Level 3, Necromancy
Casting Time: Action
Range:30 feet
Components:V, S
Duration: Concentration, up to 1 minute
A creature you choose within range must succeed on a Charisma saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
- The target cannot regain Hit Points through resting. Instead, each day the spell persists, the target’s current Hit Points and maximum Hit Points are reduced by 1d6.
- The target’s speech becomes incomprehensible. It cannot cast any spell with a verbal component, and it can’t communicate verbally.
- The target is haunted by horrifying visions whenever it takes a Long Rest. The target cannot benefit from a Long Rest until the curse ends.
- The target’s limbs become heavy and sluggish. The target’s Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it cannot take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
- The target cannot gain sustenance from food or drink. Consuming either alleviates no Exhaustion. The target becomes ravenously hungry and thirsty, suffering one level of Exhaustion for every 24 hours they go without magical intervention.
- The target becomes repellent to others. Creatures within 30 feet of the target must succeed on a Wisdom saving throw or be unwilling to approach closer than 10 feet.
- In combat, the target must succeed on a Dexterity saving throw at the start of each of its turns or fall Prone.
Alternate Casting.You can make a melee spell attack against the creature. If you touch it, the creature has a -5 penalty to its saving throw. However, if you miss with this touch attack, the spell ends with no effect.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can increased either the duration or the range, as shown on the table below.
Spell Slot Level | Choose Either | |
---|---|---|
Duration | Range | |
4 | 10 minutes | 30 feet |
5 | 8 hours, no concentration | 60 feet |
6 | 24 hours, no concentration | 90 feet |
7 | 7 days, no concentration | 120 feet |
8 | 30 days, no concentration | 150 feet |
9 | Until dispelled, no concentration | 180 feet |
You can also combine these effects as long as you do not exceed a total of 9 spell slot levels. For example, you can cast a curse that has a duration of 8 hours and does not require concentration (spell slot level 5) and also has a range of 30 feet (spell slot level 4) for a total spell slot level of 9.
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