This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.
The seniumancer has no interest in dramatics. They do not conjure visible clouds of darkness or speak words of power over their target. They do not need to announce what they are doing. The most effective expressions of decay are the ones that go unnoticed until it is far too late to do anything about them, the kind that are already working by the time anyone thinks to look. Night Shade is that kind of spell.
When the seniumancer casts this spell they reach through The Worm with quiet precision and send its hunger directly into the target's bloodstream, not as a force or a wave but as something that simply belongs there now, indistinguishable from the blood itself until the damage begins to make itself known. There is no visual element. No glow, no darkness, no outward sign that anything has happened at all. The target may not even notice for a moment. And then the poison begins its work. From the moment Night Shade takes hold the target loses 1d6 Vitality per round as the decay feeds from within, patient and thorough, working through the body the way a toxin works; steadily, without pause, without mercy. Unlike wounds that can be healed or spells that run their course, Night Shade does not end on its own. The Worm, once invited into the blood, does not leave until it is driven out. Only a cure for poison will end it. The seniumancer watches from a comfortable distance, unhurried. The Worm is already doing everything that needs to be done.
Weapon Effect - Night Shade
Critical Hit poisons for 1d4, not stacking.
