TOTEM MAGIC
Totemic magic is special form of magic which calls upon the power of nature. It does not use the weave or spells as they are normally known. Instead, the totemic practitioner paints or inscribes an image that convoeys spell-like ability upon anyone bearing that image.
Most totemic images take several hours to create, making it impractical for the average adventurer. On the other hand when prepared in advance, it can be very useful. Totemic magic can be learned by taking up the feat Totemic Magic, described below. It must be said that any intelligent creature can learn totemic magic, but gypsies and druids guard this knowledge with their life. It is also said that only creatures who have a natural bond with the land are able to learn totemic magic.
A totem is an animal or plant serving as the emblem of a family or clan and often as a reminder of its ancestry. Wild elves have personal totems which is inherited from their mother or other previous ancesters. They handle their totems with absolute respect and they may not harm or kill their personal totem.
Characters who take up the tattoo feat can make the totemic rune a permanent inscription under special conditions up to the Referee. Note that some totems due to their specific nature cannot be made permanent, like the Unicorn image.
New Totem Feats
CRAFT TOTEM [Item Creation]
You can create totemic runes that hold various magical abilities.
Prerequisite: Gypsy, Hin or Druid; Woodcarving Craft
Benefit: You know how to enscribe totamic runes. There is no limit to how many runes you can learn, but you must have access to others willing to teach you new totems. Typically a druid will know about 3-4 images per level, including his own totem. You cannot harm or kill a totem you know how to encribe, or you lose the power to call upon its power.
ETCH OBJECT RUNE [Item Creation]
You can etch magical runes onto the surfaces of inanimate objects.
Prerequisite: Spellcaster level 5th+
Benefit: You can create an etched object rune of any spell that you know. Etching an object rune takes one day for each 1,000 gp in its base price. The base price of a etched object rune is its spell level multiplied by ts caster level multiplied by 30 gp. To etch a rune, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
Any etched object rune that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the spell’s material component or pay the XP when etching the rune.
Any object with a solid surface can bear an etched rune. Normally, a Small object (or smaller) can have only one object rune, while a Medium-sized object can have two, a Large object can have four, a Huge object eight, and so on. The etching does not harm the object in any way, and once the rune is used, the object returns to normal.
Once an object rune is etched, it can be used like a scroll, as described in the rules for casting spells from scrolls in the Player’s Handbook.
TATTOO IMAGE [special]
You can bond yourself or someone else with a magic item by use of a tattoo.
Prerequisite: Spellcaster level 7th+, Int 17+
Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 the market value of the magic item in gold pieces.
Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action.While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item.
The tattooed image is often inscribed on the character’s hand or arm, its design flowing seamlessly from the flesh to the item being held. For instance, the image to store a +2 trident might resemble waves that flow down the character’s arm in lines that mirror the curves of the weapon’s shaft. Often the tattoo changes when the item comes out of its magical storage; in the previous example, the trident might appear beneath the waves while it is stored, disappearing from the image as it is called forth. Further, that character with the keyed image enjoys one of the following benefits while using that specific item (chosen at the time the image is inscribed):
- +1 damage if the item is a weapon (stacks with all other bonuses)
- +2 saving throw DC, if the item requires opponents to make a save
- +2 caster level
- Item inflicts 1d6 points of fire damage upon anyone who attempts to use it, other than the tattooed character
TATTOO FOCUS [special]
You bear inscriptions of totemic runes on your flesh that hold heightened magical abilities.
Prerequisite: Firsthand knowledge of totems inscribed from Gypsy or Hin practicioners; Craft Totem.
Benefit: You can add +2 to a totems power when rolling for spell effects or saves (functions as Heighten Spell).
THE TOTEMS
Every animal and plant can resemble a totem to the Druids of Testoria. This is by no means an exaustive list and if you wish to craft a totem that is not on the list discuss it with your Referee. The 16 most common totems found in the Blackwater and Briarwood regions are listed here:
Animal Totems
Bear
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus Strength.
Boar
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus Constitution.
