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 totemic, or 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!