Druid Totems
There are four types of totems, one for each element, and there are several types of each totem. When the druid casts their totems, they decide which type of each totem they will cast. The totems will last one turn. It takes only a segment to cast the totems. They will appear around the druid, one at each compass point.
All totem effects can be saved against, either negating or halving the effect, as noted. All totems have a 3” range.
Earth
1. Clay – slows nearby beings. Save to negate.
2. Stoneskin – improves armor by 1 point per level of the caster of all allies.
3. Stoneclaw – absorbs 1 point of damage per level of the caster from all attacks directed at the caster (no effect on area of effect attacks).
4. Strength of earth – increases strength of allies by 2 full points.
5. Tremor totem – immunity to fear, +2 on resistance to all other mind effects.
6. Elemental – summons an elemental with as many dice as the caster, 10 points per die, attacks 4/round at d20 at +6/+9.
Fire
1. Searing – attacks one enemy for 1d10 plus caster level, five times per round.
2. Magma – attacks all enemies in range for 1d4, three times per round.
3. Frost – grants 50% resistance to all cold based attacks.
4. Flame Tongue – increases effect of damage and healing spells cast by the druid by 1 point per level
5. Wrath – Reduces saving throws and magic resistance of enemies in area by 2 / 10%.
Elemental – summons an elemental with as many dice as the caster, 10 points per die, attacks 4/round at d20 at +6/+9
Water
1. Healing Stream – heals all allies for 1d4 per segment.
2. Mana Spring – restores 1 spell per round to memory of caster.
3. Cleansing – removes 1 disease or poison per round from one creature in area, caster’s choice.
4. Mana tide – provides energy for 1 spell to be cast, leaving it in memory, to any one creature designated by caster. This consumes the totem.
5. Fire resistance - +2/+10% resistance to fire.
Elemental – summons an elemental with as many dice as the caster, 10 points per die, attacks 4/round at d20 at +6/+9.
Air
1. Windfury – move all melee and missile attacks up by one segment (all attacks which would have take place in segment 2 take place in segment 1, each round).
2. Grounding – absorbs one spell per round cast at the druid, including area of effect spells
3. Sentry - reveals hidden and invisible creatures in radius
4. Nature resistance – grants +2 /10% resistance to earth and poison attacks.
5. Wrath of Air – shorten all spell casting by 1 segment, unless already 1 segment.
6. Elemental - Elemental – summons an elemental with as many dice as the caster, 10 points per die, attacks 4/round at d20 at +6/+9.