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ooc:dae_run:shamanic_totem

Shamanistic Totem

Lore, History and Description

This Totem possesses potent magic and commands a certain respect within the Minotaurian Trible culture, as well as followers of Mortaebius who are not uncommon to the Spirit world and it's perils.

Using this item and accessing its powers requires training which can only be given by an experienced spirit shaman, which may last several months. From the moment the training starts, the user of the Totem most commit to a daily routine of rituals and journey through the spirit world, until a high level of understanding is reached and a suitable Spirit Guide has been found.

Once the training has been completed, the totem spirit is bound the owner of the totem and provides access to the unique powers of the totem as long as the daily rituals and requirements (similar to requirements for spell preparation) are observed. The relation with the Spirit Guide must also be nurtured, and may require the owner of the totem to perform certain tasks or specific quests, in order to appease his companion spirit or further its own agenda.

Through this page the term totem is used, the totem however is not just a single item but instead involves several items and tools, which may have different uses in the rituals surrounding the Totems magic. These are:

  • a set of bones and (gem)stones on which ancient runes are carved
  • a small boned horn (gives no sounds when blown)
  • a small bone chest, inlayed with obsidian and peculiar magical lock
  • an obsidian dagger with a hand-carved bone hilt
  • a grafted bone wand with a skull of a small animal and feathers
  • a bone amulet befitted with a central gemstone (particular to the Spirit Guide)
  • a personal, bound Spirit Guide (Jinn)

The actual totems is best described as a metaphysical construct, consisting of an arrangement between the Spirit Guide and the owner of the Totem, which calls upon the use of specific items and rituals to maintain the connection.

acquisition

As an acquisition plot, I would very much like to find a suitable trainer and perform tasks and rituals to learn to master this item. Not in the least of which I would like to embark on a vision quest, to find a suitable spirit guide to be bound with.

powers

Ghost Warrior (Su): Due the totems strong tie with the Spirit World, the owner of the totem is able to interact more closely with the spirit realm. As a result of this connection, any weapon wielded by the owner (and carrier) of the totem, gains the Ghost touch property, ignoring the normal miss chance for attacks vs Incorporeal beings. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal AC (not her touch AC) against any touch attack delivered by an incorporeal creature.

Ritualistic Focus: As Shamanism is an important part of the Minotaurian Tribal tradition and recognizes the existence of ancient sources of power and magic, far older much more powerful then the current from known to men. As this totem is used to bridge the Spirit world and the plains of existence, it may give important insights in the workings of this ancient and primal magic, offering a +4 bonus to Discipline(Divine).

Crossover: After the performing the rituals according the shamanistic tradition, the owner of the Totem can travel to Spirit World and interact with the spirits on their plane of existence. While the owner's conciousness travels the realm of Spirits, its body appears to be in a deep state of trance, unaware of its immediate surroundings.

Ancestral call (Ex) 1/day: As a move action, the owner of the totem may blow the bone horn to enlist the aid and assistance of his Spirit Guide, summoning it from the small bone chest. The Jinn are ancient, incorporeal beings of pure magic, who have the command of potent, ancient magic and posses vast wells of knowledge and wisdom and should not be called liqhtly as the consequences might be costly and dangerous. Modelled after Greater Planar Ally, but with the following changes:

The Spirit summoned is always the Spirit Guide (Jinn) to which the totem is bound.

Once summoned the Spirit Guide will manifest and commit to its given task the next turn, as long as it is sufficiently appeased and the task doesn't conflict with the Spirits own agenda. In case of a conflict with its own agenda or if the task is focussed against gods directly, the task is simply refused(The Spirit may elaborate on this and explain why) and the Jinn returns to the Spirit world and may not be summoned again until at least 24 hours have passed. If there is no conflict with its agenda, but the Spirit is insufficiently appeased, a bargain may be struck after which the Spirit will perform the task, in return for terms laid out by the Spirit Guide (quests, rituals, iod). If the terms are not accepted, the Spirit will return to the Spirit World and may not be summoned again until at least 24 hours have passed.

Tasks given may include but are not limited to:

  • Rescue from mortal peril
  • Offer healing or protection (from environmental hazards or others)
  • Assist the owner in research
  • Assist or aid in rituals
  • Transforming the owner in to spirit (ie, become incorporeal for 1 minute)

Before the Jinn commits to a task, instructions may be given on how to approach the problem or the manner in which the task is to be conducted. If none are given or the instructions are insufficient, the Jinn will choose its way in accordance with its own agenda and free will in order to fullfil the task(to the letter) and once the task is complete the Spirit Guide will return the Spirit World.

The Jinn (Alignment LN) has access to the following skills, spell, spell-like abilities and other powers (Subject and not limited to.. DM)

  • Skills (23 ranks): Knowledge Nature, Knowledge History, Survival, Discipline Primal, Discipline Divine, Diplomacy
  • Spells: as if level 20 Druid
  • Spell-like abilities (CL 20): Gust of Wind (At will), Telekinesis (At will), Divination (3/Day), Gate (1/Day), Vision (1/Day)
  • other powers: Immortality (Ex), Air Mastery (Ex), Immunity to Acid (Ex), Whirlwind (Ex)

price

guidelines: Ghost touch weapon ( Libris Mortis, cleric 2. 12k ) voor Ghost Warrior, Ghost touch armor ( Libris mortis, cleric 2 12k) voor Ghost warrior, Greater Planar ally (lvl 8 (1/Day),48000 spell + 125k for xp) voor Ancestral Call, + addition for Crossover en Ritualistic Focus (2k)

indicative ~199k

ooc/dae_run/shamanic_totem.txt · Last modified: 2014/07/06 16:25 (external edit)