Totem

You may incarnate a spiritual being, granting its boon to you and all allies in a given area.

This spirit is anchored to a point in space, but may affect a radius equal to 5 squares per rank with its ranged attacks and spells.

All Totem Spirits gain in power the longer they manifest in the mortal world. In each successive round, they gain additional strength. From the moment of summoning until just before your next turn, a spirit has been active for 1 round. Upon said turn, it is now in its 2nd round, etc. All spirits have a maximum duration of 5 rounds, or until dismissed or dispelled.

Spirits gain additional abilities as you gain ranks in Invocation (Binding).

Totem Spirits may take only one action per round. Some abilities require no action, and are always active.

Spirits are magical effects. They cannot be attacked or suffer damage, but they can be dispelled. A successful dispel doesn't remove a spirit unless it is in its first round; otherwise, it subtracts a round of effective duration.

Maintaining the bound spirit's presence in the physical realm requires the expenditure of 1 Mana per round, as well as the reservation of 1 Focus. You must remain within 20 squares of the totem, and must remain able to concentrate on it; on turn start, if you cannot satisfy these requirements, the totem ends.

It is a free action to summon or dismiss a totem. You may maintain multiple totems simultaneously, by spending the necessary Mana and Focus for each.

  • Fire Totem Spirit: A dancing flame spirit appears, hurling fire at your enemies, and imbuing your allies with raw strength.
    • Rank 1: Spirit can throw fireballs, inflicting nominal fire damage (per round active).
    • Rank 2: Allies within range of the spirit gain a 10% damage bonus (per round active).
    • Rank 3: Fireballs are a burst 3 (enemies only). Each fireball that lands grants you 1 stack of Fire Power.
    • Rank 4: Fireballs inflict 100% vulnerability to further fireballs for 3 rounds (stacks and refreshes).
    • Rank 5: ?
  • Water Totem Spirit: A spirit of pure water blesses your allies with healing waves and cleanses away impurities.
    • Rank 1: Spirit can heal an ally for nominal damage (per round active)
    • Rank 2: Allies within range of totem spirit are cleansed of one disease or poison effect on turn start.
    • Rank 3: Healing wave is a chain 3/3.
    • Rank 4: Healing wave may bounce to enemies. Instead of healing them, it dispels one beneficial effect.
    • Rank 5: ?
  • Earth Totem Spirit: A spirit of earth wields the power of gravity, and defends your allies.
    • Rank 1: Spirit can inflict a magical debuff causing a 50% movement penalty, denying the ability to charge, run, or fly. The debuff lasts 3 rounds.
    • Rank 2: Allies within range of totem spirit gain 10% bonus (per round active) to Soak.
    • Rank 3: As an immediate action, spirit can cause a hostile spell to be centered or targeted upon itself. The spirit is immune to all effects except dispelling. It may use this ability no more than once per round.
    • Rank 4: Spirit's movement debuff also causes subjects to suffer 10% (per round active) of their max hp in physical damage each round as gravity crushes them.
    • Rank 5: ?
  • Air Totem Spirit: A spirit of wind and thunder quickens the demise of your foes.
    • Rank 1: As an immediate action, once per round, the spirit may send a Gust of Wind at a foe, causing push (short) just prior to the target's intended action. This also imposes a spell interruption chance of 20% (per round active). Also, enemy ranged attacks against allies within range suffer a 20% penalty to Hit Chance (per round active).
    • Rank 2: Allies within range of totem spirit gain 5% haste (per round active), as well as +50% movement speed and the ability to ignore the Global Cooldown once per round.
    • Rank 3: The Gust of Wind is a slide, not a push, and inflicts nominal lightning damage (per round active). It also causes 10% stun (per round active).
    • Rank 4: Gust of Wind may be used up to 3 times per round, on separate targets.
    • Rank 5: The Gust of Wind's lightning effect repeats for each square the subject is moved (including by Gust of Wind itself).
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