You invoke a forbidden omen, marking a creature you can see within range for death, destruction, or some other terrible fate. From that moment, the spell becomes the bringer of its doom. Shadows gather, the air grows still, and unseen forces begin closing in upon the condemned.
The target must make a Wisdom saving throw. On a successful save, it takes 4d8 psychic damage, and the spell ends. On a failed save, the creature becomes Doomed.
While the creature remains Doomed, an Omen occurs at the start of each of your following turns. The Omens occur in the following order.
First Omen — The Tolling Bell. The target hears the distant toll of a funeral bell that no other creature can hear. It takes 4d8 psychic damage and must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn.
The bell tolls once.
Second Omen — The Weeping Wound. Wounds spontaneously appear across the target's body, weeping black blood. The target takes 5d8 necrotic damage and can't regain hit points until the start of your next turn.
The bell tolls twice.
Third Omen — The Blackened Sun. Light seems to abandon the doomed creature. To it, the sun, stars, flames, and every other source of light become black. The target takes 6d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is blinded and its speed is halved until the start of your next turn.
The bell tolls three times.
Final Omen — Doom. At the start of your fourth turn after casting this spell, everything becomes silent.
Then the final bell tolls.
Every creature within 60 feet can hear it.
The doomed creature must make a Constitution saving throw. On a failed save, it takes 12d10 necrotic damage. On a successful save, it takes half as much damage.
If this damage reduces the creature to 0 hit points, it dies immediately and a permanent black mark resembling a shattered hourglass appears somewhere upon its body.
After the Final Omen occurs, the spell ends.
Doom ends immediately if you lose concentration or die.
A creature can also end Doom with dispel magic. When attempting to dispel Doom, the caster must make an ability check using its spellcasting ability against your spell save DC.
Casting remove curse on the doomed creature delays the next Omen until the beginning of your following turn, but does not end the spell.
* - (a shard from a broken hourglass and a black candle)
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