Make a DC 12 Constitution saving throw. On a success, you are unaffected. On a fail, your cursed wound glows, and you gain the benefits described below until you take another long rest.
You have a number of charges equal to the current stage of the spell, which you regain each time you gain the benefits of this curse. As a free action, these charges can be spent in two ways:
- Upon expending a spell slot, you can use one charge to add extra damage equal to your level to a damage roll that is part of that expended spell slot.
- At the cost of one charge, you gain 10ft of truesight for 1 minute.
Upon beginning a rest, the curse advances one stage, and you lose access to the benefits of this spell.
When the curse advances a stage, the cracking and charring surrounding your cursed wound worsens
At Stage 8: The limb/body part affected by the cursed wound becomes fully corrupted. If you drop to 0HP after this point, you lose that limb/body part.
At Stage 15: the curse consumes your body. You die, and cannot be revived, even by magical means, until the curse is lifted.
* - which you must take on finishing a long rest where you recovered spell slots or more than half your HP
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