Shaman draw their power from the world around them, which they believe is infused with energy delivered by spirits from the Astral Realm. Their faith in these spirits leads them to being the bridge between our worlds, allowing them to wield the primal energies they offer. They often use Totems of their own design to boost their powers, and use primal magic equivalent to the power of Wizards themselves. Shaman make Spirituality a priority. Some choose Arcana and Insight to master spellcasting, while others build up their Fortitude and Light Attack to take on enemies up close.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | A2 | Sixth Sense | Passive | Passive. You gain +3 Survival and can see into the spiritual world up to 10 spaces. Upgrades:
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| 4 | A4 | Spirit Animal | 24 act | 24 actions. You summon an animal from the spirit world to assist you. It is entirely ethereal and cannot be touched. It flies around at 3 spaces per action. It can become invisible, deliver messages, and guide you on the right path. Spirituality. |
| 6 | A6 | Spirit Possession | 6 act | 6 actions. You let the spirit of one who has passed inhabit your body. You must at least have their name in order to call them - and even then, they must be willing. You may keep casting this for 10 turns of combat or 3 minutes. Can use once per day. Spirituality. |
| 8 | A8 | Astral Projection | 6 act | 6 actions. You send your soul (which takes the form of a ghost) outside your body. While your body can make no actions and is reduced to 0 Reflex, your soul flies 3 spaces per action and can turn invisible, float through walls, and communicate with others. Lasts for as long as you keep casting. Spirituality. |
| 10 | A10 | Power Possession | 6 act | 6 actions. You pick anybody within the vicinity, and you are able to browse their special abilities. You get to choose which one they will use, but you are unable to change their intended target. Insight vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 20 | B20 | The Avatar State | 3 act | 3 actions. All abilities that you have used this battle are refreshed, including Totems. Additionally, you have access to all spells that directly control fire, water, earth, or air, provided that you meet their requirements. If you die while in this state, your spirit will not be reincarnated. Lasts 10 turns. Spirituality vs Fortitude. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Earthshock | 6 act | 6 actions. Earth erupts around you, dealing 1d6 damage to all targets within 3 spaces. Spirituality vs Fortitude. Upgrades:
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| 2 | C2 | Bonfire | 6 act | 6 Actions. You summon a bonfire on a space within 10 spaces of you. If there is someone on the space, they take 1d12 fire damage with 1/3rd chance ignition. If your Arcana does not surpass their Reflex, they instead move 1 space as a Free action. The fire lasts until the end of your next turn, unless it ignites something else. Arcana vs Reflex. Upgrades:
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| 2 | D2 | Inner Peace | 5 act | 5 actions. Heal yourself for 1d6 HP and remove all curses, poisons, and diseases on you. Spirituality. Upgrades:
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| 2 | E2 | Frost Bolt | 4 act | 4 actions. Hurls a cold bolt that deals 1d4 Frost damage to a target within 10 spaces. That target suffers -2 actions per turn for 2 turns. Arcana vs Reflex. Upgrades:
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| 2 | F2 | Leaping Flames | 3 act | 3 Actions. If there is a fire currently going, you may split the fire to immediately ignite a target within 10 spaces of it. This initially does no damage. You may use this in battle as often as you'd like. Arcana vs Reflex. Upgrades:
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| 2 | G2 | Lightning Lure | 4 act | 4 Actions. You imbue a target you can see as a lightning rod. The next lightning attack against them will automatically hit and deal an extra 1d10 damage. Lasts 5 turns. Arcana vs Will. Upgrades:
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| 2 | H2 | Shocking Grasp | 3 act | 3 Actions. You grab a target next to you and deal 1d10 lightning damage to them. If their Armor is 7+, this does triple damage. Arcana vs Fortitude. Upgrades:
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| 4 | C4 | Burning Hands | 6 act | 6 actions. All adjacent targets take 1d12 fire damage, 1/3 ignition chance. Arcana vs Fortitude. Upgrades:
