Commune with Nature |
yes |
129 |
Material |
Primal |
System |
0 |
none |
n/a |
action |
self |
If in physical contact with a living natural flora or fauna of some kind the caster immediately awards +1 Primal Faith • if uninterupted before your next turn (or after 1 minute out of combat) awards another +2 Primal Faith • if uninterupted can also grant knowledge related to the natural world within a nearby radius |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Healing Circle |
yes |
130 |
Material |
Primal |
System |
0 |
none |
n/a |
action |
self |
Caster joins their own hands to complete the Healing Circle, or can include others in the healing circle by touching or holding hands. No casting roll is taken and therfore it cannot miscast or critically cast. Effects vary depending on how it is used: • if self-cast as an action in combat it heals the caster for 1d6 HP per 2 levels, and will do so each round afterwards if uninterupted and not taking any other movement, instants or actions • if uninterupted for a full rest, heals the caster and everyone included in the circle for 2d12 (+2 per Primal Faith) • if uninterupted for a half rest this drops to 1d12 (+1 per Primal Faith) • if uninterupted for only a quick rest it heals1d6 (+0.5 per Primal Faith). |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Karma |
yes |
131 |
Material |
Primal |
System |
0 |
none |
n/a |
instant |
self |
Can be used an unlimited number of times each day but consumes Primal Faith • for every Primal Faith point consumed 10% of the healing and/or damage of the next action used are also applied to the caster • if there is self inflicted damage as a result of Karma it cannot reduce Focus but generates 2x the Fury |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Taxonomy |
yes |
132 |
Material |
Primal |
System |
0 |
none |
n/a |
instant or action |
15 |
Can be used an unlimited number of times each day but consumes 1 Primal Faith or 2 HP and then requires the caster to pass a Faith test each time it is used • detects all Primal Faith based buffs, enhancements, and effects within 15" • if used as an action also gives the caster knowledge regarding the general classification and properties of any created thing (i.e. what alignment, polarity, race, class, realm of origin, etc... an enemy creature might be) |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bloodletting |
yes |
133 |
Material |
Primal |
System |
0 |
none |
n/a |
action |
self |
Bloodletting allows the next Primal power to be cast without having enough Primal Faith (or even any at all) • the caster must first self inflict damage where the difficulty of the next Primal power cannot exceed the damage inflicted • Caster must still roll Difficulty and can gain or lose Primal Faith as normal • the follow up power must be cast with 1 hour of the Bloodletting |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Ancient Verse |
yes |
134 |
Material |
Primal |
System |
0 |
none |
DOT |
instant |
15 |
The caster recites, chants, or sings a verse that is as ancient as creation itself over a single target. Requires a casting roll and inflicts damage each round based on current Primal Faith, where 1-5 = 1 damage, 6-10 = 2 damage, 11-15 = 3 damage, and 16-20 = 4 damage. DOT duration is based on the Tier of the caster. After causing damage each round, if the casters Primal Faith is less than 10 it grants +1 Primal Faith |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Wolf |
yes |
135 |
Material |
Primal |
Aspect |
1 |
1 |
n/a |
instant |
15 |
target gains +2% per Tier melee crit versus wounded targets and affter any killing blow gain extra Vigor or Fury based on their respective Strength or Stamina, where: • 1-6 = +1d6, 7-12 = +2d6, 13-18 = +3d6, 19+ = +4d6 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rhino |
yes |
136 |
Material |
Primal |
Aspect |
1 |
3 |
n/a |
instant |
15 |
increase targets armor by 2 per Tier and grants the following effects any time they charge a target • first sttack made has a knock down effect if passing a Strength vs Stamina stat roll-off • bonus damage on a single regular main hand attack (i.e. does not apply if attacking more than once or if using a special ability) based on their Strength, where: 1-6 = +1, 7-12 = +2, 13-18 = +3, 19+ = +4 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Horse |
yes |
137 |
Material |
Primal |
Aspect |
2 |
3 |
n/a |
instant |
15 |
target gains +1 movement per Tier and trample damage based on their Stamina, where: • 1-6 = 1d6, 7-12 = 2d6, 13-18 = 3d6, 19+ = 4d6 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Panther |
