You channel parasitic energy into a seed and implant it into a target withing range. Make a ranged spell attack, on a hit the target takes 1d4 poison and 1d4 piercing damage. At the start of each of it's turns the target must succeed on a constitution saving throw or they take 1d4 poison and 1d4 piercing damage and become poisoned until their next turn. On a save they take half damage and the spell ends.
If a target dies while under the effects of the spell, their corpse explodes in a burst of poisonous gas and thorns. Each creature within 5ft of them must make as dexterity saving throw. Creatures take 1d4 poison and 1d4 piercing damage for each turn the target was effected by the spell (Including the turn it was cast) and half as much damage on a save.
You can use your action to detonate the spell early. If you do, the infected target makes a constitution saving throw and the area damage is only dealt to them. On a save they take half damage instead.
At higher levels. When cast using a 2nd or higher spell slot, the spell save DC increases by 1 at every even level and the damage dice upgrade to the next size at every odd level it's cast. For a total of +1 DC as 2nd level, +2 at 4th, +3 at 6th and, +4 at 8th. The dice become d6 when cast at 3th level, d8 at 5th level, d10 at 7th level and d12 at 9th level.
* - (A seed)
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