I was contemplating things, and it occurred to me that there wasn't a specific tradition that views Magic as the creating force of the Universe. Thus, I banged out the Primals - nature-like magicians that tap into the essences of creation, destruction, and other such universal concepts in order to power their spells.
Tell me what y'all think.
The Primal Tradition
Concept: Magic is all. It permeates the world - it is it's mother. All things come from Magic - It is the alpha and omega of the universe. Spirits manifested are echoes of creation and destruction - elemental forces that rule the world; entropy, stagnation, so on so forth. The Primal understands that Magic is the All, and they merely tap into the flow of the Creative and Destructive forces that exist in all places and times. Most Primals choose a specific force of Magic (Creation, Entropy, Destruction, etc) as their focus and point of worship.
Combat: Fire
Detection: Air
Health: Earth
Illusion: Water
Manipulation: Beasts
Drain: Willpower + Intuition
Mostly found in the nomadic cultures of South America and the plains of Africa, as well as some more rural portions of europe (including a small cabal of druids in the United Kingdom) the Primals were, for a time, believed to be another form of Shamans - and, in many ways, they are similar. Both traditions tend towards the natural. Both traditions rely on Mentor Spirits, although, instead of a Totem, each Primal worships one of the Aspects - Creation, Destruction, Entropy, Order, and Unity.
The Aspects: Each aspect listed below is, essentially, one of the Mentor Spirits available to the Primals. Not all worship these concepts, but most do choose a specific Aspect as their primary center of worship.
The Destroyer
Those who follow the path of Destruction are not necessarily violent individuals, but they understand that violence, and conflict, are necessary for rebirth. For the cycle to continue, for there to be creation, death and destruction must take place.
Advantages: +2 dice to Combat spells, +2 dice for Spirits of Fire
Disadvantages: -1 die for Health spells.
The Creator
The Mother, the Father, the inventor, the nurturer, all of these are reflected in the act of Creation. To create is to be one with all things. Those who venerate Creation understand that life, and all things, must be protected and nourished.
Advantages: +2 dice for Health Spells, +2 dice to Spirits of Earth
Disadvantages: -1 die for Combat spells
Entropy
For the cycle of creation to continue, reality must change. Perceptions are a part of that reality – they define what is and what is not. To alter those perceptions is to embrace that change has occurred.
Advantages: +2 dice for Illusion Spells, +2 dice for Spirits of Water
Disadvantages: -1 die for Detection Spells
Order
While change occurs, it must be regulated – too much promotes sickness and destruction. Order must be imposed upon all that is created – as such, perceptions must be enhanced to ensure that all is maintained as it is.
Advantages: +2 dice for Detection Spells, +2 dice for Spirits of Air
Disadvantages: -1 die for Illusion Spells.
Unity
Balance between all of the forces of the Universe, of Magic, is of tantamount importance – too much change promotes sickness; too much order promotes stagnation; too much creation promotes pain; too much destruction promotes suffering. The be one with All is to understand that all are necessary in equal amounts.
Advantages: +2 dice for Manipulation Spells, +2 dice for Spirits of Beast
Disadvantages: A Primal of Unity must make a Willpower+Logic (3) test to initiate any offensive action – including insults, taunts, and outright attacks. Essentially, they do not like to "rock the boat."