yes |
138 |
Material |
Primal |
Aspect |
2 |
4 |
n/a |
instant |
15 |
increases targets current stealth by 1 per Tier and increases main hand melee damage when attacking from behind based on the targets Avoidance, where: • 1-6 = +1d6, 7-12 = +1d8, 13-18 = +1d10, 18+ = +1d12 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Raven |
yes |
139 |
Material |
Primal |
Aspect |
3 |
6 |
n/a |
instant |
15 |
while active the target can re-roll failed Perception tests and gains increased Critical Hit chance with ranged, thrown, kicks, and unarmed attacks based on the targets Perception, where: • 1-6 = +3% Crit, 7-12 = +5% Crit, 13-18 = +7% Crit, 19+ = +10% Crit |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Serpent |
yes |
140 |
Material |
Primal |
Aspect |
3 |
5 |
n/a |
instant |
15 |
while active the target gains +2 per Tier to their highest Resistance (before other buffs, enchants potions, etc...). Also grants + to Cast with Spirit and Faith powers based on the targets Charm, where: • 1-6 = +5, 7-12 = +10, 13-18 = +15, 19+ = +20 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Monkey |
yes |
141 |
Material |
Primal |
Aspect |
4 |
9 |
n/a |
instant |
15 |
At of the start of each of the targets turns, if they pass an Initiative test they gain an extra instant for that round. Focus classes can ignore Focus loss once per round for the duration of the effect. Targets also gain additional Dodge based on their Initiative, where: • 1-6 = +2, 7-12 = +4, 13-18 =+6, 19+ = +8 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Shark |
yes |
142 |
Material |
Primal |
Aspect |
5 |
13 |
n/a |
instant |
15 |
Target must move at least 1" each round or the effect is cancelled, but while active, anytime the target scores a critical hit on a regular melee attack the damage is tripled instead of doubled and critical hit chance of all melee attacks is increased based on their Initiative, where: • 1-6 = +3% Crit, 7-12 = +5% Crit, 13-18 = +7% Crit, 19+ = +10% Crit |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bear |
yes |
143 |
Material |
Primal |
Aspect |
5 |
10 |
n/a |
instant |
15 |
target can resist most forms of physical CC effects if passing a Resolve test and gains bonus temporary HP equal based on Resolve, where: • 1-6 = 10, 7-12 = 20, 13-18 = 30, 19+ = 40 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Griffon |
yes |
144 |
Material |
Primal |
Aspect |
6 |
14 |
n/a |
instant |
15 |
Target gains the ability to use Fly-by style attacks and all honor code skills count as being activated with 1 additional stack (cannot exceed 3 stacks). Also grants + to hit and damage with physical melee attacks based on the targets Wisdom, where: • 1-6 = +5/+2, 7-12 = +10/+3, 13-18 = +15/+4, 19+ = +20/+5 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Phoenix |
yes |
145 |
Material |
Primal |
Aspect |
7 |
16 |
n/a |
instant |
15 |
while active, if target is slain it becomes an egg with AC 20 and HP=10% of max HP. If the egg is unbroken after 2 rounds the target is resurrected with full health and stats. Also causes the target to inflict passive fire damage based on their Intellect, where: • 1-6 = 2 damage, 7-12 = 4 damage, 13-18 = 6 damage, 19+ = 8 damage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Lifeforce |
yes |
146 |
Material |
Primal |
Force |
1 |
1/level |
n/a |
action |
template |
any target touched by template is healed if friend and damaged if enemy, for 1d6+2 per level, single hit roll |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Predator |
yes |
147 |
Material |
Primal |
Force |
1 |
2 |
n/a |
action |
15 |
on next turn, affected target must attack the nearest target with all basic attacks (friend or foe) and gains an extra main hand attack when doing so |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Tidal Force |
yes |
148 |
Material |
Primal |
Force |
1 |
3/target |
n/a |
instant |
10 |
affected targets must attack (or move to attack if not in range) the caster on their next turn or else they take 1d8 damage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Survival |
yes |
149 |
Material |
Primal |
Force |
2 |
4 |
n/a |
action |
15 |
reduces all incoming damage by two, every time target takes damage it gains +1 movement on its next turn, lasts for duration of battle or until caster unconscious |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Erosion |
yes |
150 |
Material |
Primal |
Force |
2 |
5 |
n/a |
action |
15 |
single target, no LOS required, 2d6+1d4 damage, damaged targets have their armor reduced by 20 until the caster has another turn |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Regrowth |
