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spells_list [2024/12/25 01:46] scottspells_list [2024/12/25 01:55] (current) scott
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   * **15th Level Bonus:** The portal remains open until the caster wills it closed.   * **15th Level Bonus:** The portal remains open until the caster wills it closed.
  
-+==== Rebuke ====
-Rebuke+
   * **Keywords:** Divine, Holy/Unholy, Instant   * **Keywords:** Divine, Holy/Unholy, Instant
   * **School:** Divine   * **School:** Divine
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   * **15th Level Bonus:** You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied- for example, if a cleric witnesses someone commit murder they can assign them the Unholy tag for the purpose of this spell.   * **15th Level Bonus:** You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied- for example, if a cleric witnesses someone commit murder they can assign them the Unholy tag for the purpose of this spell.
  
-Regeneration+==== Regeneration ====
   * **Keywords:** Healing, Personal, Enhancement   * **Keywords:** Healing, Personal, Enhancement
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
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    * **15th Level Bonus:** This spell’s regeneration effect now lasts for 10 minutes. You can regenerate up to 5 targeted allies’ body parts per day.     * **15th Level Bonus:** This spell’s regeneration effect now lasts for 10 minutes. You can regenerate up to 5 targeted allies’ body parts per day. 
  
-Resist Energy+==== Resist Energy ====
   * **Keywords:** Enhancement, Touch   * **Keywords:** Enhancement, Touch
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
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   * **15th Level Bonus:** The Resist improves to 30 and the duration increases to 1 hour.   * **15th Level Bonus:** The Resist improves to 30 and the duration increases to 1 hour.
  
-Resurrect+==== Resurrect ====
   * **Keywords:** Life, Healing, Ritual   * **Keywords:** Life, Healing, Ritual
   * **Schools:** Divine   * **Schools:** Divine
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   * **15th Level Bonus:** The creature can have been dead for up to 1 year. Additionally, you no longer need the creature’s remains to cast the spell.   * **15th Level Bonus:** The creature can have been dead for up to 1 year. Additionally, you no longer need the creature’s remains to cast the spell.
  
-Sidebar: Excessive Resurrections+==== Sidebar: Excessive Resurrections ====
 Resurrection is hard on the soul. Characters who are resurrected too frequently (more than once every few sessions) may find it harder to come back or they may attract... unwanted attention. This might be a fey who is looking to harvest a bit of spiritual energy each time you pass between this world and the next, a demon who has some ancient claim to souls who return to life more than 20 times, something hitches a ride on your soul when you return to the mortal realm, or an upset psychopomp who feels you are not respecting death. Resurrection is hard on the soul. Characters who are resurrected too frequently (more than once every few sessions) may find it harder to come back or they may attract... unwanted attention. This might be a fey who is looking to harvest a bit of spiritual energy each time you pass between this world and the next, a demon who has some ancient claim to souls who return to life more than 20 times, something hitches a ride on your soul when you return to the mortal realm, or an upset psychopomp who feels you are not respecting death.
  
 Death has gravity and defiling it is like desecrating sacred ground. It should be viewed as a permanent and grave event; transgressing its borders is dramatic and in many ways “against the natural order of things”. Even if the magic were widely available many would not partake as it is often looked at suspiciously or with fear, it is unnatural and seen as distasteful. A hero returning once or twice might be seen as heroic and sacrificial but to abuse such a thing? Few would dare and fewer would celebrate such an act. Death has gravity and defiling it is like desecrating sacred ground. It should be viewed as a permanent and grave event; transgressing its borders is dramatic and in many ways “against the natural order of things”. Even if the magic were widely available many would not partake as it is often looked at suspiciously or with fear, it is unnatural and seen as distasteful. A hero returning once or twice might be seen as heroic and sacrificial but to abuse such a thing? Few would dare and fewer would celebrate such an act.
  
-Reveal+==== Reveal ====
   * **Keywords:** Quick, Instant   * **Keywords:** Quick, Instant
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
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   * **15th Level Bonus:** This spell now applies to all creatures within 120 feet of you.   * **15th Level Bonus:** This spell now applies to all creatures within 120 feet of you.
  
-Ritual of Disjunction+==== Ritual of Disjunction ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **School:** Arcane, Divine, Weird   * **School:** Arcane, Divine, Weird
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 A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted. A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted.
  
