Level
1st
Casting Time
1 Bonus Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
Psychic

You place an unstable brand on a creature that you can see within range. Roll a d8 to determine the damage type. This damage type lasts for the duration of the spell.
1: Poison
2: Acid
3: Cold
4: Fire
5: Lightning
6: Thunder
7: Psychic
8: Force

Until the spell ends, you deal an extra 1d6 of the corresponding damage to the target whenever you hit it with an attack. Also, at the beginning of each of its turn, the creature must make a wisdom saving throw against your spell save DC. On a failed save, the target must immediately use 5 feet of movement to move in a random direction. 
The chaotic energy of the spell makes it unstable. If the target rolls a natural 20 on the d20 for its saving throw, the spell immediately ends. If it rolls a natural 1 on the d20, the spells damage is doubled until the end of your next turn. 

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

* - (A small, multicolored spinning top)

Spell Tags: Damage Debuff

Available For: Sorcerer (Legacy)

Peatro44

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