PRIMAL MAGIC
In a world where mana incarnate creates magic, there exists a tradition of spellcasters who harness the raw and untamed forces of nature. These casters have a unique connection to the River of Time—a metaphysical stream where past, present, and future converge and blur the lines of time. Unlike other spellcasters who draw upon refined energies or learned incantations, Primal casters tap directly into the primal flow of time, allowing them to manipulate magic in a way that rapidly grows their power.
THE RIVER OF TIME
Primal Caster are more than mere wizards or sorcerers; they are artists and strategists, painting with the colors of time itself. Their magic is not just a tool but a living entity, with spells that can evolve and change based on the decisions made by the caster. When a Primal Caster casts a spell, they do not simply unleash its effects; they "hang" the spell in the River of Time. Here, the spell's potential lies in wait, growing stronger as it remains suspended in this liminal space. The longer a spell stays in the river, the more potent it becomes… but this delay comes with a price. Primal Casters must carefully choose when to release their spells, balancing the immediate need against the promise of greater power.
An aspiring caster tapping into the River of Time for the first time gains a small chunk of that power. In mechanical terms, you begin play with four anchor points - or “Positions” - that spells can be affixed to. Eventually, more positions are added as the Caster becomes stronger. These positions are sequential, ordered from highest on the left to lowest on the right:
At the beginning of your round, you can spend 1 AP to move a spell hung upon a slot and shift it to the next position to the right. Spells slotted into position 1, that go uncast, lose their power to the River. Spells have different effects or potency, depending on their current position in the River.
HANGING SPELLS
When a Primal Caster intends to cast a spell, they execute any somatic, material, and verbal components at the time of casting. The spell is then released into the River, capable of becoming manifest at any time. Barring any abilities that hide such a thing, hung spells are visible to any observer. It may be a wave of a literal river with illuminated dots as positions getting filled, or simply a series of glowing balls above the casters head. Much like their soul, the River is shaped by the personality and spirit of the caster. A spell hung in the River can be targeted by counterspells and effects that dispel magic.
Hanging a spell usually has its own cost, typically a fixed number of action points. This is the spell’s Affixed Cost. The affixed cost must be paid before a spell is hung. A spell may also have a Position Cost, which is a cost that must be paid if the spell is released from that specific position. The description of the spell will also include information about its effects contingent on its position, which might be listed as Position: X, or Growth. Position: X is an effect tied to a specific position, while growth is an effect that increases each time the spell slides to the right. Some spells may have nGrowth, which is a modifier (either a multiplier or additive) based on the number of times the spell has grown. The Entry descriptor conveys any condition that must be met once the spell is hung, such as selecting your target or making a spell check. It may also include an effect that happens when the spell is cast. The Effect descriptor conveys cost and what happens when the spell is cast (including multiple effects if they vary by position).
You can track spell positioning with cards or tokens to represent positioning of hung spells.