner. They, and others like them, can use many of the totems benefits, especially ones that aid in conquest. And with the chariot aspect, they can grant another who is next to them the same benefits at the same time, though with double the chance of a divine test. It is a powerful but dangerous endeavor indeed.


Next week: we move on from Totems for now and begin a new series on Folk, starting with Elves!

I now have a Patreon and SubscribeStar available. Those who join will get access to my articles sooner and in their entirety. Even better, you'll be supporting my work. The links are here


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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Wednesday, December 15, 2021

Totems: Horse, Part III

Unbridled power may sometimes be hard to control.

Totem Tests
1-9. The power of the horse overcomes the follower, making his spirit break free. He feels a great urge to act in a certain way, though he can save vs. death/ make a Will save DC 10 each round to reign it in and act normally. Roll 1d6.
[1-2] Flee the area for at least 1d3 turns.
[3] Rear back or buck dangerously at anyone who is within 1d6' of him. All within range must save vs. paralysis/ make a Reflex save DC 15 or take 1d10 damage.
[4] Get closer to at least one member of his herd, preferably right next to them for the next 2d3 turns.
[5] Keep moving around for the next 2d3 turns.
[6] 
Commune with horse spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.

10-13. One may need to hold his horses, for the follower will feel compelled act as his totem would. For the next 7d4 days, he must save vs. spell/ make a Will save DC 15 whenever he's stressed, or roll on the results above (#1-9). 

14-16. Equine majesty shows more easily in the horse follower. From now on, he gains a physical horse trait which, in addition to providing a special ability, also has a cumulative 10% chance of causing fear and/or revulsion for those not akin to totemic changes. 
[1] Horse Head: gain a bite attack for 1d2 + STR mod damage, along with a +8 bonus to hearing and smelling checks.
[2] Horse Mane: gain a very full head of hair, granting +1d3 Charisma bonus with freedom-loving types, as well as no increase in the chance of causing fear or revulsion in others.
[3-4] Horse Legs/ Centaur: Gain +15' speed in open areas and a +4 bonus to resist being pushed or knocked over. May also attack for 1d4 + STR mod damage as part of a trample or back kick, thanks to having hooves. Rolling this result twice will cause the follower to become like a centaur, doubling both bonuses and the damage he can do, as well as granting +2d6 hit points and +2d2 Constitution. On the other hand, he will become larger, less able to fit into areas, and lose the ability to use many normal garments and types of armor.
[5] Horse Strength: gain a +1d3 bonus to Strength and  a +1d3 bonus to Constitution.
[6] Horse Tail: can pick up the scent of horses and predators within 1d20 x 50', depending on which way the wind is blowing.

17+
 Time for a great ride. For the next 2d6 hours, plus 2d6 additional hours per totem test result over 17, he experiences one of the following tests. Roll 1d4.
[1] The totemist is turned into a centaur of equal HD or higher, likely a brutal raider. See also the article on centaurs (link) for more information to make sure.
[2] The totemist  is turned into an actual horse, though for 4d6 weeks instead.
[3] All mounts will resist their riders in the totremist's presence (including his own), pulling at restraints and wishing only to run free. Any checks made to control them will be at -2d6.

[4] A nightmare or similar equine monster is summoned. It terrifies and attempts to trample the totemist and his comrades to death, and likely has a nefarious rider too. Both will have a combined HD equal to the totem test result. They arrive within half the time remaining of the test's duration, and will attack until slain or the test's duration expires. 


Next week: Totems: Horse, Part IV!
 


Wednesday, December 8, 2021

Totems: Horse, Part II

Totemic Side-Effects
The horse can bring one to great magic. Roll 1d12 whenever one calls upon the totem to use a special ability or spell.

1. Spooked: Sometimes a hasty retreat is the best course of action. After the spell or special ability is used, the totemist must save vs. spell/ make a Will save DC 15 or leave the area for at least the next 1d6 rounds, 3d6 rounds if there are predators around. Even if he does save, he still suffers a -1d3 to all rolls for the duration instead.

