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 an additional d8 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.
This spell lets you temporarily pierce the defenses of an enemy, pushing through with the might of elemental fury.
When a creature you can see within 60ft resists damage from a source of acid, cold, fire, lightning, or poison, you are aware of the resistance. By casting this spell, you can cause the triggering source of damage to ignore the target's resistance for its initial damage roll.
A creature with immunity to the triggering type of elemental damage is not affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may mark the creature a number of times equal to to level of the spell slot above 1st. Each mark will allow a spell or effect to ignore the target's resistance to the triggering damage type for a single damage roll, consuming the mark.
You aim the weapon used as a material component for this spell, firing a compacted bolt of blunted blue energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).