You perform a ritual on a creature that is incapacitated for the entire casting time, and that creature must succeed on a Wisdom saving throw or become cursed. When you cast this spell, choose the nature of the curse from the following options:
Accursed Infection. You infect the creature with lycanthropy, vampirism, or a similar contagious curse. You must have a sample of saliva carrying the curse as an additional material component, which is consumed. For the first 30 days, the target has disadvantage on saving throws to resist impulses given by this curse.
Accursed Progeny. The next child the creature births or conceives will be born a monster, destined to kill the target or bring them ruin. You choose the general type of creature, and the DM determines the specifics. If the curse is broken after the child is born, it will revert to being the type of creature the child should have been born as.
Age. While cursed, the target ages faster, anywhere from twice as fast to ten times as fast (your choice).
Damnation. If the target dies before the curse is broken, it will be doomed to a torturous afterlife of your choice.
Destitution. At the start of each day, the target must roll a d10. On a roll of 1, a random occurrence will happen that costs the creature half of its total wealth, which includes property, money, and possessions.
Doom. 10 years after this curse is inflicted, the target will face an unavoidable death.
Hatred. You curse the target to draw the ire of one creature type of your choice. Creatures of that type will generally dislike the target, and will act more hostile than usual. At the start of each day, the target must roll a d10. On a roll of 1, the target will be accosted by a random creature of the type you chose. You choose whether these encounters will be dangerous or simply bothersome.
Honesty. The target cannot get away with a lie. You choose whether it is incapable of speaking a lie, such as under a zone of truth, or if it suffers a visible and obvious consequence when it does lie, such as its nose growing.
Hunger. The target is cursed with blights upon their crops, unsuccessful hunts, and ill luck with food in general. If the target attempts to farm or gather food, they will only acquire 1/10th of the food they normally would. Whenever the target eats a meal, it must roll a d10. On a roll of 1, the meal provides them no nourishment and makes them ill, poisoning them for 1 hour.
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.
A Remove Curse spell cast with a spell slot of 7th level or higher breaks the curse. The curse also ends if you choose to end it as an action, if you die, or if the vessel used as the material component is destroyed. At the DM’s option, you may specify another method of breaking the curse in addition to these. For example, you may declare that the curse will be broken if the family heirloom the creature stole is returned to you, or if it performs 100 good deeds. The creature will be aware of how to break the curse.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the casting time becomes 10 minutes. When you cast it using a spell slot of 9th level, the casting time becomes 1 action, and the creature does not need to be incapacitated.
* - (a gem-incrusted skull of a fiend or hag worth at least 500 gp)
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