-Rob Senses+==== Rob Senses ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Nature, Psychic, Weird   * **Schools:** Nature, Psychic, Weird
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   * **15th Level Bonus:** The condition becomes permanent on a failed save, or until the end of their next turn on a successful save.   * **15th Level Bonus:** The condition becomes permanent on a failed save, or until the end of their next turn on a successful save.
  
-Rope Trick+==== Rope Trick ====
   * **Keywords:** Quick, Cantrip   * **Keywords:** Quick, Cantrip
   * **Schools:** Arcane   * **Schools:** Arcane
 **Effect:** This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command. **Effect:** This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command.
-Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints. +     Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints. 
-Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion. +     * Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion. 
-Whip: The rope fashions itself into a whip for 1 minute. +     * Whip: The rope fashions itself into a whip for 1 minute. 
-Coil: The rope coils (or uncoils) itself neatly. +     * Coil: The rope coils (or uncoils) itself neatly. 
-Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less.+     * Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less. 
  
   * **5th Level Bonus:** You can give the following command, though doing so causes the spell to lose the “Cantrip” keyword.   * **5th Level Bonus:** You can give the following command, though doing so causes the spell to lose the “Cantrip” keyword.
-Trick Space: The rope levitates 30 feet into the air (or as far up as it can go) and secures itself on thin air; anyone who climbs up its length finds an extra-dimensional pocket dimension large enough for 5 creatures. Its entrance (about 5x5) is invisible to anyone until they reach the top of the rope. There is no way to close this entrance but the rope can be pulled up and coiled within. This pocket dimension lasts for 1 minute. +    * Trick Space: The rope levitates 30 feet into the air (or as far up as it can go) and secures itself on thin air; anyone who climbs up its length finds an extra-dimensional pocket dimension large enough for 5 creatures. Its entrance (about 5x5) is invisible to anyone until they reach the top of the rope. There is no way to close this entrance but the rope can be pulled up and coiled within. This pocket dimension lasts for 1 minute. 
-  * **15th Level Bonus:** The pocket dimension of “Trick Space” can last for up to 1 hour and the DC to escape the restraints of “Tie Up” improves to Heroic (30).+  *   **15th Level Bonus:** The pocket dimension of “Trick Space” can last for up to 1 hour and the DC to escape the restraints of “Tie Up” improves to Heroic (30).
  
-+==== Sanctuary ====
-Sanctuary+
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **Schools:** Divine   * **Schools:** Divine
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   * **15th Level Bonus:** Attempting to Counter an effect using this spell no longer ends the spell.   * **15th Level Bonus:** Attempting to Counter an effect using this spell no longer ends the spell.
  
-Scry+==== Scry ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
 **Effect:** With a 10 minute ritual, you project your senses into a magical sensor that spawns in a place you specify, within 1 mile of your location. The sensor lasts up to 10 minutes, though you may switch your attention between the sensor and your immediate surroundings during this time. You can see and hear things as though you were standing there, though you become blind and deaf to your body’s immediate surroundings. You must have some degree of knowledge of the target location, such as having visited before or having an item from that place. **Effect:** With a 10 minute ritual, you project your senses into a magical sensor that spawns in a place you specify, within 1 mile of your location. The sensor lasts up to 10 minutes, though you may switch your attention between the sensor and your immediate surroundings during this time. You can see and hear things as though you were standing there, though you become blind and deaf to your body’s immediate surroundings. You must have some degree of knowledge of the target location, such as having visited before or having an item from that place.
-Special: If you use a large mirror, scrying crystal, water basin, or other magic viewing vessel as part of the spell, what you see and hear is shown through the medium. Otherwise, only you can see and hear what the spell shows you.+**Special:** If you use a large mirror, scrying crystal, water basin, or other magic viewing vessel as part of the spell, what you see and hear is shown through the medium. Otherwise, only you can see and hear what the spell shows you.
   * **5th Level Bonus:** The range of the spell increases to any point on the same plane.   * **5th Level Bonus:** The range of the spell increases to any point on the same plane.
   * **15th Level Bonus:** The range of the spell increases to include any plane, even if you aren’t on the same plane.   * **15th Level Bonus:** The range of the spell increases to include any plane, even if you aren’t on the same plane.
  
-Silence+==== Silence ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
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   * **15th Level Bonus:** This spell lasts 1 hour. Alternatively, you may cast the spell as a 1 minute ritual; in this case it affects 1 creature or object and has a permanent effect.   * **15th Level Bonus:** This spell lasts 1 hour. Alternatively, you may cast the spell as a 1 minute ritual; in this case it affects 1 creature or object and has a permanent effect.
  
