Believed to have been revealed to mortals by the faerie folk they first encountered, Primal magic taps into the beast within all living things, drawing forth one’s innate wildness to grant strength and durability in the face of adversity.
Primal spells can call animals from nature and recruit them to service, or can impart bestial traits to their casters and those they touch, helping the recipients become fearless and more powerful.
Primal magic has many practitioners among those who practice the Old Faith, especially those who feel an affinity for the Horned Lord. Students of this tradition tend to wear their magical knowledge in the flesh. Many are wild, hairy, vicious, and filthy from running naked through the wilderness. Others, having studied the tradition, manifest peculiar changes, their eyes shifting color to match those found in animals, nails lengthening into crooked claws, or hair becoming a thick mane that hangs down past their shoulders.
Beast Within
Duration 1 minute
Your eyes glow, fur covers your body, your nails lengthen into claws, and your teeth become fangs. For the duration, you gain darksight and a +2 bonus to Speed, and your attacks with unarmed strikes and natural weapons deal 1d6 extra damage.
Hide From Animals
Duration 1 minute; see the effect
You become hidden from all animals for the duration. The effect ends immediately if you make an attack.
Lick Your Wounds
Duration 1 hour
You heal damage equal to half your healing rate. For the duration, you make rolls to resist becoming diseased or poisoned with 1 boon.
Primal Might
Duration 1 hour
You gain a +3 bonus to Health that lasts for the duration.
Special If you’re under the effect of beast within when you cast this spell, you add 1 hour to the spell’s duration. If you’re under the effect of lick your wounds (above) when you cast this spell, the bonus to Health from this spell increases to +6. Finally, if you’re under the effect of hide from animals, the duration of that spell increases to 1 hour and the spell does not end even if you attack an animal.
Beast Tongue
Duration 1 minute
For the duration, you can communicate with any animal that can hear you.
Befriend Animal
Target One animal you can see within short range
Make a Will attack roll against the target’s Will. You make the attack roll with 1 boon if you are under the effect of the beast tongue spell. If the target’s Health is higher than yours, the spell fails and the casting is wasted.
On a success, the target becomes charmed until you complete a rest. It accompanies you on your adventures and helps you to the best of its ability, though it remains under the GM’s control.
You can have a number of animals charmed in this way equal to your Power score. If casting this spell causes you to exceed this number, the effect automatically ends on the animal affected for the longest time.
Attack Roll 20+ The target becomes permanently charmed.
Call Small Animal
Area A cube of space, 1 yard on a side, originating from a point within medium range and resting on a solid surface
Duration 1 hour
A compelled small animal or tiny animal appears in the area. A tiny animal can have one of the following traits: climber, flier, poisonous, or swimmer.
The animal is of a kind appropriate to the environment where you cast the spell. When the effect ends or the animal becomes incapacitated, it returns whence it came.
Eye of the Hunter
Duration 1 hour
Emerald light shines from your eyes for the duration. When you cast the spell, choose one creature you can see within medium range. You make attack rolls against the target creature with 1 boon. If the creature is in an obscured area, your attack rolls against the creature ignore banes imposed by that obscured area.
Triggered You can use a triggered action to cast this spell on your turn. If you do so, the duration becomes 1 minute.
Primal Scream
Area A cube of space, 5 yards on a side, originating from a point you can reach
All the rage and fury of your magic come forth through your scream, which carries up to 1 mile away from you. Each creature in the area must get a success on a Strength challenge roll and a Will challenge roll. A failure on the Strength challenge roll causes a creature to become deafened for 1 minute. A failure on the Will challenge roll causes a creature to become frightened for 1 minute. When frightened in this way, a creature grants 1 boon on attack rolls made against it.
Special If you are under the effect of primal might (above) when you cast this spell, you impose 1 bane on the challenge roll made to resist this spell.
Venomous Fangs
Duration 1 minute
Your teeth lengthen into venomous fangs that remain for the duration. Make an attack with these fangs. The fangs are natural weapons with the finesse property that deal 1d6 + 1 damage. When you get a success on an attack roll using your fangs against a creature, the creature must get a success on a Strength challenge roll with 1 bane or take 1d6 damage from the fangs’ poison and become poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra damage.
Call Medium Animal
Area A cube of space, 1 yard on a side, originating from a point within medium range and resting on a solid surface
Duration 1 hour
This spell works like call small animal, except that a compelled medium animal, small animal, or tiny animal appears inside the area. A small or tiny animal can have one of the following traits: climber, flier, poisonous, or swimmer.
Darting Claw
Requirement You must be under the effect of the beast within spell
Duration See the effect
You gain a +2 bonus to Speed until the beast within effect ends. When you cast this spell and again using a triggered action on your turn, you can move up to your Speed without triggering free attacks and make one unarmed attack or attack with a natural weapon against a creature you can reach during your movement. You make the attack roll with 2 boons, and the attack deals 2d6 extra damage.
Dire Beast
Target You or one animal within short range
Duration 1 minute
The target becomes a savage beast. For the duration, the target’s Size increases to 1, or increases by 1 if it is Size 1 or larger, and its attacks with unarmed strikes and natural weapons deal 1d6 extra damage.
