Horns of Hell
Occult Ritual, Altering, Charm, Dark Power
Prerequisites: Occult Tier 2
Casting Time: 30 minutes, which can be part of a Recoup or Taking a Rest
Materials: A slaughtered and disemboweled goat Recharge: Take a Rest
Duration: 4 Hours
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, Melee, Natural Weapon. +STR or DEX vs AR. Hit: 2d6+STR or DEX sharp damage, 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 ritual goes poorly and the horns grow misaligned. The creature is Shaken for the entire extent of the Charm.