Break Enchantment

Break Enchantment
School abjuration
Type simple
Casting Time: 10 minutes (no more than once a week)
Requirements
There is no way to remove a powerful curse, enchantment, or baleful transformation from a creature. It must be transferred to another living, sentient creature which acts as a focus for the negative magic.
Challenges
You must capture a living, sentient creature of equal Hit Dice to take on the harmful magic. If the creature it willing, it receives no save to resist the effect. If the creature is unwilling it make save against the original DC of the harmful effect. Both the victim and the new recipient must remain perfectly still while the ritual is being undertaken. The originator or the curse, enchantment, or transmutation becomes aware of effort to reverse their magic instantly.
Practice
You make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect and the recipient must save against the effect. If the recipient saves, the effect returns to the original creature and the DC of the effective is increased by 2 for further attempts.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.