Totemic Image (Priest Spell)

Totemic magic is invoked by the practitioner painting or inscribing an image that conveys magi­cal powers upon anyone bearing that image. Most totemic images take several hours to properly create, making such magic impractical for the aver­age adventuring spellcaster. On the other hand, totemic inscriptions are powerful and can be pre­pared in advance based upon anticipated situations. Totemic image bonuses of the same type are gen­erally not cumulative, nor can the same totemic image usually be applied multiple times to increase the effect. At 1st level (or whenever the spell is learned), the shaman learns one image that corre­sponds to his or her personal totemic animal; one additional totemic image can be learned at each additional experience level. A shaman can learn the totem magic only of those creatures with which he or she is familiar.
Each image must be inscribed or drawn upon an appropriate surface. This can be done with a knife, paint, or other pigments. Once the image has been inscribed, the object functions as described below. Some images have a time limit after which the image is still visible, but has lost all its power. Such images can be renewed, a process that does not actually involve redrawing the image, but requires the same amount of time, during which the shaman chants over the image.
Totemic images can be inscribed into items that will function for other individuals, but these require that some token from the individual be worked into its creation – a few hairs, a drop of blood, some object the individual has personally gathered on a special quest.
Notes: Restricted to shamans and savage clerics.
==Totemic Images==
The following list describes several different totemic images, their powers, casting times, and limitations. The format employed is as follows: Name (Duration/Casting Time): Effect
* Bear/Elephant (1 day/1 hour): This image can be inscribed upon an amulet, pendant, weapon, clothing, armor, or virtually any object that can be kept on an individual's person. While wearing the object, the bearer receives a +1 bonus to his or her Constitution.
* Boar/Warthog (1 day/1 hour): This image can be inscribed upon an amulet pendant, weapon, clothing, armor, or virtually any object that can be kept on an individual's person. While wearing the object, the bearer can remain active at -5 hit points or above.
* Coyote/Jackal (1 day/2 hours): The image of the crafty Coyote, inscribed upon a weapon, amulet, or piece of clothing brings bad luck to enemies. At the wearer's option, one oppo­nent per encounter may suffer -1 penalty to hit, +1 penalty to AC, or -1 penalty to all saving throws. The wearer must decide upon the effect for each opponent. The decision cannot be changed or revoked.
* Dolphin (3 months/3 days): This image is often carved or painted along the gunwales of canoes and small boats. It provides a +15% bonus to all Seaworthiness checks. Many Dolphins may be inscribed, often in associa­tion with the Gull image, but multiple images do not increase the symbol's effectiveness.
* Eagle (1 week/1 hour): The sign of the Eagle increases the accuracy of a missile weapon. When inscribed on an arrow, quarrel, sling stone, or spear, an Eagle symbol improves the missile's chances to hit (not damage) by +1. This symbol cam be inscribed only on a missile. More than one Eagle image can be inscribed upon a missile. Two images have no further effect, but three images increase the bonus to +2. This is the maximum number of images allowed The Eagle image can be used with the Shrike and Hawk images. Once the missile is used, the power of the image is expended.
* Firefly/Scarab Beetle (1 day/1 hour): This image can be carved upon a staff, wand, or amulet It provides the equivalent of the 1st level priest spell light on command. The light can be extinguished and renewed as the bearer wills for the duration of images' power.
* Fox/Monkey (1 day/1 hour): When inscribed upon an amulet, a cloak, or a pair of gloves, the Fox symbol adds +10% to all thief skill rolls for the image's duration.
* Gull (3 months/3 days): The totemic image of a gull can be carved or painted on the mast or tiller of a ship. It adds 6 to the ship's movement rate. While numerous Gulls are often inscribed on a ship, sometimes inter­twined with Dolphins and other sea images, multiple images do not increase the symbol's effectiveness.
* Hawk (1 week/1 hour): When inscribed on an arrow, spear, or other missile weapon, this symbol increases short, medium, and long ranges by 20 yards (60 yards total). Thus, a short bowls range (50/100/150), becomes equal to a long bow's range (70/140/210). The Hawk image (as the Eagle) can be inscribed only on the missile itself. Only one Hawk image can be inscribed on a missile at any one time. This symbol can be used with Eagle and Shrike images, within the limitations listed under those symbols. Once the missile is used, the power of the image is expended.
* Horse/Zebra (1 day/1 hour): This image can be inscribed upon a pair of shoes, boots, or san­dals. While bearing the rune, the user has a basic movement rate of 18 if man-sized, 12 if small.
* Mountain Lion/Tiger (1 day/1 hour): This image can be inscribed upon an amulet, pen­dant, or any piece of jewelry or adornment. While wearing the object, the bearer is sur­prised only on a roll of 1.
* Otter/Crocodile (1 day/1 hour): The totemic image of an otter is often inscribed upon a small pendant or earring. It gives the bearer the abil­ity to swim like an otter (swim 18) and remain submerged without the need to breath for as long as 5 minutes at a time.
* Owl (1 day/1 hour): The bearer of this symbol, which can be inscribed upon a pendant, amulet, brooch, tore, or circlet, can see in total darkness without penalty for the above duration.
* Raven/Ibis (1 day/1 hour): The bearer of this symbol, which can be inscribed upon a pendant, amulet, brooch, tore, or circlet, receives a +1 saving throw bonus against spells and mental attacks.
* Salmon/Python (1 month/3 days): This symbol can be carved on the gunwales of a small boat. Like all boats, the vessel can then move down-stream freely, but it can also move upstream at half the rate of the current, without the occu­pants having to row or expend any similar effort.
* Shrike (1 week/1 hour): A single Shrike symbol increases a missile's damage by +1. Like the Eagle and Hawk images, it can be inscribed only on a missile. Three Shrike symbols increase damage by +2, the maximum bonus. The Shrike image can be used with the Hawk and Eagle symbols. Once used, the power of the image is expended.
* Snake (1 day/1 hour): The Snake symbol can be inscribed upon an amulet, pendant, cloth­ing, armor, or virtually any object that can be kept on an individual's person. While wearing the object, the bearer reduces the saving throw of any creature the bearer casts a charm or hold spell on by 1.
* Stag/Cheetah (1 day/1 hour): The Stag symbol can be inscribed upon an amulet, pendant, clothing, armor, or virtually any object that can be kept on an individual's person. While wear­ing the object, the bearer receives a +6 bonus to his or her movement rate, and the ability to make running leaps of 20 feet, usable in one encounter.
* Thunderbird/Lion (1 day/1 hour): This image can be inscribed upon an amulet, pendant, clothing, armor, or virtually any object that can be kept on an individual's person. While wear­ing the object, the bearer receives a +1 bonus to attack rolls and +1 to any saving throw against fear.
* Tortoise/Rhinoceros (1 week/1 day): The Tor­toise symbol can be inscribed on a piece of armor, an amulet, or a pendant Once inscribed, the symbol improves the wear's Armor Class by 1. Only one such symbol can be worn by an individual at any time.
* Whale (3 months/3 days): Ships with this image carved into the strakes, gunwales, or ram need not make a Seaworthiness check if they ram another vessel. If ramming a living creature, the vessel inflicts 2d6 points of damage per 20 cargo tons (to a maximum of 9d6) against living creatures.
* Wolf/Hyena (1 day/1 hour): This image can be inscribed upon an amulet, pendant, clothing, armor, or virtually any object that can be kept on an individual's person. While wearing the object, the bearer receives a +1 bonus to any tracking roll.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells