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 Blessing: as 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 Ravens: as 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 Tongues, but 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.
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!
Next week: Totems: Raven, Part V!