2-3. Trot: It can take encouragement to go forward. The totemist must have moved the previous round. If not, then the special ability or spell will only function at a fraction of its usual speed, taking 1d2 extra rounds to cast.

4. Open Range: The spirit of the horse fills the area, causing all within a 1d6 x 10' radius to be able to move at +1d4 x 5' additional speed when in open areas (places at least 20' open or wider). The effect lasts for the next 1d6 rounds.

5-8. No Side-Effect: The spell or special ability works normally, even if the scent arises and sounds of horse can be heard in the distance.

9-11. Canter: Picking up speed, the horse follower can increase the special ability or spell's effect, range, or duration by 50% if he made a full move both the round before and also makes one the round after.

12. Gallop: Great swiftness fills the totemist, allowing him to boost the spell or special ability's effect, range, or duration by 50%. In addition, he can immediately move again afterwards, even gaining +1d4 x 5' speed for himself and his mount, if he has one.


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


Magic While Mounted

Common amongst followers of the horse, one's mount might respond to not only the rider's casting, but that of others in a variety of ways. 

The mount is spooked by... (select or roll 1d10)
1. any magic use.
2-3. any non-totemic magic use (unless the totem is a predator, in which case it is spooked)
4-7. any dark, fiery, 
predatory totemicor especially blatant magic use.
8-9. dark, fiery, predatory totemic, or especially blatant magic not cast by its rider.
10. (the mount is not spooked by magic.)


Next week: Totems: Horse, Part III!


Wednesday, December 1, 2021

Totems: Horse, Part I

Ways of the Horse
* Move quickly, traveling far 
* Be unbound, though still enduring

*
 Eschew non-horse things, especially non-horse magic!

Followers of Horse Totems
Special: The horse is honored by fleet shamans and barbarians, as well as other classes too. 
Associated Divinities & Cults: Zeus (via Pegasus), Poseidon (via Hippocampus, Arion, and others), Mars (via Equus October), Epona, Hengist and Horsa, Odin (via Sleipnir), Raidho rune, Ehwaz rune, Freyr, Jarilo, Dazbog (via his chariot). See also Centaurs (link).
Allowed Weapons (pick 4 from): Club, sword, bow, spear, lance, axe, dagger
Allowed Armor: Horse hide and shield or lighter
Spirit of the Horse: Those who follow the horse totem will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, as well as rolling for totemic side-effects (see Part II) and even totem tests at times (see Part III.

Horse Abilities (roll 1d8)
1. Equine Aspect: Gain either a horse's speed in open areas (+20'), scent and hearing (+6 to rolls made to detect), carrying capacity (x3), or endurance (x3). At 5th level, two can be used at once, or one can be used with double its usual potency. At 9th level, all four can be used at once, or two can be used with double potency.
2. Fleet-footed
Gain +1d3 x 5' speed. Can also make a Dexterity check (DC 15) with a +1d3 bonus per odd level to continue their move even after making an attack too.
3. Graze: Can live well on just raw grass and water for up to 1d3+3 weeks per odd level at a time, not needing any other nourishment, and be immune to natural elements. Having plenty of land to roam would be a boon too.
4.
 Horse-skin: Assume the form of a riding horse (HD 2), 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 warhorse (HD 3) instead, and at 9th level, a unicorn or nightmare (both HD 6).
5. Rider: Can improve either their mount's speed in open areas by +1d3 x 5', hit points by +2d6, AC by +1d4, or attack and damage by +1d3. Each effect lasts for 2d4 rounds and is usable twice per level per day. 
6. Sense Danger
: Can detect when something that could harm the totemist is nearby or approaching within 1d20 x 10', gaining a +2d3 bonus per odd level to rolls made to sense such things.
7. Spirit Horse: Can either project one's spirit as an ethereal horse or can call upon an ethereal horse ally to scout the area. Which one may be chosen at the beginning of each day, usable for up to 1d3 rounds per level per day. If projecting one's spirit, it takes 1d3 rounds to begin, but doesn't count towards the duration limit, as the body remains behind comatose.
8. Other TotemGain a random ability from another totem, reflecting the specific type of horse totem they have or even a similar animal. For example, a stag totem could draw from both the speed and danger sense of the horse and the gore and virility of the bull.


