Requirement: Mage 2.
You have the ability to summon a totem of nature to aid your allies or hinder your enemies in combat.
I. You learn the following unique spell:
Summon Totem: (4 MP, 3 TS) You summon a Spirit Totem at a point within 3 units. Choose a Totem Focus when you take this spell, that kind of Totem is summoned whenever you cast this spell. Your totem dice are 2d4. The different options for your Totem Focus are listed below.
Minor Foci:
Empowering Totem: Allied creatures within 5 units of the totem additional damage based on your totem dice with attacks against creatures within 5 units of the totem. This effect may only trigger once per ally per round.
Healing Totem: At the end of the round, each allied creature within 5 units of the totem recovers HP based on half of your totem dice.
Frightening Totem: Whenever an enemy creature starts its turn within 5 units of the totem, it must make a [U] roll (your [U] or higher to succeed) or be forced to move away from the totem unit it is at least 5 units away from the totem. Until the end of the round, a creature that fails cannot enter within 5 units of the totem. If a creature that fails the roll cannot move away from the totem, it takes damage based on twice your totem dice and cannot move until the end of the round.
Greater Foci: (you may not choose a Greater Focus until you gain a 3rd level in this boon)
Totem of Discord: Whenever an enemy creature starts its turn within 5 units of the totem, it must make a [U] roll (your [U] or higher to succeed) or be forced to spend it's TS to move up to the closest or your enemies to it and make an attack roll against it with whatever melee weapon it has equipped. If it does not have a weapon equipped, it makes a punch attack. If the creature does not have enough TS, it simply moves to the target of the would-be attack and does nothing for the rest of the round. Once the creature makes the attack, it may take the rest of its turn as normal, provided it still has TS.
Totem of Protection: Allied creatures that start their turn within 5 units gain DR based on your totem dice that last until the end of the round. A creature with DR from the totem may spend all of its TS on its turn to transform into an invincible tree. It becomes immune to all damage and cannot spend TS, it is petrified until this effect ends. This effect ends at the start of the next round, at which point the creature regains hit points equal to half of its lost HP. A creature may only transform using this summoned totem once.
Totem of Spite: Whenever an allied creature within 5 units of the totem takes damage from an attack or spell, the creature that made the attack or cast the spell takes magic damage based on your totem dice.
II. Your totem dice are 2d6. Whenever an enemy creature starts its turn within 5 units of a totem you created, it must make a [U] roll (your [U] or higher to succeed) or take damage based on your totem dice.
III. Your totem dice are 2d12. You learn the the Summon Totem spell again, but this time you may choose a Greater Totem Focus. Casting the Summon Totem spell to summon a totem with a Greater Focus costs 8 MP instead of 4.
Allies: (terminology) An ally or allied creature is determined by the creature in question when the ability in question is used. A creature is its own ally unless stated otherwise.
Enemies: (terminology) A creature is an enemy if your GM considers it your enemy.
Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.