You play a catchy tune that gets stuck in the head of a creature that you can see within range. Until the spell ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks and saving throws made with the chosen ability.
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 affect 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.
When you use a spell slot of 9th level, you can maintain your concentration on the spell for up to 72 hours. For the last 24 hours of this 9th level spell, the creature must roll 3 wisdom saving throws every 8 hours. DC= your spell save DC. On a fail the creature is stunned for the remaining duration of the spell.
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