Primal Means

#means #magic #allure

Primal Means are about your inherent understanding of energy and nature. The elementalist has become attuned to the ebbs and flows of pure energy and its impact on the natural world around. Rather than finding inspiration in the ancient texts or divine scriptures, the elementalist carries a small piece of the condensed firmament from which all of creation sprang, often imbued in a wand, staff, orb, or diadem. This object is called a Fetish.

While the arcanist attempts to warp reality to their desires with the help of arcane texts and impossible beings, and while the theurge petitions the gods to heal and protect the faithful or damn and condemn the heretics, the elementalist reshapes the energy of creation through the sheer power of both nature and their force of personality.

Finding or Losing Fetishes
If you come across an imbued Fetish in the wild, you may spend a day attuning to it, after which you may learn one Primal Means for which you meet the prerequisite.

If in the course of your adventures, you ever lose this Fetish, your power to move raw energy remains stuck inside you until you can imbue a new object with some of that power. You must gather a diadem, orb, wand, or staff to imbue with your power. It takes 24 hours per trained Primal Means to imbue your new Fetish, which simultaneously drains the power from the old Fetish, returning it to a mundane wand, staff, orb, or diadem.

Anyone who discovers your old Fetish and who attempts to harness the Primal forces within, may try to attune with it into after an Overnight Rest. Take the Allure Measure. On a Hit, they may learn one Means for which they meet the prerequisite. On a Complication or Miss, they may learn one Means for which they meet the prerequisite, but they take a Mutation immediately and their Void Die ticks down 1. On a Fumble, the Fetish rebels against the weak call to power. Gain 2 Mutations, ticking the Void Die down twice, and take 3 damage as the Fetish explodes and the Primal energy returns to nature.

Base Means
Level 1 - Primal Understanding - You are in possession of fundamental piece of the creative energy of all life bound within a small, hand carried or worn object, known as a Fetish. Discovering this Fetish was fundamental to your ability to summon fire, control water, move earth, and float on the air. Apply Allure bonus to Measures when attempting to control primal nature. On a Complication, your primal power resolves as if it were a Hit, but you are also knocked Off-Balance as the energy you channeled was stronger than you expected. On a Miss, the energy dissipates instead, and you are knocked Off-Balance unless a Means says otherwise. On a Fumble, not only does your lack of control manifest danger, you are Exposed, and you Mark 1 Corruption in addition to whatever the Means says. The elements of nature are more powerful than you.

Transmutation
Level 1 - Elemental Control (requires Primal Understanding) - Take the Allure Measure.
On a Hit, Choose 1:
Fog Bank - The air within a Close area around you condenses into a thick fog. All creatures within the Fog Bank are Concealed and their attack windows shrink by 1. You may maintain the Fog Bank by spending 1 Action each turn concentrating on it.
Bonfire - Choose any source of flame within a Close area around you. You may grow, shrink, or move the flame up to Melee range. Any creatures who start their turn within Melee Range of the Bonfire take 1 damage. You may maintain the Bonfire by spending 1 Action each turn concentrating on it.
Mud Pit - You change the density the earth beneath your feet. Create a shallow pool of slippery mud in a Close range around you. Any creatures attempting to move in that Mud Pit must Take the Agility Measure. On a Hit, they can move as normal. On a Complication or Miss, they lose 1 action. On a Fumble, they slip and fall Prone. You may maintain this spell by spending 1 Action each turn concentrating on it
Stone Wall - Stones from the ground beneath and around you snap together into a straight wall that is Close range in length and height and Melee range in width. You can place this wall up to Medium range from yourself. You may maintain this spell by spending 1 Action each turn concentrating on it. If you maintain concentration for ten turns, the stone wall becomes a permanent fixture in the landscape.

Level 3 - Energy Admixture (requires Elemental Control) - When you take any Measure to make a successful attack on a target within Close Range, you may also use your second action to take the Allure Measure. On a Hit, your attack has a secondary effect. Choose 1:
Fire - Light the ground under the target on fire for up to 2 rounds. Any creature who starts their turn in that space takes 1 damage.
Water - Create an ice slick under the target for up to 2 rounds. Any creature who starts their turn or moves into that space is knocked Off-Balance.
Earth - Acid seeps into the cracks in target's clothing and armor. Target takes 1 damage on your next turn.
Air - A sonic blast accompanies your attack. Target is Exposed until the start of their next turn.

