When casting the spell, pick a damage type. Fire/Cold/Acid/Force/Lightning/Thunder/Necrotic/Radiant.
You place an ancient curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d12 of the chosen damage type to the target whenever you hit it with an attack.
When you place this curse on a creature it must make a Charisma saving throw, on a failed throw the curse leaves a mark on the creature and you no longer require concentration to keep the spell active, however, casting any concentration spells that does damage will end the spell immediately. On a successful save the creature is still cursed but no mark appears and the spells normal concentration rules apply.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Each time a new target is chosen it must also make the Charisma saving throw to determine if you require concentration to uphold this spell or not.
When out of combat, you can meditate for 10 minutes up to an hour to learn the location of the cursed target, the longer you meditate the more accurate the location.
Remove Curse has no effect on this spell, Anti-magic fields cancel out the spell's effects but once out of the field the effects return as long as the mark remains or as long as concentration is not broken. A Wish spell can remove the magic of this curse immediately.
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