yes |
151 |
Material |
Primal |
Force |
3 |
8 |
n/a |
action |
20 |
immediately after the next time the target takes damage they are healed for 1d20 x 5% of the damage dealt, if damage kills target first then no effect |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rampaging Herd |
yes |
152 |
Material |
Primal |
Force |
3 |
11 |
n/a |
action |
15 |
hits all in a 90 degree frontal arc, 2d6 damage, 5%/level chance to knock damaged targets down |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mending |
yes |
153 |
Material |
Primal |
Force |
4 |
12 |
n/a |
action |
20 |
heals 3d10 HP +1/level of target |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Reincarnate |
yes |
154 |
Material |
Primal |
Force |
5 |
10 |
n/a |
action |
20 |
on death, target is reincarnated as beast under casters control for remainder of battle, roll 1d10 on Beast Caller list, roll a second time to see which beast |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Pack Hunting |
yes |
155 |
Material |
Primal |
Force |
6 |
3+3/increase |
n/a |
action |
party |
entire party gains +5 hit and +1 damage (all types) for each additional member in the party other that the caster (max 4) |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Accelerated Aging |
yes |
156 |
Material |
Primal |
Force |
7 |
16 |
n/a |
action |
15 |
deals damage equal to 1d100% of targets max HP, if this brings target below 0HP they are dead, drains the caster of the equivalent amount of HP |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sanguine Strike/Shot |
yes |
157 |
Material |
Primal |
Hemomancy |
1 |
1/level |
n/a |
action |
20 |
melee/ranged attack, consumes 5% of max HP, 1d8+2/level damage, grants 2x fury, regenerates two vigor, can be added to a regular physical attack or unarmed focus attack but prevents any off hand attacks • use the same hit roll but treat as two separate attacks for bonuses and defenses • treat similar to a Spirit Strike Power except that the the blood portion can still hit even if the physical portion does not |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Cleanse |
yes |
158 |
Material |
Primal |
Hemomancy |
1 |
3 (5 inst) |
Dispel |
instant or action |
15 |
removes targeted persistent faith effects, using resistance equal to 12x the Tier of the caster of the effect • multiply the Difficulty by the number of targeted effects within range • can also remove poisons, using resistance equal to 20x the rank of the poison • can also be used to dispel/shatter one primal or demonic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant at +2 Difficulty |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blood Sight |
yes |
159 |
Material |
Primal |
Hemomancy |
2 |
4 |
n/a |
instant |
self |
must consume 5% of max HP, gain +5% crit on next attack, further +5% for strike/shot, further +5% crit if focus or stealth skill |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Youthful Blood |
yes |
160 |
Material |
Primal |
Hemomancy |
2 |
2 |
n/a |
instant |
15 |
consumes 5% of max HP, next healing effect on target is 50% more effective, if self-cast: 1/2 spirit cost of next spell or doubles honor code stack |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Coagulate |
yes |
161 |
Material |
Primal |
Hemomancy |
2 |
4 |
n/a |
action |
20 |
heals 1d10 HP +1/level of target |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Hemorrhage |
yes |
162 |
Material |
Primal |
Hemomancy |
3 |
6 |
n/a |
action |
15 |
single target, LOS required, inflicts base damage equal to 1d100% of the total physical damage that the target has received so far that round OR 1d4+2 times the cumulative 'per round' damage of all Bleed effects currently on the target • casters damage bonuses and/or multipliers (i.e. critical cast) are applied after determining base damage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Transfusion |
yes |
163 |
Material |
Primal |
Hemomancy |
3 |
7 |
n/a |
instant/action |
15 |
instant: next physical attack of any kind converts 5% per Tier of damage inflicted into HP for any other target within range • action: consumes 5% of max HP, heals 2d10+1/level of target |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rupture |
yes |
164 |
Material |
Primal |
Hemomancy |
4 |
2+3/target |
n/a |
action |
15 |
inflicts damage equal to 1d12 + 1/2 targets current stamina, LOS required, single hit roll if multi-targeting |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blood Rush |
yes |
165 |
Material |
Primal |
Hemomancy |
5 |
12 |
n/a |
action |
