You shift time in and around a creature causing them to become unsteady and ill. The target must make a Constitution saving throw taking 2d8 poison damage on a failed save and becoming poisoned for the next minute. While poisoined in this way, the target's movement speed is reduced by 10 feet and it cannot take reactions. The target may make a Constitution saving throw at the end of each of its turns, ending the poisoned condition on a success. On a success the target takes half damage and suffers no other ill effects.
While the target is poisoned, you can use your reaction to force the target to make an another Constitution saving throw taking 2d8 poison damage on a failure or half as much on a failed save. Using this reaction ends your concentration on the spell and the poisoned condition automatically ends at the end of the target's next turn.
At higher levels: The initial damage caused by this spell increases by 1d8 and the target's movement speed is reduced by an aditional 5ft until its movement speed is reduced to 0. If a target's movement speed cannot be reduced further it instead takes an additional d8 of psychic damage for each additional higher level.
Previous Versions
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3/14/2023 3:38:24 AM
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1
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Coming Soon
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