Next week: Totems: Horse , Part II!

 

Wednesday, November 24, 2021

Totems: Bull, Part V

Bull Divinities & Folk Variations

Characters can select various bull totem abilities, spells, side-effects, and totem tests to replace ones they would normally have, reflecting how the bull can confer its mighty power. Select or roll 1d8.

1. Greek & Minoan: Those who follow Poseidon often respect the bull's potency, physical strength, and fittingness for curses, with bull sacrifices and even minotaurs sometimes being the result. Other Greeks who call Hercules or Theseus their heroic patron instead seek to wrestle or slay the mighty bull, ironically using such tauric power to do so. Still, devotees of the Minoan Potnia focus more on the bull's majestic, civilized form, and are famous for being bull-leapers and shapechangers, if not minotaurs themselves.

2. Roman & Etruscan: Mithra's devotees also see the bull as something to be overcome; it's blood grants strength via the Taurobolium, which is commonplace in their rites. The followers of Fufluns instead take a view akin to those of Potnia- the bull is a beautiful, mighty form, worthy of nurturing, even upon a human mother's breast. Though being a more neutral Etruscan version of Dionysus, Fufluns can also grant the very dangerous bull rages and darker, chthonic power. 

3. Celtic: The 3-Horned, Gallic Tarvos Trigaranus befits his followers specifically with horned and charging attack abilities and spells. He may otherwise be treated as a deified bull totem, and thus druids can harness his power, Other Celts see the bull more as an aspect of Cernunnos, replete with cattle raids and the brown bull (Donn Cúailnge) and the white bull (Finnbhennach) fighting. In either case, wrapping oneself in a bull hide and even partaking of beef is a preeminent method of their divination (Tarbhfhess).

4. Norse: The Uruz Rune is a mighty and key point of bull access. As aurochs, it can be used by the followers of a number of Norse gods, granting great size and strength in the case of Thor, Magni, Vidarr, and others. To a lesser extent the Fehu rune does so too, though more in the fertility and providing aspect of cattle, and would correspond well with the followers of Freyr. 

4. Mesopotamian: Commonly shown amongst the Sumerian and Babylonian divinities, the bull can manifest as hybridizations or monsters with the followers of Enlil (horns), Ishtar (Gugalanna), Marduk (hooves), Nanna (bull lammasu), and Tiamat (kusarikku). They thus tend towards the mutagenic and summoning aspects of the totem.

5. Egyptian & Colchian: The Egyptians have somewhat less of a demonstration of the bull, with Apis being a manifestation of the totem itself mixed with a sacred adoration of the golden calf. Other divinities might access its horns and fertility as Hathor does. In Colchis, land of the Golden Fleece, the Khalkotauroi are followed as bronze, fire-breathing bulls and their devotees draw on many aggressive and tough bull totem abilities. Some strangely call these beasts "gorgons'.
 
6.  Slavic & Yamnayan: Notably Chernobog (via the Cherno-bull), can have a few bull totem features added in to bring about even greater woe, though other Slavic divinities can do so too for more noble purposes. The Sacred Bull of the Indo-European Yamnaya of course predates many of the cultures above, and can not only be called upon for great strength, but also the ability to consume milk with ease- a trait of great potential advantage to size and strength when on the move.

7. Baphomet & Minotaurs: Darker aspects of the bull manifest in Baphomet the demon lord. Along with warpings of their body, its cultists bring out the worst in the totem, notably hyper-aggression, overwhelming obstinance, belittling of others, and destruction. Minotaurs themselves reflect this savagery too, though with the proper guidance from Poseidon, Potnia, or some of the other divinities above, can harness their taurine power for more meaningful pursuits.


Next week: our series on Totems continues with the Horse!

