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You cast it at the start of a battle to do extra damage to the enemy you marked.
Once the target dies, you can freely transfer it to another enemy.
And yes, you can use it as a Bonus action, which encourages you to set it up before you make your first attack.
As for it not consuming a spell slot. You might have just done a short rest.
Save for specific Invocations and one exception, Warlocks regain their spell slots after a short rest.
They typically have fewer spell slots than other casters, but since they refresh those slots with just a simple short rest, they can end up casting more spells than those same other casters before the next long rest.
Just a quick question more : About the time in the game. The spell is supposed to last an hour. How many turn does that represent ? And when I'm off combat ?
But again, Warlocks regain their spell slots on a short rest so you'll hardly find yourself unable to cast it when you want as long as you give your party a break after a fight.
Outside combat they lasted the stated time, as an example if you cast greater invisibility trying to sneak past enemies you literally have a minute to do it. In combat it will last 10 rounds which is more then enough.
1d6 damage on any attack roll to the target of the spell, be it weapon or spell.
If the target dies you can move the spell to another target with a bonus action.
1 hour duration, concentration.
This explains why I couldn't find anything for Malediction in the source books. It is such a great combo but in the PC game, it is a bonus action. Is that the same for TTRPG?