Homebrew
Inflict Poison
2-level Necromancy
Casting Time: 1 Action
Range/Area: 120 feet.
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You channel the toxic essence of the wilds, casting it at a creature within range to corrupt their vitality. The target must make a Constitution saving throw. On a failed save, the creature takes 2d10 poison damage, and then again suffers 1d10 poison damage at the start of each of its turns. The creature can make a Constitution saving throw at the end of each of its turns, with success ending the ongoing effect.
If the target fails any of these saving throws by 5 or more, they are also poisoned until the end of their next turn or until they make a successful saving throw against the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the initial and the ongoing damage increase by 1d10 for each slot level above 2nd.
Spell Description. Inflict Poison summons the latent dangers lurking in nature's beauty, focusing Vashteera's understanding of natural toxins into a potent magical assault. With a gesture and a word, you unleash a virulent miasma that seeks out the target, invading their system with lethal precision. The poison manifests not as a physical substance but as a green-black energy that wraps around the target, seeping into their pores and orifices, leaving them wracked with pain and their body fighting against itself. This spell not only causes immediate damage but continues to weaken the victim, reflecting Vashteera's strategic acumen in wearing down enemies over time.