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Elemental Horns

Elemental Horns

School evocation [acid, cold, electricity, or fire]; Level magus 2, sorcerer/wizard 2

CASTING

Casting Time 1 standard action
Components V, S, M (a tindertwig)

EFFECT

Range touch
Target one living creature with horns
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell causes the target’s horns to crackle with elemental energy. Select one of the following energy types: acid, cold, electricity, or fire. The creature’s gore attack deals 1d6 hp energy damage of the chosen type in addition to any other damage it deals. If the creature confirms a critical hit with its gore attack, it can choose to end this spell in a burst of elemental power. This deals 4d6 hp damage of the chosen energy type to the target of the gore attack, in addition to the damage from the critical hit.

Mythic: If you expend one use of mythic power when casting elemental horns, the energy damage dealt by a gore attack increases to 2d6 hp. In addition, if the spell is expended on a critical hit, the target takes 6d6 energy damage. Finally, the target of this spell also gains energy resistance 10 against the selected energy type as long as the spell lasts.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.