You touch a creature, and that creature must succeed on an Intelligence saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make an Intelligence saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 2d8 necrotic, radiant, or force damage (your choice) to the target.
- Choose one of the following damage types: acid, poison, cold, fire, lightning, or thunder. While cursed, the target has vulnerability to that damage type until the curse ends.
- While cursed, the target must roll a 1d6 and subtract the number rolled from attack rolls or saving throws - your choice. This effect lasts for the duration.
- While cursed, the target has its armor class reduced by 1d10 for the duration of the spell.
- While cursed, the target has its movement speed reduced by half, it can only make one action per turn, and cannot make attacks of opportunity for the curse duration.
A Remove Curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
This spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.
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