Adept Skill List

*Adepts can also choose skills from the Everyman Skill List.

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Athletics

5                              Bravery

10                            Great Strength

5                              Persistence

5                              Resilience

10                            Totemic Weaponry

5                              Willpower

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

7                              Aura Sight

5                              Channeling Expertise

5                              Spirit Sight

Erudite Skills: can be learned from select Non-player Characters only.

10                           Blind Fighting

10                           Bloodied but Unbowed

10                           Channeling Mastery

10                           Mobile Spellcasting

 

MASTERY SKILLS:

 

 Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Totemic Ascendance

5                              Totemic Guardian

5                              Totemic Relentlessness

 

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

10                           Axe Expertise

10                           Blade Expertise

5                             Greater Totemic Ascendance

5                             Greater Totemic Guardian

5                             Greater Totemic Relentlessness

10                           Mace Expertise

10                           Pole-arm Expertise

10                           Totemic Surge

Erudite Skills: can be learned from select Non-player Characters only.

10                           Superior Totemic Ascendance

5                             Superior Totemic Guardian

10                           Superior Totemic Relentlessness

10                           Two-Fold Totem



ADEPT SKILL OVERVIEW:

Athletics

Description: Having the athletics represents a character’s talent and training in athletic endeavors, such as jumping, climbing and swimming. When faced with these physical activities, a character with Athletics is more likely to be able to perform them quicker, better and with greater ease than one without Athletics.

Usage: When faced with a physical challenge, a character with Athletics can use this skill to bypass an in-game obstacle or make it easier to traverse. This skill is so broad in application that when faced with an applicable situation, clarify with the Game Marshall to determine if Athletics can help in the current situation.

Aura-Sight

Description: This skill allows you to read another character’s aura and thereby learn if they are Poisoned, Diseased or Cursed. Likewise, if your target has any latent effects on them (such as Spells, Blessings or Talismans), you learn of these as well.

Usage: To use Aura-sight, you must Channel for 5 seconds and remain within two arm lengths of your target. After Channeling, you may say “Aura-Sight” and clarify this skill’s effects to the target; the Target must whisper the relevant information to you.

Blind Fighting

Description: This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. Characters with the Blind-fighting skill are able to predict when they are going to be attacked from any angle and can thus mount an adequate defense.

Usage:  When you are Blinded, you may attack and defend yourself normally. Also, you can now move at a slow walk (1 step every 2 seconds maximum) while Blinded, instead of being immobile.

Furthermore, when you use a Defense feat, you can Augment it with the Blind-fighting skill, allowing you to use it against attacks that come from behind you and strike you in the back torso (such as Ambush feats). Preface the Feat you are going to use with “Blind” (e.g. “Blind Dodge” or “Blind Parry”). A Feat may only benefit from one Augment or Modification at a time.

Bloodied but Unbowed

Description: With this skill, you can harness your desperation and your vitality to fuel your defenses, channeling feral survival instincts into protective prowess. In this way, those who possess this skill will never find themselves defenseless as long as they are alive.

Usage: You can Augment a Defense feat with this skill, reducing its cost by 1 SP (to a minimum of 0 SP) by sacrificing 20 HP. If you do this, preface the Feat’s invocation with the word “Bloody” (e.g. “Bloody Dodge” or “Bloody Parry”). This means that you can keep using Defense Feats so long as you have HP to sacrifice.

A Feat may only benefit from one Augment or Modification at a time.

Bravery

Description: Your soul has been hardened, through tragedy and loss or through meditation and discipline. Attacks that assault your very soul affect you as they do others, except that you are quicker to recover from such spiritual assaults. When Fear grips you or a Demon dominates your will, you can shake their influence from your soul with an quickness that most others envy.

Usage: Mortal effects with a duration (such as Fear, Dominate or Weakness)only affect you for half the duration. rounding up. When the effect would end, say “Bravery”. However, Bravery will not reduce a Mortal effect that has already been reduced.

