🎲 D&D Companion

Shaman

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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.

Parser confidence notes

Spirits

cols A-A ยท levels 2-10 ยท 5 abilities
LvlCellAbilityCostRules
2A2Sixth SensePassivePassive. You gain +3 Survival and can see into the spiritual world up to 10 spaces.
Upgrades:
  1. Sixth Sense + (L3) โ€” +3 Survival.
  2. Sixth Sense ++ (L4) โ€” You may take the higher of 2d20 rolls when using Survival.
  3. Sixth Sense +++ (L5) โ€” Any allies within 5 spaces can also see into the spiritual world at your disclosure.
4A4Spirit Animal24 act24 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.
6A6Spirit Possession6 act6 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.
8A8Astral Projection6 act6 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.
10A10Power Possession6 act6 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.

The Avatar Stategenerated name

cols B-B ยท levels 20-20 ยท 1 abilities
LvlCellAbilityCostRules
20B20The Avatar State3 act3 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.

Elements

cols C-H ยท levels 1-14 ยท 31 abilities
LvlCellAbilityCostRules
1E1Earthshock6 act6 actions. Earth erupts around you, dealing 1d6 damage to all targets within 3 spaces. Spirituality vs Fortitude.
Upgrades:
  1. Earthshock + (L2) โ€” 1d12 damage to all targets within +3 spaces.
2C2Bonfire6 act6 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:
  1. Bonfire + (L3) โ€” Guaranteed ignition.
2D2Inner Peace5 act5 actions. Heal yourself for 1d6 HP and remove all curses, poisons, and diseases on you. Spirituality.
Upgrades:
  1. Inner Peace + (L3) โ€” You may use this on a target next to you. Spirituality vs Will.
2E2Frost Bolt4 act4 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:
  1. Frost Bolt + (L3) โ€” +1 action. +1d4 frost damage. Target suffers -2 actions.
  2. Frost Bolt ++ (L4) โ€” +1 action. +1d4 frost damage. Target suffers -2 actions.
2F2Leaping Flames3 act3 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:
  1. Leaping Flames + (L3) โ€” Deals 1d12 fire damage upon contact.
  2. Leaping Flames ++ (L4) โ€” Deals +2d12 fire damage upon contact.
2G2Lightning Lure4 act4 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:
  1. Lightning Lure + (L3) โ€” +1d10 damage.
2H2Shocking Grasp3 act3 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:
  1. Shocking Grasp + (L3) โ€” +1d10 lightning damage.
  2. Shocking Grasp ++ (L4) โ€” +1d10 lightning damage.
4C4Burning Hands6 act6 actions. All adjacent targets take 1d12 fire damage, 1/3 ignition chance. Arcana vs Fortitude.
Upgrades:
  1. Burning Hands + (L5) โ€” +1d12 fire damage, +1/3 ignition chance.
  2. Burning Hands ++ (L6) โ€” +1d12 fire damage, guaranteed ignition.
4D4Cone Of Cold4 act4 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:
  1. Cone Of Cold + (L5) โ€” 1x4 cone, +1d4 damage, targets suffer -2 actions.
  2. Cone Of Cold ++ (L6) โ€” 1x5 cone, +1d4 damage, targets suffer -2 actions.
4E4Earth Tremor4 act4 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:
  1. Earth Tremor + (L5) โ€” +2d8 impact damage.
4F4Thunderwave5 act5 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:
  1. Thunderwave + (L5) โ€” +1d6 damage, Mutes/Deafens target for +1 turn.
  2. Thunderwave ++ (L6) โ€” The focal point of this spell does not have to be you, but a spot within sight.
6C6Fire Breath6 act6 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:
  1. Fire Breath + (L7) โ€” +1d12 damage, +1/3 ignition chance.
  2. Fire Breath ++ (L8) โ€” +1d12 damage, guaranteed ignition.
6D6Gust Of Wind3 act3 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.
6E6Ice Blast4 act4 actions. You blast a target for 1d4 frost damage. They cannot use move actions for 3 turns. Arcana vs Fortitude.
Upgrades:
  1. Ice Blast + (L7) โ€” +1d4 frost damage.
  2. Ice Blast ++ (L8) โ€” +2d4 frost damage.
6F6Revivify9 act9 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:
  1. Revivify + (L7) โ€” -5 actions.
6G6Snowstorm6 act6 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:
  1. Snowstorm + (L7) โ€” -1 action, +1d4 damage, targets suffer -2 actions.
8C8Fireball6 act6 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:
  1. Fireball + (L9) โ€” 6x6 area, +1d12 damage, +1/3 ignition chance.
  2. Fireball ++ (L10) โ€” 8x8 area, +1d12 damage, guaranteed ignition.
  3. Fireball +++ (L11) โ€” Costs 8 actions. +2d12 damage.
8D8Lightning Bolt6 act6 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:
  1. Lightning Bolt + (L9) โ€” +1d10 damage.
  2. Lightning Bolt ++ (L10) โ€” +1d10 damage.
8E8Minute Meteors3 act3 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.
8F8Wall Of Sand9 act9 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.
10C10Elemental Shield4 act4 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.
10D10Fog Cloud4 act4 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.
10E10Ice Storm9 act9 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.
10F10Storm Sphere9 act9 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:
  1. Storm Sphere + (L11) โ€” Sphere takes up 2x2 area. Can hold +2 bolts of lightning.
  2. Storm Sphere ++ (L12) โ€” Sphere takes up 3x3 area. Can hold +2 bolts of lightning.
  3. Storm Sphere +++ (L13) โ€” Sphere takes up 4x4 area. Can hold +2 bolts of lightning. Lightning deals +1d10 damage.
10G10Firewall6 act6 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:
  1. Firewall + (L11) โ€” +1d6 fire damage, +1/3 ignition chance.
  2. Firewall ++ (L12) โ€” +1d6 fire damage, guaranteed ignition.
  3. Firewall +++ (L13) โ€” +2d6 fire damage.
12D12Flash Frost3 act3 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:
  1. Flash Frost + (L13) โ€” +1d4 damage, ice lasts +1 turn or until it takes +15 damage.
  2. Flash Frost ++ (L14) โ€” +1d4 damage, ice lasts +1 turn or until it takes +15 damage.
12E12Immolate3 act3 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:
  1. Immolate + (L13) โ€” The fire cannot be put out by anything but magic for +5 turns.
  2. Immolate ++ (L14) โ€” The fire cannot be put out by anything but magic.
12F12Wall Of Anything9 act9 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.
14D14Chain Lightning6 act6 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:
  1. Chain Lightning + (L15) โ€” +1d10 damage, jumps to targets within +2 spaces.
  2. Chain Lightning ++ (L16) โ€” +1d10 damage, jumps to targets within +2 spaces.
14E14Otiluke's Snowglobe6 act6 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.
14F14Sunburst6 act6 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.