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| 4 | D4 | Cone Of Cold | 4 act | 4 actions. You blast cold in a 1x3 cone from you. Everyone in that area takes 1d4 damage and suffers -2 actions for 2 turns. Arcana vs Fortitude. Upgrades:
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| 4 | E4 | Earth Tremor | 4 act | 4 actions. You cause a spot of earth within 10 spaces to tremble, causing 1d8 impact damage (bypassing armor) to the target on it. Arcana vs Fortitude. Upgrades:
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| 4 | F4 | Thunderwave | 5 act | 5 actions. Everyone within 2 spaces of you takes 1d6 sonic damage. Sonic damage bypasses Armor, and Mutes and Deafens the target for 1 turn. Arcana vs Fortitude. Upgrades:
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| 6 | C6 | Fire Breath | 6 act | 6 Actions. You blast fire from your mouth, dealing 1d12 damage to everyone in a 1x3 line from you with a 1/3 ignition chance. You may keep this going for multiple turns, but can only cast once per battle. Arcana vs Reflex. Upgrades:
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| 6 | D6 | Gust Of Wind | 3 act | 3 actions. You create a 1x12 wall of wind that blasts in a direction of your choice. Anyone caught in the blast will be pushed 3 spaces by it, and to move in the opposite direction costs 2 actions per space. You may keep casting this continuously. Lasts 1 turn or until casting stops. Arcana vs Fortitude. |
| 6 | E6 | Ice Blast | 4 act | 4 actions. You blast a target for 1d4 frost damage. They cannot use move actions for 3 turns. Arcana vs Fortitude. Upgrades:
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| 6 | F6 | Revivify | 9 act | 9 actions. You heal yourself or an ally you can see for 2d8+4 HP. This can be used as many times in battle as you'd like. Spirituality vs Will. Upgrades:
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| 6 | G6 | Snowstorm | 6 act | 6 actions. You form snow and frigid winds that swirl around the entire area within 12 spaces of you. All targets in this area take 1d4 damage each turn and suffer -2 actions on their next turn. You may keep casting this for as long as you spend the actions. Arcana vs Fortitude. Upgrades:
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| 8 | C8 | Fireball | 6 act | 6 actions. Launches a ball of fire within 15 spaces that explodes in a 4x4 area. Everyone in that area takes 1d12 damage, 1/3 ignition chance. Arcana vs. Reflex. Upgrades:
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| 8 | D8 | Lightning Bolt | 6 act | 6 actions. You launch a lightning bolt that streaks in a 1x20 line from you. Everyone caught in this line takes 1d10 damage (tripled if armor is 7 or higher). Arcana vs Fortitude. Upgrades:
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| 8 | E8 | Minute Meteors | 3 act | 3 actions. Summon 6 tiny meteors that float around you. For 1 action, you can send one zooming to a space. All targets on and next to that space take 1d8 damage. Unused meteors last 10 turns. Arcana vs Reflex. |
| 8 | F8 | Wall Of Sand | 9 act | 9 actions. Summons 2x10 area wall of sand. In this area, all physical damage is halved, all targets are blinded, and moving requires 3 actions instead of 1. Lasts until called off. Arcana vs Fortitude. |
| 10 | C10 | Elemental Shield | 4 act | 4 actions. You provide yourself or a target with a magical shield, made either of flames or frost. With a flame shield, the target cannot be slowed down from cold, and melee attackers are instantly ignited. With a frost shield, the target takes half fire damage, and slows down melee attackers by -4 actions. Lasts 5 turns. Arcana vs Will. |
| 10 | D10 | Fog Cloud | 4 act | 4 actions. Summons a cloud of fog that takes up a 10x10 space area for 3 turns. Everyone within this area is considered blinded unless they have Low-Light Vision or a light source. The cloud is susceptible to gusts of wind. Must roll 20+ Arcana. |
| 10 | E10 | Ice Storm | 9 act | 9 actions. You hit a 4x4 area with a blizzard. Everyone in the area takes 3d4 frost damage per turn and cannot use any move actions. You can move the blizzard at 1 space per action. Lasts until called off. Arcana vs Fortitude. |
| 10 | F10 | Storm Sphere | 9 act | 9 actions. Summons a sphere of raging wind within 3 spaces. Each turn, you may spend 1 action to move the sphere 1 space or launch a bolt of lightning out of it, dealing 1d10 damage to a target within 10 spaces (tripled if 7+ armor). Anyone on the sphere's space takes 1d8 impact damage. Lasts 10 turns or 4 bolts of lightning. Arcana vs Fortitude. Upgrades:
