Primal urge

From Hastur
Jump to: navigation, search
World of d20d20 Modern Horror

Werewolves are part spirits, and shamanism come naturally to them. By bargaining with spirits, or bullying them, they get taught how to do magic in the same way as spirits do, as a sort of inherent power.

Primal Urge

This is a mystic class primarily intended for werewolves and other shapeshifters, but other spirits made flesh also use magic much like this.


Werewolf or other embodied spirit.

Class Information

The following information pertains to the primal urge class.

Hit Die

You gain 1d8 + your Constitution modifier hit points each time you attain a level in this class.

Action Points

You gain a number of action points equal to 6 + one-half your level, rounded down, each time you gain a level in this class.

Class Skills

The primal urge class skills are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survivial (Wis), and Swim) (Str).

Skill Points at Each Level: 2 + Int modifier.

Magic Rating

You get +1 magic rating for each level in this class.

Class Features

The following are features of the primal urge class.

Table: Primal Urge
Level Base Attack Fort Ref Will Special Abilities Def Rep
1 +0 +1 +0 +1 Gifts (tribe and auspice), Mystic Skills +0 +0
2 +1 +2 +0 +2 Craft Talen +1 +0
3 +2 +2 +1 +2 Bonus Feat +1 +1
4 +3 +2 +1 +2 Gift (any) +1 +1
5 +3 +3 +1 +3 Scribe Tattoo +2 +1
6 +4 +3 +2 +3 Bonus Feat +2 +2
7 +5 +4 +2 +4 Gift (tribe or auspice) +2 +2
8 +6/+1 +4 +2 +4 Combat Casting +3 +2
9 +6/+1 +4 +3 +4 Bonus Feat +3 +3
10 +7/+2 +5 +3 +5 Gift (any) +3 +3


You get to pick a spirit gift within the limits provided. You get the granted power, and all spells, though you cannot cast spells requiring a higher magic rating than you have.

Mystic Skills

Your Concentration expands to include magic applications.

Craft Talen

Starting at 2nd level, you can create talens (small single-use magical items) from which you or another spellcaster can cast a spell. You can create a talen of any spell you know. Crafting a talen takes one day. The purchase DC for the raw materials to craft a talen is 13 + the talen’s spell level + the talen’s caster level.

You must also spend experience points to craft a talen. The XP cost is equal to the spell level × the caster level × the purchase DC of the raw materials.

Finally, the you make a Craft (visual arts) check. The DC for the check is 10 + the spell level + the caster level of the talen. If the check fails, the raw materials are used up but the XP are not spent. You can try crafting the talen again as soon as you purchase more raw materials.

Any talen that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when crafting the talen.

Bonus Feat

At 3rd, 6th, and 9th level, you may choose a feat for which you have all prerequisites. The feat must come from the following list:


Scribe Tattoo

At 5th level, you can create tattoos on your body or someone else’s. Tattoos function similarly to talens, and are created in the same way (see the craft talen ability), except they cannot be taken from you, and you can use them in any form.

Combat Casting

At 8th level, you become adept at casting spells during combat. You get a +4 bonus on Concentration checks made to cast a spell while on the defensive.


Gifts are tricks bestowed by spirits, supernatural abilities that draw on a werewolf's half-spirit nature to accomplish things that would otherwise be impossible.


Auspice gifts are only available to werewolves born under the proper auspice of the Moon.

Crescent Moon

Granted Power: You can peer across the line between worlds without sacrificing your perception of either. In one eye, you see the physical world, while in the other eye, you see what happens in the corresponding area of the shadow world. The eye that sees the world that you don't currently inhabit films over with the deep indigo of the night sky, lit by pinpoints of starlight.

Using this gift does not make characters on the opposite side of the Gauntlet aware of your attention. Mundane effects that impair your eyesight (such as a flashbulb going off in his face, a smoke grenade occluding the air, or simple darkness) impose the same penalties while your attention is divided as they normally would.

