Primal Force


Primal Force is the root energy of all living things. It is the force of magic generated by the most basic and instinctual emotions of living things. It is the magical response of the weave to these emotions that drives the Primal Force, and allow it to be manipulated.

Primal Force is not so much a form of Magic as it is an existing energy that Magic allows beings to manipulate through it. Thus by its nature it is extremely difficult to manipulate.

Unlike Magic, the Primal Force must be dominated and controlled. Because of this, only creatures that are close to their original primal instincts can use it in any kind of quasi-safe manner. Even such creatures, however, pay a significant price to manipulate it. Using the Primal Force exacts a toll on the physical form that cannot be healed by magical means.

All Primal Damage may only be recovered by natural healing.

Primal Damage = 1D6 per +2 bonus (max +10) or per special ability used unless otherwise noted.

Primal Aspect: Call upon Primal Forces and give a spell or a spell-like ability a Primal Aspect

· Receive a +2 bonus ( Spell DC, Damage, etc)

· Increase spell effect to +1 additional target (1d6 dmg per target)

Primal Nature: Draws upon Primal Forces that allow certain special abilities.

· Dominate feral beast (1d6 dmg per beast HD)

· Primal Senses: Gain enhanced animal senses +2

· Primal Body: Gain enhanced physical ability +2

Summon Primal Beast: Summon a Beast of the Primal Force (1d6 dmg/beast HD) spellcaster classes only

Primal Rage: 1/Day double your standard Rage ability. After Rage ends, lose 50% of your current HP. If used more than 1/day, make a Fortitude check DC 18 (increasing in difficulty with successive use). On failure, lose 75% of your current HP, receive no Rage bonus, and you will no longer be able to use Rage ability that day. Suffer all penalties after Rage ends as normal.