You empower the next ranged attack you make, causing the ammunition to glow a sickly green. The next time you hit a creature with a weapon attack before this spell ends, the target takes 1d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.