Bound in DeathSpell 6
Source
Traditions Arcane, Divine, Occult
Cast (somatic, verbal)
Range 60 feet
Target 1 enemy
Duration sustained up to 1 minute
Saving Throw Will
You tether another creature's spirit to your own, shunting part of the damage dealt to you onto one of your foes. You create a life link between yourself and the target. Each time an effect damages you, the target attempts a Will save, which can cause it to take part of the damage, as detailed below. The spell ends if the target is ever more than 120 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved, and then the spell ends.
Each time you sustain this spell, you can choose to deal 6d8 damage to yourself, which can be reduced with bound in death as normal.
Critical Success The damage you take is unaffected, and the spell ends.
Success The damage you take is unaffected, and the target can't take damage from bound in death for 1 round.
Failure The target takes half the damage of the effect instead of you, then can't take damage from bound in death for 1 round. Apply any immunity, resistances, or weaknesses you have to the damage before halving it, and the target still applies any immunity, resistances, weaknesses, and the like it has.
Critical Failure The target takes half the damage of the effect.
Heightened (+2) The damage you can choose to deal to yourself each time you sustain the spell increases by 3d8.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
NecromancyEffects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.
CurseA curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.