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!