Horns of Hell: Difference between revisions

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!Dark Power  
!Dark Power  
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|When you cast this ritual, make a magic roll. If you rolled lower than DC 10 + your character level (max 30), then the horns grow misaligned. The creature is Shaken for the extent of the Charm.
|When you cast this ritual, make a magic roll. If you rolled lower than DC 10 + your character level (max 30), then the horns grow misaligned. The creature is Shaken for the extent of the charm.
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[[Occult Spells|[Back to Occult Spells]]]
[[Occult Spells|[Back to Occult Spells]]]

Revision as of 11:14, 3 July 2024

Horns of Hell

Occult Ritual, Altering, Charm, Dark Power
Prerequisites: Occult Power 3
Casting Time: 30 minutes, which can be part of a Recoup
Range: Touch
Materials: A slaughtered and disemboweled goat
Recharge: Take a Rest
Duration: 4 hours
Spell Description
Choose one willing creature (which can be yourself). That creature suffers agonizing pain, taking 1d10 psychic damage and becoming Shaken for the next 10 minutes as enormous horns sprout from their skull. If the creature already had horns naturally (e.g., the creature is a satyr, minotaur, etc), then they ignore this penalty. You choose the appearance of the horns. They might be ram horns, antlers, dragonlike horns, or something else. The creature can use its horns to make a devastating attack.

Horns of Hell: 4 AP, Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 2d6+STR or DEX sharp, and the creature falls Prone if it is no more than one Size larger than you.

Dark Power
When you cast this ritual, make a magic roll. If you rolled lower than DC 10 + your character level (max 30), then the horns grow misaligned. The creature is Shaken for the extent of the charm.

[Back to Occult Spells]