Decapitate: Difference between revisions

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|'''Requires:''' Gesture
|'''Requires:''' Gesture
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|'''Duration:''' Up to 1 hour
|'''Duration:''' 1 hour
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!Spell Description
!Spell Description
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|Touch one inanimate corpse that still has a head. Sever the head from its body; that head becomes a magical sentry under your command. It hovers roughly 5 ft off the ground by default and can change its elevation anywhere between 0 ft and 10 ft off the ground. On each of your turns, you may spend 1 AP to move it up to 40 ft. You may close your eyes to see through the eyes or eye sockets of the decapitated head.
|Touch one inanimate corpse that still has a head. Sever the head from its body; that head becomes a magical sentry under your command. It hovers roughly 5 ft off the ground by default and can change its elevation anywhere between 0 ft and 10 ft. On each of your turns, you may spend 1 AP to move it up to 40 ft. You may close your eyes to see through the eyes or eye sockets of the decapitated head.  
This spell ends immediately if you are ever more than 500 ft away from the head.
This spell ends immediately if you are ever more than 500 ft away from the head.


You may spend 3 AP to cause the head to explode. If you do, make a magic attack against the DEX of each creature within a 10 ft radius of the head. Creatures take 4d6 Necrotic [[damage]] on a hit, and 1⁄2 as much on a miss.
You may spend 3 AP to cause the head to explode. If you do, make a magic attack against the REF of each creature within a 10 ft radius of the head. On a hit, deal 4d6 necrotic damage. On a miss, deal 1⁄2 damage.


If you do not cause the head to explode, and you cast the same spell on the same head at least 1 time per day for 30 days, then the spell becomes permanent. You can only have one permanent decapitated head under your control at a time; if you permanently secure a second head, the first immediately explodes (as above).
If you do not cause the head to explode, and you cast the same spell on the same head at least 1 time per day for 30 days, then the spell becomes permanent. You can only have one permanent decapitated head under your control at a time; if you permanently secure a second head, the first immediately explodes (as above).

Latest revision as of 16:28, 15 May 2025

Decapitate

Arcane Spell, Necromancy
APC: 3
SPC: 14
Range: Touch
Requires: Gesture
Duration: 1 hour
Spell Description
Touch one inanimate corpse that still has a head. Sever the head from its body; that head becomes a magical sentry under your command. It hovers roughly 5 ft off the ground by default and can change its elevation anywhere between 0 ft and 10 ft. On each of your turns, you may spend 1 AP to move it up to 40 ft. You may close your eyes to see through the eyes or eye sockets of the decapitated head.

This spell ends immediately if you are ever more than 500 ft away from the head.

You may spend 3 AP to cause the head to explode. If you do, make a magic attack against the REF of each creature within a 10 ft radius of the head. On a hit, deal 4d6 necrotic damage. On a miss, deal 1⁄2 damage.

If you do not cause the head to explode, and you cast the same spell on the same head at least 1 time per day for 30 days, then the spell becomes permanent. You can only have one permanent decapitated head under your control at a time; if you permanently secure a second head, the first immediately explodes (as above).



[Back to Arcane Spells]