15 |
anytime the target takes damage it becomes immune to all forms of CC for 1 full round, if cast on a target that is already CC'd it removes all CC effects • last fro remainder of battle or until being knocked unconscious • effect is dispelable as a disease |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blood Storm |
yes |
166 |
Material |
Primal |
Hemomancy |
6 |
15 |
n/a |
action |
10 |
must consume 10% of max HP, any target within radius (friend or foe but excluding caster) takes 4d6 dam, one target then gains 50% of the damage as HP |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Exsanguinate |
yes |
167 |
Material |
Primal |
Hemomancy |
7 |
17 |
n/a |
action |
10 |
drains all blood from a single target, immediately reducing its current HP by 50% • unlessed healed back to max HP, if caster is still conscious on the next round the target is killed • for remainder of battle any HP cost of other Hemomancy powers can be ignored |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Critter Form |
yes |
168 |
Material |
Primal |
Shapeshift |
1 |
1 |
n/a |
instant |
self |
shrink to the size of a small critter, most enemies will completely ignore caster while in this form, cannot attack or take any kind of offensive action |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Vermin Form |
yes |
169 |
Material |
Primal |
Shapeshift |
1 |
2 |
n/a |
instant |
self |
+1 movement and gain an extra melee attack that inflicts half damage (based on your main hand weapon) • incoming damage is increased by 25% |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Travel Form |
yes |
170 |
Material |
Primal |
Shapeshift |
2 |
3 |
n/a |
instant |
self |
Movement x2 and may be ridden while in this form, however loss all normal abilities and/or attacks • When used on land (Equine Form) gain a 2d6 trample • When used in water (Aquatic Form) can breath underwater and have a basic 1d8 melee attack only |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Canine Form |
yes |
171 |
Material |
Primal |
Shapeshift |
2 |
4 |
n/a |
instant |
self |
+3 move, +10 hit & +2 damage (melee), if opponent is <= 10%HP all attacks do max damage, if landing a killing blow gain +15% crit until landing a crit |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Ursine Form |
yes |
172 |
Material |
Primal |
Shapeshift |
2 |
5 |
n/a |
instant |
self |
+50% current HP & HP max, gain instant 'Challenging Roar' with 4" rng (see Cave Bear entry in the CoC), gain 1 Fury for each enemy in base contact at start of turn |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Primate Form |
yes |
173 |
Material |
Primal |
Shapeshift |
3 |
6 |
n/a |
instant |
self |
+10 dodge (stat tests & AC contrib), +1 Resolve, +3 melee dam to strikes/unarmed attacks, any 'Poor' Focus results count as 'Fair' instead |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Feline Form |
yes |
174 |
Material |
Primal |
Shapeshift |
3 |
7 |
n/a |
instant |
self |
+5 move, if out of LOS can hide as instant, must Sneak (1/2 move) to remain hidden but can pounce attack (action) up to 1/2 move w/ +30 to hit doing max damage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Reptile Form |
yes |
175 |
Material |
Primal |
Shapeshift |
3 |
8 |
n/a |
instant |
self |
Select a single school of magic and gain +25 resistance to the domain it belongs to and add +4 damage of that type to all melee or ranged attacks/skills or spirit powers • while in this form you may elect to treat your touch as casting Cleanse (difficulty roll still required), even if you don't normally known or have access to that that power. |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Tree Form |
yes |
176 |
Material |
Primal |
Shapeshift |
4 |
9 |
n/a |
instant |
self |
The caster takes on the form of a tree and if in a natural or wild environment most enemies will largely ignore them • gain +15 armor and +50% to all Faith effects used by the caster, but any movement is reduced by 75% can draw attentino to the caster |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Aerial Form |
yes |
177 |
Material |
Primal |
Shapeshift |
5 |
10 |
n/a |
instant |
self |
Gain the ability to fly at x2 regular movement speed. Can be ridden while in this form. |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Tortoise Form |
yes |
178 |
Material |
Primal |
Shapeshift |
6 |
11 |
n/a |
instant |
self |
-1 movement, +25 armor, can choose to completely ignore the damage of a single attack (after damage is rolled) but immediately return to normal form |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Dragon Form |
