Cloven Step: Difference between revisions

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!Spell Description
!Spell Description
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|Immediately upon conjuring this spell, you or a willing creature that you touch throughout the conjuring undergoes a cultic transformation. The creature’s legs are transformed into those of a goat. This transformation is painful; the creature takes 1d6 psychic damage unless it already had goat legs or goatlike legs (such as being a satyr, minotaur, or already being under the transformative effects of this spell permanently).
|Immediately upon conjuring this spell, a willing creature that you touch throughout the conjuring undergoes a cultic transformation. The creature’s legs are transformed into those of a goat. This transformation is painful; the creature takes 1d6 psychic damage unless it already had goat legs or goatlike legs (such as being a satyr, minotaur, or already being under the transformative effects of this spell permanently).
For the extent of the charm, the creature gains the following benefits:
For the extent of the charm, the creature gains the following benefits:


* Their speed increases by 5 ft.
* Their speed increases by +5 ft.
* Their REF increase by +2.
* Their REF increases by +2.
* It takes 0 AP to stand from Prone.
* It takes 0 AP to stand from Prone.
* Difficult Terrain does not slow the creature’s movement.
* Difficult Terrain does not slow the creature’s movement.
When you cast this spell, make a dark power roll.
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!Upcharge
!Upcharge
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|'''Upcharge:''' You may spend more SP on this spell to decrease the likelihood of the Dark Power effect.  
|'''Upcharge:''' You may spend more SP on this spell to decrease the likelihood of the dark power effect.  
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!Dark Power  
!Dark Power  
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|When you cast the spell, roll 1d20 and add the number of SP you spent on the spell. If you get lower than 16, the transformation becomes permanent. After the initial hour, however, the creature loses all benefits gained from the spell and is left with its new type of legs. Casting this spell again on a creature with permanently transformed legs will grant it the spell’s benefits for an additional hour.
|Roll 1d20 and add the number of SP you spent on the spell. If you get lower than 16, the transformation becomes permanent. After the initial hour, however, the creature loses all benefits gained from the spell and is left with its new type of legs.
Casting this spell again on a creature with permanently transformed legs will grant it the spell’s benefits for an additional hour.
 
Spells, rituals, and magical effects that undo or dispel the effects of magic will undo this effect, dealing 1d6 psychic damage to the creature as its legs transform again.
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!Ritualize
!Ritualize

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