Wednesday, August 25, 2021

Totems: Eagle, Part II

Totemic Side-Effects
Great wings may bring both light and shadow. 
Roll 1d12 whenever one calls upon an eagle totem to use a special ability or spell.

1. Dark Eagle: Prey must be struck. The spell or special ability need be used offensively this time, or else the nearest individual in a random direction will take 1d3 damage.

2. 
Diving Dominance: The eagle draws power from great heights. Unless being utilized to affect him or herself, the follower will have to be located above the target of the special ability or spell, at least at the beginning of their turn. Otherwise, it only works at 1/2 its normal strength.

3. Sharp Cry: How else can the eagle's power be clearly known? If screeching like one does not do the trick first, then the follower must inform the spell's or special ability's target as to what's been done afterward.

4. Ad Libertatem
: The sense of lofty freedom fills this place. For the next 1d12 rounds, all within 1d12 x 10' gain a +4 bonus to resist being held, trapped, or even affected mentally in a negative way.

5-8. No Side-Effect: Though an eagle might be seen in the distance or the sense of one comes close, the spell or special ability works normally this time.

9-11. Raptor Way: If the follower moves to the target of the spell or special ability or otherwise affects them at a distance of at least 30', then its effect, range, or duration can be increased by 50%. And if it is done to fight or counteract something dark or serpentine, then one of those aspects may be doubled.

12. Bright Eagle: Not only is the spell or special ability's range, effect, or duration boosted by 50%, but the follower can also sense the direction to the nearest snakelike or shadowy thing, its location even being illumed by light and/or a circling eagle for the next 1d3 turns.


Shamanism
In addition to rolling on the table above, shamans must also roll on the table below whenever they cast a spell. Unlike that of divinities, spirit magic is less predictable. Other cleric types (druids, mystics, witches, etc.) may have their own tables to roll on. In any case, most shamanic results take 1d2 rounds to complete, though the caster can make a Wisdom or Charisma check (DC 15) to negotiate with the spirit to allow the requirement to be completed in 1 round (the same round) the spell is cast instead. Roll 1d12 to see what a shaman must do whenever he casts a spell:

1. Face the Spirit: interact with the spirit directly. The shaman will be unaware of the mortal world during this time and (roll 1d10): [1] lie comatose, [2] babble & drool, [3] appear to talk to himself, [4] appear to argue with himself, [5] temporarily vanish (in which he goes to an Otherworld), [6-10] one of the previous results and roll on this table again- the shaman will need to perform both tasks.
2. Appease the Spirit
: make some small offering or sacrifice that would placate the spirit
.
3. Act for the Spirit: behave in the spirit's manner, drum, chant, and/or rattle
4. Marked for the Spirit: hold a fetish, wear a garment, and/or paint one's body in a way that represents the spirit.
5. Attune with the Spirit: ingest a substance to perceive the spirit world better. This task is initially quick, always allowing casting on the same round, but then affects the shaman for 3d10 rounds afterwards. During this time, the shaman has an equal chance of either behaving normally or acting as if under Face the Spirit above. Reroll every round.
6-8. Spirit Connection: if the shaman has already performed at least one of the tasks above for the spirit within the last 4d6 hours, then it requires nothing else this time the spell is cast. Note that if the shaman has moved to another place during that time, then he may be in contact with a different spirit of that totem and will need to reroll on this table to see what he must do instead.
9-10. Potency of the Spirit: the shaman can choose to either do one of the tasks above (reroll 1d5 to see what it is) for a 50% bonus to the spell's range, duration, or effect, or he can opt for the casting to simply have no requirement instead.
11-12. Way of the Spirit: a powerful connection with the spirit grants a 50% bonus to the spell's range, duration, or effect, and the shaman can choose which things must be done (selected from #1-5 above) for the next 1d3 spells he casts.


Next week: Totems: Eagle, Part III!