Crafts

cols J-J ยท levels 5-11 ยท 3 abilities
LvlCellAbilityCostRules
5J5Kanohi600 act600 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.
8J8Vodou600 act600 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:
  1. Vodou + (L9) โ€” For 4 actions, you may now pierce/tear the doll to intentionally hurt its attached target. Roll (1d20 + Crafting: Armor/Clothes vs Will); a successful attack will deal 1d6 psychic damage to them.
11J11Kanohi Nuva600 act600 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

Fire Totemsgenerated name

cols L-M ยท levels 2-13 ยท 10 abilities
LvlCellAbilityCostRules
2L2Infusion Totem3 act3 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.
2M2Warmth Totem3 act3 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.
3L3Fire Pulse Totem3 act3 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.
3M3Flamethrower Totem3 act3 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.
4L4Firebolt Totem3 act3 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.
11L11Infusion Totem +3 act3 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
11M11Warmth Totem +3 act3 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
12L12Fire Pulse Totem +3 act3 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
12M12Flamethrower Totem +3 act3 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
13L13Firebolt Totem +3 act3 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

Air Totemsgenerated name

cols O-P ยท levels 2-13 ยท 10 abilities
LvlCellAbilityCostRules
2O2Funnel Totem3 act3 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.
2P2Wind Blast Totem3 act3 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.
3O3Rush Totem3 act3 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.
3P3Wind Wall Totem3 act3 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.
4O4Tornado Totem3 act3 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.
11O11Funnel Totem +3 act3 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
11P11Wind Blast Totem +3 act3 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
12O12Rush Totem +3 act3 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
12P12Wind Wall Totem +3 act3 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
13O13Tornado Totem +3 act3 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

Water Totemsgenerated name

cols R-S ยท levels 2-13 ยท 10 abilities
LvlCellAbilityCostRules
2R2Frost Totem3 act3 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.
2S2Humidity Totem3 act3 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.
3R3Ice Totem3 act3 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.
3S3Stream Totem3 act3 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.
4R4Jet Totem3 act3 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.
11R11Frost Totem +3 act3 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
11S11Humidity Totem +3 act3 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
12R12Ice Totem +3 act3 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
12S12Stream Totem +3 act3 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
13R13Jet Totem +3 act3 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

Earth Totemsgenerated name

cols U-V ยท levels 2-13 ยท 10 abilities
LvlCellAbilityCostRules
2U2Bombardment Totem3 act3 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.
2V2Catapult Totem3 act3 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.
3U3Grounding Totem3 act3 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.
3V3Staunch Totem3 act3 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.
4U4Wall Totem3 act3 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.
11U11Bombardment Totem +3 act3 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
11V11Catapult Totem +3 act3 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
12U12Grounding Totem +3 act3 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
12V12Staunch Totem +3 act3 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
13U13Wall Totem +3 act3 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

Totemic Masterygenerated name

cols X-X ยท levels 3-5 ยท 3 abilities
LvlCellAbilityCostRules
3X3Totemic SummonsPassivePassive. Summoning Totems now only costs 2 actions.
Upgrades:
  1. Totemic Summons + (L4) โ€” Now only costs 1 action.
4X4Totemic EmpowermentPassivePassive. Your Totems can only take 1 damage per attack. This does not affect the Staunch Totem.
5X5Totemic ConnectionPassivePassive. For every Totem you are within 3 spaces of, you gain +1 Move action and +1 to all Defenses.