You write a contract in the air, and its clauses carve themselves across the target’s flesh. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 6d8 necrotic damage and is cursed for 1 minute. On a successful save, it takes half as much damage and is not cursed. When you cast the spell, choose one of the following clauses for the curse.
Clause of the Hand. The target cannot take reactions. The first time it makes an attack roll on each of its turns, it must roll a d4 and subtract the number rolled from the attack roll.
Clause of the Foot. The target’s speed is halved, and it cannot teleport. The first time it willingly moves on each of its turns, it takes 2d8 necrotic damage as the writing tightens around its joints.
Clause of the Mouth. The target cannot speak, cannot cast spells with verbal components, and cannot benefit from features that require another creature to hear its voice.
Clause of the Blood. The target cannot regain hit points. The first time on each turn that it takes damage, it takes an additional 2d8 necrotic damage.
At the end of each of the cursed creature’s turns, it can repeat the Constitution saving throw, ending the curse on a success. The curse also ends early if removed by remove curse, greater restoration, or similar magic.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial necrotic damage increases by 1d8 for each slot level above 7th.
- Created for Satheryn Chronicles -
* - (black ink mixed with your blood and powdered bone)
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