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@@ -773,10 +773,6 @@ object {3 - Of Blood and Faith}
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type : string {3 - Of Blood and Faith.items.[].system.spell.system.damage.0.type} (same value: 'force')
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description : object {3 - Of Blood and Faith.items.[].system.spell.system.description}
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value : string {3 - Of Blood and Faith.items.[].system.spell.system.description.value} (2 different values)
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'<p>You form an @UUID[Compendium.pf2e.conditionitems.Item.Invisible] wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don\'t pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it\'s immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it\'s made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a @UUID[Compendium.pf2e.spells-srd.Item.Disintegrate] spell of any rank.</p><hr /><p><strong>Heightened (+2)</strong> The Hit Points of the wall increase by 20.</p>' (x1)
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'<p>You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>
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<hr />
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<p><strong>Heightened (+2)</strong> You fire one additional shard with each action you spend.</p>' (x1)
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duration : object {3 - Of Blood and Faith.items.[].system.spell.system.duration}
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sustained : boolean {3 - Of Blood and Faith.items.[].system.spell.system.duration.sustained} (same value: False)
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value : string {3 - Of Blood and Faith.items.[].system.spell.system.duration.value} (2 different values)
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@@ -1118,18 +1114,6 @@ object {3 - Of Blood and Faith}
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17 (x1)
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[privateNotes] : string {3 - Of Blood and Faith.system.details.privateNotes} (same value: '')
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[publicNotes] : string {3 - Of Blood and Faith.system.details.publicNotes} (7 different values)
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'' (x8)
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'<p>In their relentless pursuit of more magical might, some liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulas on their withered flesh, even replacing some bones with powerful magical items. The process is painstaking, as the <em>soul cage</em> tries to repair any damage caused by such alterations.</p><hr /><p>A desire to live eternally motivates a spellcaster to become a lich, and necromantic knowledge makes the desire real. The typical lich takes the most direct path, keeping their undead form fairly close to their appearance in life. But undeath can also bring greater freedom for those with a less conventional view of what they can become. The horde lich and runecarved lich reshape themselves entirely.</p>' (x1)
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'<p>Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings. They cut imposing figures, standing 14 feet tall and weighing 800 pounds.</p>
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<p>Norns\' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire.</p>
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<p>While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. Norns know that it\'s merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns\' best efforts to rein in their most disruptive actions.</p><h2>Followers of Fate</h2><p>In the mortal Universe, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns neither discourage this veneration nor go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.</p>' (x1)
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'<p>Belief is a powerful force. When strong-willed individuals gather beneath a common banner, their unified conviction can take on a life of its own. The result is a garrholdion, a spirit construct that defends the meeting place of the faction that created it.</p>
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<p>A garrholdion usually appears as a shimmering, idealized version of a typical faction member, though it might instead shift its appearance among that of specific individuals, never settling on just one. Whatever form it takes, a garrholdion is always marked by its faction\'s symbol. A Firebrands garrholdion, for example, bears that faction\'s crossed swords symbol, while a Pathfinder Society garrholdion is marked with the Glyph of the Open Road.</p>' (x1)
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'<p>A moldering steed is a horse whose unshakable will couldn\'t be broken, even by death. Draped in rotting flesh and trailing its own stinking entrails, the steed fights unrelentingly against its undead state, seeking out the spirits of strong-willed creatures to consume in a vain attempt to repair its fractured soul. Once it catches a scent, the steed pursues its prey until it consumes the creature\'s spirit or finds stronger-willed prey to track.</p>
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<p>The few moldering steeds that arise naturally often died attempting to escape desperate situations, such as floods or fires. More often, necromancers create moldering steeds to serve as mounts for their undead armies. Unlike living mounts, moldering steeds don\'t need to be fed or cared for, and they\'ll often accept an undead rider who allows them to hunt down living prey. Due to the steed\'s insatiable hunger, however, living necromancers must take care not to become their steed\'s next meal.</p>' (x1)
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'<p>Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.</p>' (x1)
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'<p>An army of mindless undead possesses a fatal flaw: it requires near-constant babysitting from its maker. Yet, any undead with enough sentience to command such an army runs the risk of turning on its creator. Skilled necromancers have endeavored to strike a balance between these two extremes with the creation of splinter officers. Capable of leading small battalions of undead, splinter officers are at the same time uniquely bound to their creator—and easily disposed of should they ever decide to go rogue.</p>
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<p>The first splinter officer was created when a lich separated his soul cage into multiple parts and implanted each shard into a unique undead champion, over which the lich enjoyed complete control. Ultimately, the lich decided the risk to his soul cage wasn\'t worth the benefits, but the technique of soul-splitting proved too useful to abandon. Today, splinter officers are created by plucking an intelligent creature\'s soul from Pharasma\'s clutches at the moment of the creature\'s death. The fresh soul is then shattered, with the splinter officer receiving the largest portion and the remaining splinters being implanted into the mindless undead soldiers the officer controls.</p>' (x1)
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publication : object {3 - Of Blood and Faith.system.details.publication}
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license : string {3 - Of Blood and Faith.system.details.publication.license} (same value: 'ORC')
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remaster : boolean {3 - Of Blood and Faith.system.details.publication.remaster} (same value: True)
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