-Seek Item+==== Seek Item ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Divine   * **Schools:** Divine
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   * **15th Level Bonus:** If you close your eyes you can see the object, as if by a scry spell, plus an area ~5 feet around it (viewed from above).   * **15th Level Bonus:** If you close your eyes you can see the object, as if by a scry spell, plus an area ~5 feet around it (viewed from above).
  
-Shelter+==== Shelter ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
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   * **15th Level Bonus:** The food is of exquisite quality and the hut is instead a well-appointed manor. It is 100 feet x 100 feet but has 2 floors with a half dozen rooms. It is well lit with torches, has a kitchen, and a nice bed suited for each of your party members.   * **15th Level Bonus:** The food is of exquisite quality and the hut is instead a well-appointed manor. It is 100 feet x 100 feet but has 2 floors with a half dozen rooms. It is well lit with torches, has a kitchen, and a nice bed suited for each of your party members.
 === Deeper Rules === === Deeper Rules ===
-Size & Style Available: The size and style of the building reflects the area you make it in. If there is not enough room (say you cast the 15th level version of this spell in a dungeon) it adapts to the size available. It also reflects the school used to cast it. A druid casting this spell, for example, might have their building made of twisted vines and shaped earth rather than an urbanite worked stone. +  * Size & Style Available: The size and style of the building reflects the area you make it in. If there is not enough room (say you cast the 15th level version of this spell in a dungeon) it adapts to the size available. It also reflects the school used to cast it. A druid casting this spell, for example, might have their building made of twisted vines and shaped earth rather than an urbanite worked stone. 
-Removal: Anything removed from a shelter will quickly deteriorate (except the food you eat), turning to ash within a minute.+  Removal: Anything removed from a shelter will quickly deteriorate (except the food you eat), turning to ash within a minute.
  
-Shrink+==== Shrink ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
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    * **15th Level Bonus:** You can fall up to 3 size categories.    * **15th Level Bonus:** You can fall up to 3 size categories.
  
-Sleep+==== Sleep ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Nature, Psychic   * **Schools:** Arcane, Nature, Psychic
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    * **15th Level Bonus:** Targeted creatures that fail their save fall asleep right away.    * **15th Level Bonus:** Targeted creatures that fail their save fall asleep right away.
  
-Spell Shield+==== Spell Shield ====
   * **Keywords:** Enhancement, Touch   * **Keywords:** Enhancement, Touch
   * **School:** Arcane   * **School:** Arcane
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    * **15th Level Bonus:** This becomes a quick spell, requiring only a single action to cast.    * **15th Level Bonus:** This becomes a quick spell, requiring only a single action to cast.
  
-Spider Climb+==== Spider Climb ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Nature   * **Schools:** Nature
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   * **15th Level Bonus:** Any part of your body can be used to climb without the chance of slipping or losing your grip.    * **15th Level Bonus:** Any part of your body can be used to climb without the chance of slipping or losing your grip. 
  
-Summon Beast+==== Summon Beast ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Nature   * **Schools:** Nature
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   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-Sidebar: Summon Beast/Divine Ally/Monster+=== Sidebar: Summon Beast/Divine Ally/Monster ===
 These spells specifically let you summon multiple creatures. Normally you can only have one thing summoned at a time. In these instances, specifically, all creatures summoned by one casting of the spell are treated as a single “summoned thing” for the purpose of how many things you can have summoned at once. These spells specifically let you summon multiple creatures. Normally you can only have one thing summoned at a time. In these instances, specifically, all creatures summoned by one casting of the spell are treated as a single “summoned thing” for the purpose of how many things you can have summoned at once.
  
-Summon Divine Ally+==== Summon Divine Ally ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **School:** Divine   * **School:** Divine
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   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-Summon Monster+==== Summon Monster ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **School:** Arcane   * **School:** Arcane
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   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-+==== Telepathy ====
-Telepathy+
   * **Keywords:** Personal, Enhancement, Mental   * **Keywords:** Personal, Enhancement, Mental
   * **Schools:** Arcane, Psychic   * **Schools:** Arcane, Psychic
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   * **15th Level Bonus:** Increase the number of creatures you can communicate with at once to any creatures within 30 feet of you. The duration is increased to 24 hours.   * **15th Level Bonus:** Increase the number of creatures you can communicate with at once to any creatures within 30 feet of you. The duration is increased to 24 hours.
  
