Create Poison
1st-level transmutation (ritual) (Artificer,Bard,Druid,Ranger,Warlock,Wizard)
- Casting Time: 1 action
- Range: Self (one vessel on your person)
- Components: V, S, M (a small bottle or other container that can hold a draught of water)
- Duration: Instantaneous
You use some combination of scavenged substances, focused meditation, and magic to transform the water in a container you have on your person into one dose of improvised poison. This dose can be applied to one weapon, up to three pieces of ammunition, or up to three separate portions of food or drink. Once applied, the poison retains potency until someone must roll a saving throw against it, or for 1 minute, after which point it dries or dissolves. If a creature is struck with the poisoned weapon or ammunition, or if it ingests the poisoned food or drink, it must make a Constitution save or be poisoned for 1 minute and take 1d8 poison damage, or 2d8 if the poison is ingested). Creatures that succeed on their save take half damage, but suffer no other effects.
A poison you create can only be used by you, and has no value if you try to sell it. If you cast this spell again, any doses of poison you have previously created with this spell instantly become water again. Otherwise, poison doses created with this spell retain their potency until the next time you finish a long rest, at which point they return to being water.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional dose of poison for every two levels above 1st. When you cast this spell using a spell slot of 4th level or higher, the poison gains an extra effect: if a creature fails the saving throw by 5 or more, its Constitution score is reduced by 1d4 until the creature finishes a long rest or its ability score is restored by magic.