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| 10 | G10 | Firewall | 6 act | 6 actions. Unleashes a 1x12 wall of fire in either a straight line or a ring. Anyone who is in the same space as the fire takes 1d6 fire damage with 1/3 ignition chance. Projectiles, such as bullets and arrows, have a similar chance of burning up instead of passing through. Lasts 5 turns. Arcana vs Fortitude. Upgrades:
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| 12 | D12 | Flash Frost | 3 act | 3 actions. You flash freeze everyone in a 1x5 cone, dealing 1d4 damage and immobilizing them in ice. Affected targets cannot make physical actions, including speaking. The ice lasts 1 turn or until it takes 15 damage. Arcana vs Fortitude. Upgrades:
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| 12 | E12 | Immolate | 3 act | 3 actions. You set a target you can see aflame with magical fire, treating them as if they were ignited. This fire cannot be put out by anything but magic for 5 turns. Arcana vs Fortitude. Upgrades:
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| 12 | F12 | Wall Of Anything | 9 act | 9 actions. Summons a 1x12 wall of a raw material that is close to you and that you speak aloud. The wall will make the terrain either difficult or impassable, depending on the material used. Any extra effects also depend on the material used, which could be as simple as Thorns, Ice, Wood, Light, etc. If you choose not to use any materials, it simply conjures an impassable, invisible Wall Of Force. Afterward, the wall harmlessly crumbles and the original material is returned to normal. Lasts 5 turns. Arcana vs Reflex. |
| 14 | D14 | Chain Lightning | 6 act | 6 actions. Shoots lightning at a target within 10 spaces, which will keep jumping to another target as long as there is an unaffected target within 3 spaces. Each hit deals 1d10 damage (tripled if target has 7+ armor). Arcana vs Reflex. Upgrades:
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| 14 | E14 | Otiluke's Snowglobe | 6 act | 6 actions. You create a magical snowglobe. If this snowglobe takes 1 point of damage, it will explode and unleash a small blizzard on everyone within 6 spaces of it. Everyone affected takes 4d8 damage and loses 4 actions on their next 3 turns. Arcana vs Fortitude. |
| 14 | F14 | Sunburst | 6 act | 6 actions. You bring down an intense beam of light energy upon a target, dealing 6d8 fire damage (no ignition) and blinding them for 3 turns. If you cast for another 3 actions, the energy releases from the target in a globe, damaging all targets within 4 spaces of them for 3d8 fire damage (no ignition). Arcana vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 5 | J5 | Kanohi | 600 act | 600 actions. You create a mask of your own design, imbued with powers that will passively boost any Shaman that wears it. Requires 2 Cloth, Leather, Wood, or Steel. While creating your mask, choose its ability: Accuracy: Wielder gains +3 Ranged Attack and Finesse Attack. Agility: Wielder gains +3 Reflex. Breathing: Wielder may breathe underwater. Healing: Wielder heals 1d4 HP each turn of battle (or every minute). Instinct: Wielder gains +7 Animal Handling. Levitation: Wielder may fly 1 space per action. Location: Wielder can sense the direction of their target. Mind: Wielder may read the thoughts of those within 10 spaces, and send thoughts to others in return. Shielding: Wielder begins each battle with +5 Temp HP. Size: Wielder may spend 1 action to shrink to a Tiny size. While shrunk, wielder gains +5 Reflex and Stealth. Speed: Wielder gains +2 Move actions each turn. Stealth: Wielder gains +2 Stealth. If immobile for 3 turns, the bonus becomes +10. Strength: Wielder gains +3 Athletics and +3 Heavy Attack. Translation: Wielder gains +2 Linguistics. If reading, the bonus becomes +10. Vision: Wielder has Darkvision. Crafting: Armor/Clothes. |
| 8 | J8 | Vodou | 600 act | 600 actions. Requires 1 Herbs and Cloth. You construct a tiny-sized doll in the likeness of someone you know well. Their essence will be tied to this figurine, so when they are damaged, the doll will be also. To stitch it up, you may take 5 actions and roll (1d6 + Crafting: Armor/Clothes). The one whose essence it's attached to will heal for that amount. Crafting: Armor/Clothes vs Will. Upgrades:
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| 11 | J11 | Kanohi Nuva | 600 act | 600 actions. You upgrade a mask of your own creation to further extend its powers. Requires 2 Cloth, Leather, Wood, or Steel. Its upgraded power is based on its original:
Accuracy: Wielder gains +6 Ranged Attack and Finesse Attack.