Crocodile
Duration: 1 day
Inscription Time: 1 hour
Description: Swim at normal speed and gain a +2 bonus to Swim checks.
Fox
Duration: 1 day
Inscription Time: 1 hour
Description: Adds +2 on Balance, Hide, Move Silently, Climb and Open locks skill checks.
Hawk
Duration: 1 day
Inscription Time: 1 hour
Description: Improve missiles change to hit or damage by +1. An arrow can be inscribed multiple times to gain a maximum of +2 hit and damage (taking up 4 images).
Horse
Duration: 1 day
Inscription Time: 1 hour
Description: You gain +10 ft. extra movement.
Otter
Duration: 1 day
Inscription Time: 1 hour
Description: Swim at normal speed and hold breath for a number of rounds equal to 3 times her constitution (normally 2).
Owl
Duration: 1 day
Inscription Time: 1 hour
Description: You gain Darkvision 60 feet.
Rat
Duration: 1 day
Inscription Time: 1 hour
Description: You gain a +6 bonus to Disguise skill checks.
Salamander
Duration: 2 days
Inscription Time: 1 hour
Description: Regenerate 1 hp per 2 hours.
Snake
Duration: 1 day
Inscription Time: 1 hour
Description: Gain +4 bonus to Escape Artist skill checks, and a +2 bonus to initiative.
Squirrel
Duration: 1 day
Inscription Time: 1 hour
Description: Gain +2 temperary bonus Dexterity.
Stag
Duration: 1 day
Inscription Time: 1 hour
Description: Gain +2 bonus to Move Silently, Listen and Spot checks in woods.
Tortoise
Duration: 1 day
Inscription Time: 1 hour
Description: Provides a +2 natural AC bonus.
Unicorn
Duration: Special
Inscription Time: 1 hour
Description: With this rune you can inscribe (multiple) Cure Light Wounds spells upon items. A typical staff can hold up to eight images, and a stick up to six. Once the totem is used it must be rescribed.
Wolf
Duration: 1 day
Inscription Time: 1 hour
Description: Gain Scent as described in the Dungeon Master Guide on page 81.
Plant Totems
Aloe Vera
Duration: 1 day
Inscription Time: 1 hour
Description: Your natural healing rate is doubled for the duration of the totem.
Blackthorn
Duration: Special
Inscription Time: 1 hour
Description: You can use this image to cure diseases.
Cedar
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus to Constitution.
Eucalyptus
Duration: Special
Inscription Time: 1 hour
Description: With this rune you can inscribe (multiple) Cure Light Wounds spells upon items. A typical staff can hold up to eight images, and a stick up to six. Once the totem is used it must be rescribed.
Garlic
Duration: 1 day
Inscription Time: 2 hours
Description: Prevents undead from approaching within 10 feet.
Green Grass
Duration: 1 day
Inscription Time: 1 hour
Description: +2 bonus to Spot and Search skill checks and saves involving morale checks like fear and fright.
Holly
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus to Wisdom.
Ivy
Duration: 1 day
Inscription Time: 1 hour
Description: Provides a +2 insight bonus to AC.
Medlar
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus to Intelligence.
Oak
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +1 temperary bonus to Strength and Constitution.
Privet
Duration: Special
Inscription Time: 1 hour or 1 week
Description: Restores 1 temperary ability damage (1 hour) or 1 permanent ability damage (1 week).
Pine
Duration: 1 day
Inscription Time: 1 hour
Description: You gain +2 bonus to all skill checks.
Springberry
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +2 temperary bonus to Charisma.
Sweetleaf
Duration: Special
Inscription Time: 1 hour
Description: Next time you sleep, you sleep very well and you heal double the normal hit points you normally would.
Willow
Duration: 1 day
Inscription Time: 2 hours
Description: You enscribe an item or creature that radiates a Protection from Evil spell.
Wort
Duration: 1 day
Inscription Time: 1 hour
Description: Gain a +4 bonus against Enchantment spells or effects.