Totem |
Environment |
Advantages |
Disadvantages |
Traits |
Adversary |
Everywhere |
+2 dice with Combat and Manipulation spells. |
If wounded, berserk like Bear. Willpower (8) Test to be friendly and civil to authority figures. |
Rebel, Cruel, Proud, Willful, Cynic |
Bacchus |
Anywhere on land |
+2 dice for Illusion spells, +2 dice for Spirits of Man |
Willpower (6) Test to continue on course of action if something more interesting, prettier, or relaxing presents self. -1 Perception die modifier in presence of beauty, art, music, etc. |
Passionate, Enjoys Partying, Easily Distracted, Not Good with Long Term Obligations |
Creator |
Urban or Forest |
+2 dice for Enchanting, +1 die for Heath and City Spirits |
-1 die for Combat Spells. Willpower (4) Test to avoid immediately astrally perceiving something new or unique, distracted for 3 Turns, -1 Turn per success, 3+ allows them to ignore impulse |
Enjoys Creating Things, Trusting, Not familiar with deceit |
Dark King |
Natural Caves |
+2 dice for Health Spells and Spirits of Man |
Must sacrifice 1 point from a starting Physical Attribute |
Grim, Dark, Secretive, Physically Weak From Suffering, Symbol of Underworld |
Dragonslayer |
Anywhere on land |
+3 dice for Combat spells, +1 die for Hearth Spirits |
-1 die for Illusion and Detection spells. |
Heroic, Fun-loving, Honorable, Respectful |
Fire Bringer |
Urban |
+2 dice for Detection and Manipulation spells and Spirits of Man |
-1 die for Illusion spells |
Kind, Humanitarian, Creator |
Great Mother |
Anywhere |
+2 dice for Health Spells and Field, Forest, and all Spirits of the Waters |
-2 dice in the presence of corruption |
Generous, Healer, Protective of Family, Strict Moral Code |
Horned Man |
Anywhere on land |
+2 dice for Combat spells and Spirits of the Land |
Willpower (6) Test to refuse a fight or physical contest, must make Willpower Test vs. twice seducer's Charisma to refuse advances. |
Wild, Fertile, Instinctive, Masculine |
Lover |
Urban |
+2 dice for Illusion and Control Manipulation spells, +2 dice for Spirits of the Waters |
Minimum Charisma of 6 |
Beautiful, Jealous, Irrational, Proud, Vain, Typically Female |
Moon Maiden |
Anywhere |
None |
None |
Moody, Emotional, Ever-Changing, Mysterious, Symbol of Night Sky, Mostly Female Followers |
Sea King |
Anywhere near the sea |
+2 dice for Manipulation spells, +2 dice for Sea Spirits |
-1 die for Combat spells, may play Sea Legs Flaw for RP purposes |
Ever-Changing, Ruler of Sea, Generous, Great Temper when Angered |
Seductress |
Urban |
+2 dice with Illusion and Control Manipulation spells, +2 dice for Spirits of Man |
Minimum Charisma of 6, Willpower (6) Test to resist a vice or corruption when offered |
Jealous, Greedy, Corrupt, Exploits Others |
Siren |
Sea |
+2 dice for Illusion and Control Manipulation spells, +2 dice for Sea Spirits |
Minimum Charisma of 6, +1 spellcasting TN modifier when attacked by more than one foe. |
Manipulator, Enjoys Sacrificial Rites, Loves to Destroy Others |
Sky Father |
Anywhere under open sky |
+2 dice for Detection and Manipulation spells, +2 dice for Storm Spirits |
+2 to All TNs if entrapped or bound in any way. |
Counterpart of Great Mother, Observant, Patriarchal |
Trickster |
Anywhere |
None |
None |
Clever, Deceptive, Prankster, Thief, Master of Disguise |
Wild Huntsman |
Forest, Mountains, or Plains |
+2 dice for Detection and Illusion spells and Storm Spirits |
May go berserk in the same manner as Bear |
Artistic, Mystical, Unpredictable, Half Crazy, Shaggy |
Wise Warrior |
Urban |
+2 dice for Combat and Detection spells, +2 dice for resisting all damaging spells |
-1 die for Illusion spells |
Warrior, Strategic, Wise, Honorable |