You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
When a character affected by this curse gains a level of exhaustion, they take 1d6 psychic damage. Their hitpoint maximum is then reduced by this number until this character completes a long rest.
A character affected by this curse has an initiative modifier of -5. This character may choose to take one level of exhaustion in order to roll with their initial modifier. When this character completes a short rest, the duration is two hours instead of one. When this character completes a long rest, the duration is ten hours instead of eight.
Whenever this character takes an action, make a CON SAVING THROW, DC 1. If they fail, this character takes 1 psychic damage per character level. On any further rolls, the DC is increased by 1, regardless of the result. If the DC becomes 20 or higher, the character immediately gains one level of exhaustion, and the DC resets to 1. The damage suffered on a failure increases by 1 also.
A remove curse spell ends this effect.
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