Primal
One of the oldest traditions in the world, predating even the systemization of magic, the Primal tradition draws energy from the natural world, specifically wild animals, and manifests their traits and behavior in the casters. Frequent casting of these spells takes a toll on many casters, causing them to become almost feral, uncouth and unsuited to refined company. Being a little dirty and a little rude seems a fine price to pay for the ability to tear an enemy’s heart from its chest.
Primal Talents
BESTIAL ASPECT (Magical): You can use your teeth and claws as natural weapons that deal 2d6 damage and have the Brutal and Slashing traits. At level 3, you roll to attack with these weapons with 1 boon. At level 7, you increase their damage to 4d6.
HUNTER’S SENSES (Magical): You have the Keen Hearing, Keen Scent, or Keen Vision trait. At level 3, you gain a second trait from the previous list. At level 7, you have all three. For each trait you have already, increase your Health by 6.
PRIMAL SCREAM (Magical): You can use a reaction when you harm a creature or are harmed to give voice to a terrible scream. Each creature within 5 yards of you makes a Will roll. On a failure, the creature becomes frightened of you until the end of your next turn. Then, for 1 minute, you roll to attack with 1 boon. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
WOLF IN SHEEP’S CLOTHING (Magical): You can use an action to make yourself appear to be an ordinary animal of a kind suited to the nearby habitat. While this effect masks your appearance, you leave prints as you normally do and make noises you normally make, either from the gear you carry or what you say. Any creature that touches you can see through this magical disguise. The effect lasts 8 hours, but ends early if you harm another creature. You can use this talent once. You regain the use of it after you rest.
Novice Primal Spells
Form of the Hunting Beast
Castings: 1
Target: You
Duration: 1 hour
You, along with everything you wear and carry, transform into an enormous beast that looks something like a wolf. You remain in this form for the duration, but the spell ends early if you become incapacitated. In this form, you lose the ability to speak and make use of your equipment. Make the following changes to your rules until the spell ends. When it ends, you heal 2d6 damage.
DEFENSE: 15, HEALTH: 25
ATTRIBUTES: Strength 14 (+4), Agility 10 (0)
SIZE: 1, SPEED: 6
SENSES: Keen Hearing, Keen Scent, and Keen Vision
NATURAL WEAPONS: You can use your teeth and claws as natural weapons that deal 2d6 damage. You roll to attack with these weapons with 1 boon.
TONGUE OF BEASTS: You can cast Primal spells without having to speak.
You can expend a casting of this spell to heal 4d6 damage instead of producing the spell’s normal effects.
Run Them Down
Castings: 1
Target: One flesh-and-blood creature within 5 yards
Duration: Instant
The target senses its imminent demise. Make a Will roll against the target’s Will. On a success, the target becomes frightened of you until the start of your next turn. The target then moves its Speed away from you and you can move up to twice your Speed to follow. You have the Slippery trait for this movement. If you end your movement where you can reach it, you can make a melee attack against it, rolling with 1 boon. If you get a failure on your Will roll, you regain the casting of this spell after 1 minute.
Speed of the Cheetah
Castings: 3, reaction when you move 1 yard
Target: You
Duration: 1 minute
Increase your Speed by 2 and gain the Slippery trait. When you run, you quadruple your Speed instead of tripling.
Stalk Prey
Castings: 1, reaction when you attack
Target: The target of your attack
Duration: 1 minute
You fill your nostrils with the stink of your enemy. The target rolls to attack you with 1 bane. You roll to attack the target with 3 boons and one attack you make against it each round deals an extra 2d6 damage. Finally, whenever the target moves, you can use a reaction to move up to half your Speed. The spell ends early if you become unconscious.
Tooth And Claw
Castings: 1
Target: One creature in reach
Duration: Instant
You throw yourself at the target, clawing and biting it. Make an unarmed strike or an attack with your natural weapons. You roll with 1 boon. On a success, the target takes an extra 3d6 damage. On a critical success, the target makes a Will roll. On a failure, it becomes frightened of you until the end of your next turn. After the attack, your melee attacks deal an extra 2d6 damage until the end of your next turn.
Wild Vigor
Castings: 1
Target: You
Duration: 1 hour
Hunger grows inside you and images of predators killing their prey dance through your mind. Increase your Health by 10, make Strength rolls with 1 boon, impose 1 bane on rolls against your Strength, and increase your supply of Bonus Damage dice by 1. The spell ends early if you become unconscious.
Expert Primal Spells
Howl of the Beast
Castings: 1
Target: You
Duration: 1 hour
A terrible howl rips free from your throat as you, along with everything you wear and carry, transform into a beast that looks something like an enormous bear. You remain in this form for the duration, but the spell ends early if you become incapacitated. In this form, you lose the ability to speak and make use of your equipment. Make the following changes to your rules until the spell ends. When it ends, you heal 6d6 damage.
DEFENSE: 15, HEALTH: 45
ATTRIBUTES: Strength 15 (+5), Agility 12 (+2)
SIZE: 2, SPEED: 6
SENSES: Keen Hearing, Keen Scent, and Keen Vision
NATURAL WEAPONS: You can use your teeth and claws as natural weapons that deal 3d6 damage and have the Brutal trait. You roll to attack with these weapons with 1 boon.