-Teleport+==== Teleport ====
   * **Keywords:** Personal   * **Keywords:** Personal
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
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   * **15th Level Bonus:** If you would attempt to move into an occupied space, you instead move into the nearest empty space. Additionally, you can move anywhere on the same land mass so long as you have a clear vision of the destination.   * **15th Level Bonus:** If you would attempt to move into an occupied space, you instead move into the nearest empty space. Additionally, you can move anywhere on the same land mass so long as you have a clear vision of the destination.
 === Deeper Rules === === Deeper Rules ===
-Lines Of...: The base spell does not need line of effect but does need line of sight. The 5th level upgrade to this spell means you no longer need line of sight or line of effect, just a clear vision of the destination.+  * Lines Of...: The base spell does not need line of effect but does need line of sight. The 5th level upgrade to this spell means you no longer need line of sight or line of effect, just a clear vision of the destination.
  
-Tether Gravity+==== Tether Gravity ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
 **Effect:** You gain a limited degree of control over your own personal gravity; you can jump a little farther and can “stick” a little harder. This has 3 benefits and last for 1 minute: **Effect:** You gain a limited degree of control over your own personal gravity; you can jump a little farther and can “stick” a little harder. This has 3 benefits and last for 1 minute:
-Add 5 feet to any height you try to jump. +     Add 5 feet to any height you try to jump. 
-You take no fall damage. +     * You take no fall damage. 
-You gain a Free Hero Dice to your AC when targeted by a Shove, Pull, or Trip combat maneuver.+     * You gain a Free Hero Dice to your AC when targeted by a Shove, Pull, or Trip combat maneuver.
   * **5th Level Bonus:** Designate a surface. Its orientation becomes “down” for you. This causes you to “fall” at a rate of 30 feet towards that surface. Ranged attacks you make obey this new gravity for about a second or two after leaving your person (enough to make an attack).   * **5th Level Bonus:** Designate a surface. Its orientation becomes “down” for you. This causes you to “fall” at a rate of 30 feet towards that surface. Ranged attacks you make obey this new gravity for about a second or two after leaving your person (enough to make an attack).
   * **15th Level Bonus:** The 5th level benefit is extended to all creatures within 30 feet of you. Only creatures you designate get the benefits of the basic effect of this spell.  Unwilling creatures get a Will save to negate the effect. The spell loses the personal and enhancement keywords.   * **15th Level Bonus:** The 5th level benefit is extended to all creatures within 30 feet of you. Only creatures you designate get the benefits of the basic effect of this spell.  Unwilling creatures get a Will save to negate the effect. The spell loses the personal and enhancement keywords.
  
-Time Stop+==== Time Stop ====
   * **Keywords:** 10th Level, Personal, Quick   * **Keywords:** 10th Level, Personal, Quick
   * **Schools:** Arcane, Weird   * **Schools:** Arcane, Weird
 **Effect:** Take another turn after this one; you count as having entered into a new round (though others do not). You cannot affect other creatures during this additional turn, nor can you cast another Time Stop spell. **Effect:** Take another turn after this one; you count as having entered into a new round (though others do not). You cannot affect other creatures during this additional turn, nor can you cast another Time Stop spell.
  
-Sidebar: Messing With the Flow of Time +==== Transmutation ====
-Hey! The Storyteller doesn’t like beings (other than himself) messing with the flow of time. In fact, lots of powerful entities take offense when a mortal starts messing with time. The universe particularly dislikes it and may send creatures to “send a message” to any mage that abuses time magic. You can use it, but use it responsibly and sparingly! +
- +
-Transmutation+
   * **Keywords:** Touch   * **Keywords:** Touch
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
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   * **15th Level Bonus:** You can transmute roughly 30 feet x 30 feet x 30 feet per casting. You also add salt, sand, water, silver, gold, and flesh to the list of materials you can transmute. Now you may now set any duration you wish for it to remain in its new shape (breaking or shaping it still reverts it to its original form). You may set a permanent duration.   * **15th Level Bonus:** You can transmute roughly 30 feet x 30 feet x 30 feet per casting. You also add salt, sand, water, silver, gold, and flesh to the list of materials you can transmute. Now you may now set any duration you wish for it to remain in its new shape (breaking or shaping it still reverts it to its original form). You may set a permanent duration.
 === Deeper Rules === === Deeper Rules ===
-Non-Solids: Materials like salt, sand, and water are not solids but are acceptable targets at 15th level despite this.+  * Non-Solids: Materials like salt, sand, and water are not solids but are acceptable targets at 15th level despite this.
  
