Primal — a school of magic —
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 Spells listed by level
— Reference during playPrimal 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
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
Speed of the Cheetah
Stalk Prey
Tooth And Claw
Wild Vigor
Expert Primal Spells
Howl of the Beast
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
Rending Claws
Snapping Fangs
Springing Attack
Wild Frenzy
Master Primal Spells
Primal Avatar
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.