Wednesday, November 17, 2021

Totems: Bull, Part IV

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

BULL SHAMANISM
1st Level Spells (d5)
1. Bovine Protection: as Protection from Evil, but only works in grazing areas.
2. Bull Companion: as Animal Companion (D), but must be a single bull.
3. Charge Light Wounds: as Cure Light Wounds, but the recipient must be holding horns or something else that's dangerous.
4. Lesser Bull Strength: as Strength*, but confers only 1/2 the bonus, and is applied to the recipient's Constitution too.
5. Raging Bull: as Remove Fear (reversible), but only if the shaman is charging.

2nd Level Spells (d6)
1. Bull Hide: as Barkskin (D), but  only works on those who follow the ways of the bull.
2. Bull Strength: as Strength*, but the bonus is also applied to the recipient's Constitution too.
3. Pasture Growth: as Plant Growth (D), but only affects grasses, making them more fertile and produce more food.
4. Phantom Bull
: as Spiritual Weapon, but with a +2 damage bonus and appears as a spirit bull that can keep attacking even if the shaman doesn't concentrate. It also has a 50% chance of charging a random individual each round though.
5. Speak with Bullsas Speak with Animals, but only works with bull-kind.
6. Taurus Blessingas Bless, but grants a +3 bonus to hit and to damage to allies who are charging instead, in addition to any other bonuses they'd gain for charging.

3rd Level Spells
 (d6)
1. Aurochs Form: as Animal Growth, but just works on bull-kind.
2. Bovine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in grazing areas.
3. Bull Cure
: as Cure Disease, but makes the recipient aggressive and bullish for the next 1d6 turns too. 
4. Bull Goring: as Striking, but grants the recipient bull horns for the duration instead, allowing them to make an additional attack each round for 1d6 + 1/2 Strength mod damage, double if charging.
5. Bullskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a bull or other bovine creature.
6. Greater Bull Strength: as Strength*, but has a +2 bonus, along with no limit of 18.

4th Level Spells (d6)
1. Seeing Red: as Haste*, but but must be used at least as part of attacks.
2. Bull Call: as Summon Animal I (D), but just summons bulls. 
3. Bull's Exorcism: as Exorcism, but only works on non-bull type spirits.
4. Charge Serious Wounds: as Cure Serious Wounds, but the recipient must be holding horns or some other weapon.
5. Massive Bull Strengthas Greater Bull Strength, above, but the bonuses are +2d3.
6. Bull Fertile: increases the next chance of a female within 30' to conceive and successfully give birth by 100%.

5th Level Spells (d5)
1. Bull Communion: as Commune with Nature (D), but only works in areas where bulls inhabit.
2. Rush Evil: as Dispel Evil, but can only be used either before or after charging the targets.
3. Charge Critical Wounds: as Cure Critical Wounds, but the recipient must be holding horns or something else that's dangerous.
4. Greater Bull Call: as Summon Monster III*, but either summons a minotaur or a 6 HD bull gorgon with 3 rounds less duration in the latter case.
5. Greater Bullskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a minotaur or a 6 HD bull gorgon with 3 rounds less duration in the latter case.

6th Level Spells (d3)
1. Horn Onslaught: as Blade Barrier, but appears as horns, does 3d8 less damage, and can be moved 30 feet each round, harming all in the way.
2. Bovine Realm: as Plane Shift, but only transports to and from places dominated by bulls and bovine-beings.
3. Bull Maze: as Maze, but bull-types are immune and those so trapped must save vs. death/ make a Will save DC 10 every 1d6 rounds or take 4d6 damage from the resident minotaur.

Next week: Totems: Bull, Part V! 


Wednesday, November 10, 2021

Totems: Bull, Part III

Totem Tests
1-9. The bull grabs the totemist by the horns. Direct to the end, he must immediately act in a certain, aggressive way. Preferred targets are those wearing red. The totemist must save vs. death/ make a Will save DC 10 or continue to attack each following round. Roll 1d6.
[1-2] Charge the nearest individual in a random direction.
[3] Trample and buck furiously at anyone who is within 2d6' of him. All within range must save vs. paralysis/ make a Reflex save DC 15 or take 1d6 damage.
[4] Show dominance over another, typically via mounting.
[5] Attack the next fallen foe for at least 1d3 additional rounds.
[6] Reroll 1d5 twice. The totemist must do both.