Crescent Moon Domain Spells

  1. Cure light wounds: Cures 1d8 +1/level damage (max +5).
  2. Blur: Attacks miss subject 20% of the time.
  3. Dispel magic: Cancels magical spells and effects.
  4. Restoration: Restores level and ability score drains.
  5. Break enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Full Moon

The Lunes of the Full Moon Choir rewards the faithful with gifts that display the unmistakable power of righteousness.

Granted Power: If you bite a grappled victim, you can lock your jaws and inflict automatic damage in following rounds. While your jaws are locked, you have a +4 bonus to maintain the grapple. This ability cannot be used in human form.

Full Moon Domain Spells

  1. Know greatest enemy: Determines relative power level of creatures within the area.
  2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
  3. Mindless rage: Subject compelled to attack you physically for 1 round/level.
  4. Implacable pursuer: You know where prey is, as long as it’s moving.
  5. Transformation: You gain combat bonuses.

Gibbous Moon

The Cahalunim Choir grants its werewolves gifts that help inspire great deeds and surmount dangerous challenges, the stuff of legends.

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Gibbous Moon Domain Spells

  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Status: Monitors condition, position of allies.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. Lay of the Land: You gain an overview of the geography around you.
  5. Telepathic bond: Link lets allies communicate.

Half Moon

The Lunes of the Elunim Choir expect werewolves to live in harmony and with honor.

Granted Power: TBD.

Half Moon Domain Spells

  1. Sanctuary: Opponents can’t attack you, and you can’t attack them.
  2. Zone of truth: Subjects within range cannot lie.
  3. TBD
  4. Discern lies: Reveals deliberate falsehoods.
  5. TBD

New Moon

Granted Power: Once per day, you can escape from any non-magical bond, hold, or grapple without effort. If you are bound physically (be it with handcuffs, rope, chain, a straitjacket, duct tape or even a dollop of industrial-strength adhesive), the bonds remain sound and unbroken (as well as locked, buckled or even sticky, depending on its nature), just not with you in them.

New Moon Domain Spells

  1. Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
  2. Knock: Opens locked or magically sealed door.
  3. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  4. Freedom of movement: Subject moves normally despite impediments.
  5. Mislead: Turns you invisible and creates illusory double.


Gifts of Death are usually taught by death-spirits or by spirits of animals associated with death (such as vultures, serpents, ravens or jackals).

Granted Power: Your natural attacks, or a weapon you are holding, gets the ghost touch ability. You do +1d6 damage against ghosts and other incorporeal beings of the underworld.

Death Domain Spells

  1. Cause fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Speak with dead: Corpse answers one question/two levels.
  4. Death ward: Grants immunity to death spells and negative energy effects.
  5. Slay living: Touch attack kills subject.


Teachers of Dominance Gifts are usually ancestor-spirits.

Granted Power: TBD.

Dominance Domain Spells

  1. Command: One subject obeys one-word command for 1 round.
  2. Hold person: Holds one person helpless; 1 round/level.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Dominate person: Controls humanoid telepathically.
  5. Greater command: As command, but affects one subject/level.

Warning Growl: You growl deeply and loudly while focusing your gaze on a particular target, who must be able to hear the growl to be affected. The target is shaken for 1 minute per level unless she can make a Will save (DC 10 + one-half your level + your Charisma bonus).


Spirits related to nature or specific elements teach these powers.


Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Air Domain Spells

  1. Obscuring mist: Fog surrounds you.
  2. Wind wall: Deflects arrows, smaller creatures, and gases.
  3. Gaseous form: Subject becomes insubstantial and can fly slowly.
  4. Air walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control winds: Change wind direction and speed.


Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Earth Domain Spells

  1. Magic stone: Three stones become +1 projectiles, 1d6 +1 damage.
  2. Soften earth and stone: Turns stone to clay or dirt to sand or mud.
  3. Stone Shape: Sculpts stone into any shape.
  4. Spike stones: Creatures in area take 1d8 damage, may be lowed.
  5. Wall of stone: Creates a stone wall that can be shaped.


Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Fire Domain Spells

  1. Burning hands: 1d4/level fire damage (max 5d4).
  2. Produce flame: 1d6 damage +1/level, touch or thrown.
  3. Resist energy (fire only): Ignores 10 (or more) points of damage/attack from energy.
  4. Wall of fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  5. Fire shield: Creatures attacking you take fire damage; you’re protected from heat or cold.


Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Water Domain Spells

  1. Obscuring mist: Fog surrounds you.
  2. Fog cloud: Fog obscures vision.
  3. Water breathing: Subjects can breathe underwater.
  4. Control water: Raises or lowers bodies of water.
  5. Ice storm: Hail deals 5d6 damage in cylinder 40 ft. across.


Lunes and animal spirits, both taking the forms of creatures such as ravens, foxes and otters, teach gifts of Evasion.

Granted Power: Add Bluff, Disguise, and Gather Information to your list of class skills.

Evasion Domain Spells

  1. Change self: Disguise own appearance.
  2. Invisibility: Subject invisible 1 min./level or until it attacks.
  3. Nondetection Hides subject from divination, scrying.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. False vision: Fools scrying with an illusion.


These gifts are accessible to werewolves of all tribes and auspices.

Father Wolf

These gifts are taught by ancestor-spirits and war-spirits that take wolf form.

Granted Power: Your speed increases by 10 ft.

Father Wolf's Domain Spells

  1. Magic fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  2. Jagged Tooth: Doubles the critical threat range of natural weapons.
  3. Haste (self only): You move faster, +1 on attack rolls, AC, and Reflex saves.
  4. Divine power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Summon nature’s ally V: Calls creature to fight.

Mother Luna

Werewolves most often learn Mother Luna's gifts from the Lunar Choirs, but they can be taught by various spirits associated with trickery, such as coyote- or monkey-spirits.

Granted Power: You can transform only the parts of yourself that you need in order to complete a task at hand. You choose which parts to transform. The result might allow you to use certain abilities normally restricted to other forms (such as tracking by scent or using claws in human form).

Mother Luna's Domain Spells

  1. Faerie fire: Outlines subject with light, canceling blur, concealment, and the like.
  2. Change self: Changes your appearance.
  3. Moon Blade: Creates sword that does 2d8 damage +1/two level, scrambles magic.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Moon Path: Creates invisible stair or bridge.


Insight gifts are taught by spirits associated with wisdom, and many have ties to the realm of Death as well. The dead perceive things that the living cannot. Spirits of owls and serpents are particularly appropriate teachers for these Gifts.

Granted Power: TBD.

Insight Domain Spells

  1. Detect taint: Reveals taint within 60 ft.
  2. Enhance ability (Wisdom only): Subject gains +5 bonus to one ability score for 1 min./level.
  3. Arcane sight:
  4. Divination: Provides useful (if cryptic) advice to a single question.
  5. True seeing: See all things as they really are.


Inspiration is the meat and drink of great heroes. Teachers of these gifts include various Lunes and ancestor-spirits.

Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Inspiration Domain Spells

  1. Remove fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Enhance ability (Charisma only): Subject gains +5 bonus to one ability score for 1 min./level.
  3. Good hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  4. Battle Hymn: Allies can reroll one Will save/round.
  5. Greater heroism: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.


Gifts of Knowledge are typically taught by spirits that represent wisdom or information, and are frequently urban. Spirits of computers are one source, as are rat- and cockroach-spirits.

Granted Power: Add all Knowledge skills to your list of class skills.

Knowledge Domain Spells

  1. Instant identify: Determines all magic properties of a single magic item.
  2. Enhance ability (Intelligence only): Subject gains +5 bonus to one ability score for 1 min./level.
  3. Locate object: Senses direction toward object (specific or type).
  4. Divination: Provides useful advice for specific proposed actions.
  5. True seeing: Lets you see all things as they really are.


Nature gifts focus not on the elements but on the specific flora and fauna of the wild. Spirits of animals, trees and plants teach these Gifts.

Granted Power: Speak with animals as the spell, but as a supernatural ability.

Add Knowledge (nature) to your list of class skills.

