You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. Until the spell ends, the target has disadvantage on saving throws made with the chosen ability.
While a creature is affected by this spell, you take 1d6 necrotic damage at the start of each of your turns. This damage cannot be reduced in any way, but it does not require you to make a concentration save.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on one of your subsequent turns to curse a new creature.
A remove curse cast on the target ends this spell early.
Amplify. If you lose concentration before the spell ends, you can use your reaction to expend one of your hemocraft die to maintain your concentration.
At Higher Levels. When you cast this spell using a 4th level spell slot, you can choose to curse one additional creature. Alternatively, you can target one creature and choose two of its abilities. You take an additional 1d6 necrotic damage at the start of your turn if the spell is currently affecting two creatures or abilities.
Previous Versions
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8/22/2020 6:17:21 AM
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8/22/2020 6:21:22 AM
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