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!