Agility: Wielder gains +8 Reflex.
Breathing: Wielder may breathe in any dangerous atmosphere, like space, water, or vaporized poison.
Healing: Wielder heals 1d8 HP each turn of battle (or every minute). Wielder may choose to use this ability on an adjacent target instead.
Instinct: Wielder gains +7 Animal Handling and Insight.
Levitation: Wielder may fly 3 spaces per action.
Location: Wielder can receive visions of their target's current location.
Mind: Wielder may read the thoughts of those within 10 spaces, and send thoughts to others in return. Wielder may also spend their actions to control their target's. Insight vs Will.
Shielding: Wielder begins each battle with +10 Temp HP. This benefit is shared by all adjacent targets.
Size: Wielder may spend 1 action to shrink to a Tiny size or grow to a Huge size. While shrunk, wielder gains +5 Reflex and Stealth. While grown, wielder gains +5 Fortitude and Athletics.
Speed: Wielder gains +5 Move actions each turn.
Stealth: Wielder gains +10 Stealth.
Strength: Wielder gains +6 Athletics and +6 Heavy Attack.
Translation: Wielder gains +10 Linguistics.
Vision: Wielder has Darkvision and can see through most substances up to 20 spaces.
Crafting: Armor/Clothes. Requires: Kanohi |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | L2 | Infusion Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem grants the weapons of all targets within 5 spaces guaranteed ignition with their attacks. Spirituality. |
| 2 | M2 | Warmth Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem grants all allies within 5 spaces immunity to cold climates. Spirituality. |
| 3 | L3 | Fire Pulse Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches a ring of fire each turn, dealing 1d8 Fire damage (1/3 ignition chance) to everyone within 2 spaces. Spirituality vs Reflex. |
| 3 | M3 | Flamethrower Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem continually blasts a jet of flame at all targets within a 1x3 line, dealing 1d12 Fire damage (1/3 ignition chance) to them each turn. Spirituality vs Fortitude. |
| 4 | L4 | Firebolt Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches 1 Firebolt at the closest target within 10 spaces every turn, dealing 1d8 Fire damage (1/3 ignition chance) to them and everyone next to them. Spirituality vs Reflex. |
| 11 | L11 | Infusion Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem grants the weapons of all targets within 5 spaces guaranteed ignition and 2d6 extra Fire damage with their attacks. Spirituality. Requires: Infusion Totem |
| 11 | M11 | Warmth Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem grants all allies within 5 spaces immunity to cold climates and Frost damage and effects. Spirituality. Requires: Warmth Totem |
| 12 | L12 | Fire Pulse Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches a ring of fire each turn, dealing 3d8 Fire damage (guaranteed ignition) to everyone within 4 spaces. Spirituality vs Reflex. Requires: Fire Pulse Totem |
| 12 | M12 | Flamethrower Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem continually blasts a jet of flame at all targets within a 1x4 line, dealing 3d12 Fire damage (guaranteed ignition) to them each turn. Spirituality vs Fortitude. Requires: Flamethrower Totem |
| 13 | L13 | Firebolt Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches 1 Firebolt at the closest target within 20 spaces every turn, dealing 3d8 Fire damage (guaranteed ignition) to them and everyone next to them. Spirituality vs Reflex. Requires: Firebolt Totem |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | O2 | Funnel Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches a target within 4 spaces 20 spaces into the air and keeps them there until called off or destroyed. The target cannot move, but can make other actions normally. Spirituality vs Fortitude. |
| 2 | P2 | Wind Blast Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches a blast of air each turn at a target within 20 spaces, dealing 1d4 damage and limiting them to 1 Move action on their next turn. Spirituality vs Fortitude. |
| 3 | O3 | Rush Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem grants all allies within 4 spaces +2 Move actions on their next turn. These allies also score critical hits on a d20 roll of 19-20. Spirituality. |
