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Totem and the Sigil...
 
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Totem and the Sigil Sphere

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Another rules call I suppose I need clarified. While in totem, do all my spells get wasted for the day considering I have shifted? Or do they carry over. I feel it'd be a bit of a waste to have someone lose everything all because they wanted to totem. Fur, feathers, or some other type of skin might "hide" the sigil therefore making it inactive. We also technically get a different body, so I'm not sure if the sigils would halt and then be reactivated once the totem was over?

Totem  
Pre-requisite: Occupation at 9th Level and at least one 6th Level Druid Ability 

An Occupational Ability for Druids, this skill allows the Druid to shape-shift into their Totem Animal. The Totem Animal must be chosen upon purchase and cannot be changed after purchase. Subsequent purchases allow the Druid to select an additional Totem Animal. Totem may be used once per day per purchase.  

When used, this skill will transform a Druid into their chosen animal form. The animal cannot be smaller than a fox or larger than a brown bear. The animal may not be one that is capable of flight and must be natural/normal (not supernatural). It takes one minute to activate, and requires the Druid's full concentration. If s/he becomes distracted, uses any other skill, or takes damage to Body during the transformation, the ability fails and is considered used for that day. All carried items and clothing will magically merge into the Totem form. These items cannot be retrieved until the Totem ends. This ability will fail if the Druid attempts to shape-shift while carrying an item with a Spirit or something that is larger than half his/her size. The experience of "shifting" for a Druid is a blessed and personal one. During this time, the Spirit of their Animal Totem grants permission to share its consciousness for a brief and majestic moment. This Totem change lasts for 1 hour and may be terminated at will (taking 1 minute to change back). If detected for magic, a Totem will glow and thus can be distinguished from a regular animal.   

While in their Totem form, the Druid should think and behave as the animal does. The Druid will possess his/her own personality, motivations and fears. However, they will now be filtered through the mind of an animal. The character will now have "animal intelligence" but this should be viewed more like "forced role-play" than as a weakness. All information learned while in Totem form will be remembered when the Druid shifts back, unless the Totem animal dies. While in Totem form the Druid may not use any skills or abilities. Magic protections, augmentations and any other Magic targeting the Druid's Spirit (positive or negative) will transfer over to the Totem form during the shape-shift; normal rules for duration still apply. All Totem Animals fight with two boffer weapons to represent their "claws". It is possible to construct a suit of armour specifically for the animal form, although the Totem Animal would require assistance putting it on.  

While in Totem form (and during the 1-minute transformation count), the Druid will take double damage from all silver weapons. Should the Druid fall into their "Death" count, their body will automatically revert to their original form over the next minute. The Druid may touch and carry silver items, but doing so will cause him/her great discomfort and should be role-played accordingly. Upon successful shape shifting back, the Druid will be fully healed and any Alchemical poisons or non-Magical diseases in their system will be removed.  

The Totem will have the following stats. Please note that the numbers are calculated from level 1 and not the level at which the Druid purchased the skill.  
1 Normal threshold, +1 every 3 levels. 2 damage via Claw, +1 every 3 levels. 20 Body, +5 every 3 levels. 1 "25 Slay" every 5 levels.  
These stats/abilities cannot be improved by skills purchased by the Druid. In the same with one cannot use a Totem slay outside of Totem form, one cannot use a character’s slay in Totem form. The same is true for all of these stats.  

Sigil Sphere

Sigil is a spell sphere that requires the user to cast spells on pre-existing symbols drawn upon the skin of targets that have spirits. These symbols can be temporary – quick dashes of paint before a battle – or permanent tattoos. The symbols must be created in game; a player cannot simply say the symbol exists in it. It needs to be represented. Symbols must be re-drawn for each casting, even if cloth is used. Tattoos that exist out of game on a player are acceptable as Sigil symbols so long as they fit the requirements. Sigils can be placed on skin (unless the sigil states otherwise) or on cloth attached to the body, such as an armband. You must have the target’s OOG permission for both the location and painting material that’s used on them.  
Sigil symbols must remain visible at all times, both prior to the sigil being cast and after it has been cast. If a symbol is wiped off or covered for more than 1 minute, the spell effect will end. Sigils must always be drawn in blue. If a sigil is drawn on a limb which becomes severed, the sigil effect will end.   Lastly, unless the spell description allows it, a target may only have 1 of the same Sigil active on his or her person at a time.  

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They carry over.

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