yes |
179 |
Material |
Primal |
Shapeshift |
7 |
|
n/a |
instant |
self |
coming soon... |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Beast Calling |
yes |
180 |
Material |
Primal |
Call |
1 |
as per beast threat rating |
Ally |
action (uninterrupted)
or 1 minute |
nearest edge |
Calls and controls 1 Beast (of a given class) with a maximum allowable beast Threat Rating equal to one less than the casters level • Called beasts arrive at the start of the casters next turn and typically appear at the table edge closest to caster, unless their natural habitat exists somewhere on the battlefield |
Ally Conjures/summons an active combat Ally that is effectively under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Ally appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Ally of the same type from previous castings no longer exists • Ally appears within range of the caster and moves as they dictate • the Ally uses the casters Initiative Score and will attempt to protect or aid the caster (and their allies) and/or attack as directed • Ally will remain under the control of the caster for up to 24 hours but will leave/dissapear if they are mistreated • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Ally either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Hunters Howl |
yes |
181 |
Material |
Primal |
Call |
1 |
1 |
n/a |
instant |
self |
Next Pack Hunter class beast can enter the battlefield with up to 2 others of the same kind • however the difficulty of the next Beast Calling is multiplied by the number of Beasts called |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Silent Snarl |
yes |
182 |
Material |
Primal |
Call |
2 |
2 |
n/a |
instant |
self |
Next Ambusher class beast can effectively enter anywhere on the battlefield that would provide reasonable stealth coverage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Deep Call |
yes |
183 |
Material |
Primal |
Call |
2 |
3 |
n/a |
instant |
self |
Next Burrower class beast can enter battlefield anywhere where ground is amiable to tunneling and may use any ground burst type ability upon entering battlefield |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Guardians Roar |
yes |
184 |
Material |
Primal |
Call |
3 |
4 |
n/a |
instant |
self |
Next Protector class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are taunted to the protector for 1 round |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sky Shriek |
yes |
185 |
Material |
Primal |
Call |
3 |
5 |
n/a |
instant |
self |
Next Aerial class beast can enter anywhere there is open sky • first attack made in the round they arrive does max damage |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Braying Herd |
yes |
186 |
Material |
Primal |
Call |
4 |
6 |
n/a |
instant |
self |
Next Herd class beast arrives with 2 others of the same kind • the Herd must stay within 1" of each other and sprint in a straight line upon entering the battlefield, trampling anything they cross • two of the three exit the battlefield when they reach the opposite side, while the third can remain in play |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mighty Bellow |
yes |
187 |
Material |
Primal |
Call |
4 |
7 |
n/a |
instant |
self |
Next Brute class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are immediately Feared for 1 round |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Eldritch Hiss |
yes |
188 |
Material |
Primal |
Call |
5 |
8 |
n/a |
instant |
self |
Next Magical or Disabler class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are Silenced for 1 round |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Pocket Habitat |
yes |
189 |
Material |
Primal |
Call |
6 |
9 |
n/a |
instant |
10" |
Creates a temporary miniature pocket of habitat that can be used as a source point for the summoning of any beasts that live in that habitat (lasts for duration of battle, or until caster slain or knocked unconscious). This provides an effective means to call beasts when it would otherwise not be possible (i.e. a windowless room inside a castle or summoning Aquatic beasts when no water is present). There is no limit to the number of pocket habitats that can be present on a battlefield, however all Pocket Habitats cease to exist if the caster is knocked unconscious or slain, or if the battle ends. |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Primal Command |
yes |
190 |
Material |
Primal |
Call |
7 |
10 |
n/a |
instant |
self |
Reduces the difficulty of the next Beast Calling called by 7 |
n/a |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |