Level
4th
Casting Time
1 Action
Range/Area
25 ft.
Components
V, S, M *
Duration
Instantaneous 24 Hours
School
Evocation
Attack/Save
None
Damage/Effect
Charmed (...)

This spell has different effects, depending on the level of the slot you use.

At level 4: You fill the target's body with mysteriously strong alcohol. The target instantly takes 4d6 poison damage. Then the target must make a CON save or become poisoned and sprawled.

At level 5: You turn the target into a raving drunkard. The target must succeed in a CHAR save or get a permanent madness: it will be trying to get alcohol from wherever the target sees it.

At level 6: You fill the air with atmosphere of a glorious feast! Pick a sphere (radius of 10) within the cast radius. All the creatures inside of it must make a CHAR save or be charmed: they will be singing loud songs, playing games and generally having fun. This will decrease their passive attentiveness by 5 and give them disadvantage to their Attention checks.

At level 7: You use your arcane knowledge to transport the best drinks extraplanarly. You can drag alcohol from other planes of existence, but no more then 50 gallons at a time. The type of drink is defined by the plain you take it from. You can pick the plane. Alcohol appears in the free space near you in one barrel on the next turn.

At level 8: You fill a square (5by5by5)  within casting radius with cheap, disgusting ale. All creatures caught within it should make a DEX check. If they fail, they are considered entangled. You may continue keeping the shape of ale if you stay concentrated on this spell. Each turn you stay concentrated on this spell, the creatures caught within the cube can make a CON check. If they fail, they take 6d6 poison damage and are paralyzed. If they succeed, they take 3d6 force damage and are pushed out of the ale cube.

You can freeze the cube. In order to do this, you have to deal 42 frost damage to the cube within 3 turns. Creatures inside of it take half of this damage. When you deal this damage, the cube freezes and your concentration ends. The creature inside must succeed in a STR save, or it will become petrified.

At level 9: You enchant the ale used during casting. Any creature that drinks this ale grows 1 size bigger then it was before, gets advantage to all skill checks and saves (except for ones using INT) and deals 2d12 bonus bludgeoning damage with each melee attack. Its max health increases by 6 health dices. Once per use, when creature's health is decreased to zero, it does not fall unconscious. It stays conscious for the next turn regardless the damage it suffers. In the end of this turn the creature gets HP, equal to the damage suffered this round.

These buffs disappear after any rest or after 48 hours.

* - (A pint of ale (disappears after casting))

Spell Tags: Control Social Debuff Utility Combat Charmed Special

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Cleric (Legacy) - Peace Domain Artificer (Legacy) - Alchemist (Legacy)

MyManMako

Comments

Posts Quoted:
Reply
Clear All Quotes