Swarming Animals
Area A square of space, 3 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute; see the effect
Accompanied by loud shrieks and cries, 1d3 + 1 compelled animal swarms appear inside the area and remain for the duration. The animals called are appropriate to the environment where you cast this spell. When the last swarm is incapacitated, the spell ends.
Call Large Animal
Area A cube of space, 2 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 hour
This spell works like call small animal, except that a compelled large animal, medium animal, or small animal appears in the area. A medium or small animal can have one of the following traits: climber, flier, poisonous, or swimmer.
Pounce
Requirement You must be under the effects of the beast within spell.
You move up to twice your Speed. At any point during this movement, you can make an attack with an unarmed strike or natural weapon against a target within your reach, using Will in place of the attribute the attack normally uses. On a success, the target takes the attack’s damage plus 4d6 extra damage and falls prone.
Rabid Beast
Target Each animal you choose within medium range
Duration 1 minute; see the effect
The target gains 1d6 Insanity and foams at the mouth. The target is not frightened from gaining Insanity in this way. Instead, for the duration, the target has a +10 bonus to Health, makes attack rolls with 1 boon, and deals 1d6 extra damage on attacks it makes with natural weapons or unarmed strikes. Until this effect ends, the target must use an action on each of its turns to attack or charge.
Resilient Beast
Target You or one animal you can reach
Duration 1 minute; see the effect
You touch the target, causing it to become tougher, stronger, and more ferocious. The effect lasts for the duration or until the target becomes incapacitated. The spell grants the target a +2 bonus to Defense and Speed. The target makes Strength attack rolls and challenge rolls with 1 boon. Finally, at the end of each round, the target can use a triggered action to heal damage equal to half its healing rate.
Call Steeds
Target A circle on the ground with a radius of 5 yards centered on a point within short range
Duration 8 hours; see the effect
At the end of the round, six horses appear in the area standing on the ground. They remain for the duration or until they become incapacitated, at which point they disappear. The horses become compelled by anyone riding them for as long as they are ridden.
Call of the Wild
Target Up to five creatures within short range
Duration 1 minute
The targets acquire bestial traits. For the duration, each target gains a +10 bonus to Health and a +2 bonus to Speed, and deals 1d6 extra damage with its attacks using unarmed strikes and natural weapons.
Eagle’s Wings
Requirement You must be under the effect of the beast within spell
Duration 1 hour
Triggered On your turn, you can use a triggered action to cast this spell. You gain a +4 bonus to Speed for the duration. While you have this bonus, you can move by flying, and if you attack while flying, your movement after the attack does not trigger free attacks. Finally, your attacks with natural weapons or unarmed strikes deal 1d6 extra damage.
Legendary Beast
Target You (if you’re under the effects of the beast within spell) or one animal within medium range
Duration See the effect
The target becomes an enormous, vicious beast, for 1 minute if you targeted an animal or until the beast within effect ends if you targeted yourself. The target’s Size increases by 2, and its attacks with natural weapons or unarmed strikes deal 2d6 extra damage. When the target deals damage to a creature smaller than it, the creature must get a success on a Strength challenge roll or fall prone.
Triggered If you are under the effect of the dire beast spell, you can use a triggered action on your turn to cast this spell.
Call Huge Animal
Area A cube of space, 3 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 hour
This spell works like call small animal, except that a compelled huge animal, large animal, or medium animal appears in the area. A large or medium animal can have one of the following traits: climber, flier, poisonous, or swimmer.
Call Shrieking Eels
Target One body of water within medium range that is at least 20 yards in diameter
At the end of the round, 1d6 + 1 compelled shrieking eels appear in water-filled open spaces in the area. When the spell ends, the surviving eels remove the compelled affliction and behave normally for creatures of their kind.
Call Winged Steeds
Area A circle on the ground with a radius of 10 yards centered on a point within short range
Duration 8 hours; see the effect
One minute after you cast the spell, six winged horses appear in the area standing on the ground. They remain in existence for the duration or until they become incapacitated, at which point they disappear. A winged horse becomes compelled by anyone riding it for as long as it is ridden.
Primal Beast
Requirement You must be under the effect of the beast within spell
Duration 1 hour
You undergo an astonishing transformation, becoming a brutal beast warped by primal forces. For the duration, you gain the following benefits:
- Your casting of beast within does not end until this spell ends.
- You gain darksight if you do not have it already. Darksight lets you see into areas within medium range that are obscured by shadows and darkness as if those areas were lit and into areas beyond this distance that are obscured by darkness as if those areas were obscured by shadows.
- Your Size increases to 3 if it is lower than 3.
- You gain a +20 bonus to Health and a +2 bonus to Speed.
- You make attack rolls with 1 boon.
- Your attacks with natural weapons and unarmed strikes deal 2d6 extra damage.
- Whenever you roll a 20 or higher on an attack using natural weapons or an unarmed strike and you beat the target number by 5 or more, your attack deals 2d6 extra damage.
Aftereffect You must get a success on a Strength challenge roll with 2 banes or become fatigued for 1 minute.
Savagery
Target Up to five animals compelled by you that are within medium range
Duration 1 minute
Each target moves up to its Speed without triggering free attacks. At any point during its movement, the target can attack with its natural weapon, making the attack roll with 2 boons and dealing 3d6 extra damage.
Until the spell ends, each target gains a +2 bonus to Defense and a +10 bonus to Health.