Nature Domain Spells

  1. Entangle: Plants entangle everyone in 40-ft.-radius.
  2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
  3. Plant growth: Grows vegetation, improves crops.
  4. TBD
  5. Wall of thorns: Thorns damage anyone who tries to pass.


In an effort to appease the werewolves and hopefully convince them to direct their Rage elsewhere, spirits offer these gifts.

Granted Power: You can cast spells when in rage form.

Rage Domain Spells

  1. Rhino’s Rush: Next charge deals double damage.
  2. Enhance ability (Constitution only): Subject gains +5 to Con for 1 min./level.
  3. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
  4. Shout: Deafens all within cone and deals 5d6 sonic damage.
  5. Righteous might: Your size increases, and you gain combat bonuses.

When rage is cast on a werewolf, he enters rage form and uses the rage form ability modifiers instead of those of the spell. It is possible to enter rage form more than once in a single encounter by casting rage.


Werewolves use these powers to craft fetishes, perform repairs, embellish mundane objects or even sabotage the items of their enemies.

Granted Power: You get Craft (all) as class skills and a +4 bonus on Craft checks.

Shaping Domain Spells

  1. Animate rope: Makes a rope move at your command.
  2. Wood shape: Rearranges wooden objects to suit you.
  3. Stone shape: Sculpts stone into any shape.
  4. Minor creation: Creates one cloth or wood object.
  5. Fabrication: Transforms raw materials into finished items.


The spirits of nocturnal animals or entities are the primary teachers of these gifts.

Granted Power: You can Move Silently at any speed without penalty.

Stealth Domain Spells

  1. Pass without trace: One subject/level leaves no tracks.
  2. Invisibility: Subject is invisible for 10 min./level or until it attacks.
  3. Gaseous form: Subject becomes insubstantial and can fly slowly.
  4. Greater invisibility: As invisibility, but subject can attack and stay invisible.
  5. Shadow form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.


Strength Gifts are taught by myriad animal spirits, usually those associated with might, and by some earthspirits or spirits of war.

Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells

  1. Jump: Subject gains +30 to Jump checks.
  2. Enhance ability (Strength only): Subject gains +5 to Str for 1 min./level.
  3. Magic vestment: Armor or shield gains +1 enhancement per four levels.
  4. Spell immunity: Subject is immune to one spell per four levels.
  5. Righteous might: Your size increases, and you gain combat bonuses.


Urban spirits and spirits of various metals and forms of energy such as electricity are the most frequent teachers of these Gifts.

Granted Power: TBD.

Technology Domain Spells

  1. Degauss: Erase a single device that contains electronic data.
  2. Machine invisibility: One creature or object cannot be detected by machines.
  3. Electromagnetic pulse: Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
  4. Wire walk: Subjects teleport instantly to the location of a telephone you call.
  5. Phantom projectiles: Projectiles pass through obstacles and armor and ignore most damage reduction.


Granted Power: For a total time per day of 1 round per level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

Add Survival to your list of class skills.

Travel Domain Spells

  1. Longstrider: Increases your speed.
  2. Locate object: Senses direction toward object (specific or type).
  3. Fly: Subject flies at speed of 60 ft.
  4. Dimension door: Teleports you short distance.
  5. Find the path: Shows most direct way to a location.


These Gifts are typically taught by wolf- or ancestor-spirits.

Granted Power: TBD.

Warding Domain Spells

  1. Alarm: Wards an area for 2 hours/level.
  2. Obscure object: Masks object against scrying.
  3. Glyph of warding: Inscription harms those who pass it.
  4. Zone of silence: Keeps eavesdroppers from overhearing conversations.
  5. Zone of respite: Prevents teleportation and similar effects from functioning in the area.


These gifts are typically taught by storm- or powerful bird-spirits.

Granted Power: TBD.

Weather Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Fog cloud: Fog obscures vision.
  3. Call lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet storm: Hampers vision and movement.
  5. Call lightning storm: As call lightning, but 5d6 damage per bolt.

Modern Horror

About • Setting • Rules