Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

You touch a beverage of your choice (other than water) and infuse it with one of the following effects:

  • Moonshimmer: The darkness disappears under the light of the moon. A creature that injests this beverage gains 60ft of darkvision or is blinded if they already have darkvision for one round. The beverage turns black.
  • Crimson Core: Blood rushes to the eyes at an incredible speed. A creature that injests this beverage gains 30ft of bloodvision* and is blinded for one round. The beverage glows crimson.
  • Foresight: Reality peals itself momentaraly to reveal its darkest secrets. A creature that injests this beverage sees a very short vision of an event in the next 2 hours (up to the DM) . The beverage glows indigo.
  • Gust: Adrenaline rushes to the legs allowing for lightning reflexes. A creature that injests this beverage has their walking speed doubled for one round. The beverage glows violet.
  • Firebreather: The heart beats 10 times faster resulting in the most extreme fever. A creature that injests this beverage takes 1 point of fire damage and glows red for one round. Any other creature who comes in contact also suffers 1 point of fire damage. The beverage glows bright orange.
  • Icy Delight: The heart beats 4 times slower. A creature that injests this beverage takes 1 point of cold damage and glows blue for one round. Any other creature who comes in contact also suffers 1 point of cold damage. The beverage glows blue.
  • Bull's Strength: Muscles suddenly buldge and push the limits of their capabilities. A creature that injests this beverage gains +3 to their strength ability score for one round. The beverage glows red.
  • Radiant glow: All anger and negativity is washed away as hapiness and good thoughts take the forfront.  A creature that injests gains advantage on persuasion check or double thier proficiency if they are already proficient for one round. The beverage glows hot pink.
  • Hush: Muscles are relaxed and a wave of euphoria washes over the body. A creature that injests this beverage must make a constitution saving throw or choose to fail it or be knocked out for 5 minutes. The beverage glows green.
  • Monkeyman: Senses and awareness are hightened while the connections of the nerves tighten. A creature that injests this beverage gains +3 to their dexterity ability score for one round. The beverage glows yellow.

On consuming the 3rd Wonderous Beverage, a creature must make a constitution saving throw of DC 10 or suffer 1d4 poison damage. On subsequent beverages the DC is raised by one for each beverage. If a creature fails the saving throw on or after the 10th beverage (DC 17) they are instead rendered uncounscious. 

The effects are achieved in a non combat setting. If a creature injests a beverage during combat, they have to make a constitution saving throw against the spell DC or be stunned till their next turn. 

* - (3 silver worth of yeast and a pinch of salt)

Available For: Cleric (Legacy)

alexregame

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