10-13. Bullishness overcomes the totemist, potentially causing him to behave in one of the ways above (results #1-9) for the next 7d4 days whenever he's aggravated. Unlike those results, he may at least temporarily resist the urge by saving vs. spell/ making a Will save DC 15. Still, if the same result is experienced twice in a row for this test, it becomes permanent rather than taking just 7d4 days, and he will have to save whenever he's pressured from now on.

14-16. The totemist becomes more bull-like, gaining some trait along with a cumulative 15% chance of causing fear and/or revulsion in types who don't appreciate such things. When others are triggered by his bull trait, then the totemist also has the same chance of undergoing results #1-9 above as he becomes infuriated too. In any case, roll 1d6 below to see which is bestowed, rerolling if the same is rolled more than once, making the totemist increasingly become a bull hybrid.
[1] Bull's Head: gain a gore attack for 2d6 + STR mod damage, doubled on a charge, along with a +4 bonus to hearing and smelling checks, and the same to ignore mental influence, whether magical or otherwise.
[2] Bull's Horns: gain a gore attack for 1d6+ STR mod damage, doubled on a charge. The d6 damage can be added to other forms of gore attack the totemist might have, thus he would do 3d6 + STR mod damage when combined with Bull's Head. 
[3] Bull Hooves: gain +10' speed, the ability to knock foes prone on a successful charge attack (by making an opposed STR check), and the ability to make a trample attack against foes that are prone or smaller than him for 1d6 + 1/2 STR mod damage each round. Totemists who get this result twice can opt to have hooves on their hands too, thereby doubling all the bonuses, but making it impossible for them to hold anything.
[4] Bull Strength: gain a +2d3 bonus to Strength and a +2d3 bonus to Constitution.
[5] Bull Sack: gain an impressive, triple chance of conceiving his offspring with a compatible mate, or at least pleasing her no matter what.
[6] Bull Tail: can smell the presence of potential mates within 1/4 mile, as long as he's taking his time. He also gains a +4 bonus to resist being pushed or knocked over, which should help too.

17+ The totem isn't taking any more of the totemist's bull. For the next 4d6 hours, plus 4d6 additional hours per totem test result over 17, he experiences one of the following tests. Roll 1d4.
[1] The totemist is turned into a minotaur of equal HD or higher, raging at his primal urges. See also (link) for more Minotaur variations.
[2] The totemist  is turned into an actual bull, though for 4d6 weeks instead.
[3] A group of 2d12 large bulls (HD 4) rush about, causing all to go running when they come by. The area affected starts where the test occurs and stretches in a roughly 1d4 x 10' wide line for 1/4 mile per the totem test result (thus 4 1/4 miles for 17, 4 1/2 miles for 18, etc.)
[4] A Khalkotaur (bull 'gorgon') is summoned. It has a HD equal to the totem test result and attempts to gore and trample the totemist and his comrades to death, not to mention using its petrifying or fiery breath weapon too. 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. 


Next week: Totems: Bull, Part IV! 


Wednesday, November 3, 2021

Totems: Bull, Part II

Totemic Side-Effects
The bull is quite direct in its approach. Roll 1d12 whenever one calls upon the totem to use a special ability or spell.

1-2. Charge! The spell or special ability must be used aggressively and up close- preferably as part of a charge. If not, then the totemist will do so anyway at the earliest opportunity, making a charge attack against a random target instead. A save vs. spell/ Will save DC 15 is required to resist even going after an ally in this case.

3-4. Bullish: This time, the special ability or spell must be used at least aggressively or up close- either one will do, certainly provoking any others who are prone to fighting. Otherwise, it will only work at 1/2 its usual strength.

