Primal Spellcasting

From Kronopolis and the Flat Plane
Revision as of 14:03, 27 January 2023 by Wioum (talk | contribs) (Created page with "<noinclude>{{Also|Spellcasting}}</noinclude> A druid weaving the flora around her to protect her from the weather, a warden calling upon the primal powers of the elements to bring thunder and lightning down on his foes or warriors granted ancestral powers by their forefathers, each of these represent the power of the Primal domain. Primal magic is the power of nature, the power of spirits and the power of the elements. These powers is manifested if only if the prima...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

See also: Spellcasting.


A druid weaving the flora around her to protect her from the weather, a warden calling upon the primal powers of the elements to bring thunder and lightning down on his foes or warriors granted ancestral powers by their forefathers, each of these represent the power of the Primal domain.

Primal magic is the power of nature, the power of spirits and the power of the elements. These powers is manifested if only if the primal casters will is granted by nature or the spirits or whatever source they channel from, which results in a need of balance between their power and their source. Primal magicians rely on study, but also understanding and wisdom. Most of their magic is granted by having a relationship with the places around them.

Primal Spellcasting Ability

Primal spellcasters use Wisdom as their spellcasting ability modifier. You use your Wisdom whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.


Primal Spellcasting Ability = 8 + your proficiency bonus + your Wisdom modifier


Preparation

A primal caster has the whole width of primal spells at their disposal, but not all at once. Primal casters can prepare a select few spells each day at the end of each long rest, from all primal spells.


Prepared Primal Spells = 1 + your number of Primal Spellcasting Feats + your Wisdom modifier


Primal Leylines

Primal casters are magically bonded to the locations they visit, the weather and the spirits that surround them. This makes some of spells easier to cast in certain places and locations.

Primal spells has an affinity tag that determines when they are easier to cast. Spells that create gusts of freezing air are easier to cast in ice cold tundra, while calling upon fire would be easier in a scorching desert.

When an affinity tag is active, the primal caster can cast a chosen spell with half the required spell points. If the affinity tag is vague and difficult to know whether its active or not, the DM has final say over whether it counts or not. Generally, if you have to roll exhaustion contests for heat, the heat tag is active, and vica versa for cold climates, and if you are in a terrain type the heavily matches the affinity tag, it is active.

Primal Domains Primal Leylines
Anima Soul
Body
Caelum Heat (Energy)
Cold (Inactivity)
Elementus
Terra
Land
Water
Wind
Fauna
Flora
Fungi
Life
Death
Rainforest
Desert
Heat
Cold (🤷‍♂️?)

table pls

Primal Focus and Components

Primal spellcasting encompass a very wide span of different types of spellcasters. Some channel their

Primal foci channels the force text pls 🤷‍♂️

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Multiple variations of this item exist, as listed below:

incomplete