| 3 | P3 | Wind Wall Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem creates an impassable wall of wind that surrounds the area within 2 spaces. No beings or physical attacks can pass through this wall. Magical attacks must take the lower of 2d20 rolls to get through. Lasts until called back or destroyed. Spirituality. |
| 4 | O4 | Tornado Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem creates a swirling vortex of air that lifts everyone within 2 spaces. While in the tornado, no one can make Move or Attack actions. Everyone within 20 spaces is drawn toward the tornado by 2 spaces each turn. Spirituality vs Fortitude. |
| 11 | O11 | Funnel Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches up to 3 targets within 4 spaces 20 spaces into the air and keeps them there until called off or destroyed. You may choose if the targets can make actions or not. Spirituality vs Fortitude. Requires: Funnel Totem |
| 11 | P11 | Wind Blast Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches a blast of air each turn at a target within 20 spaces, dealing 2d4 damage and preventing Move actions on their next turn. Spirituality vs Fortitude. Requires: Wind Blast Totem |
| 12 | O12 | Rush Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem grants all allies within 6 spaces +3 Move actions on their next turn. These allies also score critical hits on a d20 roll of 18-20. Spirituality. Requires: Rush Totem |
| 12 | P12 | Wind Wall Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem creates an impassable wall of wind that surrounds the area within 3 spaces. Magical attacks must take the lower of 2d20 rolls to get through. You may allow physical objects to pass through this wall. If so, it is weakened until your next turn. While weakened, physical attacks may be attempted, but must take the lower of 2d20 rolls. Lasts until called back or destroyed. Spirituality. Requires: Wind Wall Totem |
| 13 | O13 | Tornado Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem creates a swirling vortex of air that lifts everyone within 2 spaces. While in the tornado, no one can make Move or Attack actions. All targets within 20 spaces are drawn toward the tornado by 3 spaces each turn. Spirituality vs Fortitude. Requires: Tornado Totem |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | R2 | Frost Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem grants all allies within 5 spaces immunity to hot climates. Spirituality. |
| 2 | S2 | Humidity Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem gives all enemies within 5 spaces a -2 penalty to all Attack rolls and prevents bonus effects on their critical rolls. Spirituality vs Fortitude. |
| 3 | R3 | Ice Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem lays a sheet of ice that covers the area within 4 spaces. Allies who enter this space gain +2 Move actions. Enemies who enter this space are limited to 3 Move actions each turn. Spirituality vs Fortitude. |
| 3 | S3 | Stream Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem sends a stream of healing water to an ally within 3 spaces each turn, healing them for 1d4 HP. If there is an ally within 3 spaces of them, the stream then jumps to that new target. This continues until there are no new allies within 3 spaces. Spirituality. |
| 4 | R4 | Jet Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches a jet of water at the closest enemy, pushing them away 3 spaces each turn. If that enemy makes any skill checks, they must take the lower of 2d20 rolls. Spirituality vs Fortitude. |
| 11 | R11 | Frost Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem grants all allies within 5 spaces immunity to hot climates and Fire damage and effects. Spirituality. Requires: Frost Totem |
| 11 | S11 | Humidity Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem gives all enemies within 10 spaces a -4 penalty to all Attack rolls and prevents bonus effects on their critical rolls. Spirituality vs Fortitude. Requires: Humidity Totem |
| 12 | R12 | Ice Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem lays a sheet of ice that covers the area within 4 spaces. Allies who enter this space may zoom to the other side without expending Move actions. Enemies who enter this space are limited to 1 Move action each turn. Spirituality vs Fortitude. Requires: Ice Totem |