5-8. No Side-Effect: Though evidence of bulls might be seem or heard in the distance, the spell or special ability works normally.

9-11. Dominant One: As long as doing so will demonstrate the bull follower's power to at least one member of the herd, the special ability or spell's effect, range, or duration can be improved by 50%.

12. Unstoppable: Not only is the range, effect, or duration of the special ability or spell increased by 50%, but the totemist  may also immediately take another action as long as it's aggressive, glowing bronze red.


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


Dietary Taboos

Should a totemist eat their totem or eat like their totem? Select or roll 1d4 to see.
1. Never eat one's totem. Always eat like them.
2. Only eat one's totem once, as part of an initiation. Strive to eat like them.
3. Eat one's totem only on special occasions, including as a requirement for casting spells. Otherwise, eat however you wish.
4. Eat however you wish.


Next week: Totems: Bull, Part III!


Wednesday, October 27, 2021

Totems: Bull, Part I

Ways of the Bull
* Graze and grow large
* Charge those who enrage you

* Show your power to the herd
Eschew non-bullish things, especially non-bull magic!

Followers of Bull Totems
Special: The bull is honored by strong shamans and barbarians, as well as more civilized cleric-types and fighters too. 
Associated Divinities & CultsPoseidon, Potnia (Minoan), Fufluns (Etruscan- neutral version of Dionysus), Mithras (with the Taurobolium), Uruz Rune (Norse), Tarvos Trigaranus (3-horned, Celtic), Enlil (bull horns), Ishtar (via Gugalanna), Marduk, Nanna (bull lammasu), Tiamat (via Kusarikku), Apis (Egyptian), Cult of the Khalkotauroi (Colchis), The Sacred Bull (Yamnaya), Chernobog (via the Cherno-bull), Baphomet (demon lord). See also Minotaurs (link).
Allowed Weapons: Club, sword, axe, spear
Allowed Armor: Bull hide, horned helm, and shield or lighter
Spirit of the Bull: Those who follow the bull will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, as well as roll for totemic side-effects (see Part II) and even totem tests at times (see Part III.

Bull Shamans (roll 1d6)
1. Bull Leaperwhen unarmored and with one's hands free, gain a +2d3 bonus per odd level when attempting any acrobatics upon or near bulls and other cattle. Successful checks also grant the shaman a +1d3 bonus per odd level to their AC bonus too.
2. Bull-skin: Assume the form of a bull (HD 2), 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 large bull (HD 4) instead, and at 9th level, a minotaur (HD 6).
3. Spirit Bull: Can either project one's spirit as an ethereal bull or can call upon an ethereal bull ally to fight other spirits in the area. Roll to see which one is available at the beginning of each day, usable for up to 1d3 rounds per level per day. At 5th level, it can be a large ethereal bull instead, and at 9th level, an ethereal minotaur.
4. Bovine Aspect: Gain either a bull's gore attack (1d6 dmg), bonus when charging (+1d3 to hit and +50% damage if successful), carrying capacity (x4), or hit points (+8) for up to 1d3 rounds per level per day. At 5th level, two can be used at once, or one can be used with double its usual potency (a 2d6 gore attack, a +2d3 to hit charge with +100% damage, etc.) At 9th level, all four can be used at once, or two can be used with double potency.
5. Graze: Can live well on just raw grass and water for up to 1d3+3 weeks per odd level at a time, not needing any other nourishment, and be immune to natural elements. Having many cows around would be a boon too.
6. Bull BreedGain a random bull barbarian ability or even a magical ability from a similar totem, reflecting the specific type of bull totem they have.

