| Tricks of Conspiracy |
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| The character knows how to avoid detection and use force in a meaningful manner. The tricks are bound by a collegial oath, providing a discount. |
| Man: A successful MAN-WILL (V) check intimidates another into signing any document. Cost: (1 vow) |
| Man: A successful MAN-WILL (V) check allows the character to lie without blinking an eye. Cost: 1 INSTINCT (1 vow) |
| Arcana of Horn: Renew |
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| The character can heal one thing by sacrificing another. This allows him to move levels of Harm between characters, or even channel them into objects. He must not heal himself, however, or he loses the power for the week. |
| Cost: 2 VIGOR per shift (1 vow). |
| Requirement: Embody the Horned God |
| Secret of Vengeful Blow |
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| This is actually a sophisticated ThreeCorner spell. The target of the spell is pierced by powerful pain where they were stricken by the caster, causing double the Harm indicated by the check result; if caused Harm is MAJOR or worse, a dark horn impales the stricken spot, nailing the target to the ground. The spell is resisted by ENDURE (V). The cost is reduced in half for each invested Advance, instead of deducted by one. The spell requires checks of CREATION (V) and DESTRUCTION (V). |
| Cost: |
| OVERLAY CREATION: 1+ check in VIGOR |
| MASSIVE DAMAGE: 2 VIGOR |
| MAGICAL CUNNING: 1 POOL |
| SPELLCRAFT: 1 POOL per Advance |
| CONDITIONAL MAGIC: -3 POOL |
| Total: Half the target’s ENDURE (V) check in VIGOR. (1 vow) |
| Secret of Raising the Horn |
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| A Horned Consort can raise the Aspect of the Horned God with a ritual hunt, feast and blood-letting. These may be done in any order, with a MAN-WILL check for each, with the Ability associated with each of the three Pools in turn. The highest single result becomes the strength of the Aspect, which will last until the next solstice. The Aspect may be dissolved by a woman who beats it with a Passive Ability check. |
| Cost: 1 VIGOR, INSTINCT and REASON. (3 vows) |
| Arcana of Horn: Strength |
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| The character is supernaturally strong. He has no Pool spend cap on checks that benefit from strength, and he can use the SECRET OF MIGHTY BLOW. The character must never ask anybody else for help, or he loses the strength until he may help the other in turn. |
| Cost: the first spend per check is free (3 vows). |
| Requirement: Embody the Horned God |
| Arcana of Horn: Hunt |
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| The character can evade his hunter or trail his quarry over any terrain as long as they actually leave a trail. Any checks needed to find the target or avoid the hunter (not just tracking) and not spent otherwise are pooled into a cumulative pool the character can use as Pool points or free bonus dice in any check against the target as long as the hunt lasts. If the character ever disrespects the hunt, he loses this power until being hunted himself. |
| Cost: free (3 vows) |
| Requirement: Embody the Horned God |
| Secret of Conditional Magic |
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| The character can try to work with a fine touch in his Three-Corner working by declaring a minimum level of success higher than MARGINAL (1). Any success below this level becomes Harm for the character in a backlash, while reaching the minimum makes the magic work normally. |
| Cost: Pool discount equal to the declared level of success, minus three. (3 vows) |
| Hunting Spell |
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| The target of the spell is marked so that the caster knows their location at all times. Furthermore, the caster may compel the target to return to him as long as the spell lasts. The spell runs out if the target gets more than a day’s journey away, or at next sunrise. The spell uses the DIVINATION (R) focus, and ENTHRALLMENT (R) if the second part is activated. |
| Cost: |
| SEE FAR: 3 REASON |
| MAGICAL HAND: 1 POOL |
| MAGICAL PERSISTENCE: 1 POOL |
| Total: 1 REASON (3 vows) |
| Collection Spell |
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| A woman touched by the character is forced to obey him until the next sunrise, unless she RESISTS (R) successfully at some point before then. The character has no Pool spend caps on this spell. The spell uses ENTHRALLMENT (R) and ENHANCEMENT (I). The character gains a bonus die to either check. |
| Cost: |
| EMPOWER MAGIC: 1 INSTINCT |
| MAGICAL PERSISTENCE: 1 POOL |
| Total: free (3 vows) |
| Secret of the Rite Magnificent |
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| This is like the SECRET OF COVENANT RITES, except that the Horned God cannot grant Workings or Arcana; instead, after invoking Him, the participants can share their Pools freely and sacrifice by the Covenant Rite rules in performing Three-Corner magic, and they can include Arcana into their workings as Three-Corner Secrets; sacrifices of blood from involuntary women are only worth one Pool point per woman, however, no matter the degree of sacrifice. The magic done within the ritual is limited by both the Three-Corner laws and the laws of High witchcraft, and any spells formed with Arcana only work for characters embodying the proper Aspect. The participants gain two extra bonus dice to be used at any point in the rite. |
| Cost: (3 vows) |
| Secret Gift of Hamond |
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| The character can invoke Hamond the Craftsman in a witchcraft ritual to invest wellbuilt items with magical powers. The resulting equipment’s quality cannot surpass its original quality (or the simple crafting Ability check) before the ritual, but it may get worse, depending on the check made. Hamond himself supplies any magic that involves the item performing its purpose; other magics might require other invocations. |
| Cost: 1 VIGOR per magical rating, 1 REASON per magical Imbuement, 2 INSTINCT to avoid messing the item’s quality. No discount for Consorts; they pay extra to force Hamond. (3 vows) |