Ive not forgotten this challenge. Was just bit busy, but I dedicated last hour to my proclaimed project with totem scripting support.
This is how I did it:
1) choosed a placeable, put it to the appearance.2da file
2) created a blueprint using this appearance, set its properties such as construct race/skin/class/unmovable
3) added aura special abilities to it - it wont be able to use anything else, and currently only vanilla default auras are allowed (unless I solve the talent issue there)
4) set specific OnSpawn script, other events are empty
Then ingame it starts putting auras on it. By default it puts one aura each six seconds, but if you set a variable INSTANT = 1 or your game will have very difficult difficulty, then all auras a totem possess will be activated instantly in the same fashion.
Unfortunately, the vanilla auras doesn't fit very much for this concept because of a short range. A custom auras with wider circle or without circle but with some visual ground effects will work nicely though.
Still working on the talent issue to enable custom content auras without need to modify script. ETA: tomorrow