| 12 | S12 | Stream Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem sends a stream of healing water to an ally within 5 spaces each turn, healing them for 2d4 HP. If there is an ally within 5 spaces of them, the stream then jumps to that new target. This continues until there are no new allies within 5 spaces. Spirituality. Requires: Stream Totem |
| 13 | R13 | Jet Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches a jet of water at the closest enemy, pushing them away 5 spaces each turn. If that enemy makes any skill checks, they must take the lowest of 3d20 rolls. Spirituality vs Fortitude. Requires: Jet Totem |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | U2 | Bombardment Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem launches a chunk of rock at a target within 20 spaces each turn, dealing 2d6 damage to them. Spirituality vs Reflex. |
| 2 | V2 | Catapult Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem safely boosts a target within 4 spaces to another space up to 6 spaces away. This costs the target 1 action on their next turn. Spirituality vs Fortitude. |
| 3 | U3 | Grounding Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem slows all enemies within 4 spaces, limiting them to 1 Move action each turn. Spirituality vs Fortitude. |
| 3 | V3 | Staunch Totem | 3 act | 3 actions. Totems have no Reflex and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem has 40 HP instead of 5. It uses your Spirituality score in place of Aggression to force enemies within 3 spaces to attack it each turn. If you recall and then reuse this Totem, it returns with its current HP instead of refreshing. Spirituality vs Will. |
| 4 | U4 | Wall Totem | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle. This Totem springs up an earthen wall, either surrounding a 4x4 space around itself or in a 1x12 line within 2 spaces of itself. This wall has 1d10 Temp HP and grants Medium-size cover. If more than 3 spaces of the wall are destroyed, the Totem is stunned on your next turn, but may regrow those spaces on the turn following. Spirituality. |
| 11 | U11 | Bombardment Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem launches a huge chunk of rock at a target within 20 spaces each turn, dealing 3d6 impact damage (bypassing armor) to them. Spirituality vs Reflex. Requires: Bombardment Totem |
| 11 | V11 | Catapult Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem safely boosts up to 3 targets within 5 spaces to another space up to 10 spaces away. This costs the targets 1 action on their next turn. Spirituality vs Fortitude. Requires: Catapult Totem |
| 12 | U12 | Grounding Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem slows all enemies within 8 spaces, limiting them to 1 Move action each turn. Anyone in the air is also pulled instantly to the ground. Spirituality vs Fortitude. Requires: Grounding Totem |
| 12 | V12 | Staunch Totem + | 3 act | 3 actions. Totems have no Reflex and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem has 80 HP instead of 5. You may add your Spirituality to your Aggression to force enemies within 5 spaces to attack it each turn. If you recall and then reuse this Totem, it returns with its current HP instead of refreshing. Spirituality vs Will. Requires: Staunch Totem |
| 13 | U13 | Wall Totem + | 3 act | 3 actions. Totems have 5 HP, no Reflex, and no armor. Only 1 Totem per element can be used at a time. Totems occupy 1 space and are considered small objects, so they can all be put on the same space. They last until they are destroyed or called back. If they are called back, they may be reused in the same battle.
This Totem springs up an earthen wall, either surrounding a 4x4 space around itself or in a 1x12 line within 2 spaces of itself. This wall has 3d10 Temp HP and grants Large-size cover. If more than 3 spaces of the wall are destroyed, the Totem is stunned on your next turn, but may regrow those spaces on the turn following. Spirituality. Requires: Wall Totem |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 3 | X3 | Totemic Summons | Passive | Passive. Summoning Totems now only costs 2 actions. Upgrades:
|
| 4 | X4 | Totemic Empowerment | Passive | Passive. Your Totems can only take 1 damage per attack. This does not affect the Staunch Totem. |
| 5 | X5 | Totemic Connection | Passive | Passive. For every Totem you are within 3 spaces of, you gain +1 Move action and +1 to all Defenses. |