Level 6 - Flesh to Element (requires Energy Admixture) - Mark 1 Corruption and take the Allure Measure. On a Hit, your hands are imbued with the power to change living flesh into a fundamental element of your choice (fundamental elements are earth, fire, water, and air). This power lasts until the end of your next turn. On a Complication, the power lasts only until the end of this turn. On a Fumble, the elemental process, described below, begins on the caster, starting at stage 1.
While Flesh to Element is power is active, you may take the Agility Measure to touch the flesh of any target living creature within Melee Range. On a Hit, you transfer inflict Flesh to Element to target, who becomes Rooted and starts at stage 1. At any time before stage 4, the elementalist may dismiss Flesh to Element as a free action.
Stage 1 - Target creature begins the slow process of petrification (earth), immolation (fire), dispersion (water), or dissipation (air). At the start of their next turn, target creature may take the Vigor Measure. On a Hit or Complication, the target breaks free and gains permanent immunity to Flesh to Element as cast by you. On a Miss, target remains Rooted until next turn and progresses to stage 2.
Stage 2 - The element slowly works its way up from their feet to their waist.
At the start of their second turn, target may take the Vigor Measure. On a Hit or Complication, target breaks free and gains permanent immunity to Flesh to Element as cast by you. On a Miss, target remains Rooted until next turn and progresses to stage 3.
Stage 3 - The element makes its way up over their torso. At the start of their third and last turn after being touched, target may take the Vigor Measure one last time. On a Hit or Complication, target breaks free and gains permanent immunity to Flesh to Element as cast by you. On a Miss, target remains Rooted as the element consumes them and they progress to stage 4.
Stage 4 - Target turns into a pillar of rocks, a pile of ash, a puddle of water, or a cloud for up to 2d6 days. Target remains sentient and coherent, but otherwise cannot act or move.
If at any point the target rolls a Fumble, they are immediately turned into the chosen element for up to 2d6 days. Whenever a target affected by your Flesh to Element power advances a Stage, Mark 1 Corruption.

Alteration
Level 1 - Alter Self (requires Primal Understanding) - Take the Allure Measure. On a Hit or Complication, you may alter one physical characteristic of your body, gaining an aspect of an animal for up to 1 hour. Choose 1:
1. Talons - Razor-sharp talons grow where your fingernails usually are. Your unarmed attacks now do 1 damage as though you were trained in Unarmed Combat.
2. Pseudo-Wings - Two wings sprout from your shoulder blades. These are not true wings and may not lift you up from the ground, but you may slow a fall or glide.
3. Gills - You can breathe and cast spells underwater.
4. Tail - You grow a prehensile tail. Your Agility Measure widen by 1.
5. Antennae - Two antennae spring out of your head. Your Insight Measures widen by 1 due to your new extrasensory perception. You cannot be surprised or flanked unless a Means says otherwise.
6. Carapace - A hardened shell envelops you, granting you 2 Armor. You may use your full combat measures as though you had Armor Training.
On a Fumble, your appearance is altered as above, except none of the benefits of those alterations manifest, i.e. you grow pseudo-wings or antennae, but they are merely decorative. In addition, you cannot dismiss this spell before the end of its duration.

Level 3 - Beast Form (requires Alter Self) - Take the Allure Measure. On a Hit or Complication, for up to 1 minute you can take on the form of a beast up to 3 ft tall and 200 lbs. You must have encountered such a beast with your own eyes and ears. You gain all the characteristics of that beast except for your Intellect, Insight, and Allure, which remain your own. You also lose the ability to speak, hold weapons, or cast spells. Any objects you are holding or wearing meld into your new body and become unusable until your return to your normal form. You may dismiss the shapeshift as a free action returning to your normal form.

Level 6- Shapeshift (requires Beast Form) - Mark 2 Corruption and take the Allure Measure. On a Hit or Complication, for up to 1 hour you transform into any creature up to 6ft tall or long, and up to 400 lbs. You must have encountered such a creature with your own eyes and ears. You gain all the physical characteristics of that creature except that your Means and your Intellect, Insight, and Allure Abilities remain your own. Any objects you are holding or wearing meld into your new body and become unusable until your return to your normal form. You may dismiss the shapeshift as a free action returning to your normal form.

Invocation
Level 1 - Commune with Nature - Take the Allure Measure. On a Hit or Complication you may conduct information gathering through natural channels like reading weather patterns, communicating with beasts, or sensing the local flow of elements in the environment around you within Line of Sight Range. You gain general knowledge about the area, and may ask up to 3 more detailed questions, to which you will receive justified true belief answers. Topics might include:
Layout of natural terrain and bodies of water
Presence of plants, minerals, animals, or peoples
Location of any powerful beings
Nearest centers of civilization

Level 3 - Call Elemental Homunculus (requires Commune with Nature) - Take the Allure Measure. On a Hit or Complication, a small being of pure energy takes shape within Close Range. The energy type of the being who responds to your call will be whichever of the four elemental types is most prevalent in the local area. This homunculus remains for up to 1 hour. It acts on its own and responds to questions and commands (or not) according to its whim, but it cannot cause harm to the elementalist or any designated allies. If homunculus takes damage, Mark 1 Corruption as the angered homunculus returns to nature. A homunculus cannot be recalled within 24 hours of the most recent call.

Level 6 - Elemental Vessel (requires Call Elemental Homunculus) - Mark 1 Corruption and take the Allure Measure. On a Hit or Complication, you open yourself as a conduit for primal energy. For up to 5 rounds, raw elemental force flows through your body. While Vessel is active:
When using Elemental Control or Energy Admixture Means, any Measures taken that are not Fumbles are treated as Hits.
You cannot take any Action that is not an Primal Means or Movement Means.
At the end of each round, take the Allure Measure. On a Fumble, mark 1 additional Corruption as the energy violently bursts out, leaving you Fatigued, Exposed, and Rooted.
On a Fumble, the energy enters uninvited. GM determines which element arrives and what it wants.

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