TONGUE OF BEASTS: You can cast Primal spells without having to speak.
You can expend a casting of this spell to heal 9d6 damage instead of producing the spell’s normal effects.
Primal Recovery
Castings: 1, reaction when you are harmed
Target: You
Duration: Instant
Power flows through you, restoring and protective. You gain the Slippery trait until the start of your next turn, move 10 yards, and heal 9d6 damage.
Rending Claws
Castings: 1
Target: One creature in reach
Duration: Instant
You sweep your clawed hands at the target, back and forth. Three times, make a Strength or Agility roll with 1 boon against the target’s Defense. On the first success, the target takes 9d6 damage. On the second success, the target takes 6d6 damage. On the third success, the target takes 3d6 damage. On any critical success, the target takes an extra 1d6 damage. If the target becomes injured from this damage, it falls prone.
Snapping Fangs
Castings: 1
Target: You
Duration: 1 minute
You snarl as you make a melee attack. You roll with 1 boon and the attack deals an extra 4d6 damage. Then, for the duration, whenever an enemy in reach attacks you, you can use a reaction to attack that enemy.
Springing Attack
Castings: 1
Target: One creature within 10 yards
Duration: Instant
You crouch and spring forward. Increase your Speed by 10 until the end of your next turn. You can move as part of resolving the spell’s effect. If you can reach the target, make a melee attack against it. You roll with 1 boon. On a success, the target takes an extra 6d6 damage, and becomes vulnerable (luck ends). On a failure, you increase your supply of Bonus Damage dice by 4 until the end of your next turn.
Wild Frenzy
Castings: 1
Target: You
Duration: 1 hour
You throw your head back and howl. Whenever you make a melee attack and the number rolled is 5 or less, you can roll an additional d20 and add it to the result. You increase your supply of Bonus Damage dice by 3 and you impose 1 bane on rolls to attack you. The spell ends early if you become unconscious.
Master Primal Spells
Primal Avatar
Castings: 1
Target: You
Duration: 1 hour
You swell in size as primal magic flows into you and make you the champion of beasts. You, along with everything you wear and carry, transform into a terrifying beast that looks something like a gigantic tiger. You remain in this form for the duration, but the spell ends early if you become incapacitated. In this form, you lose the ability to speak and make use of your equipment. Make the following changes to your rules until the spell ends. When it ends, you heal 10d6 damage.
DEFENSE: 15, HEALTH: 120
ATTRIBUTES: Strength 16 (+6), Agility 14 (+4)
SIZE: 2, SPEED: 8 (Strider)
SENSES: Keen Hearing, Keen Scent, and Keen Vision
NATURAL WEAPONS: You can use your teeth and claws as natural weapons that deal 6d6 damage and have the Brutal trait. You roll to attack with these weapons with 1 boon. On a critical success, the target also becomes frightened of you (luck ends).
TONGUE OF BEASTS: You can cast Primal spells without having to speak.
You can expend a casting of this spell to heal 15d6 damage and regain 2d6 Health instead of producing the spell’s normal effects.
Tear Free The Still-Beating Heart
Castings: 1
Target: One creature in reach
Duration: Instant
Your clawed hand shoots out and punches through the target’s chest. The target takes 15d6 damage. If the damage injures the target, it takes an extra 10d6 damage and becomes weakened (luck ends). If the target becomes incapacitated by this damage, you rip free its heart (or similar organ) and the target dies. Each creature that sees you kill the target in this way makes a Will roll. On a failure, it becomes frightened of you (luck ends).
Taste Your Blood
Castings: 3
Target: One creature in reach
Duration: 1 minute
You throw yourself at the target. The target takes 5d6 damage and you make a Strength or Agility roll with 1 boon against its Defense. On a success, the target takes an extra 5d6 damage. On a critical success, it takes an extra 10d6 damage instead. Additionally, for the spell’s duration, you add 10 to the result of your rolls to attack the target.
Throat Rip
Castings: 1, reaction when a flesh-and-blood creature in reach becomes injured
Target: The creature that enabled the casting of this spell
Duration: Instant
You lunge for the enemy’s throat. Make a Strength roll with 1 boon against its Agility. On a success, the target takes 8d6 damage, falls prone, and makes a Will roll. On a failure, the creature becomes stunned until the end of your next turn.
Wicked Thorns
Castings: 1, reaction when you are attacked
Target: You
Duration: 1 minute
Sharp thorns appear all over your body. Whenever a creature attacks you with an unarmed attack or a melee weapon and the weapon lacks the Long property, the creature takes 3d6 damage and becomes vulnerable (luck ends).
Winnow The Weak
Castings: 1
Target: Up to five creatures or objects within 5 yards
Duration: Instant
Wild fury overtakes you, causing you to become a whirlwind of claws and teeth. Your Speed increases by 5 until the end of your next turn. Each target takes 7d6 damage. Then, for each target separately, make a Strength roll against its Defense. On a success, the target takes an extra 7d6 damage. On a critical success, the target takes an extra 10d6 damage instead.