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PRIMALIST

A primalist is a wizard who has spent a considerable amount of time studying the chaos that is primal magic — he seeks order in chaos, and hopes to master the raw power of primal magic to bolster his own abilities.

Primal Magic (Su):

At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, he casts the spell as he would normally, but as the spell’s effects take place, he makes a concentration check (DC 20 + double the spell’s level). If he fails this check, he expends the spell normally as if he had cast it, but its actual effects are replaced by a primal magic event with a CR equal to his caster level and he is staggered for 1 round per level of the spell he was attempting to cast. If he makes this check, he casts the spell normally and it is not expended from his prepared spell slot, allowing him to cast that spell again at a later point. You may use primal magic in this manner once per day. This ability replaces arcane bond. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day.

 

Enhance Primal Magic Event (Su):

At 5th level, when a primalist triggers a primal magic event, as a swift action he can increase or decrease its CR by 1. If he makes a concentration check (DC = 15 + the primal magic event’s CR), he can instead increase or decrease the CR by 2. If he reduces a primal magic event’s CR to less than 1, the event is negated. He can choose to use this ability after he determines what primal magic event he triggers, but before he resolves the effects of that event. This ability replaces the arcane discovery acquired at 5th level.

 

Primal Surge (Su):

At 10th level, whenever a primalist triggers a primal magic event, he rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. He becomes resistant to the effects of primal magic events. Anytime an event would affect him, the GM rolls 1d20 + the event’s CR against a DC of 11 + his wizard level. If this roll fails, the event does not affect him, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply. This ability replaces the arcane discovery acquired at 10th level.

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