Like most skills, Bravery does not cost SP to use. You may use this skill as many times as you need.

Channeling Expertise

Description: Through practiced meditation, you are able to center your mind away from pain or interruptions when casting spells or Channeling. This means that you are able to ignore one instance of a Minor Interruption when casting a spell or Channeling, whether that Minor interruption was caused by you (by stumbling over your incantation) or by another (damage or being moved).

Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Expertise” and continue with your casting within the next 5 seconds. You may do this only once per Spell cast.

While you are Channeling, instead of “Channeling” you may say “Expert Channeling”; you may ignore one instance of a Minor Interruption although you still take the damage or effect.

Channeling Mastery

Requires: Channeling Expertise skill

Description: You can almost completely withdraw your mind from pain and interruptions while you are casting a Spell or Channeling energy. You can now ignore any amount of minor interruptions while casting or channeling a spell.

Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Mastery” and continue with your casting within the next 5 seconds. There is no limit to the amount of times that you do this. However, major interruptions can still stop your spell.

While you are Channeling, instead of “Channeling” you may say “Master Channeling”; you may ignore all instances of minor Interruption although you still take the damage or effect.

Great Strength

Description: Innate ability and/or intense training have given fruit to this: a prodigious amount of strength that has its uses on and off the field of battle. When you strike, your weapon shivers with the force of your blows. Tasks that would take the strength of two or three people are trivial chores for you.

Some who gain this skill do so through sheer muscle. However, a few who gain this skill do so through a melding of will and flesh that makes one’s strength beyond the norm. Although these two methods differ greatly, the result is the same: sheer destructive prowess.

Usage: The Great Strength skill grants the following benefits.

          All of your normal melee attacks deal one more point of damage.

          Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action.

          While performing a feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.

          Feats of Strength include (but are not limited to):

o        throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away. 

o        carrying one heavy object (such as a body) for 60 paces at a slow walk.

o        breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.

o        After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10”), you can break an basic Lock.  

Mobile Spellcasting

Description: The act of Channeling power or Casting a spell is an involved process where even the slightest of movements can cause the manifested energies to dissipate. Those with this skill have managed to find the tenuous balance necessary to continue spell-casting while walking.

Usage: While Casting a Spell or Channeling, you may walk a slow pace (1 step every 2 seconds or 2 Channeling counts).

Persistence
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.

Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).

When the effect would end, say “Persistence”. However,
Persistence will not reduce a Force effect that has already been reduced.

Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need

Resilience

Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.

Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.

Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need

Spirit Sight

Description: The Spirit Sight skill marks those who can see beyond the realm of the living. Whether these folk are marked by destiny or perhaps through strange rites or training, they have been granted the ability to not only perceive Spirits that are invisible to the naked eye, but also the ability to converse with them. While being able to see and speak to Spirits is not always a blessing, some characters, especially Necromancers or Witches, find such a talent indispensible for séances or even convening with elemental or undead entities.

Usage: When you see a Player, an NPC or a Staff member wearing a Purple Headband, you may say “Spirit Sight” so that they are aware that you can see them. Similarly, while you are using Spirit Sight, you may converse or interact with these intangible and invisible spirits – all conversation must be whispered.

Examples of a Spirit include:

          a departed spirit: the ghost of someone who has died

          an elemental spirit: an invisible spirit of Earth, Fire, Wind, Water or Night

          a beast spirit: this includes invisible totem beasts that inhabit the Aether

          a shadow spirit: a spirit corrupted by Umbral energy

 

Totemic Surge

Requires: Totemic Ascendance skill

Description: Entering a Totemic Shift is always a powerful experience for an Adept. Most Berserkers talk about a wave of burning wrath flooding their spirit and a crimson veil shrouding their sight. Zephyrs relate their Zephyr Dances to being struck by lightning or being swept away by a howling wind. Mystics who speak about their Trances describe it as a deepening silence or a sudden sharpening of vision. 

Adepts with this skill are able to take the initial energies of the Totemic Shift and channel it toward a specific function. Berserkers can focus excess rage into a powerful Totemic Strike. Mystics can siphon extra energy to regenerate their physical forms, even as they contain their Totems. Zephyrs can utilize their sudden physical and spiritual movement to avoid an arrow or a spell.

Usage: The benefit of this skill is dependent on your Sub-Class

          Berserker: When you choose to enter a Berserker Rage, you gain a free (0 SP) use of the Totem Strike feat that must be used within 30 seconds of entering your Rage. When using this Totem Strike, preface it with the word “Raging” – (e.g. “Raging Sun Strike!” or “Raging Winter Strike!”)

          Mystic: When you choose to enter a Mystic Trance, you may follow it by immediately saying “Heal 10” to regain up to 10 HP. If you channel for 10 seconds first, you may say “Heal 20” instead and regain up to 20 HP.

          Zephyr: You may choose to respond to a ranged weapon or spell attack by entering your Zephyr Dance – this negates the weapon or spell attack upon you.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Two-fold Totem

Description: Adepts are already a rarity in Midworld – these special mortals have been chosen by Totemic spirits and granted magical powers. Those that bear the mark of two Totems are rarer still and granted greater talents to utilize according to their whim.

In truth, those that acquire this skill are granted a greater burden than before. Both Totems push and pull within the Adept for dominance. With one Totem, the Adept’s life is changed. With two such spirits wrestling inside one’s soul, an Adept can become an entirely different person – one constantly battling at the forces within him. Berserkers often become more wrathful and uncontrolled, more prone to verbally lashing at even their closest comrades. Mystics tend to either become more quiet (as they devote more energy into controlling the powers within) or less restrained (as their control over two Totems is not as solid). For their part, Zephyrs tend to enjoy the chaos roiling within them… until the Totemic spirits pull them in different directions or force feed them two conflicting and powerful emotions. Far too many are the tales of Adepts that attempt to learn this skill and are permanently overcome by madness, slaying friends and family for no reason or just disappearing from the face of Midworld.

Usage: When you learn this skill, you may choose another Totem besides the one you chose at character creation. This becomes your secondary Totem. You gain the following benefits and limitations:

          You must bear the mark of both your primary and your secondary Totems at all times. These must also be displayed at all times.

          When you use a Totemic feat, you can use it under the guidance of your primary or your secondary Totem, not both at the same time. This means you cannot use Totem Strike as “Winter Storm Strike”; only as “Winter Strike” or “Storm Strike”.

          When you use your Berserker Rage, Mystic Trance or Zephyr Dance you are granted the benefits of both Totems.

          If you have a class ability that allows you access to your Totemic Shift’s benefits while not within a Totemic Shift, you may choose between your primary totem or your secondary totem at the start of every Moon. (e.g. 8th level Berserker feature, 8th level Mystic feature or 4th level Zephyr feature – choose to benefit from your Primary Totem or your Secondary Totem).

           When you invoke your Totemic Shift, ensure that both Totems are mentioned:

§         Berserker Rage: use the first word of the Primary and the second word of the Secondary (e.g. Rage of the Screaming Tempest + Rage of the Howling Wolf becomes the Rage of the Screaming Wolf)

§         Mystic Trance: place the Primary Riddle before the secondary (e.g. “The Riddle of the Lion and the Sirocco”)

§         Zephyr: place the first part of the Zephyr dance-type (Blade-Wind Dance + Dark-Moon Dance becomes a Blade-Moon Dance).

Totemic Weaponry

Requires: Totemic Ascendance skill, Totemic Guardian skill and Totemic Relentlessness skill

Description: For some Adepts, their Totem’s presence is a constant reminder of the burden they bear and the gifts that they possess. It may feel like a rhythmic pulse or an inner glow. For others, it is a steady warmth or a soothing chill. For these Adepts, their Totem shimmers with elemental power, imbuing their flesh and weaponry with Totemic energy.

Usage: The benefit of this skill is dependent on what Totem you have chosen.

          Earth: Your Earth Strike feat inflicts 1 more point of damage than normal.

          Moon: Your Moon Strike feat inflicts 1 more point of damage than normal. Also, you may choose for your normal melee attacks to inflict Shadow damage instead of normal damage.

          Storm: Your Storm Strike feat inflicts 1 more point of damage than normal. Also, you may choose for your normal melee attacks to inflict Lightning damage instead of normal damage.

          Sun: Your Sun Strike feat inflicts 1 more point of damage than normal. Also, you may choose for your normal melee attacks to inflict Fire damage instead of normal damage.

          Winter: Your Winter Strike feat inflicts 1 more point of damage than normal. Also, you may choose for your normal melee attacks to inflict Ice damage instead of normal damage.

Special Note: If you have the Two-fold Totem skill, you can benefit from this skill as though your Totem was either your primary Totem or your secondary Totem, according to your whim.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Furthermore, you must wield weaponry whose color matches your Totem according to the following table:

Earth — Grey, Brown, Metallic

Moon — Black, Dark Grey

Storm — Cloud Grey, Light Blue

Sun — Yellow, Red, Orange

Winter — White, Light Blue

Willpower
Description: Through long hours of training or perhaps through a penchant for stubbornness, your mind can break free of outside influences. With this skill, you have an easier time than others when seeing through the manipulation of others.

Usage: Charm effects with a duration such as (Pacify, Taunt or, Befriend) only affect you for half the duration, rounding up. When the effect would end, say “Willpower”. However, Willpower will not reduce a Charm effect that has already been reduced.

Like most skills, Willpower does not cost SP to use. You may use this skill as many times as you need.



Mastery Skills:

Axe Expertise

Requires: Axe Proficiency skill

Description: The axe and the scythe are the weapons of the woodsman and the farmer – for all their common origins however, they are tried and true tools of war. In the hands of an expert, an axe can tear through mail and flesh with even greater ease, combining heft and edge into devastating strikes.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with an Axe-type or Scythe-type weapon. This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing axe. This is an Expertise bonus to your damage.

Blade Expertise

Requires: Blade Proficiency skill

Description: The dagger and the sword – these are weapons of precision and power instead of sheer brutality. In your hands, the blade is more than a mere weapon… it is an extension of your flesh and your will. Flesh tears, scales fly apart and bone itself breaks when you are one with the blade.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with a Sword-type or Dagger-type weapon.  This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing dagger. This is an
Expertise bonus to your damage.

Mace Expertise

Requires: Mace Proficiency skill

Description: Power is in the hearts of the hammer and the mace: unquestioning, unrelenting and uncompromising power. In the hands of an expert, the mace’s strength melds with yours into a deadly, brutal whole. No fear, no hesitation – just might.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with a Mace-type or Hammer-type weapon. This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing Hammer. This is an Expertise bonus to your damage.

Pole-arm Expertise

Requires: Pole-arm Proficiency skill

Description: A long length of wood – that is what most folk see when they look upon your weapon. But for all its simplicity, all of its heft, it is a tool of death when it is in your hands. You have the advantage of reach when striking foes from afar and the advantage of defense when fighting enemies up close. All this and more are yours when the pole-arm is at your side.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with Pole-arms and Staffs. This is an Expertise bonus to your damage.

Totemic Ascendance

Requires: Totem Strike feat

Description: This skill represents special training and communion with one’s Totem in order to draw more power from during a Totemic Shift. For Berserkers, this spiritual energy comes in the form of an energizing wrath that flows through their form. Mystics with this skill receive a greater sense of clarity and control over their surroundings. Zephyrs who learn Totemic Ascendance experience a state that approaches true euphoria as their Totem imbues them with more spiritual power.

Usage: When you use the Totemic Shift of your Sub-class (i.e. Berserker Rage, Zephyr Dance or Mystic Trance), you are temporarily granted 3 SP. These SP disappear if unused by the end of the Rage, Dance or Trance – however, they also allow you to surpass the limits of your SP pool.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Greater Totemic Ascendance

Requires: Totemic Ascendance skill

Description: This skill represents a deeper understanding of the power granted by the Totemic Shift and a greater ability to tap into the Totem’s spiritual energies for strength. Those who delve this deeply into the realms of the spirit are touched by an even stronger connection with their Totem – where other Adepts feel a Totem’s whisper, they hear their Totem speak; likewise, whatever their Totem feels now manifests more frequently and in stronger intensity than before.

Usage: The benefit granted by Totemic Ascendance is now improved. You are now granted 5 SP instead of 3 SP when you use Berserker Rage, Zephyr Dance or Mystic Trance.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Superior Totemic Ascendance

Requires: Greater Totemic Ascendance skill

Description: The Totemic Shift of an Adept with this skill is now a fount of power that flooding the Adept with spiritual energy. Superior Totemic Ascendance unleashes immense power upon an Adept, although not without cost.

The speech of the Totem comes constantly now to an Adept’s mind. Many Adepts with this skill must consciously fight the will of their Totem, although some end up speaking and acting as their Totem would instead. Sleepwalking and strange spirit dreams are common among such Adepts, who must now endure the solid communion with their Totem.

Usage: The benefit granted by your Totemic Ascendance skill has been heighted to its maximum limit. You are granted 7 SP instead when you use your Berserker Rage or Zephyr Dance. Because of the Mystic’s control over their Totem and their spiritual inclinations, they are able to draw out more power; they are granted 10 SP instead.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Totemic Guardian

Description: Those with this skill have communed with their Totem and have been granted its protection and guardianship, through contract, mutual respect or even intimidation. The Totem’s power manifests invisibly, cushioning blows and slowing impacts against the Adept. 

Usage: After you complete a Short Rest, you are granted 5 Armor Points (AP) that are the first to be depleted when you take damage (before HP), providing an armor-like buffer from injury and combat poisons. This skill is considered to be a Shielding Spell so this AP does not stack with the protection granted by those kind of spells nor with the protections granted by armor. These AP persist until depleted or until you take a Short Rest. Unlike a Shielding Spell, the effects of this feat do not count as a latent effect (and therefore do not count against the limits on how many latent effects a character can have at once).

The AP granted by this Skill stack with the AP granted by a Berserker’s Rage.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

 

Greater Totemic Guardian

Requires: Totemic Guardian skill

Description: Your Totem has increased its protective powers over you, providing a greater measure of defense against injury and the elements.  Adepts with this skill usually report a sense of jealous protectiveness that emanates from their Totems. Usually, this manifests as a greater degree of cautiousness when approaching unknown situations or even familiar circumstances. Some Adepts learn to ignore their Totem’s “paranoia” but also ignore any warning signs they might see in a potentially perilous situation – making the Adept appear over-confident or more daring that he actually is.

Usage: The benefit of your Totemic Guardian skill has been improved. You are granted 10 AP instead of 5 AP after you complete a Short Rest.

Physical Representation Requirements: To gain any bene
fit from this skill, your Totemic Mark must be openly displayed.

Superior Totemic Guardian

Requires: Greater Totemic Guardian skill

Description: Those who have reached the height that is the Superior Totemic Guardian skill now enjoy the potent protections of their Totem. Not only does their Totem shield them like a suit of armor, but when depleted, an Adept with this can renew the Totem’s defensive energies.

However, the Totem’s own guardianship and protectiveness can seem confining to all but the most willful of Adepts. Outwardly, this can manifest as the Adept being overly cautious as the Totem warns the Adept against danger. Alternatively, some Adepts, usually Berserkers and Zephyrs respond to their Totem’s guardianship with greater degrees of recklessness as they ignore even their own senses of self-preservation.

