As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.
Your unarmed strikes become magical, if they aren’t already.
You can expend 1 additional mana so you become proficient with the natural weapons.
You can expend 1 additional mana so a creature you touch grows natural weapons instead. You can target one additional creature for each additional mana expended.