Bull Barbarians (roll 1d6)
1. Horned Charger: After charging (while being horned with helm or otherwise) and hitting a foe, can make an additional, immediate melee attack for every odd level they have.
2. Bull Rush: After charging and hitting a foe, the target must save vs. death/ make a Fortitude save DC 10 or be knocked back 1d3 x 5' and take 1d6 additional damage if they thereby collide with something else. Increase the damage done by +1d3 for every additional odd level the barbarian has.
3. Bull Rage: Seeing red, can fight in an especially outraged, bullish manner for 2d6 rounds up to 1d3 times per odd level per day, gaining a +1d3 to hit, +1d4+2 to damage, and +1d3 to hit points while suffering an AC penalty of 1d3. To stop the rage early, they must save vs. spell with a penalty of 5/ make a Will save DC 20, otherwise they may even attack allies until it's over. What is more, the barbarian has a base 33% chance of actually turning into a large bull for every 3 rounds that he is raging, in which case it lasts 2d6+3 rounds longer and he also gains +2d4 Strength and Constitution during that time.
4. Massive: Gain +1d4+2' in size, along with +1d4+2 Strength, +3d3 Constitution, -2d3 Dexterity, and -5' speed.
5. Mighty: Gain +1d4' in size, along with +1d3+1 Strength, +1d3 Constitution, -1d3 Dexterity, and +5' speed when in open areas- at least 10' wide.
6. Bull BreedGain a random bull shaman ability or even a martial ability from a similar totem, reflecting the specific type of bull totem they have.


Next week: Totems: Bull, Part II!


Wednesday, October 20, 2021

Totems: Boar, Part V


Boar Divinities & Folk Variations
Characters can opt to substitute select boar totem abilities, spells, side-effects, and totem tests for ones they would normally have, reflecting how the boar can charge into and snort in their lives. Select or roll 1d6.

1. Norse: Via Gullinbursti, Freyr's followers focus on the gold and prosperity aspects of boar magic, though having sharp teeth (Slíðrugtanni) so as to protect and enjoy those things is important too. Whether it be having its tusks plow the fields or receiving one as a sacrificial meal (like Sónargöltr), the boar reflects his fertility. Freya's devotees instead tend towards that which allows direct boar riding, transformation, and concealment. Still, martial and pleasurable pursuits are also key, merging such magic with her faithful's emphasis on love and battlevia Hildisvini.

2. Gallic & Brittonic Celts: Those who follow the Gallic Moccus promote becoming the boar and abiding by strict taboos. Those of the Brittonic Vitirus instead focus on its warrior aspects, especially of fighting well when cornered, bravely blowing one's carnyx horn. These cults may otherwise fully embrace the boar totem as their god. Druids who do so experience more steady results than their shaman fellows: they pick boar special abilities and spells, and the former's results are always the averages (a +1d3 is always +2, etc.), rather than rolling for them.

3. Celtiberians & Celto-Germans
Endovelicus is honored amongst the Celtiberians and is similar to Dis Pater, though emphasizing the interest in and hoarding of treasure and pleasure reflected in the boar. Arduinna instead is worshipped on the borders of the Germannic lands, and is akin to boar-riding Freya combined with the huntress aspects of Artemis.  

4. Anglo-Saxon: Espousing the heroic tradition of Beowulf, Anglo-Saxon boar totemists are quite fond of boar helmets, weapons, and high adventure. And since he is a famous hero, few follow the shamanic path, but many are actually fighters who select some of the totem's solely combative abilities. Doing so eliminates the random results of their barbarian counterparts (a 2d6+3 is always 7 or 8, etc.) Many also take bear and wolf totem martial abilities in order to honor their namesake even more.

5. Greeks: Via the Calydonian Boar & the Erymanthian Boar, those who follow Artemis and Hercules emphasize boar rampaging, especially giant boar rampaging. Followers of Artemis do so to keep interlopers out of natural areas and to avenge the innocent. The heroic tradition of Hercules instead honors dealing with such things physically, even capturing wild boars alive, and is therefore barbaric in nature rather than shamanic.
 
6. Boar Orcs: Often being piglike themselves, some orcs follow a corrupted form of the totem, combining it with demonic traits that reflect their own, depraved natures. Extreme aggression, obstinance, filth, and rampage are thus promoted over anything redeeming. Such are the outrages that true boar totem followers work to slay or at least drive them away whenever possible.



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


 

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.

5th 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.

6th 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!