-Trap Soul+==== Trap Soul ====
   * **Keywords:** Curse, Corruption, 5th Level, Ritual   * **Keywords:** Curse, Corruption, 5th Level, Ritual
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
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   * **15th Level Bonus:** If the target dies on the same plane of existence, the ritual vessel traps their soul.   * **15th Level Bonus:** If the target dies on the same plane of existence, the ritual vessel traps their soul.
  
-+==== Vital Link ====
-Vital Link+
   * **Keywords:** Enhancement, Curse*   * **Keywords:** Enhancement, Curse*
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
 **Effect:** You link your vital essence to another creature, allowing you to share wounds between you and your target. This spell always counts as an enhancement on you. When you cast this spell, you choose to either cast it as a curse or an enhancement (depending on your target). **Effect:** You link your vital essence to another creature, allowing you to share wounds between you and your target. This spell always counts as an enhancement on you. When you cast this spell, you choose to either cast it as a curse or an enhancement (depending on your target).
-If cast as a curse, choose a creature within 30 feet; that creature must attempt a Will save. On a failed save, that creature is “linked” to you for 1 minute. Any time you would take damage, the linked creature takes half the damage for you, rounded down. Each time after the creature takes damage it receives a new save to end the effect. Non-damage effects still apply to you. The spell gains the curse keyword. + 
-If cast as an enhancement, choose a willing creature within 30 feet; that creature becomes “linked” to you for 1 minute. Any time you take damage, the linked creature may choose to take up to half the damage for you (rounded down), and vice versa. The spell counts as both your enhancement and your target’s enhancement; the link is broken if either of you gain a different enhancement.+__If cast as a curse,__ choose a creature within 30 feet; that creature must attempt a Will save. On a failed save, that creature is “linked” to you for 1 minute. Any time you would take damage, the linked creature takes half the damage for you, rounded down. Each time after the creature takes damage it receives a new save to end the effect. Non-damage effects still apply to you. The spell gains the curse keyword. 
 + 
 +__If cast as an enhancement,__ choose a willing creature within 30 feet; that creature becomes “linked” to you for 1 minute. Any time you take damage, the linked creature may choose to take up to half the damage for you (rounded down), and vice versa. The spell counts as both your enhancement and your target’s enhancement; the link is broken if either of you gain a different enhancement.
   * **5th Level Bonus:** The spell lasts 1 hour.   * **5th Level Bonus:** The spell lasts 1 hour.
  
-+==== Wall ====
-Wall+
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
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   * **15th Level Bonus:** The barrier is made of magical force. The barrier gains Absolute Resist against all damage types.   * **15th Level Bonus:** The barrier is made of magical force. The barrier gains Absolute Resist against all damage types.
  
-Weakness+==== Weakness ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
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   * **15th Level Bonus:** This becomes Impaired 3 and Tired (1) for the same duration.   * **15th Level Bonus:** This becomes Impaired 3 and Tired (1) for the same duration.
  
-Web+==== Web ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
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   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.
  
-Whispers of the Past+==== Whispers of the Past ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Divine, Nature, Psychic   * **Schools:** Divine, Nature, Psychic
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   * **15th Level Bonus:** The snippets of audio can be up to 10 minutes long and can have occurred at any point in history so long as it occurred physically at this location.   * **15th Level Bonus:** The snippets of audio can be up to 10 minutes long and can have occurred at any point in history so long as it occurred physically at this location.
  
-Wildshape+==== Wildshape ====
   * **Keywords:** Personal, Enhancement, Polymorph.   * **Keywords:** Personal, Enhancement, Polymorph.
   * **Schools:** Nature   * **Schools:** Nature
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   * **15th Level Bonus:** You can assume the form of animals up to your level.   * **15th Level Bonus:** You can assume the form of animals up to your level.
  
-Wither+==== Wither ====
   * **Keywords:** Biological, Curse.   * **Keywords:** Biological, Curse.
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
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   * **5th Level Bonus:** The spell also inflicts the blighted condition for 1 minute on a failed save.   * **5th Level Bonus:** The spell also inflicts the blighted condition for 1 minute on a failed save.
   * **15th Level Bonus:** The target is blighted and Impaired (1) for 1 hour on failed save.   * **15th Level Bonus:** The target is blighted and Impaired (1) for 1 hour on failed save.
- 

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