You place a curse of weakness on a creature you can see, within the range. Until the spell ends, you deal 4d6 energy or physic extra damage every time you hit it. Also choose one ability when you cast this spell. The target has a disadvantage in ability checks and saving throws made with the chosen ability. Additionally, you can choose six of the following options:
Caster Benefits
• You have advantage to all saving throws against effects created by the cursed creature, and you can add one d4 from any ability check, saving throw or attack
• Your attacks against the cursed creature treats immunity as resistence, if the target have resistence to your damage, this resistence is ignored.
• You have resistence to any damage dealt by the cursed creature, and the cursed creature can not let you frightened or charmed.
• You have advantage in Wisdom (Perception) ability checks to find the cursed creature.
• On each of your turns you can use your bonus action to make four weapon attacks against the cursed creature.
Cursed Harms
• The cursed creature have disadvantage in attack rolls against you, and needs to subtract one d4 from any ability checks, saving throws or attack rolls.
• The target can not make reactions.
• When the cursed creature recover hit points, he needs to make a Wisdom saving throw. On a failure, the cursed creature doesn't recover any hit points, and instead he takes necrotic damage equal twice the hit points that would have been restored. On a sucess, takes necrotic damage equal the hit points that would have been restored.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose two additional effects and you can choose one allied to have the Caster Benefits section against the cursed creature.