Usage: The benefit of your Totemic Guardian skill has been heightened to its limit. You are granted 20 AP instead of 5 AP after you complete a Short Rest.

Furthermore, after Channeling for a 100 seconds and then saying “Superior Totemic Guardian! 20 AP!”, you may regain the AP from this skill if it has been depleted.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Totemic Relentlessness

Description: This skill strengthens the bond between an Adept and his Totem, allowing an Adept’s Totemic Shift to last longer and making the two entities harder to forcibly separate. Totemic Relentlessness is the result of communion with one’s Totem, although trainers often use specific foci or tasks to open the avenues of communication.

Usage: Your Totemic Shift now lasts for 10 minutes instead of 5 minutes.

Furthermore, if you are brought to 0 HP, you can retain your Totemic Shift if you are brought to 1 or more HP before 10 seconds have elapsed. Normally, your Totemic Shift ends as soon as you are brought to 0 HP.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Greater Totemic Relentlessness

Requires: Totemic Relentlessness skill

Description: The bond between Adept and Totem is further strengthened with this skill; the Totem is now harder to exorcise from the Adept and lingers for longer. However, some Adepts with this skill say that the emotional side-effects of their Totemic Shift last longer as well – sometimes, these resemble the side-effects of addiction withdrawal. Wisdoms believe that this stems from the Totem lodging itself deeper into the Adept’s mind and the mind’s reaction to its sudden disappearance. Strong-willed Adepts feel only a little of this addiction but there are a few Adepts in Midworld that have use their Totemic Shift only as a last resort because of the mental agony they suffer afterward.

Usage: With this skill, it now takes two exorcisms to remove you from your Totemic Shift.

Also, if you use up all of your SP or are brought to 0 SP, you retain your Totemic Shift for 1 minute before it ends. Normally, your Totemic Shift ends as soon as you are at 0 SP.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.

Superior Totemic Relentlessness

Requires: Greater Totemic Relentlessness skill

Description: Adepts with this skill are so tightly bound to their Totem that excising the two becomes a nigh impossible task. In the throes of their Totemic Shift, some of these Adepts refer to themselves as “we” instead of “I”, believing the Totem to truly be an inextricable part of them. Other Adepts with Superior Totemic Relentlessness believe themselves to be the Totem, acting without regard to their Mortal form or even acting in dangerous ignorance of their own limitations. There are more than a few Adepts that have managed to keep their own identities solidly intact after they learn this skill… however, even these strong-willed individuals can slip from time to time.

Usage: If you activate your Totemic Shift while in the middle of melee combat, you can choose to have it last until all hostile creatures have been routed or destroyed instead of 5 minutes.  After no hostile creatures or creatures you believe are enemies are present, your Totemic Shift ends and you suffer one of the side-effects below, based on your Adept Sub-class. Note that you only suffer the side-effects below if your Totemic Shift ends because there are no enemies present.

If you are a Berserker, the Totem rages and storms within your form. For the next minute, you are Stunned for 60 seconds. At the end of these 60 seconds, you take 10 points of damage. The Endure Pain feat can be used to negate the Stun effect but this takes all of your remaining SP instead of just 1 SP.

If you are a Mystic, the Totem writhes and shivers, attempting to slip past your control. You can choose to be Stunned for 60 seconds and take 10 damage as a Berserker does. Or you can be affected by a Silence for 10 minutes, as you quench the raging Totem through pure willpower.

If you are a Zephyr, your Totem carries you up and away according to its chaotic whim. You must 60 steps in a straight path but in a random direction. Count each step as you walk it; if you are stopped by any obstacle or person, you take an amount of damage equal to steps remaining in your Knockback count. The Break Force feat can be used to negate this effect but this takes all of your remaining SP instead of just 1 SP.

Physical Representation Requirements: To gain any benefit from this skill, your Totemic Mark must be openly displayed.